|Combo Notation Guide||Character Name Abbreviations|
|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
|2L , c.M > ... 236L
|where||combo transcript||0||Net Gain||who||Very Hard|
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.
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