GBVS/Soriz

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GBVS Soriz Nameplate.png
GBVS Soriz Portrait.png
Health 10500
Prejump 4f
Backdash ??f
Unique Movement OptionsJump, Dash Type: Run


Overview[edit]

"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.


Playstyle
GBVS Soriz Icon.png Soriz
Pros Cons
  • Good damage output, especially in the corner.
  • Good pressure options that can be plus or safe on block. Most specials are safe or safe if spaced.
  • Able to gain defense buffs and make himself more tanky with Muzzled Fury.
  • Specials do decent chip damage on block, which opens up the opponent to mindgames.
  • S O I Y A
  • Only invincible option is SBA; next-best reversal does not activate armor until frame 3.
  • No "projectile" type move, struggles in neutral a little if he cannot use Impact Knuckle.
  • Rather slow movement and shorter reach normals, making his defense poor.
  • Arguably the worst mid screen oki out of all characters.



Normal Moves[edit]

c.L[edit]
c.L
GBVS Soriz c.L.png
Damage Guard Startup Active Recovery On Block On Hit
400 All 5 3 6 +2 +6

Close up close pressure tool. Can link into c.M on hit if you're in range.


c.M[edit]
c.M
GBVS Soriz c.M.png
Damage Guard Startup Active Recovery On Block On Hit
700 All 6 5 10 0 +4

Good for pressure since it's neutral on block and also can be hitconfirmed into from close jabs.


c.H[edit]
c.H
GBVS Soriz c.H.png
Damage Guard Startup Active Recovery On Block On Hit
1200 All 10 6 15 -2 +2

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.


Auto Combo[edit]
Auto Combo
GBVS Soriz 5XX.jpeg
GBVS Soriz 5XXX.png
Version Damage Guard Startup Active Recovery On Block On Hit
XX 400 All 9 - - -3 +1
XXX 400 All 12 - - -4 +0

Generic auto combo filler. Both hits are cancellable.


f.L[edit]
f.L
GBVS Soriz 5L.png
Damage Guard Startup Active Recovery On Block On Hit
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 Guard Startup Active Recovery On Block On Hit
700 All 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 Guard Startup Active Recovery On Block On Hit
1000 All 11 6 21 -10 -6

Forward moving kick and has a lot of range because of the forward motion. You can use this to whiff punish.


2L[edit]
2L
GBVS Soriz 2L.png
Damage Guard Startup Active Recovery On Block On Hit
400 Low 6 3 6 +2 +6

Fast low option for hitconfirming and pressure. Also has decent range too.


2M[edit]
2M
GBVS Soriz 2M.png
Damage Guard Startup Active Recovery On Block On Hit
700 All 7 6 12 -3 +1

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


2H[edit]
2H
GBVS Soriz 2H.png
Damage Guard Startup Active Recovery On Block On Hit
1000 All 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 counterhit and less risky on block as it can be special canceled.


2U[edit]
2U
GBVS Soriz 2U.png
Damage Guard Startup Active Recovery On Block On Hit
700 Low 11 6 21 -12 KD

Sweep attack with decent range. Doesn't low profile but useful as a combo ender for corner combo routes.


Air Normals[edit]

j.L[edit]
j.L
GBVS Soriz jL.png
Damage Guard Startup Active Recovery On Block On Hit
400 High 5 Until Landing - - -

Elbow attack that's active until he lands or makes contact with an opponent.


j.M[edit]
j.M
GBVS Soriz jM.png
Damage Guard Startup Active Recovery On Block On Hit
600 High 7 - - - -

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


j.H[edit]
j.H
GBVS Soriz jH.jpg
Damage Guard Startup Active Recovery On Block On Hit
800 High 8 - - - -

Jumping punch attack. Has the most downward range of your jump ins.


j.U[edit]
j.U
GBVS Soriz jU.png
Damage Guard Startup Active Recovery On Block On Hit
800 High 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 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.


Unique Action[edit]

Muzzled Fury[edit]
Muzzled Fury
5U
Muzzled fury 01.png
Growler?
GBVS Soriz Muzzled Fury 02.png
Not!
Version Damage Guard Startup Active Recovery On Block On Hit
5U - - 3 - - - -
5U 6X 300 All 11 3 21 -3 +3
  • Armored on frame 3.
  • 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. 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)


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Soriz grab.png
Damage Guard Startup Active Recovery On Block On Hit
1500 - 8 - - - -

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.


Air Throw[edit]
Air Throw
GBVS Soriz airgrab.png
Damage Guard Startup Active Recovery On Block On Hit
1500 - 5 - - - -

Soriz slams you down to the ground with an axekick while in the air.


Overhead Attack[edit]
Overhead Attack
GBVS Soriz MH.png
Damage Guard Startup Active Recovery On Block On Hit
1000 - 26 - - -4 +1

Universal overhead. Goes over lows and baits throws.


Special Moves[edit]

Impact Knuckle[edit]
Impact Knuckle
236X or 5S
GBVS Soriz ImpactKnuckle.png
Gustav Buster!
Version Damage Guard Startup Active Recovery On Block On Hit
L 1000 All 15 4 19 -3 +1
M 1400 All 26 6 23 -2 +2
H 1200 All 12 6 18 -2 +2

Soriz's rush attack. The distance he travels increases with button strength, L being the least. Travels further in 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.


Roundhouse Fang[edit]
Roundhouse Fang
623X or 6S
GBVS Soriz Ryuugakyoku.png
No DP struggle
Version Damage Guard Startup Active Recovery On Block On Hit
L 1000 All 7 3 21 -7 KD
M 1000 All 7 6 23 -12 KD
H 1000 All 6 6 19 -7 KD

Upwards kick. Useful as an anti-air but has no invincibility. Has bigger range in Macho Ultimatum. Only the H version causes a knockdown.


Punch the Stars[edit]
Punch the Stars
214X or 4S
Punch of the stars.png
Version Damage Guard Startup Active Recovery On Block On Hit
L 250x4 All 13 17 14 -1 +3
M 300x4 All 21 17 14 -1 +3
H 300x4 All 13 17 12 +1 +5

Soriz releases a flurry of blows. L version stays in place, M and H advance forward. In Macho Ultimatum, the move does more hits and can be followed up by Tenacious Will or Bravado Bullet.


Rock Smash[edit]
Rock Smash
22X or 2S
GBVS Soriz Rock Smash.png
This rock appears to be breakable. Would you like to use ROCK SMASH?
Version Damage Guard Startup Active Recovery On Block On Hit
L 900 All 18 6 19 -4 KD
M 1200 All 29 6 13 +8 KD
H 1100 All 15 6 11 +4 KD

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 Macho Ultimatum. This move can also be used to stop single hit projectiles.


Skybound Art[edit]

Leaping Tiger, Charging Dragon[edit]
Leaping Tiger, Charging Dragon
236236H or 236S
GBVS Soriz Leaping Tiger Charged Dragon.png
YOU WA SHOCK
Damage Guard Startup Active Recovery On Block On Hit
1000+2500 - 6+7 - - -29 KD

A big punch with invincible startup, making it Soriz's sole reversal. Has low range so you need to be close to the opponent.


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 Guard Startup Active Recovery On Block On Hit
0 - 9+3 - - - -

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 Defense stacks he absorbed with Muzzled Fury (Refer to: this chart for more info)
  • Enhanced Special Moves
  • Follow-ups to Punch the Stars
  • Access to The Man's Seiken Tsuki


Keep in mind, Soriz IS NOT invincible at any point in the activation.


Tenacious Will[edit]
Tenacious Will
Punch the Stars > 214X or 2S
GBVS Soriz Tenacious Will crop.png
the Cammy pose
Damage Guard Startup Active Recovery On Block On Hit
1000 - 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.


Bravado Bullet[edit]
Bravado Bullet
Punch the Stars > 236X or 6S
GBVS Soriz Bravado Bullet crop.png
Damage Guard Startup Active Recovery On Block On Hit
1000 - 14 - - -10 KD

Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block. Carries different properties depending on which version of Punch the Stars that it is chained out of, like wallbouncing on counterhit from the M version and leading to a Hard Knockdown from the EX version. 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.


The Man's Seiken Tsuki[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 Guard Startup Active Recovery On Block On Hit
0+1000+1000+2000 Throw 9+6 - - - -

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. 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.


Navigation[edit]


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Granblue Fantasy Versuse
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