GBVS/Soriz: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
| overview = Soriz is a brawler who pesters the opponent with dash-punches and high chip damage while keeping himself relatively safe.
| overview = Soriz is a rushdown character who pummels his opponents with frame traps and strong up-close pressure. Soriz has a myriad of plus-on-block special moves that allow him to constantly reset pressure, go for a mix-up, or force a response from his opponent. He also has some of the best comeback potential in the game thanks to his install super in [[{{PAGENAME}}#Macho Ultimatumn|Macho Ultimatum]], enhancing him both offensively and defensively.
| 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.
| 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.


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| quote = My fists don't lie!
| quote = My fists don't lie!
| voice_actor = English: Jamieson Price/Japanese: Rikiya Koyama
| voice_actor = English: Jamieson Price/Japanese: Rikiya Koyama
| summary = is a brawler who harasses opponents from mid-range with his {{clr|1|236L}} and pressures opponents at extremely close range with his other options, including a tool to shrug off incoming attacks.
| summary = is a rushdown character who excels at pummeling his opponents with frame traps and strong up-close pressure.
| pros =  
| pros =  
*  '''Good Damage''': Soriz has access to great chip damage and ridiculous corner combo damage.
*  '''Never-Ending Pressure''': Soriz' special moves such as [[{{PAGENAME}}#Impact Knuckles|M Impact Knuckles]], [[{{PAGENAME}}#Punch the Stars|EX Punch the Stars]], and [[{{PAGENAME}}#Rock Smash|M/EX Rock Smash]] leave him advantageous on block and allow him to maintain his pressure and can even loop his pressure.
*  '''Safe Pressure''': Thanks to moves such as [[GBVS/Soriz#Impact Knuckles|Impact Knuckles]] Soriz is able to apply pressure while keeping himself safe from retaliation in many situations.
* '''Excellent Damage''': Soriz deals high chip damage from his special moves and can convert most hits into high reward. In the corner, all of his special moves can convert into a high damaging combo, depending on the situation.
* '''Rewarding Frame Traps''': In the corner, Soriz can score massive damage off of his myriad of frame traps.
* '''Efficient Footsies''': Soriz sports solid long-ranged pokes and a great rush-styled attack in Impact Knuckles. Soriz can always convert his options into pressure or a knockdown to begin his gameplan.
* [https://youtu.be/kGs9_LyTJt8 S O I Y A]
* '''[[{{PAGENAME}}#Macho Ultimatum|Macho Ultimatum]]''': A powerful SSBA that enhances Soriz both offensively and defensively. When in this state, he gains access to a [[{{PAGENAME}}#Bravado Bullet|new combo starter]], a [[{{PAGENAME}}#Tenacious Will|new special move]] and [[{{PAGENAME}}#Way of the Fundoshi Fist|SSBA]] to layer his offense, and a damage reduction buff depending on how many [[{{PAGENAME}}#Muscle Fury|Manliness Stacks]] he obtained.
| cons =  
| cons =  
*  '''Lack of a Reliable Reversal''': Soriz's only invincible option is [[{{PAGENAME}}#Leaping Tiger, Charging Dragon|Leaping Tiger, Charging Dragon]]. His next-best reversal does not activate armor until frame 3.
*  '''Reversal Can Be Detrimental''': [[{{PAGENAME}}#Muscle Fury|Muscle Fury]] is his only defensive option outside of his [[{{PAGENAME}}#Leaping Tiger, Charging Dragon|SBA]], which loses to throws and doesn't come out until frame 3. Muscle Fury's [[{{PAGENAME}}#Muscle Fury|follow-up]] can also be whiff-punished into a full-combo from the opponent if Soriz doesn't utilize it properly.
*  '''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.
*  '''Neutral Issues''': As Impact Knuckles is his main way of navigating through neutral, Soriz can struggle against characters who can easily snuff it out with long-range pokes or strong projectiles.
| unique_mechanic1_name ={{IconText|GBVS_MuscleFuryIcon|[[#Muscle Fury|Manliness]]}} Buff
| unique_mechanic1_name ={{IconText|GBVS_MuscleFuryIcon|[[#Muscle Fury|Manliness]]}} Buff
| unique_mechanic1 = Soriz' defense is increased during [[#Muscle Fury|Muscle Fury]] and [[#Macho Ultimatum|Macho Ultimatum]]. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.<br>
| unique_mechanic1 = Soriz' defense is increased during [[#Muscle Fury|Muscle Fury]] and [[#Macho Ultimatum|Macho Ultimatum]]. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.<br>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
Fast close-up pressure tool for staggers and frame-traps. Can link into {{clr|1|c.L}}, {{clr|1|f.L}} and {{clr|3|c.M}} on-hit if in range.
Fast close-up pressure tool for staggers and frame-traps. Can link into {{clr|1|c.L}}, {{clr|1|f.L}} and {{clr|2|c.M}} on-hit if in range.
</div>
</div>
</div>
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
Your go-to poke for neutral. Has less reach than {{clr|4|5H}} but is faster.
Your go-to poke for neutral. Has less reach than {{clr|3|5H}} but is faster.
</div>
</div>
</div>
</div>


===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
Forward-moving kick with lots of range. Large hitstun allows you to easily confirm into super or your special moves. On counterhit, combos into {{clr|3|22M}} and {{clr|3|236M}}. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.
Forward-moving kick with lots of range. Large hitstun allows you to easily confirm into super or your special moves. On counterhit, combos into {{clr|2|22M}} and {{clr|2|236M}}. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.
</div>
</div>
</div>
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
Essentially an aerial version of his {{clr|3|f.M}}. Use this as an anti-air tool.
Essentially an aerial version of his {{clr|2|f.M}}. Use this as an anti-air tool.
</div>
</div>
</div>
</div>
===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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* 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 {{clr|4|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.
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 {{clr|3|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.
</div>
</div>
</div>
</div>
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==Unique Action==
==Unique Action==
===<big>{{IconText|Muscle Fury|GBVS_MuscleFuryIcon|Right}}</big>===
===<big>{{IconText|Muscle Fury|GBVS_MuscleFuryIcon|Right}}</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{AttackVersion|name=5U}}
{{AttackVersion|name=5U}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|-
|-
{{AttackVersion|name=Reactive Muscles|subtitle={{clr|2|5U}} > 6X}}
{{AttackVersion|name=Reactive Muscles|subtitle={{clr|4|5U}} > 6X}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U 6X"
|where=chara="{{SUBPAGENAME}}" and input="5U 6X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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* Reactive Muscles on close CH gains 20% meter.
* Reactive Muscles on close CH gains 20% meter.
* Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.
* Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.
* Decent as an anti-air when you missed the opportunity to use 2H instead.
* Primary use is to steal turns when you're safe but minus or in gaps in pressure strings.
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 {{clr|1|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.
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 {{clr|1|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.


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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up {{clr|1|2L}} in most cases, forward throw gives you a very strong mix game:
Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up {{clr|1|2L}} in most cases, forward throw gives you a very strong mix game:
* Safe {{clr|1|c.L}} (baits invincible reversals)
* Safe {{clr|1|c.L}} (baits invincible reversals)
* Meaty {{clr|3|c.M}} (can be up to +4 oB and +8 oH)  
* Meaty {{clr|2|c.M}} (can be up to +4 oB and +8 oH)  
* Meaty {{clr|4|c.H}} (links to itself on CH)
* Meaty {{clr|3|c.H}} (links to itself on CH)
* Wait and throw again (can be walked, jumped, and mashed out of)
* Wait and throw again (can be walked, jumped, and mashed out of)
* Meaty {{clr|1|2L}} (beats walking, jumping, and mashing)
* Meaty {{clr|1|2L}} (beats walking, jumping, and mashing)
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 469: Line 471:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 496: Line 498:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Upwards kick. Has Crush properties vs airbone attacks during it's active frames but has no invincibility otherwise. Has bigger range in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. Will knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions.  
Upwards kick. Has Crush properties vs airbone attacks during it's active frames but has no invincibility otherwise. Has bigger range in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. Will knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions. On CH can be combo'ed from when in corner.  
----
----
;L Kick
;L Kick
Line 514: Line 516:
;H Kick
;H Kick
* 6-frame H button in disguise.
* 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 {{clr|4|22H}} or {{clr|4|236H}}.
One of Soriz's fastest attacks. In combos it can be a solid way to secure hard knockdowns without having to expend {{clr|3|22H}} or {{clr|3|236H}}.
</div>
</div>
</div>
</div>
Line 531: Line 533:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 558: Line 560:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 569: Line 571:
----
----
;L Version
;L Version
* Fast startup, but low adv. on block.
* Fast startup, but minus 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 {{clr|3|22M}} in the corner.
Generally used to knockdown the opponent when nothing else is available. Can also be used as a conditioning tool on block since it's only -3 when used in conjunction with 5U. Can lead to meaty {{clr|2|22M}} in the corner.
----
----
;M Version
;M Version
Line 584: Line 586:
==Skybound Art==
==Skybound Art==
===<big>Leaping Tiger, Charging Dragon</big>===
===<big>Leaping Tiger, Charging Dragon</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 598: Line 600:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 615: Line 617:
==Super Skybound Art==
==Super Skybound Art==
===<big>Macho Ultimatum</big>===
===<big>Macho Ultimatum</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 627: Line 629:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 665: Line 667:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="214X 214X"
|where=chara="{{SUBPAGENAME}}" and input="214X 214X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 672: Line 674:
==== ====
==== ====


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.
Macho Ultimatum-only follow up to Punch the Stars. Guard breaks and is plus on block. On hit leaves the opponent standing. It's very slow but can be cancelled into early on the 4th hit in Punch the Stars. In corner leads to a guaranteed combo with 5L on hit or guard break.
</div>
</div>
</div>
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="214X 236X"
|where=chara="{{SUBPAGENAME}}" and input="214X 236X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 703: Line 705:


===<big>Way of the Fundoshi Fist</big>===
===<big>Way of the Fundoshi Fist</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span> during Macho Ultimatum
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span> during Macho Ultimatum
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 715: Line 717:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U 236236U"
|where=chara="{{SUBPAGENAME}}" and input="236236U 236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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<br style="clear:both;"/>
<br style="clear:both;"/>
==External References==
==External References==
[https://gbvs.keeponrock.in/#/?p1chars=soriz Soriz Match Video Database]


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Soriz|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


{{Navbar-GBVS}}
{{#lst:GBVS/Navigation}}
 
[[category:GBVS Characters]]

Revision as of 05:40, 7 April 2022

Overview
Overview

Soriz is a rushdown character who pummels his opponents with frame traps and strong up-close pressure. Soriz has a myriad of plus-on-block special moves that allow him to constantly reset pressure, go for a mix-up, or force a response from his opponent. He also has some of the best comeback potential in the game thanks to his install super in Macho Ultimatum, enhancing him both offensively and defensively.

 Soriz  Soriz is a rushdown character who excels at pummeling his opponents with frame traps and strong up-close pressure.

Pros
Cons
  • Never-Ending Pressure: Soriz' special moves such as M Impact Knuckles, EX Punch the Stars, and M/EX Rock Smash leave him advantageous on block and allow him to maintain his pressure and can even loop his pressure.
  • Excellent Damage: Soriz deals high chip damage from his special moves and can convert most hits into high reward. In the corner, all of his special moves can convert into a high damaging combo, depending on the situation.
  • Efficient Footsies: Soriz sports solid long-ranged pokes and a great rush-styled attack in Impact Knuckles. Soriz can always convert his options into pressure or a knockdown to begin his gameplan.
  • Macho Ultimatum: A powerful SSBA that enhances Soriz both offensively and defensively. When in this state, he gains access to a new combo starter, a new special move and SSBA to layer his offense, and a damage reduction buff depending on how many Manliness Stacks he obtained.
  • Reversal Can Be Detrimental: Muscle Fury is his only defensive option outside of his SBA, which loses to throws and doesn't come out until frame 3. Muscle Fury's follow-up can also be whiff-punished into a full-combo from the opponent if Soriz doesn't utilize it properly.
  • Neutral Issues: As Impact Knuckles is his main way of navigating through neutral, Soriz can struggle against characters who can easily snuff it out with long-range pokes or strong projectiles.

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.
GBVS Soriz Nameplate.png
GBVS Soriz Portrait.png
Health
10500
Prejump
4f
Backdash
24f
Backshift
Low Recovery (20f)

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

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

No results

  • 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.
  • Decent as an anti-air when you missed the opportunity to use 2H instead.
  • Primary use is to steal turns when you're safe but minus or in gaps in pressure strings.

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
236L 1100 Mid 15 [13] 4 19 -3 +1
236M 1400 Mid 26 [25] 6 23 +1 KD
236H 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
623L 1000 Mid 7 6 18 -7 KD
623M 1000 Mid 7 6 20 -9 KD
623H 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. On CH can be combo'ed from when in corner.


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
22L 900 Mid 18 6 17 -3 KD
22M 1200 Mid 28 6 13 +8 KD
22H 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 minus on block.

Generally used to knockdown the opponent when nothing else is available. Can also be used as a conditioning tool on block since it's only -3 when used in conjunction with 5U. 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 - 10~14 All

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 during Macho Ultimatum

Bravado Bullet

Punch the Stars > 236X or Punch the Stars > 6S during Macho Ultimatum

Way of the Fundoshi Fist

236236U or 236S+U during Macho Ultimatum

No results
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

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
Color 19
Color EX
GBVS Soriz Color 17.png
GBVS Soriz Color 18.png
GBVS Soriz Color 19.png
GBVS Soriz Color EX.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
08
GBVS Soriz Weapon 05.png
GBVS Soriz Weapon 06.png
GBVS Soriz Weapon 07.png
GBVS Soriz Weapon 08.png


External References

Navigation

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