Advanced V.G. 2/Tamao: Difference between revisions

From SuperCombo Wiki
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  |recovery=-
  |recovery=-
  |frameAdv=-+2
  |frameAdv=-+2
  |description=  
  |description= A snappy crouching jab. Can link into itself and stLP for a combo confirm.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-0
  |frameAdv=-0
  |description=  
  |description= A nearly MK11 Terminator-looking crouch kick. Can link into itself for...nothing.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--1
  |frameAdv=--1
  |description=  
  |description= A stubbier poke than her standing ones, crHP is important because it can natively special cancel (unlike stHP which is only special cancelable out of chains). This becomes a important poking tool as not only can you crHP into specials for a combo, but a max range crHP into LK Kusenkyaku will whiff and set you up for a throw.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--6
  |frameAdv=--6
  |description=  
  |description= A quick shoto sweep, the frame data isn't bad on it but the range is atrocious. Causes knockdown.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Standard jumping jab, angled downward.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A flying knee similar to Kyo Kusanagi's, and much like his you can cross up with this. What is perhaps more important is that this will very easily look like it's going to cross up but stay on the same side. It is also able to hit standing opponents while rising.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A two-handed club also similar to Kyo Kusanagi's but this does not operate the same as his. While you cannot cross up with this, it does have a great hitbox for aerial defensive plays and as a chain ender.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A massive dropkick, Tamao's preferred jump in normal for damage and range.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--2
  |frameAdv=--2
  |description=  
  |description= A low scooping punch, causes knockdown by itself but is more useful as Tamao's OTG pickup button.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--9
  |frameAdv=--9
  |description=  
  |description= A hopping hip attack, it makes a funny noise when you hit your opponent but you'll never hear it because the range on it is offensively bad, it has the lower range than ever her smallest of pokes.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--39~0
  |frameAdv=--39~0
  |description= Tamao does her best Sasquatch impression by leaping through the air head first to conk the opponent with her noggin. This attack actually has a secondary hitbox if she misses, as she will slide forward on her face after she land, which is still part of the attack. Bless her heart, she's trying her best.
  |description= Tamao does her best Sasquatch impression by leaping through the air head first to conk the opponent with her noggin. This attack actually has a secondary hitbox if she misses, as she will slide forward on her face (still a mid) after she lands, which is still part of the attack. This face slide is special cancelable so if your opponent isn't ready for it you can immediately cash out into a EX or Lightning Crash  Bless her heart, she's trying her best.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--3
  |frameAdv=--3
  |description=  
  |description= A backfist strike, causes knockdown on hit.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--6
  |frameAdv=--6
  |description= With the power of a extra couple frames of concetration, Tamao is able to make her fireball travel a bit further.
  |description= With the power of a extra couple frames of concetration, Tamao is able to make her fireball travel a bit further but still not full screen.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--4
  |frameAdv=--4
  |description=  
  |description= Tamao spends her meter to deliver a single fireball that has maybe a pixel more range than her HP version. It deals decent enough damage but isn't particularly useful for the meter spent.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--4
  |frameAdv=--4
  |description= Almost exactly like Dan Hibiki's replacement tatsu, the LK version of Kusenkyaku is a snappy leaping kick that is mostly safe on block (a 0f super will catch it) and knocks down on hit. One of Tamao's better tools in terms of both effectiveness and safety.
  |description= Almost exactly like Dan Hibiki's replacement tatsu, the LK version of Kusenkyaku is a snappy leaping kick that is mostly safe on block (a 0f super will catch it) and knocks down on hit. One of Tamao's better tools in terms of both effectiveness and safety. Because this is so fast and recovers so quickly, she can whiff it in front of her opponent to set up a throw.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--16
  |frameAdv=--16
  |description= While no longer anywhere near as safe as the LK version, HK Kusenkyaku is a three hit series of kicks that works best as a combo confirm tool.
  |description= While no longer anywhere near as safe as the LK version, HK Kusenkyaku is a three hit series of kicks that works best as a combo confirm tool. You will get punished if this is blocked.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--21
  |frameAdv=--21
  |description=  
  |description= Her HK Kusenkyaku, but with one incredibly funny addition; the falling face slide from her Running HP. If this move hits normally the 3rd kick will knockdown and the face slide will whiff, but if the opponent isn't ready for the 4th hit (still a mid, so it's not a mixup) or if all the kicks whiff before the face slide hits (nearly impossible as you would have to do this at nearly full screen) the opponent is launched in the air for a combo. Absolutely hilarious, but it will almost never hit.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=-+4
  |frameAdv=-+4
  |description=  
  |description= A 2 bar super that does stupid damage, usually 45% percent. Tamao's best use of meter, as she gets great damage, can combo into it, hits fullscreen, is plus if blocked, and does crazy amounts of chip damage. Chipping out a low life opponent with this is a super relevant strategy.
  }}
  }}
}}
}}

Revision as of 19:12, 18 April 2022

no fighting skill, but she's got a winning attitude

Introduction

Tamao learned to fight by trying to copy Yuka really hard until it somehow started working. She's not sure how that works either, but you don't see her complaining.

Yuka but with all the good things shaved off.

Pros Cons
  • TBD
  • TBD
  • TBD
  • TBD
  • TBD
  • TBD



Movelist

st.Lp.png
AVG2 Tamao stLP.jpg
Damage Guard Startup Active Recovery FrameAdv
9 Mid 5 - - -+2

A quick uppercut, a solid enough jab and chains into most of her other normals.


st.Lk.png
AVG2 Tamao stLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 Mid 5 - - -+2

A low shin kick, looks like a standing low but is still mid. With primarily the same frame data and range as stLP, stLK may seem like a better option but it has no chain routes.


st.Hp.png
AVG2 Tamao stHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 3 - - --3

A particularly good lunging punch, with 3f startup and being only -3 on block you will get a lot of mileage out of this poke. It can chain into both stHK and crHK but will not combo, being more of a frame trap.


st.Hk.png
AVG2 Tamao stHK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Mid 10 - - --7

A beefy step-in high kick, great range and decent enough frame data. You will get more use from stHP but stHK does go a little further.


cr.Lp.png
AVG2 Tamao crLP.jpg
Damage Guard Startup Active Recovery FrameAdv
9 Mid 3 - - -+2

A snappy crouching jab. Can link into itself and stLP for a combo confirm.


cr.Lk.png
AVG2 Tamao crLK.jpg
Damage Guard Startup Active Recovery FrameAdv
14 Low 4 - - -0

A nearly MK11 Terminator-looking crouch kick. Can link into itself for...nothing.


cr.Hp.png
AVG2 Tamao crHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 6 - - --1

A stubbier poke than her standing ones, crHP is important because it can natively special cancel (unlike stHP which is only special cancelable out of chains). This becomes a important poking tool as not only can you crHP into specials for a combo, but a max range crHP into LK Kusenkyaku will whiff and set you up for a throw.


cr.Hk.png
AVG2 Tamao crHK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Low 5 - - --6

A quick shoto sweep, the frame data isn't bad on it but the range is atrocious. Causes knockdown.


j.Lp.png
AVG2 Tamao jLP.jpg
Damage Guard Startup Active Recovery FrameAdv
9 High 5 - - -

Standard jumping jab, angled downward.


j.Lk.png
AVG2 Tamao jLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 High 5 - - -

A flying knee similar to Kyo Kusanagi's, and much like his you can cross up with this. What is perhaps more important is that this will very easily look like it's going to cross up but stay on the same side. It is also able to hit standing opponents while rising.


j.Hp.png
AVG2 Tamao jHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 High 10 - - -

A two-handed club also similar to Kyo Kusanagi's but this does not operate the same as his. While you cannot cross up with this, it does have a great hitbox for aerial defensive plays and as a chain ender.


j.Hk.png
AVG2 Tamao jHK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 High 6 - - -

A massive dropkick, Tamao's preferred jump in normal for damage and range.


Command Moves

Df.png+Hp.png
AVG2 Tamao 3HP.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Low 10 - - --2

A low scooping punch, causes knockdown by itself but is more useful as Tamao's OTG pickup button.


F.png+Hk.png
AVG2 Tamao 6HK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Mid 15 - - --9

A hopping hip attack, it makes a funny noise when you hit your opponent but you'll never hear it because the range on it is offensively bad, it has the lower range than ever her smallest of pokes.


RunningHp.png
AVG2 Tamao 66HP.jpg
Damage Guard Startup Active Recovery FrameAdv
37 Mid 6 - - --39~0

Tamao does her best Sasquatch impression by leaping through the air head first to conk the opponent with her noggin. This attack actually has a secondary hitbox if she misses, as she will slide forward on her face (still a mid) after she lands, which is still part of the attack. This face slide is special cancelable so if your opponent isn't ready for it you can immediately cash out into a EX or Lightning Crash Bless her heart, she's trying her best.


B.png+Hp.png
AVG2 Tamao 4HP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 14 - - --3

A backfist strike, causes knockdown on hit.


Target Combos
st.LP > (st.LK) > (st.HP > st.HK)/(st.HK > st.HP)
st.HP > st.HK
cr.HP > cr.HK

j.LP/j.LK > j.HP/j.HK

Guard Cancels
LP:
LK:
HP:
HK:

Special Moves

Kikoudan
AVG2 Tamao Kikoudan.jpg
Qcf.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 26 Mid 15 - - --6

Tamao's attempt at Yuka's fireball, tragically she cannot make it powerful enough to travel the entire distance of the screen. Thankfully this is not a Dan Hibiki-level fireball, so it does go far enough to actually be useful, it just wont zone from full screen.

Hp.png 28 Mid -17 - --6

With the power of a extra couple frames of concetration, Tamao is able to make her fireball travel a bit further but still not full screen.

Lp.pngHp.png 28 (3x) Mid 1 - - --4

Tamao spends her meter to deliver a single fireball that has maybe a pixel more range than her HP version. It deals decent enough damage but isn't particularly useful for the meter spent.


Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 24 Mid 5 - - --42
Hp.png 22, 18 (3x) Mid 5 - - --43
Lp.png + Hp.png 34, 18 (4x) Mid 0 - - --53
Dp.pngB.png + Lp.pngHp.png - Mid - - -

Kusenkyaku
AVG2 Tamao Kusenkyaku.jpg
Qcb.png + K.png
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png 28 Mid 10 - - --4

Almost exactly like Dan Hibiki's replacement tatsu, the LK version of Kusenkyaku is a snappy leaping kick that is mostly safe on block (a 0f super will catch it) and knocks down on hit. One of Tamao's better tools in terms of both effectiveness and safety. Because this is so fast and recovers so quickly, she can whiff it in front of her opponent to set up a throw.

Hk.png 25 (3x) Mid 10 - - --16

While no longer anywhere near as safe as the LK version, HK Kusenkyaku is a three hit series of kicks that works best as a combo confirm tool. You will get punished if this is blocked.

Lk.pngHk.png 30 (4x) Mid 9 - - --21

Her HK Kusenkyaku, but with one incredibly funny addition; the falling face slide from her Running HP. If this move hits normally the 3rd kick will knockdown and the face slide will whiff, but if the opponent isn't ready for the 4th hit (still a mid, so it's not a mixup) or if all the kicks whiff before the face slide hits (nearly impossible as you would have to do this at nearly full screen) the opponent is launched in the air for a combo. Absolutely hilarious, but it will almost never hit.

Hcb.png + Lk.pngHk.png - Mid - - -

Pokopoko Midare Uchi
AVG2 Tamao Pokopoko Midare Uchi.jpg
Hcb.png + Hp.png
Damage Guard Startup Active Recovery FrameAdv
- N/A - - -

Tamao's command grab, she mounts the opponent's shoulders and starts raining down fists on their head. A very helpful addition to her kit, especially since her command grab has no whiff animation and she has no overlapping special that will come out if it misses.


Super Moves

Lightning Crash
AVG2 Tamao Lightning Crash.jpg
F.pngHcf.png + P.png
Damage Guard Startup Active Recovery FrameAdv
18 (20x) Mid - - -+4

A 2 bar super that does stupid damage, usually 45% percent. Tamao's best use of meter, as she gets great damage, can combo into it, hits fullscreen, is plus if blocked, and does crazy amounts of chip damage. Chipping out a low life opponent with this is a super relevant strategy.


Combos

Basic Combos

Misc. Combo

Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda