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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB = Avatar Belial
BB = Beelzebub
BL = Belial
CA = Cagliostro
CL = Charlotta
DJ = Djeeta
EU = Eustace
FR = Ferry
FT = Ladiva
GR = Gran
KT = Katalina
LN = Lancelot
LW = Lowain
MT = Metera
NM = Narmaya
PC = Percival
SO = Soriz
SX = Seox
UN = Anre
VS = Vaseraga
VI = Vira
YU = Yuel
ZO = Zooey
ZT = Zeta

Combo List

22H Launches

Combo Position Damage SBA Gain Works on: Difficulty Notes
22H CH, f.H > 236H > 2H > 214H, c.H > (623H)or(236236H) corner 5594 or 6544 -100% all Medium can be frame trapped into from f.M or c.M. Damage values are for 623H ender and 236236H ender respectively.
Opener > 22H, c.H > 236H > c.M > 214H, f.M > (623H)or(236236H) corner 5618 or 6045 -100% all Medium Damage values are for c.H Opener with either 623H ender or 236236H ender respectively.

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:

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:

Day 1 corner bnbs:

Combos, CH, anti-air confirms :

Anti air confirms:

j.U conversions: