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==Combo List== | ==Combo List== | ||
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! Combo !! Position !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes | ||
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| {{clr|4|22H}} CH, {{clr|4|f.H}} > {{clr|4|236H}} > {{clr|4|2H}} > {{clr|4|214H}}, {{clr|4|f.H}} > {{clr|4|236236H}} || corner || 2544 || -100% || all || {{clr|7|Medium}} || can be frame trapped into from [https://streamable.com/x972d3 f.M] or [https://streamable.com/oti0ar c.M], and does | | {{clr|4|22H}} CH, {{clr|4|f.H}} > {{clr|4|236H}} > {{clr|4|2H}} > {{clr|4|214H}}, {{clr|4|f.H}} > {{clr|4|236236H}} || corner || 2544 || -100% || all || {{clr|7|Medium}} || can be frame trapped into from [https://streamable.com/x972d3 f.M] or [https://streamable.com/oti0ar c.M], and does 392 more damage when done off of c.M. | ||
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Revision as of 04:55, 24 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
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22H CH, f.H > 236H > 2H > 214H, f.H > 236236H | corner | 2544 | -100% | all | Medium | can be frame trapped into from f.M or c.M, and does 392 more damage when done off of c.M. |
Position | Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Midscreen | c.L , c.M > ... 236L ... 236H ... 214L |
1900 | 11% | - | Easy | |
2060 | 11% | |||||
1900 | 17% | |||||
2L , c.M > ... 236L ... 236H ... 214L |
1900 | 11% | - | Easy | ||
2060 | 11% | |||||
1900 | 17% | |||||
where | combo transcript | 0 | Net Gain | who | Very Hard |
Combo Spreadsheet: https://docs.google.com/spreadsheets/d/1npZ1KdK06dK2UYR2o1Bg5MnJZQ0yDbqBB6bBqHxw6dE/edit?usp=sharing
Combo Theory
Soriz combo theory is very flexible once he get's a launch since all of his special moves can be used to end or extend a combo. His primary launcher is 22H which gives him access to his longer combos in the corner. Outside of that, you will have to make use of certain counter hit starters (236M, 623X, 22M) or 2U to get your opponent off the ground.
236H is great for pushing yourself as close to the corner as possible and you will need to do this when you've launched them outside of the corner.
If you're already in the corner than he can use 623X to do short upkick loops without having to spend extra EX moves.
214H can be used as well when 236H isn't available. You can usually link a 5M/2M from most airborne starters. IF they were already launched high then you can even link a cl.H or 2H.
Video Examples
Basic BnBs: https://www.youtube.com/watch?v=eq-Heumo178 https://www.youtube.com/watch?v=Ws1SqmpMN4I
Day 1 corner bnbs: https://twitter.com/CrzyFingers/status/1247385362835451904?s=20
Combos, CH, anti-air confirms : https://www.youtube.com/watch?v=eq-Heumo178
Anti air confirms: https://twitter.com/Foonanigims/status/1247393168452026369?s=20
j.U conversions: https://twitter.com/UriFGC/status/1247563428144844806?s=20 https://twitter.com/UchihaKitsune/status/1247583187292819461?s=20
Click [★] for character's full frame data
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