GBVS/Soriz/Frame Data

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System Data

Health:10,500
Prejump:4F
Backdash:24F
Unique Movements:


Normal Moves

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
c.LGBVS Soriz cL.png 400 Mid 5 3 6 +2 +6 - - 0 - - - -
c.MGBVS Soriz cM.png 700 Mid 6 5 10 0 +4 - - 2 - - - -
c.HGBVS Soriz cH.png 1200 Mid 10 6 15 +1 +5 - - 4 - - - -
Auto Combo 1GBVS Soriz cXX.png
c.XX
400 Mid 9 - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Soriz cXXX.png
c.XXX
400 Mid 12 - - -4 +0 - - 3 - - - -
f.LGBVS Soriz fL.png 400 Low 7 3 15 -2 -1 - - 1 - - - -
f.MGBVS Soriz fM.png 700 Mid 8 5 16 -5 -2 - - 2 - - - -
f.HGBVS Soriz fH.png 1000 Mid 11 6 21 -10 -6 - - 3 - - - -
2LGBVS Soriz 2L.png 400 Low 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Soriz 2M.png 700 Mid 7 6 12 -3 +1 - - 2 - - - -
2HGBVS Soriz 2H.png 1000 Mid 11 3 24 -10 -6 - - 3 - - - -
2UGBVS Soriz 2U.png 700 Low 11 6 21 -12 HKD - - 2 - - - -
j.LGBVS Soriz jL.png 400 High/Air 5 Until Landing - - - - - 1 - - - -
j.MGBVS Soriz jM.png 600 High/Air 7 - - - - - - 2 - - - -
j.HGBVS Soriz jH.png 800 High/Air 8 - - - - - - 2 - - - -
j.UGBVS Soriz jU.png 800 High/Air 7 - - - - - - 2 - - - -

Unique Action

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Muscle FuryGBVS Soriz MuscleFury.png
5U
- - 3 - - - - - - - - - - -
ReactiveMusclesGBVS Soriz ReactiveMuscles.png
5U 6X
300 Mid 11 3 21 -3 +3 - - 4 - - - -

Universal Mechanics

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Ground ThrowGBVS Soriz throw.png 1500 Throw 7 - - - - - - 0, 4 - - - -
Air ThrowGBVS Soriz airgrab.png 1500 Throw 5 - - - - - - 0, 4 - - - -
Overhead Attack GBVS Soriz MH.png 1000 High 26 6 17 -4 +1 - - 4 - - - -

Skills

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Impact KnucklesGBVS Soriz ImpactKnuckles.png
236L/M/H
1100 Mid 15 [13] 4 19 -3 +1 - - 2 - - - -
1400 Mid 26 [25] 6 23 0 KD - - 3 - - - -
1200 Mid 15 [14] 6 18 -2 HKD - - 2 - - - -
  • Clash level: 2 (L/M) 3 (H)
Roundhouse FangGBVS Soriz Ryuugakyoku.png
623L/M/H
1000 Mid 7 6 21 -7 KD - - 3 - - - -
1000 Mid 7 6 23 -9 KD - - 3 - - - -
1000 Mid 6 7 19 -7 HKD - - 4 - - - -
Punch the StarsGBVS Soriz PunchTheStars.png
214L/M/H
250*4 [140*8] Mid 13 17 14 -1 +3 - - 2 - - - -
300*4 [170*8] Mid 21 17 14 -1 +3 - - 2 - - - -
300*4 [170*8] Mid 13 17 12 +1 +5 - - 2 - - - -
Rock Smash200x200px
22L/M/H
900 Mid 18 6 19 -3 KD - - 3 - - - -
1200 Mid 28 6 13 +8 KD - - 3 - - - -
1100 Mid 15 6 11 +4 HKD - - 3 - - - -
  • Easy input damage: 800 (L) 1100 (M) 1000 (H)

Skybound Art

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Leaping Tiger, Charging DragonGBVS Soriz Leaping Tiger Charged Dragon.png
236236H
3500[4500] Mid 7+6 - - -29 KD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Macho UltimatumGBVS Soriz Macho Ultimatum.png
236236U
- - 10+4 - - - - - - - - - - -
Tenacious WillGBVS Soriz Tenacious Will.png
during Macho 214X > 236X
1000 Mid 14 - - -10 KD - - 4 - - - -
  • Clash level: 3
Bravado BulletGBVS Soriz Bravado Bullet.png
during Macho 214X > 214X
1000 Mid 20 - - +2 +4 - - 4 - - - -
Way of the Fundoshi FistGBVS Soriz The Mans Seiken Tsuki.png
during Macho 236236U
4500 Throw, Mid 8+0 - - - - - - 0, 4 - - - -
  • Clash level (second hit): 30 (Easy), 35 (Technical)
  • Damage (Easy): 0, 3000

Sources

Navigation

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