GBVSR/Soriz: Difference between revisions

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Soriz strips down and powers up. The install itself does not consume any Skybound Gauge, only requiring you to possess 100% of it and being in low health condition.
Soriz strips down and powers up. The install itself does not consume any Skybound Gauge, only requiring you to possess 100% of it and being in low health condition.


The install lasts until the end of the round , and while it's active Soriz gains a few bonuses:
The install 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;
* Property changes to his special moves;
* Property changes to his special moves;
Line 440: Line 440:
* Faster dash.
* Faster dash.
Soriz '''IS NOT''' invincible during the initial startup frames, hence not viable as a reversal option.
Soriz '''IS NOT''' invincible during the initial startup frames, hence not viable as a reversal option.
This is where a lot of Soriz's one-chance potential comes from. Popping this after the end of a combo immediately causes Soriz's threat potential to jump up, as he gains access to numerous strong offensive options. While using this does waste valuable knockdown and pressure potential, Soriz can still RPS afterwards, and his reward on hit is very frightening.


When Soriz cancels from normals on block, Soriz is punishable due to the extra recovery by doing so. Instead, activating midscreen or confirming from counterhit normals is a more viable way to activate Macho Ultimatum. From a counterhit {{clr|3|c.H}}, Soriz is +9, allowing him to link into {{clr|2|c.M}}.
When Soriz cancels from normals on block, Soriz is punishable due to the extra recovery by doing so. Instead, activating midscreen or confirming from counterhit normals is a more viable way to activate Macho Ultimatum. From a counterhit {{clr|3|c.H}}, Soriz is +9, allowing him to link into {{clr|2|c.M}}.

Revision as of 18:24, 6 January 2024

Overview

Overview

Soriz is a rushdown character who pummels his opponents with frame traps and strong up-close pressure. Soriz has a handful of strong, 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.

Soriz's weaknesses lie in his lack of reach and disjoints on buttons, and his ability to "get in", as M Impact Knuckles is his only special that allows him to simultaneously close the gap and keep advantage, with a glaring risk of being spot-dodged.
Soriz
GBVSR Soriz Portrait.png
Health
17000
Prejump
4f
Backdash
18f

 Soriz is a frame trapping monster capable of keeping his opponent blocking and opening up those who try to mash their way out, with solid corner carry and mid screen damage to boot.

Pros
Cons
  • Never-Ending Pressure: Soriz' special moves such as M Impact Knuckles, H/U Punch the Stars, and M/H/U 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 guard-crushing special and SSBA to layer his offense, and a damage reduction buff depending on how many Manliness Stacks he obtained.
  • Excellent Meter Use: Soriz's Ultimate Skills are all great and augment his offense in strong ways. 236U is one of the best anti-fireball moves in the game, while 22U leads to incredible damage regardless of where it hits on the screen and resets pressure completely.
  • Lacking Reversals: Muscle Fury is his strongest meterless defensive option, which loses to throws and isn't armored until frame 3. Muscle Fury's follow-up can also be whiff-punished into a full-combo. Soriz requires 50 meter to use Ultimate Roundhouse Fang for a true reversal option.
  • 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

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

A fast close-up pressure tool used for staggers and frame-traps. Soriz can frame trap from c.L into c.H to beat 6-frame jabs without having to worry about 5-frame c.L's as the pushback from this jab is far enough to force the defender to use f.L or a slower button instead. Can link into c.L, f.L and c.M on-hit if within range.

c.M

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 10 6 12 +1 +5

Soriz's best normal starter in terms of raw damage. Use this for punishes and CH combos. Useful in pressure sequences to buy time to use your other special moves or to frame trap from it's plus frames. On CH, it can link into itself for crushing damage.

Can also be used as an niche anti-air as there is a hitbox above him in it's later active frames.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 700 Mid 12 3 18 -4 0
c.XX6M 700 Low 12 3 16 -4 SKD+30
c.XX6H 700 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender. On hit grants Soriz an soft knockdown at +30

c.XX6H

  • Overhead Triple Attack ender. On CH grants an hard knockdown that leaves the opponent in front of him with Soriz being +32.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Low 7 3 9 +1 +5

Soriz performs a low kick aiming towards the opponents shins. Strong low option from far away and is PLUS on block. Combos into various special moves and his Skybound Art. Can be chained into from lights to allow him to combo into a special move from jab starters.

f.M

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 19 -8 -4

Soriz performs a large forward moving high kick. The large hitstun allows you to easily confirm into super or your special moves. On counterhit Soriz is able to combo into 22M and 236M. You can use this to whiff punish buttons in neutral. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.

2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 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.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 5 22 -10 -6

Soriz punches straight above him. This is his 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 with 236M if used as a ender in the corner.

2U

Dash Normals

66L

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 High 28 4 17 -4 +1

Soriz performs a slow dashing overhead that forces crouching on hit. Useful if you think your opponent isn't going to challenge you running up in neutral. On a close CH Soriz is able to combo into c.L.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 20 5 22 -8 +10 16-19 Mid/High Armor

Soriz performs his own version of the mighty Tetsuzanko while flexing his arms excitedly. Slow, loses to lows and punishable on block, but has armor in it's later active frames (16-20). Only really useful to armor through predicted pokes or fireballs in neutral.

Air Normals

j.L

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 7 6 Until L+1

Soriz does a mighty kick aiming above him. Unfortunately not as useful as one would think as the combo potential on normal hit is limited, but on CH you get a free juggle. Can also be used as an Brave Counter bait on jump-ins to force the opponent to accidentally do a Rising Strike instead. Can also be used to possibly setup air-unblockables on air blocks in the corner, as Soriz kicks the opponent upward on block and can land first to strike the opponent who is still airborne.

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


Unique Action

Muscle Fury GBVS MuscleFuryIcon.png

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3 27-57 9 During Active: Armor
  • Armored on frame 3.
  • Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.

Soriz assumes a stance that allows him to absorb anything that isn't a throw: this includes Skybound Art, Super Skybound Art, or unblockable. It can be extended by holding U. Soriz takes less damage while the stance is up (depends on amount of Manliness he has). Keep in mind that like most armored moves, you will be KO'd if your HP drops to zero while armoring.

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

Reactive Muscles

6X during 5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 11 3 22 -3 +3 1~13 Armor
  • Reactive Muscles on hit gains 11% meter. On CH 20%
  • Decent as an anti-air when you missed the opportunity to use 2H or 623x instead.
  • Primary use is to steal turns when you're safe but minus (-3 or less) or in gaps in pressure.
  • Reactive Muscles hits both in front and behind Soriz.

During the stance, 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 counter hits 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.

Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26 +11

Forward throw for Soriz is a bit awkward as it is +11 only, it enforces you to make a mixup immediately. Options include:

  • Safe c.L (baits meterless invincible reversals)
  • Meaty c.M (can be up to +4 oB and +8 oH)
  • Meaty c.H (links to itself on CH and +3 oB)
  • Whiff c.M and throw again (can be walked, jumped, and mashed out of)
  • Meaty 2L (beats walking, jumping, and mashing)

All of them requires a delay so practice is needed.

Back throw throws the opponent away from Soriz but enables him to safe jump with a normal jump. Back Throw options include:

  • Safe jump from normal jump-in
  • Forward roll into meaty c.H (+5 oB to frame trap into f.H and +9 oH to combo into another normal)

Air Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 5 5 Until L+6

Soriz slams his opponent down to the ground with an axe-kick while in the air. Soriz is +44 on knockdown which allows him to do a safejump from a high jump. If done midscreen from the forward version of the throw, Soriz has to do j.L to safe jump as he will always crossup the opponent. On the back throw version he can jump in with any button to safe-jump as he won't crossup.

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter


Special Moves

Impact Knuckles

GBVS Tackle.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 1100 Mid 15 [13] 6 17 -3 +1
236M 1400 Mid 26 [25] 10 15 +1 SKD +35
236H 1800 Mid 15 [14] 8 17 -3 SKD

Soriz's rush attack. All versions travel farther in Macho Ultimatum. The hitbox does not appear until he reaches a certain distance from the opponent, much like Balrog's Dash Straight. When contact is made, he enters recovery immediately.

  • Bracketed numbers indicate the Fundoshi version.

236L

Slightly minus pressure ender, good for following up after a f.L or f.M. Mostly serves to keep opponents in the corner and prevent yourself from getting blown up when you overextend. Frametraps from most of Soriz's standing buttons for low reward, but useful conditioning.

Not the best thing to do after an autocombo pressure string, as it often leaves Soriz quite close despite being -3. Best used after spaced normals for maintaining pressure or conditioning against interrupting his pressure extenders. Deals a good amount of chip damage as well, allowing Soriz to stay safe and pluck away at his opponent's defenses.


236M

Pressure extender numero uno. Works anywhere on the screen as a pressure extender, but has a whopping 26 frames of startup to compensate. Excellent in pressure, not great everywhere else.

Soriz is +1 on block with this move, but is very spaced after. This is great for setting up a spaced f.L, as 236M > f.L is a spaced standing low that's 6 frames.


236H

236H has the same usage as the L version except it places you even closer, making it less suitable to throw out randomly. It is an useful corner combo tool, allowing a c.L or c.M link if juggled from.

On counterhit, it can be followed by c.M, f.M or 2M, depending on distance. It is not possible to f.M > RS due to the distance.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 20F starting 3F 2
236M 20F starting 3F 3
236H 420F starting 3F 2

236L:

  • Clash Level 2
  • On hit, enters recovery


236M:

  • Clash Level 2
  • On hit, enters recovery


236H:

  • Clash Level 3
  • On hit, enters recovery

Roundhouse Fang

GBVS Uppunch.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 Mid 7 6 18 -7 Air Tech
623M 1000 Mid 7 6 20 -9 Air Tech
623H 1500 Mid 6 7 19 -7 SKD +36

Soriz performs a fast upward kick. Has Crush properties vs airborne attacks during it's active frames but has no invincibility otherwise. Has bigger range in Macho Ultimatum.

Airborne opponents will be forced into air tech for non-H versions. On CH, any version can be comboed when the opponent is in corner, and on air CH can link into 236U.


623L

Soriz kicks upward in place, used as standing anti-air. It covers a larger air space in front of him where 2H cannot hit, although the reward is not that high unless on clounter hit.


623M

Soriz advances forward before kicking upward. Can be used to anti-air opponents who are jumping in from ranges where normal anti-airs won't reach but be cautious as it can whiff against an opponent who jumped in too deep.

On grounded opponents it will cause a techable knockdown, and is one crucial part for his meterless juggles.


623H

One of Soriz's fastest attacks and his highest priority button in his kit. This allows him to challenge pressure or approaches in ways others characters cannot, due to it's sheer speed and button crushing capabilities.

Punch the Stars

GBVS Flurry.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 250×4 [140×8] Mid 13 2{(3)2}×3 [2{(3)2}×7] 14 -1 +3
214M 300×4 [170×8] Mid 20 2{(3)2}×3 [2{(3)2}×7] 14 -1 +3
214H 450×4 [250×8] Mid 13 2{(3)2}×3 [2{(3)2}×7] 11 +1 +5

Soriz unleashes 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. 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.

214L

Light frametrap from Soriz's L buttons, and leaves him very close on hit. If the hit connects, he can reset into a throw or bait a DP for big damage.


214M

Medium frametrap from Soriz's M buttons, and the default way for Soriz to end pressure if he doesn't have a way to reset. +3 on hit, allowing Soriz to frametrap again immediately after with c.M for a 3f gap with bonkers damage if it lands.


214H

Bulldog special. Launches Soriz extremely far forwards and is +1 on block, allowing him to force his way in. If used at max range, Soriz can space f.M and establish his threat. +5 on hit, but pushes Soriz too far back for anything meaningful.

Tenacious Will

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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Guard Crush 30 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.

Bravado Bullet

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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 14 6 21 -8 KD

Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. 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.

Rock Smash

GBVS Strike.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 900 Mid 18 6 17 -2 Air Tech
22M 1200 Mid 28 6 13 +8
22H 1500 Mid 15 6 11 +4

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.


22L
  • 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. When used on hit midscreen it can converted into 623H for extra damage. On CH can be converted into H normals for higher damage combos.


22M
  • 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.

Notably, the hitbox of this move is far larger than it appears, allowing it to frametrap off of f.M or a max spaced 2M against lights or short ranged buttons. You can even convert into a full combo.


22H
  • Best of both worlds, but less plus than the M version.

The centerpiece starter for most of Soriz's high damage corner combos. Frametraps from medium buttons, jails from lights and autocombo. On block, it can be used as a guaranteed way to reset pressure and continue your block string.

Can still perform the f.M/2M frametrap of the medium version, but may trade on hit thanks to the faster startup.


Ultimate Skills

Ultimate Impact Knuckles

GBVS Tackle.png 236U or 5S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2300 [2500] Mid 15 10 23 -4 Wall Bounce + HKD 11-Active ends Armor

A enhanced version of Impact Knuckles with super armor starting frame 11. Wallbounces anywhere on screen, allowing for near full corner carry followups no matter where Soriz finds himself. Allows Soriz to react to stray fireballs and pokes for incredibly explosive combo damage. A valuable tool for navigating and forcing the opponent to approach neutral carefully.

Ultimate Roundhouse Fang

GBVS Uppunch.png 623U or 6S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000×2 Mid 8 5(3)7 25 -14 HKD +31 1-22 All

Soriz's only reversal without using his Skybound Art. The hard knockdown caused by this move leaves the opponent right in front of Soriz. With the slowdown it is impossible to safejab this reversal.

The knockdown is very long, allowing Soriz to roll out of the corner and sideswap and still get okizeme. This makes it a solid combo ender when you need the sideswap.

Ultimate Punch the Stars

GBVS Flurry.png 214U or 4S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
250x8, 1000 Midx8, Guard Crush 50 13 22(10)3 {17} 44 {16} +4 HKD +49

Faster and more plus on block version of Punch the Stars. All hits are proper blockstrings, meaning they must Brave Counter to escape.

In Macho Ultimatum, 214U gets a followup, and the opponent is guaranteed to take a hit (due to the prior Guard Crush) unless they Brave Counter it. Useful as a knowledge check if the opponent is low on health or force the use of a Brave Counter to avoid the followup.

On hit, transitions into a cinematic launcher that leaves Soriz with a hard knockdown. In combos it can serve as an ender if you need the HKD to keep corner or other advantages.

Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
180F starting 3F 2
  • Slowdown 3-17
  • Numbers in {} denotes the situation when the move whiffs
  • True active for 214U: 1(2)1(2)1(2)1(2)1(2)1(2)1(2)1(10)3, {1,1(1)1,1(2)1(2)1(2)1(2)1}

Ultimate Rock Smash

GBVS Strike.png 22U or 2S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900x3 [1000x3] Mid 22 6,6,6 Total 46 +4 HKD

A leaping version of Rock Smash. Soriz jumps into the air, before slamming back down with a few explosive shockwaves. The jump at the start allows the move to briefly hop over low attacks as well as throw tech attempts, which leads to extremely massive damage. Invaluable move as universal overhead from the first game is no longer present here and this functions as a replacement for Soriz.

Skybound Art

Leaping Tiger, Charging Dragon

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2000, 2500 [1500, 2000] Mid 7+6 2(27)3 45 -29 +45 1~14 All

A big punch with invincible startup, and Soriz's only reversal option besides 623U. 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 2L/c.L setups.


Super Skybound Art

Macho Ultimatum

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
- 10+15

Soriz strips down and powers up. The install itself does not consume any Skybound Gauge, only requiring you to possess 100% of it and being in low health condition.

The install 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;
  • Property changes to his special moves;
  • Follow-ups to Punch the Stars;
  • Access to Way of the Fundoshi Fist;
  • Faster dash.

Soriz IS NOT invincible during the initial startup frames, hence not viable as a reversal option.

This is where a lot of Soriz's one-chance potential comes from. Popping this after the end of a combo immediately causes Soriz's threat potential to jump up, as he gains access to numerous strong offensive options. While using this does waste valuable knockdown and pressure potential, Soriz can still RPS afterwards, and his reward on hit is very frightening.

When Soriz cancels from normals on block, Soriz is punishable due to the extra recovery by doing so. Instead, activating midscreen or confirming from counterhit normals is a more viable way to activate Macho Ultimatum. From a counterhit c.H, Soriz is +9, allowing him to link into c.M.

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

Way of the Fundoshi Fist

236236U or 236S+U during Macho Ultimatum

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
(0), 1200, 1800, 3000 Throw, Mid 9+0 1(10)3 42 -26 +44 1-9 Full

A Super Skybound Art tied to Macho Ultimatum's activation and unlike the first game Soriz requires full meter to perform this super. The first hit of the super is a throw, effectively giving Soriz a command grab that the opponent cannot jump, dodge or DP on reaction to the superflash, but ONLY if they are in range of the first attack (the stomp).

The strike can also be combo'ed into, but Soriz must be very close to do so.

Soriz IS invincible during startup, however as a reversal option 623U would be much faster and can beat safejabs.


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