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|Guard=Mid | |Guard=Mid | ||
|Startup=20 | |Startup=20 |
Revision as of 19:57, 30 July 2023
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. |
Close Standing Normals
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. |
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. |
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 st.C. The slow startup makes it relatively impractical to be used in close range. |
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
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 cr.A. 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. |
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 st.A so it is ideally used when you are outside of his st.A range. Another normal that is very good as a check against dashes/runs and for controlling the ground space in general. |
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 st.A but slightly less than his st.B. Can be used as a slow check/counter-poke and works well as a far-ranged meaty. |
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
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 st.A but has a tiny bit more range and has him hit at a slightly lower profile. More effective than st.A at stopping low profile moves such as cr.Bs, but less effective at stopping jumps. |
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 cr.A but has slower startup. His main poke that hits low. |
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. |
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 cr.B instead if you want a normal that hits low and is actually safe on block. |
Jumping Normals
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. |
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. |
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. |
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
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. Has 13F of lower-body invincibility after landing. |
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' st.A and higher-hitting normals. The move hits twice, which makes it useful for potentially beating guard cancel attempts against opponents who try to do so against the first hit. 1~5F upper-body invincibility. |
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7×3, 5 | Unblockable | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+59 | - | - | - | - | |
Tizoc's main normal throw to use. Does decent damage. It can give better positional advantage with corner carry and gives better okizeme than his C throw. If the throw "whiffs", a cl.D or far st.D 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 (such as landing recovery punishes) or when the opponent may attempt the throw bug. |
Feints
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. |
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
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. |
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. It does decent damage otherwise. You can combo into this move from a j.A or j.B as an air-to-air. You can also kara cancel into this move from his st.AB 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