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

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=Frame Data=
=Frame Data=
To come.
 
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

Griffon.PNG

Introduction

To come.

Character Colors

Griffoncolors.JPG

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
Rdp.gif + Punch.gif Poseidon Wave 19 22
Qcb.gif + Kick.gif Olympus Over 18 20
in air Qcf.gif + Snka.gif Icarus Crash 22 NA
Hcf.gif + Snkb.gif Hercules Throw 8 NA
Dp.gif + Punch.gif Active Tupon 23 23
File:360a.png + Punch.gif Justice Hurricane 26 32
Qcf.gif, Qcf.gif + Kick.gif Daedalus Attack 27 47
File:360a.pngFile:360a.png + Punch.gif 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.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X O O (on block)
Far Snkd.gif X X X
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif X X X
Close Snkd.gif X X X
Down.gif Snka.gif O O O
Down.gif Snkb.gif X X X
Down.gif Snkc.gif X X X
Down.gif Snkd.gif X X X
jump Snka.gif O O NA
jump Snkb.gif O O NA
jump Snkc.gif O O NA
jump Snkd.gif O O NA
hop Snka.gif X X X
hop Snkb.gif X X X
hop Snkc.gif X X X
hop Snkd.gif X X X
Snka.gif + Snkb.gif X X X
Down.gif + Snka.gif + Snkb.gif X X X
F.gif + Snkc.gif, Df.gif, Df.gif + Snkc.gif X X X

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 Snka.gif 4 +3 +3
Close Snkb.gif 7 0 0
Close Snkc.gif 14 +1 +1
Close Snkd.gif 6 +4 +4
Far Snka.gif 4 +1 +1
Far Snkb.gif 7 0 0
Far Snkc.gif 14 +1 +1
Far Snkd.gif 12 -9 -9
Down.gif Snka.gif 4 0 0
Down.gif Snkb.gif 7 +2 +2
Down.gif Snkc.gif 11 -5 -5
Down.gif Snkd.gif 12 KD -10
Snka.gif + Snkb.gif 13 +1 +1
Down.gif + Snka.gif + Snkb.gif 20 +1 +7
File:360a.png + Punch.gif 3 KD
Qcb.gif + Snkb.gif 29 KD -11
Qcb.gif + Snkd.gif 56 KD -9
Rdp.gif + Snka.gif 18 KD -9
Rdp.gif + Snkc.gif 37 KD -8
Dp.gif + Snka.gif 28 KD
Dp.gif + Snkc.gif 41 KD
Hcf.gif + Snkb.gif 13 KD
air Qcf.gif + Snka.gif 4 +10
Snkc.gifSnkd.gif 20 KD -18
File:360a.png, File:360a.png + Punch.gif 0 KD
Qcf.gif, Qcf.gif + Snkb.gif 14 KD -27
Qcf.gif, Qcf.gif + Snkd.gif 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.

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