Dude whever I play Garou on MAME he’s the first one I play with…and have since day 2 I got the ROM.
Oh shit, I can’t find crap on that site. If you fin a list, PM it to me. Air Chains too
Well, I could start with :
Now if you’ve played him for a long time, you must know all of this but I still know that the most important thing is to know your distance and to be able to counter accordingly. Not that you cannot attack, but… know your distance when you attack ! Apart from that, I see little. I’m still in search of a way to use the daedalus attack (crappiest fury ever), even for a guard break, but I’m a little out of hope for it.
Oh yes, this is obvious, but learn to automatically do everything to add damage (adding the press to the C throw, adding a top attack or a poseidon wave to every hcf+B throw, etc.). Also learn to do your justice hurricane very fast and on the floor (though I guess you know how), the hitbox and speed of the move may save your ass if your opponent is close enough, know how to buffer it correctly to grab immediately when you wake up.
Last thing : don’t jump into an SRK range without preparing your JD or knowing your opponent patterns enough to take the risk.
Well, that wasn’t much I’m afraid, but that’s all I have in mind for now.
Good luck, Da Big Bird is looking after you ^^
Just adding seeing as how I play Tizoc alot…
-Some strategies for tizoc also are using his long range kicks to keep appnent at a distance or counter punishable moves…
-If you push the oppenent or if your opponent puts him self there. If opponnet blocks a few hits in this corner position, throw out his dragon punch throw where he flips in air and grabs neck slamming them… Great mixup and hard to stop in that position
-Dashing is a amazing strategie with tizoc and it confuzes ur opponents because alot of his moves have dashes built in with them. So ur opponent will tend to think ur rushin and hit that posideon wave or body slam right after a fowards or bacwards dash.
-Learn to 360 lika maddman. You need to teach ur oppenent he wont be gettin that close to you. Like festival said learn your followups and keep on the pressure. Making the opponent play your game (not his) is a key factor with Tizoc.
As for combos he doesnt have much at all… but hes got decent range. Strategy is a extremely important factor with Tizoc. I hope that was helpful. Fear the Bird!
Air chains have already been jotted down here, and Im pretty sure I got all of them. Ground chains, maybe later. Work’s got my ass running ragged.
Im starting play as Tizoc
Is Standing C a cancel? The FAQ says it is but I can’t cancel it into shit.
Anyway at all to combo in his 421:snka:? Or his 236236:snkb:/:snkd:?
Standing C ? I don’t remember cancelling it into anything. Don’t know what FAQ but unless I’m forgetting something, that sound fishy.
Afaik, no way to combo his 236236+B/D (daedalus attack) efficiently : meaning no real combo, if the guy is fast enough, he may find his way out. What I’m looking for is at least a means to force the opponent to at best parry the daedalus because the P one is nearly a free guard break by itself (need 1 more hit in general). The 2 only “good” way to land a daedalus atttack are 1) a guard cancel and even then I’d say you’re not 100% sure 2) striking while your opponent is in mid-dash… If you really want to “combo” it, try after a 2+A, it helps a little to land it… Anyway the recovery is a bitch so you’ll be taking some risks. Wait no, there is a way to combo it : use it after a 41236+B (hercules throw) now only problems are : you’ll get 2 hits only, at best 3 with a P fury but it doesn’t combo, so stick to the S fury and far worse : the hercule’s throw is slower than the justice hurricane, so why bother! (C justice hurricane = 26, hercule’s throw + S daedalus = 31 at best…)
as for the 421A, well, how should I put this… except after a 41236+b… no! The problem is more general than that though. I mean : The Griffon is not potemkin or even Gief, more or less, you don’t combo at all with him, well, except adding a 2+A to a jumping hit. If you could combo, even if it was terribly difficult, we’d see some combos in combo vids. But the thing is, even feint chains will not combo. Speaking of feints, the 2+AC is useless, the only interest would be to use it to buffer a big fall on ground but the feint isn’t cancellable. Of course since it gives partial upper-body invicibility it could theorically be used as a lure but I don’t buy it, no way. The 6+AC feint on the other hand is quite interesting since it moves you forward and is cancellable. But since you can’t combo anyway, the only interest I could see is closing the distance from close to extra close to land a grab, but doing so with a cancellable feint to be quicker and more reactive than with walking or dashing. But once again, I don’t really buy it.
So your main problem if you want to master the bird is to think and play differently. This time it’s not comboing, building feint chains and such, it’s pace control, range control, mind games and counter play. Basically that’s it. The better you become, the more you use mind games because the opponent will feel threatened as soon as he is not controling the range.
Last but not least, speaking of the range :
- fireball range (very far away) : no problem, just learn to JD the projectiles (free life, plus you may even try a guard cancel top attack if you are close enough since it has about no recovery). to close the distance, 9D and top are your friends.
- long range : you have a good range and dashing specials (421A/C, 623C, 421B/D). As for the specials, use only the A/B versions (speed matters) and mainly the 421+A which is the fastest, you can still try sometimes a 623C that can catch your opponent off guard (he has to duck and you’re far away at the beginning) but you have to know your distances to use that.
As for the normals : 5C and 2D are your best friends (they deal great damage and have better range than 95% of the normals) and 2AB always helps to counter if the opponents is coming to you (it’s fast, has upper body invicibility and finishes closing the distance!). Oh, you can try and jump, but not too high, and preferably with A/B, D only if you feel psychic. The other option is jump and keep your JD ready, cancelling to air-grab if you can air grab (air grab is your friend, especially since not evey chara can air grab) - close range : either close the gap to grab range or get away to at least long range with a backdash or a broken 421C (the 421D is kinda slower) or GC at will if you’re a GC beast. At this range your only moves are a 2B or a random 623A… it can work but it’s very risky and utterly useless against a fast chara.
- grab range : do I need to tell you it’s your best range? ^^
That’ll be all for today. If something is wrong or if you guys have additionnal info, don’t hesitate !
thanks for the info yo. Im trying to learn.
http://www.h5.dion.ne.jp/~h.arena/
That’s their main webpage. After the header, ?? MARK OF THE WOLVES
First link is ???, something about character…frame… (frame data), gets you to
http://www.h5.dion.ne.jp/~h.arena/garoumowtop.htm
Along the top frame, there’s a links to all the characters
click one, u get the move list, plus the frame data
In the frame data window, the bottom right one, there’s links at the top.
Click the leftmost one (if it exists).
Should get you to something like:
http://www.h5.dion.ne.jp/~h.arena/mowrock.htm
There’s a cancel chart, plus the chains listed there (under combinations)
For Rock, you see there’s close st. D -> f+ D
and then the air chains
jumping A->C, C->B
Wanted to add some more stuff on Tizoc, most of this has been posted already before but just refreshing peoples minds. Tizocs f + AC faint has upper body invicibility, which is great agains’t jump in attacks into command grabs or normals grabs. Learn to AB cancel into his air grab which is another great tool to use for those people that love to jump in and attack. Both his jump and small jump C or D are great, his small jump C beats a lot of stuff even Terrys DP + B or D. His jump C also crosses up if you do it just right. Learn to stand A or B, faint with f + AC, into command grab or super grab or normal grab or poke. Great for keeping opponents guessing what you will do next, also since his f + AC faint has upper body invicibility it helps out for that type of quessing game. I prefer to use his stand A since its easier to go from f + AC to stand A repeat. After a hcf + B either do RDP + A or TOP if your in TOP mode after it. His d + C is a somewhat decent aint air but you have to hit them just right, though most jump in attacks beat it, use it wisely. Enjoy.
Few Questions.
What is Tizoc’s name? Like in the american version vs. japanese version. Is it The Griffon, Griffon Mask, Tizoc, what?
I did Tizoc’s normal :snkd: throw on my fiance yesterday but the last kick wiffed and Jenet froze up and nothing happened…?
Dong’s “Down :snkb:/:snkd: in air” seems to have alot of recovery, is it good?
I getting Tizoc’s “:hcf::snkb:” into “:qcf::snka: in air” everytime now. Is that the most damaging opition after “:hcf::snkb:”?
OK thanks everyone for the tips! Seems I’m gonna get better with Big Bird here, but he’s till low tier IMO :P.
OK,
1- w00t :snka::snkb:xx:qcf:+:snka: works!
2- WAIT! Tizoc’s BEST follow-ups to his :l::db::qcf:+:snkb: are:
Jump :uf:, then do :qcf:+:snka: (:l::db::qcf:+:snkb: is Jump-cancelable for some reason)
:bdp:+:snka:
His TOP Attack does 1 point damage less than his :bdp:+:lp: when he’s in TOP
@LiSyaoran:
Yeha he’s got a couple of cancelable normals, I’ll see if I can get you a list of them.
Regarding Tizoc’s counter combos:
:bdp:+:lp:/:hp: COUNTER HITs–>:qcf:x2+:lk:
NEVER counter-combo into :qcf:x2+:snkd: unlees you counter them with AB or a Jumping D.
Also his :d:+:snka::snkb: is cancelable.
I didn’t know his "Down :snka:+:snkb: was cancelable. Thanx
Counters??? WTF you talking about?
I mean if B, D, DB+A/C counter hits (the words COUNTER HIT appear on screen) then you can follow with QCFx2+B. Time it right & all 3 hits will connect ^_^.
Here’s a trick I use with Tizoc:
F, D, DF+C whiffs (but gets u close to opponent) 720+A/C.
Do this after a knockdown & if timed right…you know what’ll happen ;).
Also Tizoc’s 720 can be done as so: 270, 270+A/C. Try that with the trick above.
Yeah, I knew all of that, I though you meant like counter moves or something (i was like, WTF).
POTATO WAVE!!!
I looked on game fags, and I can’t find a list of chains… I can’t unstand shit on Howard Arena either… some one?
And finally, what is the actual command for quick recovery?
Corner: POTATO WAVE–>Crouching D
The only chain or link for Tizoc that I’d use is Jumping D–>Crouching B. …and that’s the only one I know.
IMO Tizoc seems to be Mid Tier now that’ve gotten better with him & Mid-High if he’s in TOP.
Just curious is B, D, DB+B a good anti-air? I use it a lot myself for against jumping opponents, but I just want to make sure.
Also I’VE GOT COUPONS will almost always connect to a cornered Standing opponent. I’VE GOT COUPONS won’t connect with Crouching remember that.
B,D,DB+B is indeed not a bad anti-air. The timing can be tricky at first though.
Thanks for the info on the HCF+B, I really learnt some cool new stuff, gotta try it asap !
Sorry I meant :bdp:+:snka: my bad ;), but thanks for the tip bro ;).
In dat case, :bdp:+:snka: COUNTER HITs Jumping/Standing opponent–>:qcf::qcf:+:snkb: should be practiced and used whenever possible in a match :tup:
Meh how the heck do you play Freeman? All I ever do is try to counter their Jump-in attacks with QCF+P. I need to find out more uses for his moves.
care to help me out w/ some jenet strats?
If I preform Tizoc’s Big Fall super on a standing character, can they jump out of it?