Griffon (XI)

Strats, combos, technical discussion.
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Iie-Kyo
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Post by Iie-Kyo » Fri May 05, 2006 08:53

According to the Mook, he doesn't have the followup elbow drop (NOT the Olympus Over, that is his qcb + K). I think df, df + C was the command for the followup elbow drop, as you pointed out.

But he doesn't really need it now. He has a lot of great options, loss of the elbow drop doesn't hurt his game too much, I think.

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Post by Slapper Joe » Fri May 05, 2006 11:35

SonicWaver wrote:... than ur post in Oswald´s thread (i didnt get a word on it XD)
I was simply saying those points were infact true and a gave the best explanation I could conjure up at 7:30 in the morning.

Checked elbow anyway, not there anymore. It isn't important to his play style anymore.

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Post by Tel » Fri May 05, 2006 14:28

Iie-Kyo wrote:According to the Mook, he doesn't have the followup elbow drop (NOT the Olympus Over, that is his qcb + K). I think df, df + C was the command for the followup elbow drop, as you pointed out.

But he doesn't really need it now. He has a lot of great options, loss of the elbow drop doesn't hurt his game too much, I think.
He doesn't need it. Tizoc's qcb+P elbow drop can OTG opponent.

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Post by Geese » Sat Jun 03, 2006 14:57

I found out this combo almost by accident:

stand +B, hcf +B (throw against wall), dwnfwd +D (timed) -> run forward qcfx2 +B

if this combo is done and ends with opponent close to corner then you can quick shift as per C, dwnfwd D, qcfx2 B

but even if not in corner it can almost be done anywhere in the screen. but if done right the qcf x2 B will hit twice and the whole combo does aboout 50%. considering its from a command throw its more useful than his hcb x2 +P

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Post by alexis » Sun Jun 11, 2006 08:07

I did not particularly like Tizoc in Garou or 2k3, but he's one of my most favorite characters in XI!!!

When I first started using him, I noticed immediately the potential of his df+D. Removes a rather large chunk of guard meter, stun and it's fully comboable from his standing C, has relatively little recovery if done from a distance initially...

I always start a match with Tizoc doing df+D, if the opponent blocks, hit C... this will keep the pressure right from the start.

Also his df+D lifts the opponent to the air, and it's possible to hit his Daedalus Attack afterwards, although I don't think all three hits connect.

Also, this one thing works WONDERS... close C when you know the opponent will block (after doing the dropkick for example) then dp+A to grab him. His dp+A move is very very fast this time around, and the opponent will barely have time to jump out (they cannot roll through). It's a possibility, but it's very rare. Unless you're REALLY abusing this.

Tizoc has been the only character with which I've been able to defeat an entire 3-person human team with, without switching in any way. Needless to say, the Japanese guy was frustrated. Tizoc just went up in tier about a gajillion steps in my mind.

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Post by J]-[UN » Sun Jun 11, 2006 16:48

I prefer crouching A --> dpA ...faster and safer

This can be easily countered by doing a short vertical hop

Tizoc kinda sucks when attacking air to ground, even though he looks like he has huge limbs sticking out, its hard to hit a crouching opponent. The only really safe air to ground move is a DEEP jumpC :/

Repeated far dfD can be countered by simply....running forward a little then blocking...

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Post by alexis » Sun Jun 11, 2006 20:01

The good thing is, though, you want them to block it. It takes a large amount of guard meter, and can assure you, if crushed, a free combo/DM/LDM/DC. Because of the awkward animation, you might get hit after being blocked... but for some reason no one could hit me more than once since I'd be pushed away... can someone verify this?

You say you can run and block; I say OK... but unless you're REALLY abusing df+D, you can't see it coming. Add to that that it can massacre hoppers and you have a nice thing. Recovery drom the df+D is not fast, though. But somehow I was able to just do (note that all of it was blocked):

jump D, C, df+D, C, C, df+D, C, C, df+D (guard meter is gone by now, ensuring a free hit/combo/DM/LDM/DC)

Yes, it's rather pathetic... I honestly don't know why the Japanese had such a hard time with it. The second C serves as a push back in order to keep your distance and try to avoid the df+K from being punished too severely.

It's a stupid use for df+D, but one has to take advantage of any means possible. However, most of my use for df+D was for punishing rolls and recovery rolls, as the moment they come out of them, they are completely vulnerable. Seriously, try abusing his df+D just one match and see how the opponent reacts. Do a meaty df+D, then C, then C again and df+D again and watch them do nothing lol

(Obviously this only works against people who aren't really very skilled, and the CPU... so if this doesn't work, I will not refund your money)
:-P

About the A, dp+A... yes, it's very good and safe, perfect after you've knocked someone down (UNLESS they're Clark, Ralf or Maxima, who can grab you right after getting up). You CAN do this twice in a row, then pretent you'll do it a third time and jump with an Icarus Crush (or do A-button Poseidon Wave) and take them by surprise. OR if the're Ryo, or any of the KGO threesome, dash toward them when they're getting up then block their wake up moves immediately after they get up (Ryo = dp+P, Kula, dp+P, Gato = qcf,qcf+K, Oswald = hcb,hcb+P) and just walk or run to them and do C, df+C XX qcf,qcf+K (2-hit) xDCx Big Fall, or just a Big Fall if you don't feel like doing a long combo.

My favorite combo is still s.C, df+D for some odd reason...maybe because it can be juggled afterwards, QS, or something. It's a really stupid combo, very very simple and requires almost no thought... I feel cheap.
:oops:

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Post by Iie-Kyo » Mon Jun 12, 2006 02:31

That's what Tel meant though, against good opponents it's hard to abuse. I actually use the guard crush as a setup for a free combo. Do the std C, df + D string a few times, get their combo meter flashing, quick shift into someone that can break the rest of their guard and get free hits = WIN.

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Post by alexis » Tue Jun 13, 2006 02:17

Yes, there were a few in Osaka that knew what to do against that. Still, since the move is rather prolongued, and because of the low trajectory, it's good against hops (if it doesn't out-prioritize, it trades hits often).

I <3 df+D and its beautiful guard crush possibilities. BUT not many Tizoc players in gameplay vids even use Tizoc...

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Post by SonicWaver » Fri Jun 16, 2006 09:54

can you df+D >Daedalus attack (2 hits) into LDM and connect it effectively???

or just no?

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Post by Slapper Joe » Fri Jun 16, 2006 11:43

Doesn't even work well (at all??) in the corner. Better off QSing after it.

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Post by Iie-Kyo » Sat Jun 17, 2006 07:01

The Dream Cancel requires you to be pretty close to the guy when you do the Daedalus Attack, and since the df + D's hitframe is HUGE, you may end up hitting with the tip of it instead and put yourself out of range for the DC. You're better off just QSing and using someone else's DM instead or something.

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Post by [STP]Porno » Wed Jul 05, 2006 00:40

i just found out that you can link his LDM after his df+C.

even after cA dfC (my favourite poke string with him)

but comboing the df+C after a C/D hit will push him away to much.

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Post by alexis » Sun Jul 09, 2006 07:05

Also, unlike all other grab LDMs, your opponent will not be brought down to the floor if he is hit in the air with the Daedalus Attack, and so you cannot do df+D, qcf,qcf+K, hcb,hcb+E, since he'll be in the air since the df+D.

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Post by SonicWaver » Tue Jul 11, 2006 12:13

alexis wrote:Also, unlike all other grab LDMs, your opponent will not be brought down to the floor if he is hit in the air with the Daedalus Attack, and so you cannot do df+D, qcf,qcf+K, hcb,hcb+E, since he'll be in the air since the df+D.

i remember i did yesterday....i may be wrong, i´ll try again and edit.

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