GBVS/Soriz

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Overview[edit]
Overview

Soriz is a brawler who pesters the opponent with dash-punches and high chip damage while keeping himself relatively safe.


"My fists don't lie!"
Lore:Soriz once tried his hands at wielding a weapon, before he realized that his hands themselves were the ultimate tool for battle. He threw himself wholeheartedly into training his fists, proving to the world his conviction and earning fame as a fearsome warrior. Even now he continues to hone his aged body, always striving for newer peaks. Despite his usual stoic expression, he's got quite the unsavory side hiding underneath, but most opponents are too busy facing off against his boulder-like fists and log-like kicks to do much about his discourteous behavior.
Voice:English: Jamieson Price/Japanese: Rikiya Koyama
Playstyle
GBVS Soriz Icon.png Soriz is a brawler who harasses opponents from mid-range with his 236L and pressures opponents at extremely close range with his other options, including a tool to shrug off incoming attacks.
Pros Cons
  • Good Damage: Soriz has access to great chip damage and ridiculous corner combo damage.
  • Safe Pressure: Thanks to moves such as Impact Knuckles Soriz is able to apply pressure while keeping himself safe from retaliation in many situations.
  • Rewarding Frame Traps: In the corner, Soriz can score massive damage off of his myriad of frame traps.
  • S O I Y A
  • Lack of a Reliable Reversal: Soriz's only invincible option is Leaping Tiger, Charging Dragon. His next-best reversal does not activate armor until frame 3.
  • Neutral Issues: Soriz lacks a fireball which makes neutral difficult in matchups where Impact Knuckles is less effective. Additionally, Soriz does not have particularly great speed nor range which accentuates this issue.
GBVS MuscleFuryIcon.png Manliness Buff

Soriz' defense is increased during Muscle Fury and Macho Ultimatum. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.

Each hit taken is represented by a stack of GBVS Manliness 1.png Manliness. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.

Normal Moves[edit]

c.L[edit]
c.L
GBVS Soriz c.L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 5 3 6 +2 +6

Fast close-up pressure tool for staggers and frame-traps. Can link into c.M on-hit if in range.

c.M[edit]
c.M
GBVS Soriz c.M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 6 5 10 0 +4

Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights.

c.H[edit]
c.H
GBVS Soriz c.H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1200 Mid 10 6 15 +1 +5

His best starter in terms of raw damage. Use this for punishes and CH combos. On CH, it can link into itself for crushing damage.

Auto Combo[edit]
Auto Combo
GBVS Soriz 5XX.png
GBVS Soriz 5XXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 400 Mid 9 - - -3 +1
XXX 400 Mid 12 - - -4 +0

Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.

f.L[edit]
f.L
GBVS Soriz 5L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 7 3 15 -5 -1

A standing low. Strong low option from far away. Can hit confirm easily into specials or 236236H.

f.M[edit]
f.M
GBVS Soriz 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 8 5 16 -6 -2

Your go-to poke for neutral. Has less reach than 5H but is faster.

f.H[edit]
f.H
GBVS Soriz 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 11 6 21 -10 -6

Forward-moving kick with lots of range, but will typically whiff against most crouching hurtboxes if too far. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.

2L[edit]
2L
GBVS Soriz 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 6 3 6 +2 +6

Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range.

2M[edit]
2M
GBVS Soriz 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 6 12 -3 +1

Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit.

2H[edit]
2H
GBVS Soriz 2H.png
Kage 2HP
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 11 3 24 -10 -6

Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than Roundhouse Fang but is far more rewarding on CH and less risky on block as it can be special-canceled.

2U[edit]
2U
GBVS Soriz 2U.png
The Spunky Tomboy Sweep
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Low 11 6 21 -12 HKD

Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes. Can be cancelled into specials and UOH.

Air Normals[edit]

j.L[edit]
j.L
GBVS Soriz jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 High/Air 5 Until Landing - - -

Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.

j.M[edit]
j.M
GBVS Soriz jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
600 High/Air 7 - - - -

Essentially an aerial version of his f.M. Use this as an anti-air tool.

j.H[edit]
j.H
GBVS Soriz jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 8 - - - -

Has the deepest reach of all your jump-ins.

j.U[edit]
j.U
GBVS Soriz jU.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 7 - - - -
  • Launches the opponent upwards.

This would be useful in a game where you can jump-cancel moves in combos, but Granblue is not such a game. The only real use it has is Way of the Fundoshi Fist CH AA 2H combos, which are extremely situational. Because it launches upwards, it's much harder to convert off of CH than his other jumping normals. Practically useless as a jump-in as it whiffs on crouchers.

Unique Action[edit]

Muscle Fury[edit]
Muscle Fury GBVS MuscleFuryIcon.png
5U
GBVS Soriz MuscleFury.png
Growler?
GBVS Soriz ReactiveMuscles.png
Not!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
5U - - 3 - - - -
Reactive Muscles
5U > 6X
300 Mid 11 3 21 -3 +3
  • Armored on frame 3.
  • Reactive Muscles on close CH gains 20% meter.
  • Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.

Soriz assumes a stance that allows him to absorb anything that isn't a throw, Skybound Art, or Super Skybound Art. It can be extended by holding U, and Soriz takes less damage while the stance is up. Keep in mind that like most armored moves, you will die if your HP drops below zero while armoring. Soriz also has access to the Reactive Muscles counterattack. You may choose to do the counterattack at any point in the stance animation whether or not your opponent hits you during it. If it counterhits a very close opponent, it will proc a cinematic zoom-in and build a very large amount of meter (20%). On crouching CH, it is possible to link into c.L. Reactive Muscles hits both in front and behind Soriz. It also has Crush frames VS jump-in attacks, making it a viable anti-air option.

Damage modifier during 5U:

1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%
Does not stack with Macho Ultimatum's damage reduction

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Soriz grab.png
BOI
GBVS Soriz BackThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw 7 - - - -

Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up 2L in most cases, forward throw gives you a very strong mix game:

  • Safe c.L (baits invincible reversals)
  • Meaty c.M (can be up to +4 oB and +8 oH)
  • Meaty c.H (links to itself on CH)
  • Wait and throw again (can be walked, jumped, and mashed out of)
  • Meaty 2L (beats walking, jumping, and mashing)
Air Throw[edit]
Air Throw
GBVS Soriz airgrab.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw 5 - - - -

Soriz slams his opponent down to the ground with an axe-kick while in the air.

Overhead Attack[edit]
Overhead Attack
GBVS Soriz MH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 High 26 6 17 -4 +1

Universal overhead. Goes over lows and baits throws.

Special Moves[edit]

Impact Knuckles[edit]
Impact Knuckles GBVS Tackle.png
236X or 5S
GBVS Soriz ImpactKnuckle.png
Gustav Buster!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 1100 Mid 15 [13] 4 19 -3 +1
M 1400 Mid 26 [25] 6 23 -2 +2
H 1200 Mid 12 6 18 -2 +2

Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in Macho Ultimatum. All versions are safe and give advantage on hit, meaning Soriz can safely back off or continue pressure as he pleases. The hitbox does not appear until he reaches a certain distance from the opponent, much like Balrog's Dash Straight. You'll be cancelling most of your moves into this to maintain pressure, as some characters cannot stop you from pressing a button afterwards.

Bracketed numbers indicate the Fundoshi version.

Roundhouse Fang[edit]
Roundhouse Fang GBVS Uppunch.png
623X or 6S
GBVS Soriz Ryuugakyoku.png
No DP Struggle
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 1000 Mid 7 3 21 -7 KD
M 1000 Mid 7 6 23 -10 KD
H 1000 Mid 6 7 19 -7 HKD

Upwards kick. Has Crush properties vs airbone attacks during it's active frames but has no invincibility otherwise. Has bigger range in Macho Ultimatum. Will knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions.

  • L version - Soriz kicks upward in place.
  • M version - Soriz advances a bit before kicking upward. Can be used to anti-air opponents who are jumping in from slightly farther. Exercise caution as it can whiff against an opponent who jumped in too deep.
  • H version - One of Soriz's fastest attacks. In combos it can be a solid way to secure hard knockdowns without having to expend 22H or 236H.
Punch the Stars[edit]
Punch the Stars
214X or 4S GBVS Flurry.png
Punch of the stars.png
Old Man Kenshiro
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 250*4 [140*8] Mid 13 17 14 -1 +3
M 300*4 [170*8] Mid 21 17 14 -1 +3
H 300*4 [170*8] Mid 13 17 12 +1 +5

Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward. In Macho Ultimatum, the move deals more hits and can be followed up by Tenacious Will or Bravado Bullet.

Bracketed numbers indicate the Fundoshi version.

Rock Smash[edit]
Rock Smash GBVS Strike.png
22X or 2S
GBVS Soriz Rock Smash.png
This rock appears to be breakable. Would you like to use ROCK SMASH?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 900 Mid 18 6 19 -3 KD
M 1200 Mid 29 6 13 +8 KD
H 1100 Mid 15 6 11 +4 HKD

Soriz punches the ground really hard and produces a column of flames. Can be used to stop single-hit projectiles. All 3 versions have bigger hitboxes in Macho Ultimatum.

  • L version - Comes out fast, but is the least safe on block. Generally used to knock your opponent down at the end of a combo if wanting to save the H version. Can lead to meaty 22M in the corner.
  • M version - Comes out the slowest, but provides the most advantage on block. Used to reset pressure on opponents scared to contest your blockstrings. Can start combos in the corner.
  • H version - Comes out faster than the L version and provides advantage on block. The centerpiece starter for most of Soriz's high damage corner combos. On block, it can be used as a guaranteed way to reset pressure and continue your blockstring.
  • All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100

Skybound Art[edit]

Leaping Tiger, Charging Dragon[edit]
Leaping Tiger, Charging Dragon
236236H or 236S
GBVS Soriz Leaping Tiger Charged Dragon.png
YOU
GBVS Soriz LTCD Hit1.png
WA
GBVS Soriz LTCD Hit2.png
SHOCK
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3500[4500] Mid 7+6 - - -29 KD

A big punch with invincible startup, making it Soriz's sole reversal. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.

Bracketed numbers indicate the Fundoshi version.

Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375

Super Skybound Art[edit]

Macho Ultimatum[edit]
Macho Ultimatum
236236U or 236S+U
GBVS Soriz Macho Ultimatum.png
QUICKER THAN THE WIND, AND AS STILL AS THE FOREST. HOTTER THAN FLAMES AND MORE MAGNIFICENT THAN A MOUNTAIN. FUN DO SHI DESU!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
- - 10+4 - - - -

Soriz strips down and powers up. The super lasts until the end of the round, and while it's active Soriz gains a few bonuses:

  • Defense buff based on how many Manliness stacks he absorbed with Muscle Fury.
  • Enhanced Special moves and Skybound Art
  • Follow-ups to Punch the Stars
  • Access to Way of the Fundoshi Fist
  • Faster dash

Keep in mind, Soriz IS NOT invincible during the initial startup frames. Only AFTER the superflash animation is over (Frames 10-14). This is not usable as a reversal option.

Damage modifier during Macho Ultimatum:

1 stack = 83.3% GBVS DefenseUp.png, 2 stacks = 76.9% GBVS DefenseUp.png, 3 stacks = 71.4% GBVS DefenseUp.png, 4 stacks = 66.7% GBVS DefenseUp.png, 5 stacks = 62.5% GBVS DefenseUp.png
Tenacious Will[edit]
Tenacious Will
Punch the Stars > 214X or 2S
GBVS Soriz Tenacious Will.png
The Cammy Pose
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 20 - - +2 +4

Macho Ultimatum-only follow up to Punch the Stars. Does not knock down but is plus on block. It is very slow, which makes it hard to use as the opponent can simply jump out. Has guard break properties. Can combo off of the guard crush when used as a meaty tool.

Bravado Bullet[edit]
Bravado Bullet
Punch the Stars > 236X or 6S
GBVS Soriz Bravado Bullet.png
DYNAMITE KICK
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 14 - - -10 KD

Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with. If properly spaced makes Soriz safe.

  • Wall-bounces on CH from L or M version of Punch the Stars, which makes contesting him very risky.
  • H version will always wall-bounce.
Way of the Fundoshi Fist[edit]
Way of the Fundoshi Fist
236236U or 236S+U during Macho Ultimatum
GBVS Soriz The Mans Seiken Tsuki.png
Exceed Accel x Raging Demon
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
4500 Throw, Mid 8+0 - - - -

A Super Skybound Art tied to Macho Ultimatum's activation. Using this super does not cost meter BUT you only get one use. The first hit of the super is a throw, effectively giving Soriz a dodge check. Can be comboed into, but Soriz must be very close to do so. Soriz IS NOT invincible during the startup of this move at all.

Note 1: The opponent cannot jump, dodge or DP on reaction to the superflash animation, but ONLY if they are in range of the first attack (the stomp).

Note 2: If easy input is used, the super deals 500 less damage than that of the technical input, dealing 4000 instead of 4500.

Min Damage: Technical: 1050, Simple 600

External References[edit]

Navigation[edit]


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