Line 95: | Line 95: | ||
|recovery=- | |recovery=- | ||
|frameAdv=-+2 | |frameAdv=-+2 | ||
|description= | |description= A snappy crouching jab. Can link into itself and stLP for a combo confirm. | ||
}} | }} | ||
}} | }} | ||
Line 111: | Line 111: | ||
|recovery=- | |recovery=- | ||
|frameAdv=-0 | |frameAdv=-0 | ||
|description= | |description= A nearly MK11 Terminator-looking crouch kick. Can link into itself for...nothing. | ||
}} | }} | ||
}} | }} | ||
Line 127: | Line 127: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 143: | Line 143: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 159: | Line 159: | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Standard jumping jab, angled downward. | ||
}} | }} | ||
}} | }} | ||
Line 175: | Line 175: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 191: | Line 191: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 207: | Line 207: | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= A massive dropkick, Tamao's preferred jump in normal for damage and range. | ||
}} | }} | ||
}} | }} | ||
Line 224: | Line 224: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 240: | Line 240: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 256: | Line 256: | ||
|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 | |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. | ||
}} | }} | ||
}} | }} | ||
Line 272: | Line 272: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--3 | |frameAdv=--3 | ||
|description= | |description= A backfist strike, causes knockdown on hit. | ||
}} | }} | ||
}} | }} | ||
Line 314: | Line 314: | ||
|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 | ||
Line 325: | Line 325: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 392: | Line 392: | ||
|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 | ||
Line 403: | Line 403: | ||
|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 | ||
Line 414: | Line 414: | ||
|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 | ||
Line 459: | Line 459: | ||
|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
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 |
|
|
Movelist
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. |
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. |
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. |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | Mid | 3 | - | - | -+2 |
A snappy crouching jab. Can link into itself and stLP for a combo confirm. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
14 | Low | 4 | - | - | -0 |
A nearly MK11 Terminator-looking crouch kick. Can link into itself for...nothing. |
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. |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | High | 5 | - | - | - |
Standard jumping jab, angled downward. |
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. |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | High | 6 | - | - | - |
A massive dropkick, Tamao's preferred jump in normal for damage and range. |
Command Moves
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. |
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. |
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. |
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
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
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