Griffon (XI)
- Iie-Kyo
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Whe doing +D, ,qcf+K, I usually QS on the Daedalus' Attack 2nd hit (unless the second hit that connects is the third attack, since nothing except sure-juggle moves will juggle after the clothesline hit) and juggle with the next person's DM, LDM, etc.
Like so.
http://www.youtube.com/watch?v=O2nhIcHrSIA
Like so.
http://www.youtube.com/watch?v=O2nhIcHrSIA
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- Slapper Joe
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wouldnt it be great if it was an infinite?.. i always do this combo after B, A, hcfx2 B/D, on 2nd hit qs to any char with a good DM, i prefer ryo LDM.. then push opp to corner fbf C, qs Tizoc, diagf C (3 hits), j A..if you do the full combo after tizocs B, ppl cant save shift.. full dmg about 90%-95%..
- Slapper Joe
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Griffon Stuffs.
Still underrated and highly useful point character. Great stamina and damage, really good mobility, range and a good tag in or out.
Target combo would be Jump D, s.B, hcf+B, air qcf+A. Half-bar+ combo right there, you don't need anything fancy just a bit of timing. His hcf+B in general is pretty damn buff. Offensive poking with walking forward s.B into this is highly effective, then into either the air throw or peck->hop D.
Hop back D, hop forward D works well, not much many characters can do about it since you really need to get above Griffon to be in control of the match. If someone does get on top of you it is usually worth risking peck>super grab. Peck tends to win clean or trade, both tend to get griffon out of trouble and give him space you only need to SC once you see the peck hitting.
dp+A is good when you are bombarding them with hopdropkicks and it avoids anti-air pokes like anything, plus it sets Griffon up perfectly for so much stuff (more later). Other meaties into the dp+A work as well. The hcb+P's should be used for it's speed as a punisher, hcf+B is usually better on offense. Dash up hcb+A works though.
Clothesline super is juggle anywhere on all three hits so it can be used for style. Far C is supercancelable into it and it will combo from all but max range. Overall it is a very easy super to combo into (and tag out of). Rare super grabs one wakeup, but generally just off pecks as mentioned above.
c.D>qcb+B will combo if there is no recovery roll. Hopping over then doing the air version so it actually crosses up again can work well.
Use far A and c.A from range like anything since they stuff about 95% of the attacks in the game, incl. most LDMs.
After the dp+P grabs Griffon has a stupid amount of choices. Dropkick will wiff but gets you right on top for super grab. So does peck*2. The rdp+C is the same as it will actually wiff even though it will go right through the sprite so you can generally supergrab right after, but if someone decides to attack you on wakeup the clothesline tends to win clean.
Still underrated and highly useful point character. Great stamina and damage, really good mobility, range and a good tag in or out.
Target combo would be Jump D, s.B, hcf+B, air qcf+A. Half-bar+ combo right there, you don't need anything fancy just a bit of timing. His hcf+B in general is pretty damn buff. Offensive poking with walking forward s.B into this is highly effective, then into either the air throw or peck->hop D.
Hop back D, hop forward D works well, not much many characters can do about it since you really need to get above Griffon to be in control of the match. If someone does get on top of you it is usually worth risking peck>super grab. Peck tends to win clean or trade, both tend to get griffon out of trouble and give him space you only need to SC once you see the peck hitting.
dp+A is good when you are bombarding them with hopdropkicks and it avoids anti-air pokes like anything, plus it sets Griffon up perfectly for so much stuff (more later). Other meaties into the dp+A work as well. The hcb+P's should be used for it's speed as a punisher, hcf+B is usually better on offense. Dash up hcb+A works though.
Clothesline super is juggle anywhere on all three hits so it can be used for style. Far C is supercancelable into it and it will combo from all but max range. Overall it is a very easy super to combo into (and tag out of). Rare super grabs one wakeup, but generally just off pecks as mentioned above.
c.D>qcb+B will combo if there is no recovery roll. Hopping over then doing the air version so it actually crosses up again can work well.
Use far A and c.A from range like anything since they stuff about 95% of the attacks in the game, incl. most LDMs.
After the dp+P grabs Griffon has a stupid amount of choices. Dropkick will wiff but gets you right on top for super grab. So does peck*2. The rdp+C is the same as it will actually wiff even though it will go right through the sprite so you can generally supergrab right after, but if someone decides to attack you on wakeup the clothesline tends to win clean.
- Empyrian
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Rdp C is a pretty good move, especially if you alternate between braking and not braking it. It is better than the peck as I don't usually see it lose to moves that are directed to his upper body. Anti cross-up too?
Couple it with his excellent pokes and non fireball characters pretty much suffer against him.
Couple it with his excellent pokes and non fireball characters pretty much suffer against him.
- Slapper Joe
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- Empyrian
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Griffon can jump kick, kick super like GATO! XD
There is an excellent Griffon user over here who has really mastered Griffon imo.
However even he can not surmount the inherent weakness of this character. While Griffon can rule the air, none of his aerial attacks hit downwards. This means he gets killed by random down B combos.
No down B combos is a pretty bad thing too.
There is an excellent Griffon user over here who has really mastered Griffon imo.
However even he can not surmount the inherent weakness of this character. While Griffon can rule the air, none of his aerial attacks hit downwards. This means he gets killed by random down B combos.
No down B combos is a pretty bad thing too.