Garou: Mark of the Wolves/Tizoc/Matchups

From SuperCombo Wiki
Match-up ratings from the two best Tizoc players, Colossus and AUT.

Rock

TinyTizoc.gif X TinyRock.gif
5 - 5 (Colossus)
5.5 - 4.5 (AUT)

Rock's main damage output will come from landing his Shine Knuckle and his command grab break. Try not to let him build meter in neutral and always be wary of a potential command grab setup. Fortunately, his command grab does not have that great of a range. Use the range of your normals to your advantage in neutral, but look out for Rock's far 5D, j.B, Reppuken, and Rising Tackle. Forward feint can also work well against his jumping normals.

Dong Hwan

TinyTizoc.gif X TinyDong.gif
4 - 6 (Colossus)
5 - 5 (AUT)

Dong doesn't have very damaging meterless combos and relies a lot on having meter for access to his air super. The first round when he doesn't have meter is critical, try to secure the round if possible or prevent him from building meter for the next. Dong will try to poke at you with his normals in neutral, so be prepared for countermeasures against them. Against his 5A, use your 2AB and hop normals. Against his 2A and 2B, you can forward dash 360/720 in order to avoid them and whiff punish with a command grab. Dong has a strong defensive/turtle playstyle, always be careful when approaching him in the air, as he can go for an air throw or punish with his 0f air super. For this reason, try not to chase down his back jumps too much.

Hotaru

TinyTizoc.gif X TinyHotaru.gif
4 - 6 (Colossus)
5.5 - 4.5 (AUT)

Hotaru has a fireball, an invincible anti-air, an air target combo, and an air throw, all annoying things for Tizoc to deal with. Her BnBs can also deal a fair amount of damage, but her offense can be somewhat linear. A common combo starter for her is her air target combo (j.A > j.B) into a ground normal, then cancelled into her fireball or reflect break. Be prepared to use GC 360/720 in retaliation. She is strong in the air and can even run away with her j.2B > divekick when she has the life lead, so establish a strong air-to-air game. Max range 5B is a good poke against her GC reflect break as it will cause the latter to whiff.

Marco

TinyTizoc.gif X TinyMarco.gif
3 - 7 (Colossus)
4 - 6 (AUT)

A lot of Marco's pressure will be relatively safe and he has high damage output, making this a difficult match-up. This match-up is even difficult in neutral, where Tizoc would normally have the advantage against a lot of the other characters. Marco's jump and hop normals are difficult to anti-air and even air-to-air against, and forward feint doesn't work too well in this match-up as an anti-air. Marco has access to a strong fireball in both the mid range and far range that can be a pain to deal with. Try to play patiently and capitalize as much as you can when Marco misses his break.

Hokutomaru

TinyTizoc.gif X TinyHoku.gif
5 - 5 (Colossus)
5.5 - 4.5 (AUT)

Tizoc has a significant advantage in terms of the range of his normals. Keep Hokutomaru out midscreen and be wary of his anti-air slide. j.D is especially effective for keeping him out in the air with its excellent range. In the corner, Hokutomaru can lock Tizoc down with his air target combo, which he can perform from a hop, making it difficult for Tizoc to escape.

Kevin

TinyTizoc.gif X TinyKevin.gif
4 - 6 (Colossus)
4.5 - 5.5 (AUT)

What makes this match-up disadvantageous for Tizoc is Kevin's fast meter build giving him access to P-Power very quickly, in what would otherwise be a relatively even match-up in neutral. It can be hard for Tizoc to stop Kevin from building meter with his poor far range options and mobility. Be extremely careful when approaching or being hit by Kevin when he has P-Power, as it often leads to huge damage for him once he lands his Gatling Freezer D. Forward feint is especially useful in this match-up for evading Kevin's forward dash 5A and jump/hop C, which are two of his main combo starters. 5B is good at controlling the space in front of you to prevent Kevin from dashing in.

Freeman

TinyTizoc.gif X TinyFreeman.gif
6 - 4 (Colossus)
5.5 - 4.5 (AUT)

Freeman has good range on his normals, although Tizoc still has the advantage. His meterless damage output isn't that high, so try not to let him build meter. His defensive options are also relatively weak as he lacks a good reversal.

Tizoc

TinyTizoc.gif X TinyTizoc.gif
5 - 5

This can be a somewhat awkward mirror match since Tizoc has good jump and hop normals and by nature of command grabs, they whiff on airborne opponents, so both players may resort to jumping and hopping a lot. Mainly comes down to playing neutral and footsies. Forward feint is one of your main counters against the other Tizoc's jump-ins.

Jenet

TinyTizoc.gif X TinyJenet.gif
4 - 6 (Colossus)
4.5 - 5.5 (AUT)

Maintain strong defense in this match-up and be prepared to JD/GC Jenet's various attacks, especially her divekick. Try to avoid being cornered as much as possible as it becomes very difficult for Tizoc to deal with Jenet's pressure once he's there. Tizoc generally fares best in the air in this match-up and is able to challenge Jenet's divekick. If you manage to JD her divekick in the air, you can almost guarantee landing a jump normal afterwards. Use the Jenet-specific combo of j.C/j.D xx Icarus Crash to your advantage, which can also be comboed into from a counter hit Poseidon Wave A that hits her in the air (such as during the startup of her divekick).

Gato

TinyTizoc.gif X TinyGato.gif
5 - 5 (Colossus)
4.5 - 5.5 (AUT)

Tizoc generally has the advantage midscreen, but Gato has the advantage in the corner. You want to maintain a mid-range distance from Gato, where Tizoc can keep Gato from approaching in the air relatively well with his air-to-airs and also stop him from building meter with his ground pokes. Forward dash 360/720 can be used to evade and punish Gato's pokes with 2B.

Jae Hoon

TinyTizoc.gif X TinyJae.gif
6 - 4 (Colossus)
5 - 5 (AUT)

Jae has good ground normals and strong neutral, coupled with damaging BnBs, but Tizoc still has slightly more range so use normals like 5B and anti-air 2C to keep Jae out. Like against Dong, 2AB and hop normals work well to challenge Jae's pokes with 5A, and forward dash 360/720 works well against his pokes with 2A and 2B. Tizoc can set the pace of the neutral game as Jae doesn't have a good way to build meter quickly, just avoid being cornered.

Terry

TinyTizoc.gif X TinyTerry.gif
5 - 5 (Colossus)
4.5 - 5.5 (AUT)

Tizoc has much greater reach in terms of his normals, so use his long-range normals to keep Terry out midscreen. The main things to be wary of midscreen are Terry's Power Dunk and Power Charge C, which can lead to big damage if they hit you. In the corner, it is largely to Terry's advantage as he can do huge damage from his corner combos and your options to escape become more limited. Familiarize yourself with options to escape/counter Terry's corner resets, otherwise you may get guard crushed. Forward feint works well in this match-up as it is effective as an anti-air against Terry's jump and hop normals and it will evade his Power Charge C.

Kain

TinyTizoc.gif X TinyKain.gif
3 - 7 (Colossus)
5 - 5 (AUT)

Generally considered a difficult match-up for Tizoc, Kain has both strong zoning and rushdown capabilities. Kain will typically build meter from far range, zone you out with his fireballs, and go for a Lanze break or 2AB when you try to approach from a closer range. He is able to go for a guard crush setup once he has the meter to do so. Try to patiently approach him from far range and remain in mid range where you can stop him from building meter, but also try to avoid being too close where you would otherwise be in the range of his Lanze or 2AB. Keep him out if he tries to go on the offensive. A well-spaced 5C is good at stopping whiffed Lanze breaks for meter build as it will often win outright, trade in Tizoc's favour, or at least be far enough to stop Kain from converting into Panzer. Tizoc can harass Kain a bit with multiple jump/hop C's near the corner after an initial blocked jump/hop C, as Kain will lose his Lanze charge from stand blocking.

Grant

TinyTizoc.gif X TinyGrant.gif
3 - 7 (Colossus)
4 - 6 (AUT)

One of Tizoc's notoriously bad match-ups. Grant is able to do a lot of the same things Tizoc is good at, but better. Grant has great range on his normals like Tizoc, which includes good pokes and good air-to-air capabilities. He also has easy conversions into super and a DP > divekick which he can use to run away when he has the life lead. A lot of Grant's attacks, including his normals and his Dangai, can be evaded with forward feint or guard cancelled against. Neutral or back j.D is fairly effective at stopping Grant's approaches from the air.

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Advanced_Techniques
Miscellaneous
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Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant