GBVS/Soriz: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GBVS/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
| 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.
{{card|width=4
| 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.
|header=Overview
 
|content=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 Ultimatumn|Macho Ultimatum]], enhancing him both offensively and defensively.
Despite his usual stoic expression, he's got quite the unsavory side hiding underneath, but most opponents are too busy facing off against his boulder-like fists and log-like kicks to do much about his discourteous behavior.
}}
| quote = My fists don't lie!
{{GBVS/Infobox}}
| voice_actor = English: Jamieson Price/Japanese: Rikiya Koyama
{{ProsAndCons
| summary = is a rushdown character who excels at pummeling his opponents with frame traps and strong up-close pressure.
|intro=is a rushdown character who excels at pummeling his opponents with frame traps and strong up-close pressure.
| pros =  
| pros =  
*  '''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.
*  '''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.
Line 16: Line 16:
| cons =  
| cons =  
*  '''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.
*  '''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''': 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.
*  '''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. Doesn't help that he's also one of the slower characters in the game.  
| 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>
</div>
 
{{card|width=4
|header=Unique Mechanic: {{IconText|GBVS_MuscleFuryIcon|[[#Muscle Fury|Manliness]]}} Buff |ToCName=Unique Mechanic: Manliness Buff
|content= 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>
Each hit taken is represented by a stack of {{IconText|GBVS_Manliness_1|Manliness}}. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.
Each hit taken is represented by a stack of {{IconText|GBVS_Manliness_1|Manliness}}. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.
}}
}}
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|c.L}}</big>===
===<big>{{clr|1|c.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.L
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz cL.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_cL_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
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>


===<big>{{clr|2|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.M
<tabber>
|description=
Images=
Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz cM.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_cM_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights.
</div>
</div>


===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.H
<tabber>
|description=
Images=
His best starter in terms of raw damage. Use this for punishes and CH combos. Also useful as an alternative throw bait option to Universal Overhead as it leaves him plus on block. On CH, it can link into itself for crushing damage.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz cH.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_cH1_hitbox.png |
GBVS_Soriz_cH2_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
His best starter in terms of raw damage. Use this for punishes and CH combos. Also useful as an alternative throw bait option to Universal Overhead as it leaves him plus on block. On CH, it can link into itself for crushing damage.
</div>
</div>


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.XX,c.XXX
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS Soriz cXX.png |
|description=
GBVS Soriz cXXX.png |
Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
 
==== ====
Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.
</div>
</div>
===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.L
<tabber>
|description=
Images=
A standing low. Strong low option from far away. Combos into all of his H special moves and super. Can be chained into from lights to allow him to combo into a special move off {{clr|1|2L}} starters.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz fL.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_fL_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
A standing low. Strong low option from far away. Combos into all of his H special moves and super. Can be chained into from lights to allow him to combo into a special move off 2L starters.
</div>
</div>


===<big>{{clr|2|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.M
<tabber>
|description=
Images=
Your go-to poke for neutral. Has less reach than {{clr|3|5H}} but is faster.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz fM.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_fM_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Your go-to poke for neutral. Has less reach than {{clr|3|5H}} but is faster.
</div>
</div>


===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.H
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz fH.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_fH1_hitbox.png |
GBVS_Soriz_fH2_hitbox.png |
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
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>


===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2L
<tabber>
|description=
Images=
Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range and into {{clr|1|f.L}} at farther ranges.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz 2L.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_2L_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range and into {{clr|1|f.L}} at farther ranges.
</div>
</div>


===<big>{{clr|2|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2M
<tabber>
|description=
Images=
Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit. This is also mildly disjointed, as under Soriz's lifted leg there's no hurtbox, which assists as a shockingly good counterpoke against similar looking buttons.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz 2M.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_2M_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit.
</div>
</div>


===<big>{{clr|3|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images=
Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than [[GBVS/Soriz#Roundhouse Fang|Roundhouse Fang]] but is far more rewarding on CH and can be special cancelled on normal hit.
<gallery widths="210px" heights="210px" mode="nolines">
 
GBVS Soriz 2H.png|
In corner combos this allows Soriz to juggle into {{clr|3|236M}} and even loop it depending on the height of the opponent for very good meterless damage. Is also capable of creating a safe jump if used as a ender in the corner (depending on the height of the opponent as well.)
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_2H1_hitbox.png |
GBVS_Soriz_2H2_hitbox.png |
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than [[GBVS/Soriz#Roundhouse Fang|Roundhouse Fang]] but is far more rewarding on CH and can be special cancelled on normal hit.
</div>
</div>


===<big>{{clr|4|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2U
<tabber>
|description=
Images=
Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes to create a safe jump situation when spotdodge cancelled.
<gallery widths="210px" heights="210px" mode="nolines">
 
GBVS Soriz 2U.png|
Able to be cancelled into specials and universal overhead.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_2U_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes. Can be cancelled into specials and UOH.
</div>
</div>


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.L
<tabber>
|description=
Images=
Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz jL.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_jL_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.
</div>
</div>


===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.M
<tabber>
|description=
Images=
Essentially an aerial version of his {{clr|2|f.M}}. Use this as an anti-air tool.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS Soriz JM.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Soriz_jM_hitbox.png
</gallery>
</tabber>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Essentially an aerial version of his {{clr|2|f.M}}. Use this as an anti-air tool.
</div>
</div>


===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Soriz_jH.png|
Soriz's dedicated and best jump in button. The hitbox hits very deep, which even stuffs some late anti-airs.
</gallery>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Has the deepest reach of all your jump-ins.
</div>
</div>


===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Soriz_jU.png|
* Launches the opponent upwards on hit.
</gallery>
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 class="attack-info">
 
{| class="wikitable attack-data"
Has a niche, but unique use to catch characters like Ferry from swinging out of the corner with j.U, where other characters cannot.  
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
 
* 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|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>


==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|4|5U}}'''</span>
{{InputBadge|{{clr|4|5U}}}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=5U,5U > 6X|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Soriz_MuscleFury.png |Growler?
GBVS_Soriz_ReactiveMuscles.png |Not!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{AttackVersion|name=5U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Reactive Muscles|subtitle={{clr|4|5U}} > 6X}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U 6X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
 
* Armored on frame 3.
* Armored on frame 3.
* 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.  
* Decent as an anti-air when you missed the opportunity to use 2H instead. Has Crush frames VS jump-in attacks
* Primary use is to steal turns when you're safe but minus or in gaps in pressure strings.  
* Primary use is to steal turns when you're safe but minus or in gaps in pressure strings.  
* Reactive Muscles hits both in front and behind Soriz.
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}}.


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.


Damage modifier during 5U:
Damage modifier during 5U:
:1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%
:1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%
:Does not stack with Macho Ultimatum's damage reduction
:Does not stack with Macho Ultimatum's damage reduction
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=LU
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS Soriz ForwardThrow.png |
GBVS Soriz BackThrow.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
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)
Line 512: Line 174:
* 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)
</div>
}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.LU
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS Soriz AirThrow.png |
Soriz slams his opponent down to the ground with an axe-kick while in the air.
</gallery>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Soriz slams his opponent down to the ground with an axe-kick while in the air.
</div>
</div>


===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=MH
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS Soriz OverheadAttack.png |
Universal overhead. Goes over lows and baits throws.
</gallery>
</div><div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
Universal overhead. Goes over lows and baits throws.
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Impact Knuckles</big>===
===<big>Impact Knuckles</big>===
{{Micon|8}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|8}} {{InputBadge|236X}} or {{InputBadge|5S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236L,236M,236H
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Soriz_ImpactKnuckles.png |
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
 
Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in [[GBVS/Soriz#Super Skybound Art|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.
Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in [[GBVS/Soriz#Super Skybound Art|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.
Bracketed numbers indicate the Fundoshi version.
</div>
}}
</div>


===<big>Roundhouse Fang</big>===
===<big>Roundhouse Fang</big>===
{{Micon|11}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|11}} {{InputBadge|623X}} or {{InputBadge|6S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=623L,623M,623H
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Soriz_Ryuugakyoku.png |No DP Struggle
|description=
</gallery>
Upwards kick. Has Crush properties vs airborne attacks during it's active frames but has no invincibility otherwise. Has bigger range in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. Will cause a soft 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 the opponent is in corner.  
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|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. On CH can be combo'ed from when in corner.  
----
----
;L Kick
;L Kick
* Soriz kicks upward in place.
* Soriz kicks upward in place, used as standing anti-air, but overall {{clr|3|2H}} is better.  
----
----
;M Kick
;M Kick
Line 616: Line 220:
;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|3|22H}} or {{clr|3|236H}}.
One of Soriz's fastest attacks and his highest priority button in his kit. This allows him to challenge pressure in ways others characters cannot, due to it's sheer speed and  button crushing capabilities. 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>


===<big>Punch the Stars</big>===
===<big>Punch the Stars</big>===
{{Micon|10}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=214L,214M,214H
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Soriz_PunchTheStars.png |
|description=
</gallery>
Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====


Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward. In [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]], the move deals more hits and can be followed up by [[GBVS/Soriz#Super Skybound Art|Tenacious Will]] or [[GBVS/Soriz#Super Skybound Art|Bravado Bullet]].
Typically used to end pressure safely when Soriz doesn't have access to his other specials or create a frame trap to punish mashing. H version can be used to bulldog his way in since it's plus on block. In [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]], the move deals more hits and can be followed up by [[GBVS/Soriz#Super Skybound Art|Tenacious Will]] or [[GBVS/Soriz#Super Skybound Art|Bravado Bullet]].


Bracketed numbers indicate the Fundoshi version.
Bracketed numbers indicate the Fundoshi version.
</div>
}}
</div>


===<big>Rock Smash</big>===
===<big>Rock Smash</big>===
{{Micon|9}} <span class="input-badge">'''22X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=22L,22M,22H
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Soriz_RockSmash.png |This rock appears to be breakable. Would you like to use ROCK SMASH?
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]].  
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 [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]].  
* All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100.
* All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100.
Line 672: Line 247:
;L Version
;L Version
* Fast startup, but minus on block.
* 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 {{clr|2|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 be converted into a small combo on hit and leads to meaty {{clr|2|22M}} in corner.  
----
----
;M Version
;M Version
* Slow startup, but high adv. on block.  
* Slow startup, but '''VERY''' plus on block.
Used to reset pressure on opponents scared to contest your blockstrings. Can start combos in the corner.
Used to reset pressure on opponents scared to contest your block strings. Can start combos in the corner on hit. Midscreen hits can convert to corner carry especially  on CH.
----
----
;H Version
;H Version
* Best of both worlds, but less plus than the M 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.
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 block string.
</div>
}}
</div>
<br style="clear:both;"/>


==Skybound Art==
==Skybound Art==
===<big>Leaping Tiger, Charging Dragon</big>===
===<big>Leaping Tiger, Charging Dragon</big>===
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS Soriz Leaping Tiger Charging Dragon.png|YOU
GBVS Soriz LTCD Hit1.png |WA
GBVS Soriz LTCD Hit2.png |SHOCK
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
 
A big punch with invincible startup, making it Soriz's sole reversal. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.
A big punch with invincible startup, making it Soriz's sole reversal. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.


Line 712: Line 270:


Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375
Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375
</div>
}}
</div>
<br style="clear:both;"/>


==Super Skybound Art==
==Super Skybound Art==
===<big>Macho Ultimatum</big>===
===<big>Macho Ultimatum</big>===
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
Macho_Ultimatum_01.png |QUICKER THAN THE WIND, AND AS STILL AS THE FOREST. HOTTER THAN FLAMES AND MORE MAGNIFICENT THAN A MOUNTAIN. FUN DO SHI DESU!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
 
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:
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.
* Defense buff based on how many Manliness stacks he absorbed with Muscle Fury.
Line 745: Line 288:


When cancelled from the following normals Soriz can be plus to continue pressure after activation.
When cancelled from the following normals Soriz can be plus to continue pressure after activation.
* c.XXX = +2
* c.XXX = +2  
* f.H = +2
* {{clr|3|f.H}} = +2
* c.H = +4
* {{clr|3|5H}} = +4


Damage modifier during Macho Ultimatum:
Damage modifier during Macho Ultimatum:
:1 stack = {{IconText|83.3%|GBVS_DefenseUp|Right}}, 2 stacks = {{IconText|76.9%|GBVS_DefenseUp|Right}}, 3 stacks = {{IconText|71.4%|GBVS_DefenseUp|Right}}, 4 stacks = {{IconText|66.7%|GBVS_DefenseUp|Right}}, 5 stacks = {{IconText|62.5%|GBVS_DefenseUp|Right}}
:1 stack = {{IconText|83.3%|GBVS_DefenseUp|Right}}, 2 stacks = {{IconText|76.9%|GBVS_DefenseUp|Right}}, 3 stacks = {{IconText|71.4%|GBVS_DefenseUp|Right}}, 4 stacks = {{IconText|66.7%|GBVS_DefenseUp|Right}}, 5 stacks = {{IconText|62.5%|GBVS_DefenseUp|Right}}
</div>
}}
</div>


===<big>Tenacious Will</big>===
===<big>Tenacious Will</big>===
<span class="input-badge">'''Punch the Stars > 214X'''</span> or <span class="input-badge">'''Punch the Stars > 2S'''</span> during Macho Ultimatum
{{InputBadge|Punch the Stars > 214X}} or {{InputBadge|Punch the Stars > 2S}} during Macho Ultimatum
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=214X > 214X
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS Soriz Tenacious Will.png|The Cammy Pose
Macho Ultimatum-only follow up to Punch the Stars. Guard breaks and is very 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 {{clr|1|c.L}} on either hit or guard break.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="214X 214X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
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>


===<big>Bravado Bullet</big>===
===<big>Bravado Bullet</big>===
<span class="input-badge">'''Punch the Stars > 236X'''</span> or <span class="input-badge">'''Punch the Stars > 6S'''</span> during Macho Ultimatum
{{InputBadge|Punch the Stars > 236X}} or {{InputBadge|Punch the Stars > 6S}} during Macho Ultimatum
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=214X > 236X
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Soriz_Bravado_Bullet.png |
Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block, but if properly spaced allows Soriz to be safe. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with.
</gallery>
*Wall bounces on CH from L or M version of Punch the Stars, even from midscreen, which makes contesting him very risky.
</div>
*H version will always wall-bounce in the corner.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="214X 236X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with. If properly spaced makes Soriz safe.
*Wall-bounces on CH from L or M version of Punch the Stars, even from midscreen, which makes contesting him very risky.
*H version will always wall-bounce in the corner.
</div>
</div>


===<big>Way of the Fundoshi Fist</big>===
===<big>Way of the Fundoshi Fist</big>===
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span> during Macho Ultimatum
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} during Macho Ultimatum
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=Macho 236236U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
Macho_Ultimatum_02.png |Exceed Accel x Raging Demon
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U 236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
 
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.
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).
* 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.  
* 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
Min Damage: Technical: 1050, Simple 600
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==Colors==
==Colors==
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{{GBVSweapons|Size=120|Character=Soriz}}
{{GBVSweapons|Size=120|Character=Soriz}}
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==External References==


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


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

Latest revision as of 14:43, 1 March 2024

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

 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. Doesn't help that he's also one of the slower characters in the game.


Unique Mechanic: GBVS MuscleFuryIcon.png Manliness Buff

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.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 6 +2 +6

Fast close-up pressure tool for staggers and frame-traps. Can link into c.L, f.L and c.M on-hit if in range.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 6 5 10 0 +4

Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 10 6 12 +1 +5

His best starter in terms of raw damage. Use this for punishes and CH combos. Also useful as an alternative throw bait option to Universal Overhead as it leaves him plus on block. On CH, it can link into itself for crushing damage.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 400 Mid 9 3 15 -3 +1
c.XXX 400 Mid 12 3 18 -4 +0

Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 7 3 12 -2 +2

A standing low. Strong low option from far away. Combos into all of his H special moves and super. Can be chained into from lights to allow him to combo into a special move off 2L starters.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 5 14 -4 0

Your go-to poke for neutral. Has less reach than 5H but is faster.

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 6 19 -8 -4

Forward-moving kick with lots of range. Large hitstun allows you to easily confirm into super or your special moves. On counterhit, combos into 22M and 236M. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.

Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range and into f.L at farther ranges.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 6 11 -2 +2

Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit. This is also mildly disjointed, as under Soriz's lifted leg there's no hurtbox, which assists as a shockingly good counterpoke against similar looking buttons.

Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 5 22 -10 -6

Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than Roundhouse Fang but is far more rewarding on CH and can be special cancelled on normal hit.

In corner combos this allows Soriz to juggle into 236M and even loop it depending on the height of the opponent for very good meterless damage. Is also capable of creating a safe jump if used as a ender in the corner (depending on the height of the opponent as well.)

Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 10 6 21 -12 HKD

Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes to create a safe jump situation when spotdodge cancelled.

Able to be cancelled into specials and universal overhead.

Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until L 0

Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 High/Air 7 9 Until L

Essentially an aerial version of his f.M. Use this as an anti-air tool.

Level Attribute
2

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 8 6 Until L

Soriz's dedicated and best jump in button. The hitbox hits very deep, which even stuffs some late anti-airs.

Level Attribute
2

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 7 6 Until L
  • Launches the opponent upwards on hit.

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 Way of the Fundoshi Fist CH AA 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.

Has a niche, but unique use to catch characters like Ferry from swinging out of the corner with j.U, where other characters cannot.

Level Attribute
2


Unique Action

Muscle Fury GBVS MuscleFuryIcon.png

5U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U 3
5U > 6X 300 Mid 11 3 33 -3 +3 1~13 Armor
  • 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. Has Crush frames VS jump-in attacks
  • Primary use is to steal turns when you're safe but minus or in gaps in pressure strings.
  • Reactive Muscles hits both in front and behind Soriz.

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.


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
Version Level Attribute
5U
5U > 6X 4

5U:
5U > 6X:

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31

Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up 2L in most cases, forward throw gives you a very strong mix game:

  • Safe c.L (baits invincible reversals)
  • Meaty c.M (can be up to +4 oB and +8 oH)
  • Meaty c.H (links to itself on CH)
  • Wait and throw again (can be walked, jumped, and mashed out of)
  • Meaty 2L (beats walking, jumping, and mashing)
Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until L+6

Soriz slams his opponent down to the ground with an axe-kick while in the air.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1

Universal overhead. Goes over lows and baits throws.

Level Attribute
4


Special Moves

Impact Knuckles

GBVS Tackle.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block 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.

Version Level Attribute
236L 2
236M 3
236H 2

236L:

  • Clash Level 2


236M:

  • Clash Level 2


236H:

  • Clash Level 3

Roundhouse Fang

GBVS Uppunch.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block 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 airborne attacks during it's active frames but has no invincibility otherwise. Has bigger range in Macho Ultimatum. Will cause a soft 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 the opponent is in corner.


L Kick
  • Soriz kicks upward in place, used as standing anti-air, but overall 2H is better.

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 and his highest priority button in his kit. This allows him to challenge pressure in ways others characters cannot, due to it's sheer speed and button crushing capabilities. In combos it can be a solid way to secure hard knockdowns without having to expend 22H or 236H.

Version Level Attribute
623L 3
623M 3
623H 4

623L:
623M:
623H:

Punch the Stars

GBVS Flurry.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 250×4 [140×8] Mid 13 17 14 -1 +3
214M 300×4 [170×8] Mid 21 17 14 -1 +3
214H 300×4 [170×8] Mid 13 17 12 +1 +5

Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward.

Typically used to end pressure safely when Soriz doesn't have access to his other specials or create a frame trap to punish mashing. H version can be used to bulldog his way in since it's plus on block. In Macho Ultimatum, the move deals more hits and can be followed up by Tenacious Will or Bravado Bullet.

Bracketed numbers indicate the Fundoshi version.

Version Level Attribute
214L 2
214M 2
214H 2

214L:
214M:
214H:

Rock Smash

GBVS Strike.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block 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 be converted into a small combo on hit and leads to meaty 22M in corner.


M Version
  • Slow startup, but VERY plus on block.

Used to reset pressure on opponents scared to contest your block strings. Can start combos in the corner on hit. Midscreen hits can convert to corner carry especially on CH.


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 block string.

Version Level Attribute
22L 3
22M 3
22H 3

22L:

  • Easy Input Damage 800


22M:

  • Easy Input Damage 1100


22H:

  • Easy Input Damage 1000


Skybound Art

Leaping Tiger, Charging Dragon

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500[4500] Mid 7+6 2(27)3 45 -29 KD 1~14 All

A big punch with invincible startup, making it Soriz's sole reversal. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.

Bracketed numbers indicate the Fundoshi version.

Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375

Level Attribute
4
  • Clash Level: 25 (Technical) 20 (Easy)


Super Skybound Art

Macho Ultimatum

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block 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
  • 5H = +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
Level Attribute

Tenacious Will

Punch the Stars > 214X or Punch the Stars > 2S during Macho Ultimatum

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 20 3 23 +5 +5

Macho Ultimatum-only follow up to Punch the Stars. Guard breaks and is very 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 c.L on either hit or guard break.

Level Attribute
4
  • Clash Level 3

Bravado Bullet

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

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 14 6 21 -8 KD

Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block, but if properly spaced allows Soriz to be safe. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with.

  • Wall bounces on CH from L or M version of Punch the Stars, even from midscreen, which makes contesting him very risky.
  • H version will always wall-bounce in the corner.
Level Attribute
4

Way of the Fundoshi Fist

236236U or 236S+U during Macho Ultimatum

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
0, 4500 Throw, Mid 8+0 2(10)3 42 -26

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.

  • 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).
  • 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

Level Attribute
0, 4
  • Clash Level: 35 (Technical) 30 (Easy)
  • Easy Input Damage 0, 3000


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


Navigation

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