GBVS/Soriz

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Overview
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

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

Air Normals

j.L

j.M

j.H

j.U

Unique Action

Muscle Fury GBVS MuscleFuryIcon.png

5U

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 Hit Invuln
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

Ground Throw

Air Throw

Overhead Attack

Special Moves

Impact Knuckles GBVS Tackle.png

236X or 5S

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 Hit Invuln
L 1100 Mid 15 [13] 4 19 -3 +1 -
M 1400 Mid 26 [25] 6 23 0 KD -
H 1200 Mid 15 [14] 6 18 -2 HKD -

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 GBVS Uppunch.png

623X or 6S

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 Hit Invuln
L 1000 Mid 7 6 21 -7 KD -
M 1000 Mid 7 6 23 -9 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 Kick
  • Soriz kicks upward in place.

M Kick
  • 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 Kick
  • 6-frame H button in disguise.

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 GBVS Flurry.png

214X or 4S

Rock Smash GBVS Strike.png

22X or 2S

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 Hit Invuln
L 900 Mid 18 6 19 -3 KD -
M 1200 Mid 28 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.

  • All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100.

L Version
  • Fast startup, but low adv. 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
  • Slow startup, but high adv. on block.

Used to reset pressure on opponents scared to contest your blockstrings. Can start combos in the corner.


H Version
  • Best of both worlds, but less plus than the M version.

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.

Skybound Art

Leaping Tiger, Charging Dragon

236236H or 236S

Super Skybound Art

Macho Ultimatum

236236U or 236S+U

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 Hit Invuln
- - 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.

When cancelled from the following normals Soriz can be plus to continue pressure after activation.

  • c.XXX = +2
  • f.H = +2
  • c.H = +4

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

Punch the Stars > 214X or Punch the Stars > 2S

Bravado Bullet

Punch the Stars > 236X or Punch the Stars > 6S

Way of the Fundoshi Fist

236236U or 236S+U during Macho Ultimatum

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 Hit Invuln
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

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Soriz Color 01.png
GBVS Soriz Color 02.png
GBVS Soriz Color 03.png
GBVS Soriz Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Soriz Color 05.png
GBVS Soriz Color 06.png
GBVS Soriz Color 07.png
GBVS Soriz Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Soriz Color 09.png
GBVS Soriz Color 10.png
GBVS Soriz Color 11.png
GBVS Soriz Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Soriz Color 13.png
GBVS Soriz Color 14.png
GBVS Soriz Color 15.png
GBVS Soriz Color 16.png
Color 17
Color 18
GBVS Soriz Color 17.png
GBVS Soriz Color 18.png
Weapons
01
02
03
04
GBVS Soriz Weapon 01.png
GBVS Soriz Weapon 02.png
GBVS Soriz Weapon 03.png
GBVS Soriz Weapon 04.png
05
06
07
GBVS Soriz Weapon 05.png
GBVS Soriz Weapon 06.png
GBVS Soriz Weapon 07.png


External References

Navigation

Ambox notice.png To edit frame data, edit values in GBVS/Soriz/Data.