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=Frame Data= | =Frame Data= | ||
Legend : <BR> | |||
'''Command''' = the input for the attack.<BR> | |||
'''Start Up''' = How many start up frames an attack has. <BR> | |||
'''Hit''' = When the attack hits. <BR> | |||
'''Block''' = When the attack is blocked. <BR> | |||
'''+''' signifies how many advantage frames the attacker has. <BR> | |||
'''-''' signifies how many disadvantage frames the attacker has. <BR> | |||
'''KD''' means the attack will knock the opponent down. | |||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" | |||
|- | |||
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard''' | |||
|- | |||
| Close [[File:Snka.gif]] || '''4''' || '''+3''' || '''+3''' | |||
|- | |||
| Close [[File:Snkb.gif]] || '''7''' || '''0''' || '''0''' | |||
|- | |||
| Close [[File:Snkc.gif]] || '''14''' || '''+1''' || '''+1''' | |||
|- | |||
| Close [[File:Snkd.gif]] || '''6''' || '''+4''' || '''+4''' | |||
|- | |||
| Far [[File:Snka.gif]] || '''4''' || '''+1''' || '''+1''' | |||
|- | |||
| Far [[File:Snkb.gif]] || '''7''' || '''0''' || '''0''' | |||
|- | |||
| Far [[File:Snkc.gif]] || '''14''' || '''+1''' || '''+1''' | |||
|- | |||
| Far [[File:Snkd.gif]] || '''12''' || '''-9''' || '''-9''' | |||
|- | |||
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''0''' || '''0''' | |||
|- | |||
| [[File:down.gif]] [[File:Snkb.gif]] || '''7''' || '''+2''' || '''+2''' | |||
|- | |||
| [[File:down.gif]] [[File:Snkc.gif]] || '''11''' || '''-5''' || '''-5''' | |||
|- | |||
| [[File:down.gif]] [[File:Snkd.gif]] || '''12''' || '''KD''' || '''-10''' | |||
|- | |||
| [[File:Snka.gif]] + [[File:Snkb.gif]] || '''13''' || '''+1''' || '''+1''' | |||
|- | |||
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || '''20''' || '''+1''' || '''+7''' | |||
|- | |||
| [[File:360a.png]] + [[File:punch.gif]] || '''3''' || '''KD''' || | |||
|- | |||
| [[File:qcb.gif]] + [[File:Snkb.gif]] || '''29''' || '''KD''' || '''-11''' | |||
|- | |||
| [[File:qcb.gif]] + [[File:Snkd.gif]] || '''56''' || '''KD''' || '''-9''' | |||
|- | |||
| [[File:rdp.gif]] + [[File:Snka.gif]] || '''18''' || '''KD''' || '''-9''' | |||
|- | |||
| [[File:rdp.gif]] + [[File:Snkc.gif]] || '''37''' || '''KD''' || '''-8''' | |||
|- | |||
| [[File:dp.gif]] + [[File:Snka.gif]] || '''28''' || '''KD''' || | |||
|- | |||
| [[File:dp.gif]] + [[File:Snkc.gif]] || '''41''' || '''KD''' || | |||
|- | |||
| [[File:hcf.gif]] + [[File:Snkb.gif]] || '''13''' || '''KD''' || | |||
|- | |||
| air [[File:qcf.gif]] + [[File:Snka.gif]] || '''4''' || '''+10''' || | |||
|- | |||
| [[File:snkc.gif]][[File:Snkd.gif]] || '''20''' || '''KD''' || '''-18''' | |||
|- | |||
| [[File:360a.png]], [[File:360a.png]] + [[File:punch.gif]] || '''0''' || '''KD''' || | |||
|- | |||
| [[File:Qcf.gif]], [[File:Qcf.gif]] + [[File:Snkb.gif]] || '''14''' || '''KD''' || '''-27''' | |||
|- | |||
| [[File:Qcf.gif]], [[File:Qcf.gif]] + [[File:snkd.gif]] || '''13''' || '''KD''' || '''-27''' | |||
|} | |||
Data from [http://www14.ocn.ne.jp/~yosimizu/garoumowgriffon.htm Howard's Arena] | |||
=Attack Notes= | =Attack Notes= |
Revision as of 21:16, 8 March 2011
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Grif-Fall: After C throw do DF, DF+C
Special Command Moves
Command | Move | Weak Damage | Strong Damage |
![]() ![]() |
Poseidon Wave | 19 | 22 |
![]() ![]() |
Olympus Over | 18 | 20 |
in air ![]() ![]() |
Icarus Crash | 22 | NA |
![]() ![]() |
Hercules Throw | 8 | NA |
![]() ![]() |
Active Tupon | 23 | 23 |
File:360a.png + ![]() |
Justice Hurricane | 26 | 32 |
![]() ![]() ![]() |
Daedalus Attack | 27 | 47 |
File:360a.pngFile:360a.png + ![]() |
Big Fall Griffon | 40 | 57 |
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +3 | +3 |
Close ![]() |
7 | 0 | 0 |
Close ![]() |
14 | +1 | +1 |
Close ![]() |
6 | +4 | +4 |
Far ![]() |
4 | +1 | +1 |
Far ![]() |
7 | 0 | 0 |
Far ![]() |
14 | +1 | +1 |
Far ![]() |
12 | -9 | -9 |
![]() ![]() |
4 | 0 | 0 |
![]() ![]() |
7 | +2 | +2 |
![]() ![]() |
11 | -5 | -5 |
![]() ![]() |
12 | KD | -10 |
![]() ![]() |
13 | +1 | +1 |
![]() ![]() ![]() |
20 | +1 | +7 |
File:360a.png + ![]() |
3 | KD | |
![]() ![]() |
29 | KD | -11 |
![]() ![]() |
56 | KD | -9 |
![]() ![]() |
18 | KD | -9 |
![]() ![]() |
37 | KD | -8 |
![]() ![]() |
28 | KD | |
![]() ![]() |
41 | KD | |
![]() ![]() |
13 | KD | |
air ![]() ![]() |
4 | +10 | |
![]() ![]() |
20 | KD | -18 |
File:360a.png, File:360a.png + ![]() |
0 | KD | |
![]() ![]() ![]() |
14 | KD | -27 |
![]() ![]() ![]() |
13 | KD | -27 |
Data from Howard's Arena
Attack Notes
To come.
Combos
Tizoc isn't exactly a combo type character, however he does have some combos which do a fair amount of damage:-
Anywhere:-
1- HCF+B-->B, D, DB+A
- Do the B, D, DB+A immediatley after the throw for a nice damaging combo.
2- HCF+B-Hold UF->QCF+A in the air
- This combo is a bit harder, but during the HCF+B, hold UF and Tizoc will jump, then time the QCF+A while in the air. This combo is more damading than the one above, but slightly harder to do, yet very flashy.
3- HCF+B-->QCFx2+B
- You need to time the super after the throw to get at least 2 hits in OR all 3 hits.
4- Jumping D-->Crouching B
5- Corner: Jumping D-->Standing D
6- Jumping D-->QCF+A, QCF+D
- The above combo was found by Nocturnal of the Shoryuken.com Forums. To do this combo right, as Tizoc lands, buffer in a Standing A when doing the first QCF, then do QCF+D for the super to come out. This super does app. 47% damage.
Corner only:-
7- B, D, DB+P-->Crouching D
- This combo sort of feels like a bug or something. This combo won't work if the P. Wave counter hits a jumping opponent.
T.O.P. Notes
Tizoc's TOP move is a drop kick with a fair amount of priority. It is not easily punishable by most moves and has decent recovery.
Overall Strategy
Grab, Grab, GRAB!!
Matchup Notes
To come.
Advanced Tactics
Here are some VERY important notes to help you get in some grabs.
1) Tizoc's Forward+2P feint has upper invincibility frames. This is ESPECIALLY useful when attempting to get in close for a grab.
2) Tizoc's taunt has lower invincibility frames which might help in getting close as well for grab.
3) You can input a 225-270 motion instead of a 360 and get the J. Hurricane. Furthermore if you jump and do 2 270s in a row (270, then another 270) you can get his Super THrow move to come out as well.
More To come.