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

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====Hercules Throw > Poseidon Wave A====
* 41236B > 421A
* 41236B > 421A
====Hercules Throw > Icarus Crash====
* 41236B > j.236A
* 41236B > j.236A
Notes: Hold 9 (up forward) immediately after Hercules Throw to jump towards the opponent.
====Hercules Throw > Daedalus Attack B====
* 41236B > 236236B
* 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)
Notes: Requires some timing to land all three hits.
* (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)
====j.C/j.D > 5A xx Daedalus Attack D====
* j.C/j.D > 236A xx 236D
Notes: You can do 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out. Alternatively, you may press A or AD in the first 236 (QCF) buffer after reaching the 2 or 3 position to get a 2A instead (e.g. 2362A xx 36D), based on preference.
 
====(meaty) cl.D > 5A xx Daedalus Attack D====
* (meaty) cl.D > 236A xx 236D
Notes: Same notes from above apply. Common setups for a meaty cl.D are after a D throw in the corner or an air-to-air j.C in the corner or midscreen.
 
====Poseidon Wave A > 5B or 2D====
* 421A > 5B or 2D
Notes: This is an OTG combo that works best near the corner and after a counter hit 421A (Poseidon Wave A) that causes the opponent to spin and unable to tech roll. More difficult to land midscreen as you have to be fairly close for the 421A and quickly use a forward dash 5B afterwards.

Revision as of 00:39, 10 November 2021

Hercules Throw > Poseidon Wave A

  • 41236B > 421A

Hercules Throw > Icarus Crash

  • 41236B > j.236A

Notes: Hold 9 (up forward) immediately after Hercules Throw to jump towards the opponent.

Hercules Throw > Daedalus Attack B

  • 41236B > 236236B

Notes: Requires some timing to land all three hits.

j.C/j.D > 5A xx Daedalus Attack D

  • j.C/j.D > 236A xx 236D

Notes: You can do 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out. Alternatively, you may press A or AD in the first 236 (QCF) buffer after reaching the 2 or 3 position to get a 2A instead (e.g. 2362A xx 36D), based on preference.

(meaty) cl.D > 5A xx Daedalus Attack D

  • (meaty) cl.D > 236A xx 236D

Notes: Same notes from above apply. Common setups for a meaty cl.D are after a D throw in the corner or an air-to-air j.C in the corner or midscreen.

Poseidon Wave A > 5B or 2D

  • 421A > 5B or 2D

Notes: This is an OTG combo that works best near the corner and after a counter hit 421A (Poseidon Wave A) that causes the opponent to spin and unable to tech roll. More difficult to land midscreen as you have to be fairly close for the 421A and quickly use a forward dash 5B afterwards.