< GBVS
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* No "projectile" type move | * No "projectile" type move | ||
* Rather slow movement and shorter reach normals | * Rather slow movement and shorter reach normals | ||
* Arguably the worst mid screen oki out of all characters | |||
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{{#lst:GBVS/Soriz/Data|c.H}} | {{#lst:GBVS/Soriz/Data|c.H}} | ||
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{{Description|7|text= His best starter in terms of raw damage. Use this for punishes and CH combos. | {{Description|7|text= His best starter in terms of raw damage. Use this for punishes and CH combos. On counterhit, c.H can link into itself for crushing damage. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Launches the opponent upwards. | * 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 [[GBVS/Soriz#Way of the Fundoshi Fist|Way of the Fundoshi Fist]] CH AA 2H combos, which are very situational in and of themselves. Because it launches upwards, it's also harder to convert off on counterhit than his other air normals. Also basically useless as a jump in as it whiffs crouchers. | 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 [[GBVS/Soriz#Way of the Fundoshi Fist|Way of the Fundoshi Fist]] CH AA 2H combos, which are very situational in and of themselves. Because it launches upwards, it's also harder to convert off on counterhit than his other air normals. Also basically useless as a jump in as it whiffs crouchers. It can catch people jumping out of safejumps, but if they're doing that there's a problem with your setup and you should't use this move to solve it. | ||
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* Armored on frame 3. | * Armored on frame 3. | ||
* Cinematic counter adds a stack and gains 20% meter. | * Cinematic counter adds a stack and gains 20% meter. | ||
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. If Soriz is hit while stance is active then he gains a Defense stack for when he uses his SSBA. Soriz also has access to Reactive Muscles, a counterattack while in the stance. If it hits the opponent, the meter gain is very high at 20%. | 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. If Soriz is hit while stance is active then he gains a Defense stack for when he uses his SSBA. Soriz also has access to Reactive Muscles, a counterattack while in the stance. You may choose to do the counterattack at any point in the stance animation and your opponent does not need to hit you to use it. If it hits the opponent, the meter gain is very high at 20%. | ||
Damage reduction stacks effects : | |||
* 1 stack = 16.7% | |||
* 2 stacks = 23.1% | |||
* 3 stacks = 28.6% | |||
* 4 stacks = 33.4% | |||
* 5 stacks = 37.5% | |||
(Ex : with 2 stacks and Fundoshi activated a 1000 damage move would only deal 769 damage to Soriz) | |||
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{{#lst:GBVS/Soriz/Data|LU}} | {{#lst:GBVS/Soriz/Data|LU}} | ||
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{{Description|7|text= Forward throw gives worse okizeme than backwards throw. | {{Description|7|text= Forward throw gives worse okizeme than backwards throw. That doesn't mean you don't get anything, as it's just enough advantage to set up a meaty c.H. | ||
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{{Description|8|text= | {{Description|8|text= | ||
Soriz's rush attack. The distance he travels increases with button strength, L being the least. Travels further in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. All versions are only slightly minus on block and have 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 rush punches. | Soriz's rush attack. The distance he travels increases with button strength, L being the least. Travels further in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. All versions are only slightly minus on block and have 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 rush punches. You'll be cancelling most of your moves into this to maintain pressure, as some characters cannot stop you from pressing a button afterwards. | ||
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{{Description|8|text= | {{Description|8|text= | ||
Soriz punches the ground really hard and produces a column of flames. The M version is slower but plus on block. All 3 versious have bigger hitboxes in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. | Soriz punches the ground really hard and produces a column of flames. The M version is slower but plus on block. All 3 versious have bigger hitboxes in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. This move can also be used to stop single hit projectiles. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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: | 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 | * Defense buff based on how many Defense stacks he absorbed with Muzzled Fury (Refer to: [https://tinyurl.com/qn55lqk this chart] for more info) | ||
* Enhanced Special Moves | * Enhanced Special Moves | ||
* Follow-ups to Punch the Stars | * Follow-ups to Punch the Stars | ||
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{{Description|7|text= | {{Description|7|text= | ||
Macho Ultimatum-only follow up to Punch the Stars. Does not knock down | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
A Super Skybound Art unique to Macho Ultimatum. Since it is 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 | A Super Skybound Art unique to Macho Ultimatum. Since it is 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 it is very slow and needs to be canceled off of an H move in order to connect. [[GBVS/Soriz#Leaping Tiger, Charging Dragon|Leaping Tiger, Charging Dragon]] is a better damage alternative if you have it. Soriz '''IS NOT''' invincible during this move either, making it a terrible reversal. | ||
Note : The opponent cannot escape after the startup animation if they are in range of the first hit grab. They cannot jump, dodge or DP on reaction after the startup animation. | |||
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Revision as of 09:00, 8 April 2020
Health | |
Prejump | |
Backdash |
Overview
"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. |
Pros
Cons
- Good Damage Output
- Good Pressure Options that can be plus or safe on block
- Able to gain defense buffs and make himself more tanky
- S O I Y A
- No meterless reversal option
- No "projectile" type move
- Rather slow movement and shorter reach normals
- Arguably the worst mid screen oki out of all characters
Normal Moves
c.L
c.L |
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c.M
c.M |
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c.H
c.H |
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Auto Combo
Auto Combo |
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f.L
f.L |
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f.M
f.M |
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f.H
f.H |
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2L
2L |
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2M
2M |
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2H
2H |
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2U
2U |
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Air Normals
j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.U
j.U |
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Unique Action
Muzzled Fury
Muzzled Fury 5U |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Impact Knuckle
Impact Knuckle 236X or 5S |
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Roundhouse Fang
Roundhouse Fang 623X or 6S |
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Punch the Stars
Punch the Stars 214X or 4S |
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Rock Smash
Rock Smash 22X or 2S |
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Skybound Art
Leaping Tiger, Charging Dragon
Leaping Tiger, Charging Dragon 236236H or 236S |
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Super Skybound Art
Macho Ultimatum
Macho Ultimatum 236236U or 236S+U |
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Tenacious Will
Tenacious Will Punch the Stars > 214X or 2S |
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Bravado Bullet
Bravado Bullet Punch the Stars > 236X or 6S |
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The Man's Seiken Tsuki
Way of The Fundoshi Fist 236236U or 236S+U during Macho Ultimatum |
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •