Garou: Mark of the Wolves/Tizoc/Combos: Difference between revisions

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(Created page with "* 41236B > 421A * 41236B > j.236A * 41236B > 236236B * j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Acti...")
 
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* j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out)
* j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out)
* (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen)
* (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen)
* 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll)
* 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll, use a forward dash 5B if midscreen)

Revision as of 00:25, 10 November 2021

  • 41236B > 421A
  • 41236B > j.236A
  • 41236B > 236236B
  • j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out)
  • (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen)
  • 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll, use a forward dash 5B if midscreen)