GBVSR/Soriz/Combos: Difference between revisions

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==This is Great, But I'm Looking For That Disgusting Stuff==
<big>Don't Fret, [[DNFD/Vanguard/Combos/Advanced|Click Here]] to Hit the Griddy (WIP)</big>


==Navigation==
==Navigation==

Revision as of 23:25, 22 December 2023

 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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
RS = Raging Strike
RC = Raging Chain
AB =  Avatar Belial
AN =  Anila
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GM =  Grimnir
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NI =  Nier
NM =  Narmaya
PC =  Percival
SF =  Siegfried
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta
2B =  2B

Combo Theory

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Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

These are not just beginner combos! They will always continue to be useful!

Combo Damage Meter Works On Difficulty Notes Video
Combo Goes Here # #% Everyone Diff Notes
Combo Goes Here # #% Everyone Diff Notes

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

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Starting Position:

Read First

  • Instead of listing every single possible combo, this practical list aims to show you Soriz's "Combo Rules". Knowing these rules should allow you to improvise as needed.
  • The combos in the "Anywhere" tab can also work in the corner. The combos you find in the "Corner-Only" tab are often just slight optimizations made possible by the position.

Practical Combos

Light Starters

Starting Position:

Medium Starters

Starting Position:

Heavy Starters

Starting Position:

Special Starters

Starting Position:

Navigation

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Application & Advanced Information
Archived Information