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(→Move List: gallery tweaking) |
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* '''Higher defense and guard crush gauge than average''' | * '''Higher defense and guard crush gauge than average''' | ||
* '''Unblockable command grab super''' | * '''Unblockable command grab super''' | ||
* '''Forward feint moves him forward and has upper body invincibility''' | * '''Forward feint moves him forward and has upper-body invincibility, while forward dash has lower-body invincibility''' | ||
|cons= | |cons= | ||
* '''Struggles to build meter''' | * '''Struggles to build meter''' | ||
* ''' | * '''Limited combos that are mostly reliant on having P-Power''' | ||
* '''Practically no grounded blockstrings''' | |||
* '''Lack of good reversals aside from Big Fall Griffon (720 super)''' | * '''Lack of good reversals aside from Big Fall Griffon (720 super)''' | ||
* '''Command grabs are unreliable for punishing due to the throw bug''' | * '''Command grabs are unreliable for punishing due to the throw bug''' | ||
Line 29: | Line 29: | ||
==Move List== | ==Move List== | ||
Frame Data Source: https://w.atwiki.jp/garoumow/pages/29.html | Frame Data Source: https://w.atwiki.jp/garoumow/pages/29.html and https://w.atwiki.jp/garoumow/pages/79.html | ||
{{MOTW Legend}} | {{MOTW Legend}} | ||
Notes: | |||
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar. | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | Standing || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping || align="center" | Taunting | |||
|- | |||
| align="center"; valign="bottom" | [[File:Garou Tizoc Stand.png]] || align="center"; valign="bottom" | [[File:Garou Tizoc Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Tizoc Dash.png]] || align="center"; valign="bottom" | [[File:Garou Tizoc Jump.png]] || align="center"; valign="bottom" | [[File:Garou Tizoc Taunt.png]] | |||
|- | |||
| align="center" | || align="center" | || align="center" | 17F and the only dash that cannot be cancelled. 4-14F Lower-Body Invincible. || align="center" | 33F || align="center" | Moves Tizoc Forward. 1-12F Lower-Body Invincible. | |||
|} | |||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Close 5A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_c5A.png | ||
|name= | |name=c.5A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 47: | Line 64: | ||
|Startup=4 | |Startup=4 | ||
|Active=3 | |Active=3 | ||
|Recovery= | |Recovery=9 | ||
|Total= | |Total=16 | ||
|Hit Adv=+3 | |Hit Adv=+3 | ||
|Block Adv=+3 | |Block Adv=+3 | ||
Line 59: | Line 76: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Close 5B</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_c5B.png | ||
|name= | |name=c.5B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 72: | Line 91: | ||
|Startup=7 | |Startup=7 | ||
|Active=5 | |Active=5 | ||
|Recovery= | |Recovery=10 | ||
|Total= | |Total=22 | ||
|Hit Adv=0 | |Hit Adv=0 | ||
|Block Adv=0 | |Block Adv=0 | ||
Line 84: | Line 103: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Close 5C</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_c5C.png | ||
|name= | |name=c.5C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 97: | Line 118: | ||
|Startup=14 | |Startup=14 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=16 | ||
|Total= | |Total=34 | ||
|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+1 | |Block Adv=+1 | ||
|Feint Cancel= | |Feint Cancel=△ | ||
|Cancel on Hit=X | |Cancel on Hit=X | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description=Same as his far | |description=Same as his far 5C. The slow startup makes it relatively impractical to be used in close range. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Close 5D</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_c5D.png | ||
|name= | |name=c.5D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 122: | Line 145: | ||
|Startup=6 | |Startup=6 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=13 | ||
|Total= | |Total=23 | ||
|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
Line 133: | Line 156: | ||
}} | }} | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Far 5A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_f5A.png | ||
|name= | |name=f.5A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 148: | Line 174: | ||
|Startup=4 | |Startup=4 | ||
|Active=3 | |Active=3 | ||
|Recovery= | |Recovery=11 | ||
|Total= | |Total=18 | ||
|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+1 | |Block Adv=+1 | ||
Line 156: | Line 182: | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=One of Tizoc's main pokes and his fastest one alongside | |description=One of Tizoc's main pokes and his fastest one alongside 2A. Has good range and the hitbox hits fairly high due to Tizoc's tall body. Can be used as a check to stop dashes/runs and for hitting the opponent out of their jump startup. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Far 5B</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_f5B.png | ||
|name= | |name=f.5B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 173: | Line 201: | ||
|Startup=7 | |Startup=7 | ||
|Active=5 | |Active=5 | ||
|Recovery= | |Recovery=10 | ||
|Total= | |Total=22 | ||
|Hit Adv=0 | |Hit Adv=0 | ||
|Block Adv=0 | |Block Adv=0 | ||
Line 181: | Line 209: | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Tizoc's farthest reaching poke with great range. This move has slower startup than his | |description=Tizoc's farthest reaching poke with great range. This move has slower startup than his 5A so it is ideally used when you are outside of his 5A range. Another normal that is very good as a check against dashes/runs and for controlling the ground space in general. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Far 5C</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_f5C.png | ||
|name= | |name=f.5C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 198: | Line 228: | ||
|Startup=14 | |Startup=14 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=16 | ||
|Total= | |Total=34 | ||
|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+1 | |Block Adv=+1 | ||
|Feint Cancel= | |Feint Cancel=△ | ||
|Cancel on Hit=X | |Cancel on Hit=X | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description=Slow startup but is safe on hit/block (can be feint cancelled on block) and does good damage. Has slightly more range than his | |description=Slow startup but is safe on hit/block (can be feint cancelled on block) and does good damage. Has slightly more range than his 5A but slightly less than his 5B. Can be used as a slow check/counter-poke and works well as a far-ranged meaty. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Far 5D</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_f5D.png | ||
|name= | |name=f.5D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 223: | Line 255: | ||
|Startup=12 | |Startup=12 | ||
|Active=6 | |Active=6 | ||
|Recovery= | |Recovery=24 | ||
|Total= | |Total=42 | ||
|Hit Adv=-9 | |Hit Adv=-9 | ||
|Block Adv=-9 | |Block Adv=-9 | ||
Line 234: | Line 266: | ||
}} | }} | ||
}} | }} | ||
===Crouching Normals=== | ===Crouching Normals=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">2A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_2A.png | ||
|name= | |name=2A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 249: | Line 284: | ||
|Startup=4 | |Startup=4 | ||
|Active=3 | |Active=3 | ||
|Recovery= | |Recovery=12 | ||
|Total= | |Total=19 | ||
|Hit Adv=0 | |Hit Adv=0 | ||
|Block Adv=0 | |Block Adv=0 | ||
Line 257: | Line 292: | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Similar in function to his | |description=Similar in function to his 5A but has a tiny bit more range and has him hit at a slightly lower profile. More effective than 5A at stopping low profile moves such as 2Bs, but less effective at stopping jumps. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">2B</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_2B.png | ||
|name= | |name=2B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 274: | Line 311: | ||
|Startup=7 | |Startup=7 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=9 | ||
|Total= | |Total=20 | ||
|Hit Adv=+2 | |Hit Adv=+2 | ||
|Block Adv=+2 | |Block Adv=+2 | ||
Line 282: | Line 319: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Similar range to his | |description=Similar range to his 2A but has slower startup. His main poke that hits low. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">2C</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_2C.png | ||
|name= | |name=2C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 299: | Line 338: | ||
|Startup=11 | |Startup=11 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=22 | ||
|Total= | |Total=37 | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
Line 311: | Line 350: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">2D</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_2D.png | ||
|name= | |name=2D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 324: | Line 365: | ||
|Startup=12 | |Startup=12 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=27 | ||
|Total= | |Total=43 | ||
|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=-10 | |Block Adv=-10 | ||
Line 332: | Line 373: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=Slow and unsafe sweep. Like a lot of sweeps in the game, it's not something you want to use much. Use | |description=Slow and unsafe sweep. Like a lot of sweeps in the game, it's not something you want to use much. Use 2B instead if you want a normal that hits low and is actually safe on block. If the move hits near max range, the opponent will not be knocked down, making it potentially unsafe on hit. | ||
}} | }} | ||
}} | }} | ||
===Jumping Normals=== | ===Jumping Normals=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">jA</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_jA.png | ||
|name= | |name=j.A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 356: | Line 400: | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit=◯ | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Tizoc's fastest jump normal with a high hitbox relative to his body. Useful as a fast air-to-air in closer range when the opponent may already be jumping in from above Tizoc. Can be comboed into Icarus Crash. | |description=Tizoc's fastest jump normal with a high hitbox relative to his body. Useful as a fast air-to-air in closer range when the opponent may already be jumping in from above Tizoc. Can be comboed into Icarus Crash. | ||
Line 362: | Line 406: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">jB</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_jB.png | ||
|name= | |name=j.B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 381: | Line 427: | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit=◯ | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Has a similar range to his j.D with 1f longer startup and is active for 1f less, while doing less damage. Generally not used too much aside from instances where you would want less pushback or would want to combo into Icarus Crash. | |description=Has a similar range to his j.D with 1f longer startup and is active for 1f less, while doing less damage. Generally not used too much aside from instances where you would want less pushback or would want to combo into Icarus Crash. It is slightly harder to guard cancel against compared to j.D, due to being a light normal. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">jC</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_jC.png | ||
|name= | |name=j.C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 406: | Line 454: | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit=◯ | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=A good forward jump and hop normal with a hitbox extending below Tizoc's torso, more suited as a closer jump-in than his j.D. Useful as an air-to-air if the opponent tries to jump after your pokes to escape your command grabs. Can also function as a cross-up. | |description=A good forward jump and hop normal with a hitbox extending below Tizoc's torso, more suited as a closer jump-in than his j.D. Useful as an air-to-air if the opponent tries to jump after your pokes to escape your command grabs. Can also function as a cross-up. | ||
Line 412: | Line 460: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">jD</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_jD.png | ||
|name= | |name=j.D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 431: | Line 481: | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit=◯ | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=One of Tizoc's best and most versatile normals. Has great range and works well as a forward jump or hop normal. Excellent as an air-to-air from a neutral or back jump and can be used to keep the opponent from jumping in and approaching from the air. A staple in his air-to-air game. | |description=One of Tizoc's best and most versatile normals. Has great range and works well as a forward jump or hop normal. Excellent as an air-to-air from a neutral or back jump and can be used to keep the opponent from jumping in and approaching from the air. A staple in his air-to-air game. | ||
}} | }} | ||
}} | }} | ||
===Universal Moves=== | ===Universal Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_5AB.png | ||
|name= | |name=5A+B | ||
|subtitle= | |subtitle=Lower-body evasion attack | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 451: | Line 504: | ||
|Startup=22 | |Startup=22 | ||
|Active=6 | |Active=6 | ||
|Recovery= | |Recovery=12 | ||
|Total= | |Total=40 | ||
|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+7 | |Block Adv=+7 | ||
Line 459: | Line 512: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description= | |description=Can be used as a meaty to potentially score a counter hit. Otherwise not too useful as an overhead due to its slow startup. Can be kara cancelled into Icarus Crash. | ||
Has 13F of lower-body invincibility after landing. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou_Tizoc 5AB 1.png|Frame 1 Lower-Body Invincibility | |||
Garou_Tizoc_5AB.png| | |||
Garou Tizoc 5AB 2.png|Landing Lower-Body Invincibility | |||
</gallery> | |||
</div> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image=Garou_Tizoc_2AB | |image=Garou_Tizoc_2AB.png | ||
|name= | |name=2A+B | ||
|subtitle= | |subtitle=Upper-body evasion attack | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 478: | Line 540: | ||
|Startup=13 | |Startup=13 | ||
|Active=1, 2 | |Active=1, 2 | ||
|Recovery= | |Recovery=18 | ||
|Total= | |Total=34 | ||
|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+1 | |Block Adv=+1 | ||
Line 486: | Line 548: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=3, 3 | |Guard Crush Value=3, 3 | ||
|description= | |description=Good as a poke/counter-poke against other characters' 5A and higher-hitting normals. The move hits twice, which makes it useful for potentially beating guard cancel attempts from opponents who try to do so against the first hit. | ||
1~5F upper-body invincibility. | |||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
<gallery> | <gallery> | ||
Garou_Tizoc_2AB_1.png|Upper-Body Invincible Frames | |||
Garou_Tizoc_2AB | Garou_Tizoc_2AB_2.png|Vulnerable Startup | ||
Garou_Tizoc_2AB.png| | |||
Garou_Tizoc_2AB_3.png|Recovery | |||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 499: | Line 562: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">T.O.P. Attack (CD)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image=Garou_Tizoc_CD. | |image=Garou_Tizoc_CD.png | ||
|name=Gridro Super Kick (T.O.P. Attack) | |name=Gridro Super Kick (T.O.P. Attack) | ||
|subtitle= | |subtitle=C+D (T.O.P. Only) | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=17 (base damage) | ||
|Guard=Mid | |Guard=Mid | ||
|Startup=20 | |Startup=20 | ||
Line 520: | Line 585: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=30 | |Guard Crush Value=30 | ||
|description=Mainly used as a guard cancel against fireballs or to go over grounded fireballs like Rock's Reppuken or Terry's Power Wave. Depending on the spacing, the move can be hard to punish for some characters due to its pushback on block, but it shouldn't be thrown out in neutral too much as it has slow startup and is easy to jump over. | |description= | ||
Mainly used as a guard cancel against fireballs or to go over grounded fireballs like Rock's Reppuken or Terry's Power Wave. Depending on the spacing, the move can be hard to punish for some characters due to its pushback on block, but it shouldn't be thrown out in neutral too much as it has slow startup and is easy to jump over. | |||
}} | }} | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">C Throw</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_C Throw.png | ||
|name=Griffon Tower | |name=Griffon Tower | ||
|subtitle='''Close''' | |subtitle='''Close''' 4/6C | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |version='''Close''' 4/6C | ||
|Damage=15 | |||
|Guard=Unblockable | |Guard=Unblockable | ||
|Startup= | |Startup=0 | ||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=+39 | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description=Generally not used much over his D throw, unless you need the few extra points of damage with the follow-up to kill. Can set up a reverse guard/same side cross-up situation after the throw or follow-up by walking slightly forward and hitting the opponent with j.C around their turning/side switch axis (easier to do in the corner). | |||
}} | |||
{{AttackData-Garou | |||
|subtitle= Grif-Fall | |||
|version= --- 33C OR | |||
--- 11C | |||
|Damage=10 | |||
|Guard= | |||
|Startup= | |||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv=+36 | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
Line 546: | Line 635: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description=Grif-Fall (follow-up move): 33C or 11C while lifting the opponent up into the air. | |description=Grif-Fall (C throw follow-up move): Input 33C or 11C while lifting the opponent up into the air with Griffon Tower. You can input 11C later than 33C, so it's the recommended input. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">D Throw</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_D Throw.png | ||
|name=Griffon Hug | |name=Griffon Hug | ||
|subtitle='''Close''' | |subtitle='''Close''' 4/6D | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=7×3, 5 | ||
|Guard=Unblockable | |Guard=Unblockable | ||
|Startup= | |Startup=0 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv=+59 | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
Line 573: | Line 662: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description=Tizoc's | |description=Tizoc's preferred normal throw, which does decent damage. It gives better okizeme and has better corner carry than his C throw. If the throw "whiffs", a cl.D or far 5D will come out and can potentially anti-air an opponent who tries to jump. Tizoc's throw is generally used in place of his regular command grab, Justice Hurricane, in situations where you would want a faster punish/reversal throw in close range or when the opponent may attempt the throw bug. | ||
}} | }} | ||
}} | }} | ||
===Feints=== | ===Feints=== | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Forward Feint (6AC)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_6AC.png | ||
|name=6A+C | |||
|name= | |||
|subtitle=Forward Feint | |subtitle=Forward Feint | ||
|caption= | |caption= | ||
Line 600: | Line 691: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description=Moves Tizoc forward slightly and gives him upper body invincibility. Can be used to evade various higher-hitting normals and specials, and as an anti-air against various jump or hop normals. Typically used in conjunction with Justice Hurricane, Big Fall Griffon, or his D throw as a follow-up to whiff punish moves that are evaded with its upper body invincibility. | |description=Mimics the start of 2AB. | ||
Moves Tizoc forward slightly and gives him upper-body invincibility. Can be used to evade various higher-hitting normals and specials, and as an anti-air against various jump or hop normals. Typically used in conjunction with Justice Hurricane, Big Fall Griffon, or his D throw as a follow-up to whiff punish moves that are evaded with its upper-body invincibility. | |||
This is the feint you want to feint cancel with. Due to it moving Tizoc slightly forward, it can be used after one of his pokes (that can be feint cancelled) in order to move him closer in range of a command grab. | This is the feint you want to feint cancel with. Due to it moving Tizoc slightly forward, it can be used after one of his pokes (that can be feint cancelled) in order to move him closer in range of a command grab. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou_Tizoc_6AC.png|1-11F | |||
Garou_Tizoc_6AC 1.png| | |||
</gallery> | |||
</div> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Down Feint (2AC)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Tizoc_2AC.png | ||
|name= | |name=2A+C | ||
|subtitle=Down Feint | |subtitle=Down Feint | ||
|caption= | |caption= | ||
Line 620: | Line 721: | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Total= | |Total=26 | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
Line 627: | Line 728: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description=DAAH! Only used as a taunt. | |description=Mimics the start of Daedalus Attack. | ||
DAAH! Only used as a taunt. | |||
}} | }} | ||
}} | }} | ||
===Special Moves=== | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Justice Hurricane (360P)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Justice Hurricane | | name = Justice Hurricane | ||
| input = | | input = 360°A/C | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 360A.png | ||
| caption = | | caption = A | ||
| image2 = Garou Tizoc 360C.png | |||
| caption2 = C | |||
| linkname = | | linkname = | ||
| data = | | data = | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = A | ||
| Damage = 26 | | Damage = 26 | ||
| Guard = Unblockable | | Guard = Unblockable | ||
Line 662: | Line 769: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = C | ||
| Damage = 32 | | Damage = 32 | ||
| Guard = Unblockable | | Guard = Unblockable | ||
Line 679: | Line 786: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Olympus Over (214K)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Olympus Over | | name = Olympus Over | ||
| input = | | input = 214B/D | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 214B.png | ||
| caption = | | caption = B | ||
| image2 = Garou Tizoc 214D.png | |||
| caption2 = D | |||
| linkname = | | linkname = | ||
| data = | | data = | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = B | ||
| Damage = 18 | | Damage = 18 | ||
| Guard = Overhead | | Guard = <span style="color:#ff0000;">Overhead</span> | ||
| Startup = 29 | | Startup = 29 | ||
| Active = | | Active = | ||
Line 705: | Line 816: | ||
| Guard Crush Value = 10 | | Guard Crush Value = 10 | ||
| description = | | description = | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou Tizoc 214B.png| | |||
Garou_Tizoc 214B 1.png| | |||
</gallery> | |||
</div> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = D | ||
| Damage = 20 | | Damage = 20 | ||
| Guard = Overhead | | Guard = <span style="color:#ff0000;">Overhead</span> | ||
| Startup = 56 | | Startup = 56 | ||
| Active = | | Active = | ||
Line 722: | Line 839: | ||
| Guard Crush Value = 12 | | Guard Crush Value = 12 | ||
| description = An elbow drop that hits overhead. Arguably Tizoc's worst special move, it has very slow startup and is fairly unsafe on block and whiff. You're much better off going for a jump or hop normal for a faster overhead that would also give you frame advantage on block as well. The only reasonable situation where you would want to consider using this move is in a chip kill scenario in the corner, wherein you can cancel into the B version from one of his pokes. | | description = An elbow drop that hits overhead. Arguably Tizoc's worst special move, it has very slow startup and is fairly unsafe on block and whiff. You're much better off going for a jump or hop normal for a faster overhead that would also give you frame advantage on block as well. The only reasonable situation where you would want to consider using this move is in a chip kill scenario in the corner, wherein you can cancel into the B version from one of his pokes. | ||
D version has 1~3F of full-body invincibility, 5~17F are airborne. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou_Tizoc 214D 2.png|Invinciblity | |||
Garou_Tizoc 214D 3.png|Airborne | |||
Garou Tizoc 214D.png| | |||
Garou_Tizoc 214D 1.png| | |||
</gallery> | |||
</div> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = D Break | ||
| Damage = | | Damage = | ||
| Guard = | | Guard = | ||
Line 738: | Line 865: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = The break | | description = The break ends the startup of the D version just before the move goes airborne. Slower than his Poseidon Wave C break, so not much use for it. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou_Tizoc 214D 2.png|Invinciblity | |||
Garou_Tizoc 214D 3.png|Airborne | |||
</gallery> | |||
</div> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Poseidon Wave (421P)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Poseidon Wave | | name = Poseidon Wave | ||
| input = | | input = 421A/C | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 421P 1.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
| data = | | data = | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = A | ||
| Damage = 19 | | Damage = 19 | ||
| Guard = Mid | | Guard = <span style="color:#ff0000;">Mid</span> | ||
| Startup = 18 | | Startup = 18 | ||
| Active = | | Active = | ||
Line 768: | Line 903: | ||
| Guard Crush Value = 8 | | Guard Crush Value = 8 | ||
| description = A lariat that can be used to control the space directly in front of you against opponents who try to jump/hop/run/dash in. You can cancel into this move from a light normal and use it as an anti-jump frame trap against an opponent who might try to jump to escape a potential command grab. Keep in mind that this move has a fair amount of startup, is still fairly unsafe on block, and whiffs on crouching opponents, making it fairly risky. It's not a move you want to throw out in neutral too much, but it can at least make the opponent more hesitant to jump so you can land your command grabs more often. | | description = A lariat that can be used to control the space directly in front of you against opponents who try to jump/hop/run/dash in. You can cancel into this move from a light normal and use it as an anti-jump frame trap against an opponent who might try to jump to escape a potential command grab. Keep in mind that this move has a fair amount of startup, is still fairly unsafe on block, and whiffs on crouching opponents, making it fairly risky. It's not a move you want to throw out in neutral too much, but it can at least make the opponent more hesitant to jump so you can land your command grabs more often. | ||
4~16F upper-body invincibility. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou_Tizoc 421A 2.png|Upper-Body Invincibility | |||
Garou Tizoc 421P.png| | |||
Garou Tizoc 421P 1.png| | |||
</gallery> | |||
</div> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = C | ||
| Damage = 22 | | Damage = 22 | ||
| Guard = Mid | | Guard = <span style="color:#ff0000;">Mid</span> | ||
| Startup = 37 | | Startup = 37 | ||
| Active = | | Active = | ||
Line 785: | Line 929: | ||
| Guard Crush Value = 12 | | Guard Crush Value = 12 | ||
| description = The C version has a much longer and telegraphed startup. Not something you would want to use much, only as a hail mary. | | description = The C version has a much longer and telegraphed startup. Not something you would want to use much, only as a hail mary. | ||
1~4F of full-body invincibility, 5~17F are airborne, then 18~30F of upper-body invincibility. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou Tizoc 214D 2.png|Invinciblity | |||
Garou Tizoc 214D 3.png|Airborne | |||
Garou_Tizoc 421C 2.png|Upper-Body Invinciblity | |||
Garou Tizoc 421P.png| | |||
Garou Tizoc 421P 1.png| | |||
</gallery> | |||
</div> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = C Break | ||
| Damage = | | Damage = | ||
| Guard = | | Guard = | ||
Line 801: | Line 956: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = The break | | description = The break ends the startup of the C version just before the move advances forward. It can be used to build meter, although it's still a rather slow way of doing so. Be wary of not cornering yourself or being counter hit when repeatedly breaking the move to build meter. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou Tizoc 214D 2.png|Invinciblity | |||
Garou Tizoc 214D 3.png|Airborne | |||
Garou_Tizoc 421C 2.png|Upper-Body Invinciblity | |||
</gallery> | |||
</div> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Active Tupon (623P)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Active Tupon | | name = Active Tupon | ||
| input = | | input = 623A/C | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 623A.png | ||
| caption = | | caption = A | ||
| image2 = Garou Tizoc 623C.png | |||
| caption2 = C | |||
| linkname = | | linkname = | ||
| data = | | data = | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = A | ||
| Damage = 23 | | Damage = 23 | ||
| Guard = Unblockable | | Guard = Unblockable | ||
Line 834: | Line 1,000: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = C | ||
| Damage = 23 | | Damage = 23 | ||
| Guard = Unblockable | | Guard = Unblockable | ||
Line 851: | Line 1,017: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Hercules Throw (41236B)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Hercules Throw | | name = Hercules Throw | ||
| input = | | input = 41236B | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 41236B.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 875: | Line 1,043: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = A command grab that does little damage itself, but results in a wall bounce leading to a small follow-up combo. It has much slower startup than Justice Hurricane and its meterless follow-ups result in less damage than a Justice Hurricane C, making it somewhat obsolete. Generally only used as an anti-air guard cancel, which is possible thanks to its slow startup. | | description = A command grab that does little damage itself, but results in a wall bounce (to the opposite wall) leading to a small follow-up combo (into either Poseidon Wave A, Icarus Crash, or Daedalus Attack B). It has much slower startup than Justice Hurricane and its meterless follow-ups result in less damage than a Justice Hurricane C, making it somewhat obsolete. Generally only used as an anti-air guard cancel, which is possible thanks to its slow startup. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Icarus Crash (j236A)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Icarus Crash | | name = Icarus Crash | ||
| input = | | input = j.236A | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc j236A.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 903: | Line 1,073: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = Tizoc's air grab which isn't actually an air throw but a hitgrab that can be just defended in the air. | | description = Tizoc's air grab, which isn't actually an air throw, but a hitgrab that can be just defended in the air. Although not a proper air throw, it does do decent damage and you can combo into it from a j.A or j.B as an air-to-air. You can also kara cancel into this move from his 5AB or perform a faster instant air version with a TK motion and kara cancelling from a jump normal (e.g. 2369B~A), which results in doing the move lower to the ground. The instant air version can be used as a preemptive anti-air after one of Tizoc’s pokes to deter the opponent from jumping forward. The move results in a side switch if it lands. | ||
}} | }} | ||
}} | }} | ||
===Super Moves=== | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Big Fall Griffon (720P)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Big Fall Griffon | | name = Big Fall Griffon | ||
| input = | | input = 720°A/C (S/P Power) | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 720P.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 921: | Line 1,093: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = A | ||
| Damage = | | Damage = 15 + 25 | ||
| Guard = Unblockable | | Guard = Unblockable | ||
| Startup = 1 | | Startup = 1 | ||
Line 938: | Line 1,110: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = C | ||
| Damage = | | Damage = 27 + 30 | ||
| Guard = Unblockable | | Guard = Unblockable | ||
| Startup = 1 | | Startup = 1 | ||
Line 951: | Line 1,123: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = Tizoc's command grab super. Basically a beefed up version of his Justice Hurricane with greater range, faster startup, full body invincibility on startup, and of course, more damage. Aside from the damage difference, both the A and C versions more or less have the same properties, apart from the C version resulting in a side switch. Generally more advisable to go for the A version unless you can kill with the C version. | | description = Tizoc's command grab super. Basically a beefed up version of his Justice Hurricane with greater range, faster startup, full-body invincibility on startup, and of course, more damage. Aside from the damage difference, both the A and C versions more or less have the same properties, apart from the C version resulting in a side switch. Generally more advisable to go for the A version unless you can kill with the C version. | ||
A version has 1F of full-body invincibility. C version has 1~3F of full-body invincibility. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | |||
===== <span class="invisible-header">Daedalus Attack (236236K)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Daedalus Attack | | name = Daedalus Attack | ||
| input = | | input = 236236B/D (S/P Power) | ||
| subtitle = | | subtitle = | ||
| image = | | image = Garou Tizoc 236236B.png | ||
| caption = | | caption = B | ||
| image2 = Garou Tizoc 236236D.png | |||
| caption2 = D | |||
| linkname = | | linkname = | ||
| data = | | data = | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = B | ||
| Damage = | | Damage = 8x2, 15 | ||
| Guard = Overhead | | Guard = Overhead, Mid, Mid | ||
| Startup = 14 | | Startup = 14 | ||
| Active = | | Active = | ||
Line 979: | Line 1,157: | ||
| Cancel on Hit = | | Cancel on Hit = | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = 8×2, 15 | ||
| description = A series of strikes/lariats. You can only combo into the B version from Hercules Throw, but the B version does relatively poor damage for a super; it only results in slightly more damage than his meterless follow-ups making it only worth spending the meter on for the kill. | | description = A series of strikes/lariats. You can only combo into the B version from Hercules Throw, but the B version does relatively poor damage for a super; it only results in slightly more damage than his meterless follow-ups making it only worth spending the meter on for the kill. Despite having some invincibility frames, it’s not used as a reversal because of its slow startup and being extremely unsafe on block. | ||
1~8F of full-body invincibility. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou Tizoc 236236B.png| | |||
Garou Tizoc 236236B 1.png| | |||
Garou Tizoc 236236B 2.png|First hitbox of final hit | |||
Garou_Tizoc 236236B 3.png| | |||
Garou Tizoc 236236B 4.png| | |||
</gallery> | |||
</div> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version = D | ||
| Damage = | | Damage = 8x6, 15 | ||
| Guard = Overhead | | Guard = Overhead, Mid, Overhead, Mid, Overhead, Mid, Mid | ||
| Startup = 13 | | Startup = 13 | ||
| Active = | | Active = | ||
Line 996: | Line 1,185: | ||
| Cancel on Hit = | | Cancel on Hit = | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = 7×6, 10 | ||
| description = Tizoc is able to combo into the D version of this super from any of his cancellable light normals, making it much more useful than the B version, alongside dealing respectable damage. You'll mainly be comboing into this super from a jab (either | | description = Tizoc is able to combo into the D version of this super from any of his cancellable light normals, making it much more useful than the B version, alongside dealing respectable damage. You'll mainly be comboing into this super from a jab (either 5A or 2A) as a punish or as a hit confirm. Like the B version, it’s not used as a reversal. | ||
1~11F of full-body invincibility. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Garou Tizoc 236236D.png| | |||
Garou Tizoc 236236D 1.png| | |||
Garou Tizoc 236236D 2.png| | |||
Garou Tizoc 236236D 3.png| | |||
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[[Category:Garou: Mark of the Wolves]] | [[Category:Garou: Mark of the Wolves]] |
Latest revision as of 19:16, 2 February 2025
Introduction
Tizoc, also known as The Griffon or Griffon Mask in Japan, is a professional wrestler who hails from Mexico. He has many fans and is idolized by children as a "hero of justice". After a demoralizing loss to a mysterious man, he enters the Maximum Mayhem tournament to regain his fighting spirit.
Gameplay
Tizoc is the grappler of the game. His main gameplan is to poke and pressure the opponent with his long-range normals and to go in for a command grab once he has conditioned the opponent to block. He generally wants to maintain a mid-range distance from the opponent in neutral where he can play a footsies game by being in range to reach the opponent with his pokes, while remaining outside the range of the opponent's normals. At this range, he is able to keep the opponent out with his great air-to-air capabilities and also threaten an approach with a potential command grab.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/29.html and https://w.atwiki.jp/garoumow/pages/79.html
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing | Crouching | Dashing | Jumping | Taunting |
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17F and the only dash that cannot be cancelled. 4-14F Lower-Body Invincible. | 33F | Moves Tizoc Forward. 1-12F Lower-Body Invincible. |
Close Standing Normals
Close 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 3 | 9 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | ◯ | ◯ | 4 | |
Tizoc's fastest close standing normal with decent frame advantage on hit and block. |
Close 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 7 | 5 | 10 | 22 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | 0 | ◯ | ◯ | 4 | |
Slower than cl.A, no real reason to use it in close range. |
Close 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 14 | 4 | 16 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | ◯ | 8 | |
Same as his far 5C. The slow startup makes it relatively impractical to be used in close range. |
Close 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 6 | 4 | 13 | 23 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X | X | 8 | |
A highly damaging normal that has decently fast startup and good frame advantage compared to his other normals. Good as a meaty. |
Far Standing Normals
Far 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 4 | 3 | 11 | 18 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | ◯ | ◯ | 4 | |
One of Tizoc's main pokes and his fastest one alongside 2A. Has good range and the hitbox hits fairly high due to Tizoc's tall body. Can be used as a check to stop dashes/runs and for hitting the opponent out of their jump startup. |
Far 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 7 | 5 | 10 | 22 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | 0 | ◯ | ◯ | 4 | |
Tizoc's farthest reaching poke with great range. This move has slower startup than his 5A so it is ideally used when you are outside of his 5A range. Another normal that is very good as a check against dashes/runs and for controlling the ground space in general. |
Far 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 14 | 4 | 16 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | ◯ | 8 | |
Slow startup but is safe on hit/block (can be feint cancelled on block) and does good damage. Has slightly more range than his 5A but slightly less than his 5B. Can be used as a slow check/counter-poke and works well as a far-ranged meaty. |
Far 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 12 | 6 | 24 | 42 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | X | X | 8 | |
A slow normal that typically isn't used. The startup is too slow to be used as a reliable anti-air. Usually you get this move unintentionally when you "whiff" his D throw. |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 3 | 12 | 19 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | 0 | ◯ | ◯ | 4 | |
Similar in function to his 5A but has a tiny bit more range and has him hit at a slightly lower profile. More effective than 5A at stopping low profile moves such as 2Bs, but less effective at stopping jumps. |
2B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 7 | 4 | 9 | 20 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | X | X | 4 | |
Similar range to his 2A but has slower startup. His main poke that hits low. |
2C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 11 | 4 | 22 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | X | X | 5 | |
Serviceable as an anti-air if well spaced. The move hits at an approximate 45 degree angle, so it works best as an anti-air when the opponent is jumping in from farther away, otherwise it may be possible for them to jump right above Tizoc from up close. Should not be heavily relied on as an anti-air as it is slow and can still be air just defended. |
2D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 12 | 4 | 27 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -10 | X | X | 5 | |
Slow and unsafe sweep. Like a lot of sweeps in the game, it's not something you want to use much. Use 2B instead if you want a normal that hits low and is actually safe on block. If the move hits near max range, the opponent will not be knocked down, making it potentially unsafe on hit. |
Jumping Normals
jA
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 7 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 | |
Tizoc's fastest jump normal with a high hitbox relative to his body. Useful as a fast air-to-air in closer range when the opponent may already be jumping in from above Tizoc. Can be comboed into Icarus Crash. |
jB
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 9 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 | |
Has a similar range to his j.D with 1f longer startup and is active for 1f less, while doing less damage. Generally not used too much aside from instances where you would want less pushback or would want to combo into Icarus Crash. It is slightly harder to guard cancel against compared to j.D, due to being a light normal. |
jC
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 11 | 9 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 | |
A good forward jump and hop normal with a hitbox extending below Tizoc's torso, more suited as a closer jump-in than his j.D. Useful as an air-to-air if the opponent tries to jump after your pokes to escape your command grabs. Can also function as a cross-up. |
jD
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 8 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 | |
One of Tizoc's best and most versatile normals. Has great range and works well as a forward jump or hop normal. Excellent as an air-to-air from a neutral or back jump and can be used to keep the opponent from jumping in and approaching from the air. A staple in his air-to-air game. |
Universal Moves
Lower-body Evasion Attack (5AB)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 22 | 6 | 12 | 40 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +7 | X | X | 6 | |
Can be used as a meaty to potentially score a counter hit. Otherwise not too useful as an overhead due to its slow startup. Can be kara cancelled into Icarus Crash. Has 13F of lower-body invincibility after landing. |
Upper-body Evasion Attack (2AB)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7, 7 | Mid | 13 | 1, 2 | 18 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | X | 3, 3 | |
Good as a poke/counter-poke against other characters' 5A and higher-hitting normals. The move hits twice, which makes it useful for potentially beating guard cancel attempts from opponents who try to do so against the first hit. 1~5F upper-body invincibility. |
T.O.P. Attack (CD)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
17 (base damage) | Mid | 20 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -18 | X | X | 30 | |
Mainly used as a guard cancel against fireballs or to go over grounded fireballs like Rock's Reppuken or Terry's Power Wave. Depending on the spacing, the move can be hard to punish for some characters due to its pushback on block, but it shouldn't be thrown out in neutral too much as it has slow startup and is easy to jump over. |
Throws
C Throw
Close 4/6C | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Unblockable | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+39 | - | - | - | - | ||
Generally not used much over his D throw, unless you need the few extra points of damage with the follow-up to kill. Can set up a reverse guard/same side cross-up situation after the throw or follow-up by walking slightly forward and hitting the opponent with j.C around their turning/side switch axis (easier to do in the corner). | ||||||
--- 33C OR
--- 11C |
Damage | Guard | Startup | Active | Recovery | Total |
10 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+36 | - | - | - | - | ||
Grif-Fall (C throw follow-up move): Input 33C or 11C while lifting the opponent up into the air with Griffon Tower. You can input 11C later than 33C, so it's the recommended input. |
D Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7×3, 5 | Unblockable | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+59 | - | - | - | - | |
Tizoc's preferred normal throw, which does decent damage. It gives better okizeme and has better corner carry than his C throw. If the throw "whiffs", a cl.D or far 5D will come out and can potentially anti-air an opponent who tries to jump. Tizoc's throw is generally used in place of his regular command grab, Justice Hurricane, in situations where you would want a faster punish/reversal throw in close range or when the opponent may attempt the throw bug. |
Feints
Forward Feint (6AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of 2AB. Moves Tizoc forward slightly and gives him upper-body invincibility. Can be used to evade various higher-hitting normals and specials, and as an anti-air against various jump or hop normals. Typically used in conjunction with Justice Hurricane, Big Fall Griffon, or his D throw as a follow-up to whiff punish moves that are evaded with its upper-body invincibility. This is the feint you want to feint cancel with. Due to it moving Tizoc slightly forward, it can be used after one of his pokes (that can be feint cancelled) in order to move him closer in range of a command grab. |
Down Feint (2AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 26 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Daedalus Attack. DAAH! Only used as a taunt. |
Special Moves
Justice Hurricane (360P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
26 | Unblockable | 3 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
32 | Unblockable | 3 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
Tizoc's main command grab. It has fast startup and does good damage. The A version has slightly more range and leaves you closer to the opponent after the knockdown for better okizeme, but does less damage than the C version. The A version is generally preferred in the corner for its stronger okizeme. Midscreen you can pick between the C version for raw damage or A version for its slight amount of additional range and some, albeit weaker, midscreen okizeme. |
Olympus Over (214K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
18 | Overhead | 29 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | - | - | 10 | ||
D | Damage | Guard | Startup | Active | Recovery | Total |
20 | Overhead | 56 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 12 | ||
An elbow drop that hits overhead. Arguably Tizoc's worst special move, it has very slow startup and is fairly unsafe on block and whiff. You're much better off going for a jump or hop normal for a faster overhead that would also give you frame advantage on block as well. The only reasonable situation where you would want to consider using this move is in a chip kill scenario in the corner, wherein you can cancel into the B version from one of his pokes. D version has 1~3F of full-body invincibility, 5~17F are airborne. | ||||||
D Break | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - | ||
The break ends the startup of the D version just before the move goes airborne. Slower than his Poseidon Wave C break, so not much use for it. |
Poseidon Wave (421P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
19 | Mid | 18 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 8 | ||
A lariat that can be used to control the space directly in front of you against opponents who try to jump/hop/run/dash in. You can cancel into this move from a light normal and use it as an anti-jump frame trap against an opponent who might try to jump to escape a potential command grab. Keep in mind that this move has a fair amount of startup, is still fairly unsafe on block, and whiffs on crouching opponents, making it fairly risky. It's not a move you want to throw out in neutral too much, but it can at least make the opponent more hesitant to jump so you can land your command grabs more often. 4~16F upper-body invincibility. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 37 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 12 | ||
The C version has a much longer and telegraphed startup. Not something you would want to use much, only as a hail mary. 1~4F of full-body invincibility, 5~17F are airborne, then 18~30F of upper-body invincibility. | ||||||
C Break | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - | ||
The break ends the startup of the C version just before the move advances forward. It can be used to build meter, although it's still a rather slow way of doing so. Be wary of not cornering yourself or being counter hit when repeatedly breaking the move to build meter. |
Active Tupon (623P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
23 | Unblockable | 28 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
23 | Unblockable | 41 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
This is a command grab that only works on standing opponents (whiffs on crouch). The A version has faster startup but shorter range and the C version has slower startup but farther range. You're generally better off going for a Justice Hurricane instead of using the A version. The C version is too slow to be used on reaction to fireballs (only as a read) and is more of a hail mary. Can be used sparingly to catch the opponent off guard and trick them into stand blocking against a potential jump-in, most practically in the corner. The move results in a side switch if it lands, making it more practical for round finishers to avoid cornering yourself. |
Hercules Throw (41236B)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
8 | Unblockable | 13 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | - | - | - | - | |
A command grab that does little damage itself, but results in a wall bounce (to the opposite wall) leading to a small follow-up combo (into either Poseidon Wave A, Icarus Crash, or Daedalus Attack B). It has much slower startup than Justice Hurricane and its meterless follow-ups result in less damage than a Justice Hurricane C, making it somewhat obsolete. Generally only used as an anti-air guard cancel, which is possible thanks to its slow startup. |
Icarus Crash (j236A)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
22 | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | - | - | - | - | |
Tizoc's air grab, which isn't actually an air throw, but a hitgrab that can be just defended in the air. Although not a proper air throw, it does do decent damage and you can combo into it from a j.A or j.B as an air-to-air. You can also kara cancel into this move from his 5AB or perform a faster instant air version with a TK motion and kara cancelling from a jump normal (e.g. 2369B~A), which results in doing the move lower to the ground. The instant air version can be used as a preemptive anti-air after one of Tizoc’s pokes to deter the opponent from jumping forward. The move results in a side switch if it lands. |
Super Moves
Big Fall Griffon (720P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 + 25 | Unblockable | 1 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
27 + 30 | Unblockable | 1 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
Tizoc's command grab super. Basically a beefed up version of his Justice Hurricane with greater range, faster startup, full-body invincibility on startup, and of course, more damage. Aside from the damage difference, both the A and C versions more or less have the same properties, apart from the C version resulting in a side switch. Generally more advisable to go for the A version unless you can kill with the C version. A version has 1F of full-body invincibility. C version has 1~3F of full-body invincibility. |
Daedalus Attack (236236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
8x2, 15 | Overhead, Mid, Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -27 | - | - | 8×2, 15 | ||
A series of strikes/lariats. You can only combo into the B version from Hercules Throw, but the B version does relatively poor damage for a super; it only results in slightly more damage than his meterless follow-ups making it only worth spending the meter on for the kill. Despite having some invincibility frames, it’s not used as a reversal because of its slow startup and being extremely unsafe on block. 1~8F of full-body invincibility. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
8x6, 15 | Overhead, Mid, Overhead, Mid, Overhead, Mid, Mid | 13 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -27 | - | - | 7×6, 10 | ||
Tizoc is able to combo into the D version of this super from any of his cancellable light normals, making it much more useful than the B version, alongside dealing respectable damage. You'll mainly be comboing into this super from a jab (either 5A or 2A) as a punish or as a hit confirm. Like the B version, it’s not used as a reversal. 1~11F of full-body invincibility. |