TIZOC [GRIFFON]
tiering :
mid or mid plus, basically due to the fact he's a grappler and grapplers got love this year. add to that his versatility, c.LP and j.HP. his speed or lack of it keep him from being higher (he really can't run throw like the faster characters).
play style of choice :
rush down, relying on his j.HP, c.LP->delay->command throw and run->throw tactics.
strengths : good anti air, easy throws, crazy good j.HP
weaknesses : speed, gets confused by fast characters quite easily
staples :
1. j.HP (abuse it, use it till the opponent can't do anything sept block then command throw after you land or run up and command throw)
2. hcb+punch (c.LP->split second pause->command throw, pay attention to the range of the throw)
3. dp+punch, great on a waking up opponent, practice the two distances and get a game going where you are perfectly positioned to use on of these on a rising opponent
4. c.HK after a few c.LP's
5. dd+CD great from mid-long, good surprise attack.
strategies :
i'm all about maintaining the assault with the j.HP start mid/hihg to get close then keep it up with hops. you can c.LP as soon as you land and you are pretty much guarateed priority. you aim though would be to keep it up until you can cross up with it (be careful not to over jump) or get a nice easy throw as soon as you land (DM if possible of course). unlike 2k2 it is very hard to interrupt a land->command throw this year so abuse away!
avoid using his qcb+kick, yeah it hits a crouching opponent but it telegraphs so badly you are almost gonna get blocked and eat something every time.
as a decent anti air try c.HP. not really fast and better at mid range than super close it is almost fool proof when used well. you can also c.LP->c.HP as the LP will push the opponent back far enough they think they can jump or attack only to eat the HP.
roll is a good skill for a tizoc player... expect faster characters like almost anyone (the mid and light characters) especially those with good rushdowns to shut you down and turn the tables.. dont get stuck in the corner, wake up throws are also good though most players wont let you get them anymore.
the lariat is ok, there is a safe distance on the light which will also combo off a s.HP. actually you can use a s.HP to combo any command throw/super. the long nature of the move (to finish) makes it very easy to combo into.
at long range when jumping (full screen) use his j.HK decent properties (hit box, priority) and great range. also use it at medium range when jumping straight up to stop rushers or the j.HP at close range when jumping straight up.
master rush throw.. dont expect to do it over distance like iori or even daimon, nor on a rising opponent.. instead try landing->c.LPx2-3 and then running it in to mix things up.
when on the far side of the screen get in with:
1. lariat (rdp+punch)
2. j.HK
3. dd+CD
peck is good at close-mid to keep them guessing.
basically keep the onslaught up and the throw set ups coming and its all good