GBVS/Soriz/Combos

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GBVS Soriz Icon.png Soriz
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+U becomes 236U.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a 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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
AB = GBVS Avatar Belial Icon.png Avatar Belial
BB = GBVS Beelzebub Icon.png Beelzebub
BL = GBVS Belial Icon.png Belial
CA = GBVS Cagliostro Icon.png Cagliostro
CL = GBVS Charlotta Icon.png Charlotta
DJ = GBVS Djeeta Icon.png Djeeta
EU = GBVS Eustace Icon.png Eustace
FR = GBVS Ferry Icon.png Ferry
FT = GBVS Ladiva Icon.png Ladiva
GR = GBVS Gran Icon.png Gran
KT = GBVS Katalina Icon.png Katalina
LN = GBVS Lancelot Icon.png Lancelot
LW = GBVS Lowain Icon.png Lowain
MT = GBVS Metera Icon.png Metera
NM = GBVS Narmaya Icon.png Narmaya
PC = GBVS Percival Icon.png Percival
SO = GBVS Soriz Icon.png Soriz
VS = GBVS Vaseraga Icon.png Vaseraga
VI = GBVS Vira Icon.png Vira
ZT = GBVS Zeta Icon.png 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: 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

Navigation

GBVS Soriz Icon.png Soriz