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GBFVR - Soriz notes

Jan 3rd, 2024 (edited)
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  1. (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option, linebreaks at 120. Last update: 05.03.2024)
  2. (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
  3. Need to add/change: blockstrings are still pretty bare, rest I'm pretty happy with
  4.  
  5. Search for #number to quickly find a section:
  6. 0 Notation
  7. 6 New patch additions and changes
  8. 1 Combos
  9. 1-1 Midscreen
  10. 1-2 Corner
  11. 2 Blockstrings
  12. 3 Setups
  13. 4 Other personal notes
  14. 5 Other people's notes
  15.  
  16.  
  17.  
  18. ====================================================================================================================================================================================
  19.  
  20.  
  21. #0 Notation:
  22.  
  23.  
  24. > | combo, link, cancel or blockstrings
  25. -X|-> | specific cancel option; early cancel
  26. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
  27. |Z> | character specific combo or combo with specific limitations like range, without number means point-blank range, with number means Z back-dashes away;
  28. when there's two | it means first is representing your char, second is representing opponent and > is representing the corner;
  29. e.g. |> means you stand right next to your opponent, |2> means you stand two back-dashes from them, |1|4> means your opponent is 4 back-dashes from corner away and you
  30. are 1 back-dash away from them (check the notes of the combo for specifics)
  31. <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
  32. <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
  33. <wb> | needs opponent to wallbounce
  34. <cu> | crossup or sideswitch (so mirror inputs from here on)
  35. <DP> | route to chose when opponent DPs (like after a safejump)
  36. <r> | reset or change from blockstring to combo
  37. <x> | explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached; (or I mention that I'm too dodo to get it)
  38. <?> | no idea what combo this is, or if it's worth it keeping in
  39. <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
  40. <H> | explicitly gets a hit at this point, used for blockstrings and setups
  41. <mY%> | needs at least Y % meter
  42.  
  43. X | any normal attack-button
  44. c.X | close normal, usually I indicate far buttons with neutral-motion (5X) rather instead of using f.X
  45. cr.X | crouching normals, usually I indicate them with down-motion (2X) rather
  46. j.X | jump normal
  47. (X) | blocked/whiffed/mixup/safejump move
  48. [X] | start holding said button
  49. ]X[ | release held button
  50. X(xY) | repeat X for Y times
  51. X(w) | last move whiffs (where it would usually hit)
  52. X(h) | last move hits (where it would usually whiff)
  53. X(Y) | use only first Y hits or certain parts of multi-hitting move to hit or be blocked (if not specified it's all hits)
  54. X(bl) | last move was blocked (where it would usually hit)
  55. X(Cr) | used explicitly on crouching enemy
  56. X(St) | used explicitly on standing enemy
  57. X(m%) | needs minimum meter-amount in brackets
  58. X(W!) | breaks the wall
  59. (X!) | move/special that you activated earlier hits at this point
  60. X(OTG)| Off-The-Ground attack (for resets/setups)
  61. CH X | counter-hit
  62. NH X | normal-hit (only used when compared to CH)
  63. DP | Dragon-Punch aka invincible Reversal, usually a 623-motion
  64.  
  65. Y | numbers (1-9) declare directions following notepad notation (5 stands for neutral aka no input, more here: http://www.dustloop.com/wiki/index.php/Notation)
  66. 66/44 | forward-/back-dash
  67. ~66/~6 | micro-dash/-walk
  68. x66 | dash-cancel
  69. 66X | dash-attack
  70. sj | safe-jump
  71. hj | high-jump (aka superjump)
  72. jc | jump-cancel
  73. lc | land-cancel (aka land again and then jump again)
  74. ab | airborne
  75. th | throw
  76. fth | forward-throw
  77. bth | backward-throw
  78. ath | air-throw
  79. bl | blocking (to bait things)
  80. bl(Cr) | crouch-blocking (can also be 1bl)
  81. bl(St) | stand-blocking (can also be 4bl)
  82. bs | blockstring
  83. mu/mix | mixup
  84. wp | whiff-punish
  85. oB | on Block
  86. oH | on Hit
  87. oCH | on Counter-hit
  88. oW | on Whiff
  89. KND | KNock-Down
  90. SKND | Soft-KNock-Down, usually means they can quick-tech or back-tech out of it, setups are usually made to work on quick-tech
  91. HKND | Heavy-KNock-Down, they can't tech out of it
  92. KNB | KNock-Back
  93. ... | too lazy to fill out the rest
  94. {GOTO} | routes I find personally to be the most worthwhile using
  95.  
  96. afap | as fast as possible
  97. ahap | as high as possible
  98. adap | as deep as possible
  99. aeap | as early as possible
  100. alap | as late as possible
  101. saa | same as above
  102. sab | same as below
  103.  
  104. Game-specifics:
  105. X | normals are: L - Light, M - Medium, H - Heavy, U - Unique
  106. G | Guard-button
  107. (GC) | Guard-crush
  108. SBA | Skyboundart
  109. SSBA | Super-Skyboundart
  110. RS | Raging-Strike
  111. RC | Raging-Chain
  112. BP | Brave-Point
  113. BC | Brave-Counter
  114.  
  115. Character-specifics:
  116. 236X or 5S+X | "Impact-Knuckles" (punch-lunge)
  117. 623X or 6S+X | "Roundhouse Fang" (DP)
  118. 214X or 4S+X | "Punch the stars!" (backfist)
  119. <IS> 214X or 2S+X | "Tenacious Will" (backfist)
  120. <IS> 236X or 6S+X | "Bravado Bullet" (kick-lunge)
  121. 22X or 2S+X | "Rock Smash" (ground-punch)
  122. <IS> | combo only for Fundoshi-Install
  123.  
  124.  
  125.  
  126. #==================================================================================================================================================================================#
  127.  
  128.  
  129. #1 Combos:
  130.  
  131. (all tested with Gran on Colosseum stage; combos that use any three-chain usually works with any normals unless explicitly mentioned)
  132.  
  133.  
  134. #1-1 Midscreen Combos:
  135.  
  136.  
  137. 2L > 2L > 5L > 236L [1880 dmg; no knd, leaves them standing]
  138. > 236H [2300 dmg; minimally more corner-carry than 623M and better damage]
  139. > 623M [1820 dmg; good corner-carry and oki] {GOTO}
  140. > 214M [1820 dmg]
  141. > 214H [2300 dmg]
  142. > 214H(Cr) > 623H [3050|3125 dmg; link that works on crouchers, gives good damage same oki as 623M; slightly more dmg when doing the DP with motion-inputs]
  143. > RS-RC > ... [sab]
  144. > SBA [3320 dmg]
  145. <IS> 214L-236X [3172 dmg]
  146. c.L > c.M > ... [combos oNH and is a frametrap oB]
  147. c.LLL > 236L [2660 dmg]
  148. > 236H [3080 dmg; minimally more corner-carry than 623M and better damage]
  149. > 623M [2600 dmg; good corner-carry and oki] {Goto}
  150. > 214M [2720 dmg]
  151. > 214H(Cr) > 623H [3830|3905 dmg; link that works on crouchers, gives good damage same oki as 623M; slightly more dmg when doing the DP with motion-inputs] {Goto}
  152. > 22L > [2540 dmg; gives slightly better oki than 623M as they tech in the air and you are a bit closer]
  153. > 623H [3290|3365 dmg; decent damage if you want to waste the bar]
  154. > RS-RC > c.HHH > 623M <co> c.M > 623M <r> 8jc > (j.H) [5070 dmg; works from starting-position] {GOTO}
  155. > 214H > 5H > 236L|H [5290|5430 dmg; midscreen, used as launcher you can link a 5H after punches; pushes nearly corner-to-corner] {GOTO}
  156. > 623H [5110|5130 dmg; miniscule dmg-difference with motion-inputs]
  157. > 236H [4810 dmg; still great corner-carry]
  158. > c.HH > 22H > 214H <r> 9jc > (j.H) [4946 dmg; gives a safejump; works from starting-position]
  159. > 214H > 5M > 236U > 623H [5642|5672 dmg; damage-cash-out] {GOTO}
  160. > SBA [4700 dmg]
  161. > 236U <wb> c.H > 214H > 623H [4648|4693 dmg; miniscule dmg-difference with motion-inputs]
  162. <IS> SSBA [5600 dmg]
  163. <IS> 214M-236M [3316 dmg; whiff 214L~214X meaty guard crushes into… testme]
  164. c.H <IS> SSBA [7600 dmg; keep in mind that this doesn't work if they block any standing button before it, even in corner; but in corner you can get a blocked jump-button before]
  165. RS(GC)-RS > c.HHH > 214H > 623H [5710|5755 dmg; RS as guard-crush pushes them to crouching, so the link-combo works here too]
  166. > 236U > 5H > 214H > 623H [6390-6611 dmg]
  167.  
  168. 5L > 236L [1700 dmg; very important for the punch-rps while staying safe if 5L doesn't connect]
  169. > 236H [2400; giving a SKND, corner-carry and oki]
  170. > 623M [1600 dmg; for punishes]
  171. > 241H [2400 dmg; to get ensured plus-frames]
  172. > 214H(Cr) > 623H [3450|3555 dmg]
  173. 5M|2M > 236L [2000 dmg; saa]
  174. > 236H [2700 dmg; saa]
  175. |1> 623M [1900 dmg; can whiff on max-range 5M!; therefore suggested to use other things]
  176. > 214H [2700 dmg; saa]
  177. > 214H(Cr) > 623H [3750|3855 dmg; saa]
  178. 2U > 236H [1200|2200 dmg]
  179. > 623M [2000 dmg]
  180. > SBA [4500 dmg]
  181.  
  182. 66L |1> c.MMM > 623M [3290 dmg; needs to be very close, important range to learn!]
  183. > 22L > 623H [5760|5850 dmg]
  184. |1.5> 2L > 5L > 236L|H [3120|3750 dmg; for intermediate range between one and two back-dashes away.]
  185. |2> 5L > 236L [the only button that is reaching on range, and still whiffs on max-range, like at roundstart where you need to microdash a bit before]
  186. > SBA [at this range SBA still works as a good hit-confirm]
  187. |3> 5M > 236L [1f-link, but works on pretty much all ranges as well as roundstart, hard but can be good to learn; also on max-range, SBA doesn't connect sadly]
  188. |3> 623H [2100 dmg; easiest one for max-range, but you have to confirm it in one hit basically]
  189. > 2M(Cr) > 214H > 623H [3660 dmg; crouching makes also the other links easier]
  190. 66H > 5M > 214H > 623H [4260|4350 dmg; hitting them with shoulder pushes them to the ground much like RS]
  191. > 236U > 5H > 214H > 623H [5346|5406 dmg; also does way more damage than going into SBA after 5M would]
  192.  
  193. 236U <wb|> 5H <|2+|> 214H > 623M [5750 dmg; the 5H needs to be timed right, you can look on Soriz and right when he stops glowing blue, you press 5H;
  194. does not work if you are fullscreen in the corner and your opponent is closer than around 2 back-dashes] {GOTO}
  195. > 623M [4300-4530 dmg; works always]
  196. > RS-RC > c.HH > 214H > 5M > 236L|H [7500|7640 dmg; good dmg for the resources] {GOTO}
  197. > 22H > 214U [7980|8330 dmg; for m100% you get a huge cash-out, make them suffer for trying to zone!]
  198. > c.HHH > 236H <co,r~> 9jc > (j.H) [7220 dmg; if you delay the jump-cancel for a micro-second, you get a sj near the corner]
  199. > 236L <co,r> (2M) > (4c.L~L) [7080 dmg; whiff a 2M for a framekill to get a DP-safe jab] {GOTO}
  200. <co,r> (66M) [can also get a meaty overhead]
  201. > 623M <co,r> (c.H) > (c.L) [7060 dmg; gives you a DP-safe jab]
  202. <co,r> (2M) > (c.H) [can also get a meaty c.H by whiffing a 2M]
  203. > c.HH6H <r> (c.H) [7321 dmg; gives you a setup where a meaty c.H ends up being +3 oB]
  204. > c.LLL > 623M <co,r> 9jc > (j.H) [6560 dmg; if you use c.L they stay higher, so you get enough plus-frames for a sj, but only near the corner]
  205. <IS> 214H-236H <co> 22H > 623H > c.H > 236H <r~> (c.H|SSBA) [8360 dmg; Install-combo that builds you all the meter back to and right next to them for the final mix]
  206. 22U > 236U <wb> 5H > 214H > 623H [8315 dmg; 3 links but 50% dmg; 22U done in neutral gives you 25% meter, so you can do it from m75%;
  207. great midscreen damage that can also DP punish, and spot dodge punish off f.H testme]
  208.  
  209.  
  210. CH c.L > c.L|MXX > ... [important that it works, so you can frametrap with c.M or c.L and still convert if it hits]
  211. CH c.H > c.HXX > ... [racks up a lot of damage; very important for punishes; might also happen once in a moon at oki if you are the prediction-god]
  212. > SSBA > c.MMM > 214H-236X [5270 dmg; great confirm to learn!]
  213. CH (c.L) > c.H > 236U > 5H > 214H > 623H [5795 dmg; the CH-hitstop makes it very confirmable]
  214. CH (c.LLL) > 22L > 5H > 214H > 623H [4360|4450 dmg; important CH-confirm, as it enables the 22M reset] {GOTO}
  215. > 236L|H [2970|3460 dmg]
  216. > 236U > 5H > 623H [5446|5506 dmg]
  217. CH 5H > 236M [2700 dmg; makes it worth cancelling into 236M from it]
  218. CH (5M|2M|5H) > 22L > 236U > 5H > 214H > 623H [6245 dmg; cancelling far buttons into ground-punch let's you get a combo if it counterhits, even if it trades, but gotta be ready]
  219. > RS-RC > c.M > 214H > 5M > 236L [7120 dmg]
  220.  
  221. CH 66M |> c.LLL > 214H > 623H [4290|4350 dmg; also pushes them down; needs to be very close still]
  222. CH 66H > 5H > 214H > 623H [4660|4750 dmg; saa]
  223. > 236U > 5H > 214H > 623H [5746|5806 dmg]
  224. CH 236H |3-> 5M |2> 214L [3645|3825 dmg]
  225. |3> 214U [3960|4140 dmg]
  226. |3> 236U > 5H > 214H > 623H [5703 dmg]
  227.  
  228.  
  229. Anti-Airs:
  230. 2H > 623H > 236H [4186 dmg; needs a high hit; to help with timing, watch Soriz and when he stops glowing yellow, press the special] {GOTO}
  231. > 236U <wb> 5H > 214H|U [6090|6251 dmg]
  232. > RS-RC > c.HH <co> 214H <r> 8jc > (j.H) [7481 dmg; works from starting-position]
  233. <co> 214L <r> (c.M) > (4c.L~L) [7321 dmg; you can get a DP-safe jab so you keep the bar] {GOTO}
  234. <wb> ~66 > 5H <co> 214H > 2M x> 22H <r> 9jc (j.H) [? dmg; tiny dash before 5H allows you to connect a 2M near the corner that gives a sj]
  235. <wb> 236U <wb> 5H <co> 214H <r> 8jc > (j.H) [6700 dmg; insane corner-carry and ends in a safejump; bit memey]
  236. > 214H ~> 5H > 236L [4220 dmg; for very late hits only; 5H needs to be delayed if they are too close, otherwise you get a c.H] {GOTO}
  237. > SBA [5660 dmg]
  238. > 236U > 5H > 623M [5438 dmg]
  239. > 214H(2) > c.MMM > 236L [3880; for very high late hits only, as only a few hits of punches hit then; very iffy to get, but you bet on at least getting a 5L 236L]
  240. > 22H > 236U > 5H > RS-RS <co> 623H > c.M > 214H <r> 8jc (j.H) [7531 dmg; needs the absolute latest hit possible, so kinda impractical; works from starting-position]
  241. > SBA [5800; needs a late hit, or it whiffs fully]
  242. 623H > 236U > 5H > 214H|U [6090|6170 dmg]
  243. SBA [4500|4950 needs a very late hit, not suggested unless you have a read or need the invincibility]
  244. CH 2H > (236L) > c.MMM > 214H > 5M > 236L [4750 dmg; should always work] {GOTO}
  245. > 623M [3990 dmg; should always work]
  246. > 236H [4390 dmg; insane corner-carry; L-version doesn't work here as they are too high up]
  247. > c.HHH > 214H > 5H > 236L [5740 dmg; getting a c.H can be problematic sometimes, but it doesn't work with c.M sadly]
  248. > 2M > SBA [5350 dmg; better damage and with the low-profile you ensure it hits]
  249. > 236U > 5H > 214H <co> 5H > 623H [5816 dmg]
  250. > 214U [4846 dmg]
  251. > c.MM > 214H > 5M > 236H [5140 dmg]
  252. > 4G > 5H > 214H > 5M > 236L [needs a high hit; sucks imo]
  253. > SSBA > 214H-236X [4424 dmg; can nlead to a ton of damage near the corner]
  254. > 236U > 22U > 214U – 8472 damage, meter heavy, mid to corner testme
  255. |2-1|4> 5H > 236U > 5H <co> RS > 5H > 623H <r> 9jc (j.H) [6150 dmg; gives sj; needs to be a bit closer to corner than roundstart, and near enough for 5H to connect]
  256. x> 236U > 5H > 214H [5240 dmg; needs ultra-late hits, not worth it]
  257. x> 22U > 214U [testme]
  258. CH 5H > 214H > c.H > 236L [4880 dmg]
  259. CH 623M > 236L|H [2210-2310|2980-3080 dmg]
  260. > 236U > 5H > 214H > 623H [6040-6445 dmg; makes using 623M a bit better because you can end in 623H]
  261. PC c.M > 214H > f.M > 236H – 4160 damage testme
  262.  
  263. Jump-ins:
  264.  
  265.  
  266. Air-to-air:
  267. CH j.U > c.H|MXX > 623M [4190|3690 dmg; you land earlier than then, so you can convert; c.H can not work always, so use c.M if you want to be sure]
  268. > c.H > 236U > 5H > 214H > 623H [5906 dmg]
  269.  
  270. DP-Punishes:
  271. 623H > 22U > 236U > 5H > 214H~236X > c.H – 9795 damage, mid to corner (and then back to corner),
  272. video specifically uses this combo against Belial 5U so 623H triggers the counter and connects on the second hit testme
  273.  
  274.  
  275. #=======================================================================================#
  276.  
  277.  
  278. #1-2 Corner combos:
  279.  
  280.  
  281. 2L > 2L > 5L > 236H > c.L > c.M > 623M > c.L > c.M > 623M <r> 8jc > (j.H) [3880 dmg; important to combo from 5L; all combos also work after direct 236H starter;
  282. bit hard, has a very specific rythm; gives you a safejump,
  283. can also do just c.LL 623M at end might be easiers; this route specifically good after 236U knd]
  284. > 214L <r> (c.H) > (4c.L~L)) [3880 dmg; gives a DP-safe jab] {GOTO}
  285. > 22L > c.MM > 623M <r> 8jc > (j.H) [3870 dmg; another sj; just 10 dmg less than above combo]
  286. > c.M > 214L <r> (c.H) > (4c.L~L) [3730 dmg; gives a DP-safe jab]
  287. > RS > SBA [6080 dmg] {GOTO}
  288. > 214H > c.MM6H <r> (c.H) [4140 dmg; auto-times a meaty c.H for you; decent bar-use for bit more damage]
  289. > 22H > c.H > 214L <r> (2M) > (4c.L~L) [4110 dmg; gives you a DP-safe jab; has the problem of using ground-punch bar so you lack a launcher]
  290. > c.MM > 623M > c.L > 623M <r> 8jc > (j.H) [3770 dmg; safejumps 9F DPs]
  291. > 214H > c.M > 22H > c.H > 623H <r> 8jc > (j.H) [4570 dmg; damage-route, has bad scaling so most likely not worth]
  292. > SBA [6520 dmg] {GOTO}
  293. > RS > c.M > SBA [6420 dmg; when you don't want to use 22H bar]
  294. <IS> 214H-236X > c.M > 236H > c.H > 22H > c.H > SSBA [7940 dmg] {GOTO}
  295. c.LLL > 22L > c.M > 623M > c.L > c.M > 623M <r> 8jc > (j.H) [4090 dmg; most important combo as it uses up no resources and gives you a safejump!, but can be bit hard] {GOTO}
  296. > 214L <r> (c.H) > (4c.L~L) [4090 dmg; gives a DP-safe jab] {GOTO}
  297. > 623H > c.M > 236H > c.MM > 214L <r> (2M) > (4c.L~L) [4905 dmg; gives you a DP-safe jab]
  298. > c.MM6H <r> (c.H) [or an autotimed c.H that's about +5 oB]
  299. > 22H > c.HHH > 623M > c.M > 623M <r> 8jc > (j.H) [4900 dmg; whack combo-timing, press the c.H when they are at your head-height; safejumps 9f DPs] {GOTO}
  300. > SBA [6950 dmg]
  301. > 214H > c.H > 623M <r> (c.H) > (4c.L~L) [5090 dmg; good damage and gives a DP-safe jab] {GOTO}
  302. > SBA [6530]
  303. > c.HH > 214H > c.MM > 623M <r> 8jc > (j.H) [5080 dmg; saa; best extender imo, unless you want to keep it for plus-frame pressure afterwards] {GOTO}
  304. > c.HH > 623H <r> 8jc > (j.H) [5280 dmg]
  305. > SBA [7230 dmg; punish combo if you have a m100%] {GOTO}
  306. > 623H > c.MM6H <r> (c.H) [4990 dmg; gives a meaty c.H]
  307. > c.H > 236H > c.M > 214H > c.MM > 623H <r> 8jc > (j.H) [5770 dmg; don't like the 236H extenders that much as it is your second launcher
  308. and the only one that combos from far out; but the damage is very good]
  309. > c.MM6H <r> (c.H) [5670 dmg; best damage sets up a meaty c.H] {GOTO}
  310. <IS> 214H-236X > c.H > 623H <r> 8jc > (j.H) [6010 dmg; gives a safejump]
  311. > SSBA [8710 dmg] {GOTO}
  312. > c.MM > RS > c.H > SBA [7550 dmg; quick and easy; best damage] {GOTO}
  313. > c.MMM > 214M <r> (c.M) > (4c.L~L) [5330 dmg; gives a me a DP-safe jab]
  314. > c.M > 214H > 2M > 236L <r> (c.M) > (4c.L~L) [4660 dmg; DP-safe jab with c.M > c.L; good because you keep Punch-bar as a launcher, but low damage] {GOTO}
  315. > 236H > c.M > 214H > c.HH > 623M <r> (2M) > (4c.L~L) [5520 dmg; very good damage and a DP-safe jab] {GOTO}
  316. > c.HH6H <r> (c.H) [5520 dmg; gives you a meaty c.H that's +4 oB]
  317. > 236H > ... [saa]
  318. <IS> 214H-236X > c.MMM > 623M > c.M > 623M <r> 8jc > (j.H) [5270 dmg; gives you a safejump] {GOTO}
  319. c.H > 214H-236X x> 236H > c.M > 22H > c.H > SSBA [10410 dmg; 22H first also works for 60 dmg less] {GOTO}
  320.  
  321. 5H > RS-RC > c.H > 236H > c.M > 623H > c.MM > 214L <r> (2M) > (4c.L~L) [6750 dmg; gives a DP-safe jab] {GOTO}
  322. > c.MM6H <r> (c.H) [6750 dmg; gives a meaty c.H that's +5 oB]
  323.  
  324. (214L|M)-(214X|RS)(GC) <IS> c.L > c.M > 214H-236X > c.M > 236H > c.H > 22H > c.H > SSBA [9190 dmg; Guard-Crush combo; is a 1f-link so train it!;
  325. can also just do c.LLL at start for 400 dmg less;
  326. 22H first also works for 100 dmg less] {GOTO}
  327. > 623H > c.M > 22H > c.H > SSBA [8920 dmg; when you don't have Punch-bar like after the 236U reset]
  328. > 22H > 2H > 236M > 2M > 236L [this combo. 6190 damage, safejabs 9F DPs with whiff c.M > c.L testme]
  329. > c.MMM > 623H > c.H > SSBA [8570 dmg; when you have only Kick-bar]
  330. 236U <wb> c.HHH > 623M > c.M > 623M <r> 8jc > (j.H) [6460 dmg]
  331. <wb> c.H > 22H > c.HHH > 623M <r> 8cj > (j.H) [7190 dmg; with more meter you can tackle on more damge]
  332. > c.H > 214H > c.MM > 623M <r> (c.H) > (4c.L~L) [7890 dmg; gives a DP-safe jab; good damage and if reset hits you can convert again with Punch-bar] {GOTO}
  333. > 214U [7040 dmg; for the safejump]
  334. > c.MM > 623M > c.M <r,IS> (214L)-(214X)(GC) > c.L > ... [7140 dmg; reset into meaty unblockable if you have install] {GOTO}
  335. <r,IS> (214L) > (4c.L~L) [can also just do a DP-safe jab after the whiffed 214L, crazy]
  336. > 214H > c.L > c.MM > 623M <r> (c.H) > (4c.L~L) [6880 dmg; gives a DP-safe jab; if you want to keep Ground-Crush bar]
  337. > RS > 623H > c.M > 22H > c.H > SBA [9730-10050 dmg; m100% combo that builds the meter back to end in SBA] {GOTO}
  338. 22U > c.H > 214H > c.HHH > 623M <r> 8jc > (j.H) [7570 dmg; throw-bait for massive damage for %50m and one bar, and even ends in a safejump;
  339. that leaves you still with DP- and punch-bar, so you can still convert if you get a hit!] {GOTO}
  340. > c.H > 236H > c.HH > 623H [8570 dmg; most damage for all bars] {GOTO}
  341. > 236H > 2H > 214H > c.L > 623M <r> 8jc > (j.H) [7555 dmg; not really better it seems]
  342. > RS > c.H > RS-RC > c.H > RS-RC > c.H > 623H [9060 dmg; cash-out combo]
  343. > c.HH > 623M <r> 8jc > (j.H) [5390 dmg; when you have really no resources whatsoever]
  344. > 2H > 236M > 2H > 236H > c.H > 623H <r> 8jc > (j.H) [8020 dmg; max-damage for no meter with a safejump]
  345. > 623M <r> (c.M) > (4c.L~L) [7600 dmg; also gives a DP-safe jab]
  346. > 236M > c.M > 623M <r> (c.M) > (4c.L~L) [7200 dmg; when you want to keep the Punch-bar to convert later] {GOTO}
  347. <IS> 2H > RS > 623H > c.H > 214H x> c.H > SSBA [testme dmg; throw-bait that builds so much meter that you can end in SSBA; seems impossible for me, can't get it done;
  348. this might actually be Soriz' hardest combo]
  349.  
  350.  
  351. CH c.L > c.H > 22H~(M) > 5M > 236H > c.M > 214H > c.MM > 623M <r> (c.H) > (4c.L~L) [testme dmg; 22M|H-OS; gives a DP-safe jab?]
  352. CH (c.L) > c.H > 22(H)~M > c.H > 236H > c.M > 22H > c.M > RS > SBA [testme dmg; 22M|H-OS]
  353. > 22U > 623H > c.H > 236H > c.M > 22H > c.H > 214L <r> (2M) > (4c.L~L) [7645 dmg; gives a DP-safe jab]
  354. CH (c.L > c.H) > 22H > c.M|H [testme]
  355. CH (2M|5M) > 22M > 5M > 236L [testme]
  356. CH c.H > c.H > RS > 623H > c.M > 236H > c.M > 22H > c.H > SBA [9620 dmg; max-damage for 1 BP]
  357. > 22H > 623H > c.M > 214H > c.M > 236H > c.M > SBA [9670 dmg; max-damage for all bar; works also after a blocked c.L, second c.H is just a 5H then] {GOTO}
  358. > RS > c.H > SBA [9710 dmg; sqeezing the last damage out of it]
  359. <IS> 214H-236X > c.M > 236H > 623H > c.M > 22H > c.H > SSBA [10925 dmg; full bar use for max-damage]
  360. > 623H > c.M > 236H > c.M > 22H > c.H > SSBA [10965 dmg; max-max-damage by adding a DP right after the Kick] {GOTO}
  361. > c.HHH <IS> 22H > c.H > 214H-236X > c.H > SSBA [9840 dmg; when you forgot to cancel after second c.H; can't add 236H as they then sideswitch and SSBA whiffs]
  362. CH 5H > 22M > c.M > 22H > 2H > 236M > 2M > 236L [testme; safejabs 9F DPs with whiff c.M > c.L]
  363. CH 66H > 5H > 22H > c.H > 236H > c.M > 214H > 623H > c.M > SBA [testme]
  364. CH 236M > c.MM > 22L > c.MM > 623M <r> 8jc > (j.H) [4660|4800 dmg; works from fullscreen away!] {GOTO}
  365. > c.M > 22H > c.H > 214H > c.M > SBA [8100|8240 dmg; doing 214H first is just 40 dmg less and c.H is done at the end instead]
  366. > 214H > c.M > RS|623H > c.M > SBA [7860|8000 dmg; if you want to keep the ground-punch launcher]
  367. CH (214H)-236X > c.H [testme]
  368.  
  369.  
  370. Anti-Airs:
  371. 2H > 22M > 623H ~> c.H > 22H > 236H > c.H > 214H <r> 8jc > (j.H) [6820-6997 dmg; only doesn't work for highest hits; can even hit them behind you; you need to hit them with
  372. first c.H a bit delayed but still as high as possible; the Punch afterwards you need to do fast; if they are
  373. too low at the end you can end in c.L still; can also work with CH 2H but 22M needs a delay there] {GOTO}
  374. > 214L <r> (c.M) > (4c.L~L) [6660 dmg; can even end in a DP-safe jab; is dependant on height though, so c.L ender has less time]
  375. > SBA [8887 dmg]
  376. CH 2H > 4G |1.5> c.H > 22H > 623H > c.H > 236H > c.H > 214H <r> 8jc (j.H) [7300 dmg; saa; doing a spot-dodge as a framekill allows you to time it better when you CH-confirm] {GOTO}
  377. > 214L <r> (c.M) > (4c.L~L) [7140 dmg; saa]
  378. > SBA [9190 dmg]
  379. ~> 5H > 22H |1.5> 2H > 236M > 2H > 236M <r> 8jc > (j.H) [6370 dmg; very confirmable; 5H needs a small delay depending when you hit them with 2H, otherwise the 22H can whiff;
  380. works from a good 1.5 dashes away from them, up closer be careful or you get c.H instead of 5H, just adapt]
  381. CH 623M |2.5> 623H > c.H > 22H > c.H > 236H > c.H > 214H <r> 8jc > (j.H) [6880 dmg; saa; works 2 and a half dashes away] {GOTO}
  382. > 214L <r> (c.M) > (4c.L~L) [6720 dmg; saa]
  383. |3> 236H > c.L > c.M > 623M > c.L > 623M <r> 8jc (j.H) [5200 dmg; saa; works from insane three-dashes away; need to hit them high though] {GOTO}
  384. CH 623H |2.5> 5H > 22H > c.H > 236H > c.HH > 214H <r> 8jc > (j.H) [6890 dmg; saa]
  385. > 214L <r> (c.M) > (4c.L~L) [6370 dmg; saa]
  386.  
  387. Jump-ins:
  388.  
  389.  
  390. Air-to-air:
  391.  
  392.  
  393. DP-Punishes:
  394.  
  395.  
  396.  
  397. ##================================================================================================================================================================================##
  398.  
  399.  
  400. #2 Blockstrings:
  401.  
  402. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  403. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  404. /> indicates no gatling but just resetting pressure
  405.  
  406. c.L: Very good button for Soriz, most important tool to establish his tick-throw game. +4 oB as usual, chains into itself which also combos. {GOTO}
  407. > ~6 > th: For a tick-throw setup just hold 6 and delay the throw for like half a second. Soriz has far enough throw-range so that his slow walkspeed doesn't matter.
  408. <IS> SSBA: Install makes a mere tick-throw way scarier, but you have to walk further than with a normal throw.
  409. > c.M: Decent frametrap and should be the go-to option if you want to establish c.L. Also naturally combos from c.L!
  410. > ~6 > c.L|th: You can mix this up effectively with all your other plus-frame options to make them guessing all over the place.
  411. > c.H:
  412. c.M: It's one of the few M-normals that are medium oB. Not as good as c.L obviously, but it's nice if you already used something else before it and used it for frametrapping.
  413. So you don't need to go into c.XX to steal your turn back.
  414. > ~6 > c.L|th: But you need to microwalk in, even in the corner, to get a c.L connecting.
  415. c.XX: Really not good for Soriz, it leaves him out too far for a throw or resetting pressure. Use c.L c.M instead.
  416.  
  417. 5L|5M|2M|5H > 214L|M: testme if good against dodgers
  418.  
  419. 214U > :Is +4 oB testme can I get anything midscreen
  420. 214H-214H <co~> SSBA: The enhanced backfist leaves you close enough to get a real command-throw mixup, but you have to delay it slightly otherwise you hit them in blockstun.
  421. j.L <IS> SSBA: Way easier to get in the corner, but you get a real mixup with this. Actually better to hit the j.L higher, because if you hit it too deep you are too plus and
  422. can't throw them still in blockstun, in which case you need to delay it slightly.
  423.  
  424. 5U > c.L|th: Not really a blockstring, but you see them waiting for you doing the follow-up (which is still safe with -3 oB), you can just use it to reset pressure
  425. and get a strike-throw going.
  426.  
  427.  
  428. Corner:
  429. c.L > c.H > 22U > c.L > c.H > 214H > 2L > 22H > 66L > 2L > 5L > 236M > 2L > 5L > 214U > 66L > ...: Sample corner pressure string.
  430.  
  431. ###==============================================================================================================================================================================###
  432.  
  433.  
  434. #3 Setups:
  435.  
  436. 2L > 2L > 5L > 236L: No KND and leaves them standing with you being +1 oH. Range is further than after three-chains, so you can't use 5L there.
  437. <r> 2M|5M(w) <h> 236L: This should be your standard option as it counterhits their light attacks. If they do nothing the M-normals will whiff though,
  438. so if they are patient or do delayed mash, you lose.
  439. If they answer with an M-normal, you might get a clash, where 2M can evade this.
  440. <r> 5H > 236L|214M|623M: Loses to mash, but is the only normal still reaching at this range. If they stay patient or delay-mash, call it out with this.
  441. <r> 2U(w): Punishes their mash giving you a HKND. Against M-normals it clashes but you win because you get the KND.
  442. Doesn't reach if they do nothing though.
  443. <r> 66L: Loses to pretty much everything except blocking. Only use it if you established that they can't mash there.
  444. > 5L: Sadly leaves you too far out to hit with a close-normal. Counterhits their mash-attempts.
  445. > ~66 > th: If you want to mix it up with a throw, you need to micro-dash in. It's very reactable still, because Soriz isn't fast.
  446. <r> 236L: Dodges their L-normals and punishing them. Loses to M-normals. Use rather 66M imo as you get more reward.
  447. <r> 236M: Dodges their L-normals and gets you in staying +1 oB. Loses to delayed mash and M-normals though. Mixing this up with 66L and 5M is good mix!
  448. <r> 623M: The hard call-out.
  449. <r> 214H: Hits their L-mash and leaves you +1 oB, but loses to a M-normals.
  450. <r> 214M: Dodges their L-buttons and punishes their M-mash. Can be a nice way to call them out for it, as it is only -1 oB so still very safe.
  451. <r> 9jc > j.H: If they don't respect you, you can also just reset it with a jump. Risky if they wait, but dodges their counterpoke attempts.
  452. > 236H: Gives you a knd and some corner-carry, and more dmg obviously.
  453. <r> 66 > c.L: Actually one of the only enders that give you enough time to run up and get a meaty c.L in. Still pretty tight, but can be worth it.
  454. > 623M: Suggested ender as it gives a SKND, more corner-carry, and better oki.
  455. <r> 66 > 66L: Hits them meaty, let's you mix it up with a throw or bait-block DPs. {GOTO}
  456. > 214H: Hits them meaty, but leaves you not plus enough to combo from it and still only +1 oB. Maybe good if you want to chip them out.
  457. <r~> 236M: Needs to be very delayed or it doesn't hit them meaty. Only good as a panic move if you forgot to dash in.
  458. c.XXX > 236L: Leaves you much closer than with above setups. That makes many of the "do I whiff or do I repressure" mindgames different, but they are still there.
  459. <r> 5L > 236L: Clashes with their L-normals, but beats their M-normals, making this a pretty important to establish. Whiffs if they do nothing. {GOTO}
  460. <r> 5M: Connects if they do nothing, loses to L-normals, and can clash with M-normals. Can be good and important if you established mashing L is not an option.
  461. <r> ~4 > 5H: You are too close to be able to counterhit their L-normals, but you can whiff-punish them by walking back for a split-second.
  462. Also still connects if they do nothing. But loses to M-normals or other stuff.
  463. <r> 2U: Hits L-normals in their recovery giving you a HKND, but loses to other buttons. Good is, that it still hits them if they block,
  464. so you can check their toes with it.
  465. <r> 66L: As usual loses to mash, but gets you in very quickly.
  466. > 623M <r> 66L: Pretty much the saa. Just dash in. You might need to do it a bit later because they are closer, so you don't whiff it too early.
  467. <co> 623M <r> 8jc > (j.H): In corner it gives you a safejump, definitely use it there! {GOTO}
  468. <r> 4G > c.H: If you spot-dodge as a framekill setup you can get a meaty c.H in. Might be better against characters with no DP.
  469. > 22L <r> ~66 > 66L: Actually a pretty decent ender, as they tech in the air you can get in much faster than with 623M. Might be better even?
  470. Also leaves you close enough that you can convert a hit into c.M. And the option to add 623H to it for more damage. I like this. {GOTO}
  471. <IS> 214H-. <r> .-214H: Is guaranteed guard-crush if they try to mash or jump. But can be evaded which ends in a neutral situation, and obviously reversaled still.
  472.  
  473. 236L <|2r> 5M > 236L: About roundstart-distance, you can counterhit their 5L mashes and go back into punch. Can clash with other 5Ms.
  474. <h> 5H: Afterwards you are very far out though, but you can use 5H to still whiff-punish them.
  475. <|2r> 236L|M: The next part of the mindgame, if they are sticking out 5Ms, you can just punch again and whiff-punish them!
  476. <|2r> 4 > 5H: You can also though just walk back for a second, and then whiff-punish their 5M mashes! This is also the safest option here because you can react to jumps etc.
  477. <|1r> 5L(w) > 236L: If you are closer, you can only use 5L to stuff their 5M mashes. It can clash or even lose to 5Ls though, so keep that in mind.
  478. <h> RS-RC: Cool is that you can still get a RS-RC combo going from this range. As the 5L whiffs if they do nothing you can just wish-confirm it.
  479. <|1r> 2L(w) > 236L: If you are not too far out, you can stick out a 2L that hits their 5Ls, and when it does you can still go back into punch.
  480. <|1r> 2M > 236L: 2M is faster here and also crushes their 5Ls, make use of it!
  481. <h> RS-RC: You can also connect it here.
  482. <|1r> bl > 236L|M: If you block for a bit, you can still stay safe avoiding lights in which case you are back in, and block mediums or bait other stuff.
  483. <|1r> 66L: Obviously risky, once you established them not pressing anything.
  484.  
  485. 5H-6X <r> c.L|~th: Leaves you +3 oH, +4oCH and +5 oCH(Cr) where you can combo from it. You are very close so you can easily get a strike-throw going, don't even need to micro-walk.
  486. But you need to delay the throw for a frame otherwise you still hit them in the blockstun.
  487. <IS,r> SSBA: Actually works midscreen which is kinda crazy. That gives you insane reward when you have activate Install and catch them mashing.
  488.  
  489. ... > 236H > SSBA: You can safely go into Install after an ender, you are even still +11 afterwards, minimum!
  490. <co> SSBA <r> c.H|SSBA: In the corner you are minimum +6, this makes this a real mixup where no matter how they choose, they will eat a ton of damage! {GOTO}
  491. > 623M > SSBA: Also works, but you are (only) +6 afterwards. But a bit closer in midscreen which might be better. {GOTO}
  492. <co> SSBA: saa
  493.  
  494. 2U <r> 9hj > j.H: Gives you a safejump midscreen. One of the only ways for him to get one, so pretty important to make use of it!
  495. 214U <r> 9hj > j.H: Gives you a safejump. Also connects from any button, so if you want an ensured knd midscreen, this is the way.
  496. 634U <r> 66 > c.L|H: No safejump or anything, understandably, but you can still run up c.H.
  497. <r> 6G > c.L: You can sideswitch and still get a meaty jab going. testme
  498.  
  499. fth <r> c.H: His forward-throw has a very short animation, so you can't get anything like a safejump from it.
  500. But it leaves you basically point-blank and the HKND means they can't tech, so you can quickly go into strike-throw to give them less time to think!
  501. <r> ~6 > 4c.L~L|th: If you do a c.L immediately, it can whiff, and you are too far out for a c.L c.L chain, therefore walk up just a fraction of a second before you jab.
  502. You can't get a DP-safe jab here sadly, but you can still do the delayed to auto-confirm into chain.
  503. <r> 214H: Gives you a meaty Punch, but leaves only +1 oB as usual. But can be very good in Install because you can threaten the mix then.
  504. <IS,r> SSBA: Ohhh yes.
  505. bth <r> 9jc > j.H: Gets you a safejump, but it leaves you pretty far out, so you can only connect with far buttons afterwards. If you throw them into the corner you obviously
  506. don't need to worry about that.
  507. <r> ~6-9jc > j.H: Though if you microwalk and then jump, you can still make it a safejump while being able to go into close-buttons afterwards. Not easy to get the timing though.
  508. <r> 6G > c.H: If you roll you can get a meaty c.H going. If they block it, you are +5 oB, but sadly ranged out, but you can frametrap a 5H then.
  509.  
  510. SBA <r~> 9jc > j.H: You can get a safejump after SBA midscreen, but you are too early if you hold 9, so you have to time it. Look at the blue dragon in the background, the moment
  511. he completely disappears, press 9 and you get it timed.
  512. SSBA <r> 9hj <cu> j.L: You get a crossup safejump in midscreen.
  513. <r> 6G > c.H: Or you can cross-over in and get a meaty c.H.
  514. <r,co> 9hj > j.H: In the corner you can get a j.H safejump.
  515.  
  516. Anti-Airs:
  517. 2H <r> (236L) > 66 > c.H > 5H: With a normal hit you don't get much, but you can run up and if you time a c.H early enough make it between +4 to +1 oB, so you can
  518. frametrap with 5H then.
  519. > 4c.L~L: You can get a DP-safe jab very easily here! {GOTO}
  520.  
  521. ####============================================================================================================================================================================####
  522.  
  523.  
  524. #4 Other personal notes:
  525.  
  526. j.L is your cross-up.
  527. j.M is longer ranging that j.H, good in midscreen when you don't know if j.H will hit. Can also be decent on air-to-air situations.
  528. j.H is your dedicated jump-in, you can get a combo with c.H or a blockstring with it afterwards but it needs to be done adap, so better use c.L
  529. j.U is your air-to-air call-out, on a CH you can often combo into it afterwards because you are falling faster and reach the ground fasater than them.
  530. In the corner you can even make an air-unblockable if they block it, because you land faster and can then do a c.H.
  531. And last, you can use it for safejumps to make a fake-high because it only hits airborne opponents.
  532.  
  533. RS is +8 oB, so you should get a c.H going.
  534. 66L is +2 oB as usual, pretty good speed and range, definitely mix it up with your far-ranged buttons and Punch.
  535. 66M is an overhead and -4 oB so not punishable by most, but has 28f startup; oH you are +1 so you can make RPS at least. Can combo into it oCH with c.LLL.
  536. 66H is a dash that gives you armor against Mids and Highs, but very punishable with -8 oB. Could be very good against 66L abusers.
  537.  
  538. 22L you can absorb single-hit projectiles. Might be better than dodge in certain situations where you recover faster, but also might be useless.
  539. 5U-6X also gives you meter (m11% on NH and m20% on CH) so it is still good to use for more than just stealing turns. It can be baited by then spot-dodging it, but you can also just
  540. not do the attack and instead repressure with a c.L or just throw them! And can also be good as an anti-air, can even combo if you hit them airborne. You get stacks for just
  541. armoring, and each stack lowers the damage you get while doing it, so it could be useful to do against projectiles (especially if they try to go in afterwards), and you
  542. get less damage in Install, so if you probably reach it, it can be worthwhile like against zoners. Use it on minus frames to steal back your turn.
  543. You can also use it armor through moves with long recovery to get a proper punish on them!
  544.  
  545. 236U|5S+U gives armor and gets through nearly everything, giving you a full combo on-hit
  546. 623U|6S+U fully invul? and gives hard-KND (but no safejump), can roll through afterwards to sideswitch.
  547. 214U|S+U gives hard-KND and ends oB in a guard-crush with +4 oB (but it's weird doing a 2M or sth afterwards because he first stands up before crouching again, so take your time)
  548. 22U goes airborne traveling around half-screen evading lows and projectiles, so can be a good throw-bait, is +4 oB but pushes them midscreen too far so best use it only in corner
  549. 5S+th|SBA still get more damage doing the 623623H motion, but only in neutral, important to get stick to neutral!
  550. 5S+th+U|SSBA no change if you do actual motion 623S+U
  551.  
  552. Install:
  553. 66 you get a way faster dash.
  554. 236X go all further.
  555. 623X has better hitbox.
  556. 22X has bigger hitbox.
  557. 214X deals more hits and damage, and you get the followups 236X for a frametrap and combo-ender that can convert in a combo oCH near corner but is unsafe oB,
  558. and 214X for the plus oB backfist that though has a mashable gap. If it hits, they can only mash.
  559. The backfist is +5 oB and guard-crushes, so they can't do anything except block and tech, perfect time to mix them up with the SSBA or a c.L in the corner.
  560. They can spot-dodge both, but that still puts them in an rps because you can just not do a follow-up and walk up SSBA or c.L. Also you can cancel earlier into it to catch them
  561. off-guard. And if it hits, you can combo with a c.L in the corner.
  562. Also don't forget that you can use them on-whiff as well, that can put up a dangerous wall for your opponents to just walk in to, especially near corner to convert the kick.
  563. 236X-236|214X for motion-inputs, and 4S+6S|2S for easy inputs.
  564. 214U has BOTH, the backfist and the kick, and because the backfist is guaranteed they get unblockabled by the kick.
  565.  
  566.  
  567. Combo-Theory:
  568. Damage-order: 22H > 214H = 236H > 623H (22H gives big damage-upgrade, but is also best launcher and plus-frames; 214H is best middle-piece; 623H extenders are good use them)
  569. Launcher: 22H = 236H (22H always gives c.H follow-up, can also convert some closer ranged hits like from 5L;
  570. 236H combos into c.L if first special, otherwise c.M,is only far 5L converter, 236X also has more lower combo-limit)
  571. Ender: 623M|H > 214L|M|U (623H usually gives a safejump, but there often 623M also works;
  572. 214L is fringe but can give meaty safejabs if used after launcher, 214M gives standing resets midscreen, 214U gives safejump midscreen)
  573.  
  574.  
  575. #####==========================================================================================================================================================================#####
  576.  
  577.  
  578. #5 Other people's notes:
  579.  
  580.  
  581. testme these Install https://www.youtube.com/watch?v=YKVpz60YbkE
  582. 2L > c.LLL > 22H > c.HHH > 623M > c.M > 214L (whiff)~214X > c.L > 214H~236X – 4310 damage into 3440 damage on meaty guard crush, corner
  583. 2L > c.LLL > 236H > c.LLL > 623M > c.M > 214L (whiff)~214X > c.L > 214H~236X – 4060 damage into 3720 damage on meaty guard crush, corner
  584. meaty 214L~214X > c.L > 214H~236X > c.M > 22H > c.H > SSBA – 8490 damage on meaty guard crush, corner
  585. meaty 214L~214X > c.L > 214H~236X > c.M > 22H > 2H > 236H > c.H > SSBA – 9230 damage on meaty guard crush, corner
  586.  
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