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== Combos == | == Combos == | ||
Tamao's combos revolve mainly around confirms into HK Kusenkyaku (214HK), as it provides the most corner carry, and the best oki. In many cases, however, she will want to replace HK Kusenkyaku with HP Soryugeki (623HP), especially with meter. In terms of metered options, she can either combo straight into Lightning Crash (641236P) to cash out damage, or go for EX Soryugeki (623PP) loops, which can also be started using EX Kikodan (236PP) in the corner. | Tamao's combos revolve mainly around confirms into HK Kusenkyaku (214HK), as it provides the most corner carry, and the best oki. In many cases, however, she will want to replace HK Kusenkyaku with HP Soryugeki (623HP), especially with meter. In terms of metered options, she can either combo straight into Lightning Crash (641236P) to cash out damage, or go for EX Soryugeki (623PP) loops, which can also be started using EX Kikodan (236PP) in the corner. <br> | ||
<br> | |||
=== Basic Combos === | === Basic Combos === | ||
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Negative edge confirm, can also be inputted as 6[PP] xx 23]PP[ to confirm immediately into super & loops. Also works off raw 5HP, which doesn't suffer from distance issues like this confirm does. | Negative edge confirm, can also be inputted as 6[PP] xx 23]PP[ to confirm immediately into super & loops. Also works off raw 5HP, which doesn't suffer from distance issues like this confirm does. | ||
HP version works on Yuka (Crouching), Tamao (Crouching), Satomi, Manami (Corner or Crouching), Chiho, Kyoko (Crouching), Saki (Corner or Crouching), Jun, Ayako (Corner or Crouching), Elirin (Corner or Crouching), Kaori (Corner or Crouching), Reimi (Crouching) | * HP version works on Yuka (Crouching), Tamao (Crouching), Satomi, Manami (Corner or Crouching), Chiho, Kyoko (Crouching), Saki (Corner or Crouching), Jun, Ayako (Corner or Crouching), Elirin (Corner or Crouching), Kaori (Corner or Crouching), Reimi (Crouching) | ||
PP version works on Yuka (Corner or Crouching), Tamao (Standing), Satomi, Manami, Chiho, Kyoko (Standing), Saki (Corner or Crouching), Jun, Ayako, Elirin, Kaori, Reimi (Corner or Crouching) | * PP version works on Yuka (Corner or Crouching), Tamao (Standing), Satomi, Manami, Chiho, Kyoko (Standing), Saki (Corner or Crouching), Jun, Ayako, Elirin, Kaori, Reimi (Corner or Crouching) | ||
{|class="wikitable" | {|class="wikitable" | ||
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|j.LK>j.HK 5LP>5HP xx 236HP xx 236PP 641236P | |j.LK>j.HK 5LP>5HP xx 236HP xx 236PP 641236P | ||
|- | |- | ||
|j.LK>j.HK 5LP>5HP xx 623HP(1-3) xx {623PP 623HP(1-3)}x1-3 623HP | |j.LK>j.HK 5LP>5HP xx 623HP(1-3) xx {623PP 623HP(1-3)}x1-3 623HP/6234P | ||
|- | |- | ||
|j.LK>j.HK 5LP>5HP xx 623HP(1-2) xx 236PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP | |j.LK>j.HK 5LP>5HP xx 623HP(1-2) xx 236PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P | ||
|} | |} | ||
Jump-in combos with metered ender options. With no meter just end in 623HP, otg.3HP xx 214HK. For the Soryugeki combos you have to cancel HP Soryugeki into EX Soryugeki on specific hits depending on which character you're hitting, and whether or not they're crouching, from there you can link as many HP Soryugeki into EX Soryugekis as you have meter for and link a final HP Soryugeki to end it. You can also end in 214HK against certain characters as well, see "[[Advanced_V.G._2/Tamao/Resources|Resources]]" for specifics. | Jump-in combos with metered ender options. With no meter just end in 623HP, otg.3HP xx 214HK. For the Soryugeki combos you have to cancel HP Soryugeki into EX Soryugeki on specific hits depending on which character you're hitting, and whether or not they're crouching, from there you can link as many HP Soryugeki into EX Soryugekis as you have meter for and link a final HP Soryugeki to end it. If you have no meter remaining, it's optimal to go for the free alternate super DP. | ||
<br> You can also end in 214HK against certain characters as well, see "[[Advanced_V.G._2/Tamao/Resources|Resources]]" for specifics. | |||
623HP(1 or 2), 623PP works on Yuka, Satomi, Manami (623HP(1) crouching only), Chiho, Saki, Jun, Ayako, Elirin, Kaori, & Reimi. | * 623HP(1 or 2), 623PP works on Yuka, Satomi, Manami (623HP(1) crouching only), Chiho, Saki, Jun, Ayako, Elirin, Kaori, & Reimi. | ||
623HP(3), 623PP works on Tamao, Manami, Chiho, Ayako, & Reimi. | * 623HP(3), 623PP works on Tamao, Manami, Chiho, Ayako, & Reimi. | ||
Last combo is corner only, skip the 236HP on the second combo in midscreen. | Last combo is corner only, skip the 236HP on the second combo in midscreen. | ||
{|class="wikitable" | |||
|j.LK>j.HK 5LP 641236P 623HP(1-3) 623PP 623LP | |||
|} | |||
Beam immediately removes juggle property unless used at point-blank range, as such this combo is corner only. | |||
{|class="wikitable" | {|class="wikitable" | ||
|j.LK>j.HK 5LP>5LK xx 236HP 214KK | |j.LK>j.HK 5LP>5LK xx 236HP 214KK | ||
|- | |- | ||
|j.LK>j.HK 5LP>5LK xx 236HP 623PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP | |j.LK>j.HK 5LP>5LK xx 236HP 623PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P | ||
|- | |- | ||
|j.LK>j.HK 5LP>5LK xx 236HP xx 236PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP | |j.LK>j.HK 5LP>5LK xx 236HP xx 236PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P | ||
|} | |} | ||
236HP pressure confirm, first two routes are 1f links. All are corner only. | 236HP pressure confirm, first two routes are 1f links. All are corner only. | ||
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{|class="wikitable" | {|class="wikitable" | ||
|214KK (Whiff x3) 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP | |214KK (Whiff x3) 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P | ||
|} | |} | ||
The last two hits of 214KK launch in the corner, starts loops. | The last two hits of 214KK launch in the corner, starts loops. <br> | ||
<br> | |||
=== OTG Routes === | === OTG Routes === | ||
OTG starters: | OTG starters: | ||
2HK | 2HK <br> | ||
3HP <br> | |||
3HP | 4HP <br> | ||
623HP <br> | |||
4HP | 214HK (Corner) <br> | ||
214LK <br> | |||
623HP | 6[HP], 23]HP[ <br> | ||
236PP <br> | |||
214HK (Corner) | 214KK (Last Two Hits, Corner) <br> | ||
Grab <br> | |||
214LK | 63214P (Corner) <br> | ||
63214P-[HP] (Corner) <br> | |||
6[HP], 23]HP[ | 63124P-[HK] (Corner) <br> | ||
236PP | |||
214KK (Last Two Hits, Corner) | |||
Grab | |||
63214P (Corner) | |||
63214P-[HP] (Corner) | |||
63124P-[HK] (Corner) | |||
{|class="wikitable" | {|class="wikitable" | ||
|otg.3HP xx 214HK | |otg.3HP xx 214HK | ||
|- | |- | ||
|otg.3HP xx 623HP(1-3) xx {623PP xx 623HP(1-3)}x1-3 xx 623HP | |otg.3HP xx 623HP(1-3) xx {623PP xx 623HP(1-3)}x1-3 xx 623HP/6234P | ||
|} | |} | ||
Basic OTG extensions, both for normal and metered routes. Note that otg.3HP xx 623PP works on most of the cast while otg.3HP xx 623HP(1), 623PP usually doesn't. 623HP(2) and (3) are safest, see "[[Advanced_V.G._2/Tamao/Resources|Resources]]" for specifics. By ending a combo with 623HP, Tamao can use either of these otg routes anywhere on the screen. | Basic OTG extensions, both for normal and metered routes. Note that otg.3HP xx 623PP works on most of the cast while otg.3HP xx 623HP(1), 623PP usually doesn't. <br> | ||
623HP(2) and (3) are safest, see "[[Advanced_V.G._2/Tamao/Resources|Resources]]" for specifics. <br> | |||
By ending a combo with 623HP, Tamao can use either of these otg routes anywhere on the screen. Normal Grab can also be otg'd in midscreen by inputting 664 otg.3HP. | |||
{|class="wikitable" | {|class="wikitable" | ||
|otg.3HP 5LP>5HK>5HP xx 236HP 623HP(1-3) xx {623PP 623HP(1-3)}x1- | |otg.3HP xx 236HP 623HP(1-3) xx {623PP xx 623HP(1-3)}x1-3 xx 623HP/6234P | ||
|- | |||
|otg.3HP 5LP>5HK>5HP xx 236HP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P | |||
|} | |} | ||
Corner OTG routes, first route is for non-metered starters. <br> | |||
For the 236HP to hit and make the following link work, start the OTG from further away, '''do not walk up very close to the opponent'''. <br> | |||
Make sure to slightly delay the 623HP for more hits. 236HP can be skipped, and must be skipped if your starter is unmetered, three 623PP loops will not work with this route. <br> | |||
<br> | |||
=== Anti-Air Combos === | === Anti-Air Combos === | ||
{|class="wikitable" | {|class="wikitable" | ||
|5LP 5LP xx 623HP(1-3) {623PP 623HP(1-3)}x1-3 623HP | |5LP 5LP xx 623HP(1-3) {623PP 623HP(1-3)}x1-3 623HP/6234P | ||
|} | |} | ||
With 5LP being Tamao's best normal anti-air, this is your basic combo for anti-air 5LP. If you get a walk between the two 5LPs, you can do 5LP, 5LP>5HP xx 623HP instead. If you feel like you are sick with it. | With 5LP being Tamao's best normal anti-air, this is your basic combo for anti-air 5LP. <br> | ||
If you get a walk between the two 5LPs, you can do 5LP, 5LP>5HP xx 623HP instead. If you feel like you are sick with it. | |||
{|class="wikitable" | {|class="wikitable" | ||
|jLK>jHK 623HP(1-3) {623PP 623HP(1-3)}x1-3 623HP | |jLK>jHK 623HP(1-3) {623PP 623HP(1-3)}x1-3 623HP/6234P | ||
|} | |} | ||
Basic combo for air-to-air exchanges. | Basic combo for air-to-air exchanges.<br> | ||
<br> | |||
{{Navbox-AVG2}} | {{Navbox-AVG2}} | ||
[[Category:Advanced V.G. 2]] | [[Category:Advanced V.G. 2]] |
Latest revision as of 16:41, 29 January 2025
Combos
Tamao's combos revolve mainly around confirms into HK Kusenkyaku (214HK), as it provides the most corner carry, and the best oki. In many cases, however, she will want to replace HK Kusenkyaku with HP Soryugeki (623HP), especially with meter. In terms of metered options, she can either combo straight into Lightning Crash (641236P) to cash out damage, or go for EX Soryugeki (623PP) loops, which can also be started using EX Kikodan (236PP) in the corner.
Basic Combos
5LP>5LK>5HK xx 214HK |
Basic grounded confirm into HK Kusenkyaku. In the corner you can get a 3HP OTG follow up, though be wary of the timing if your opponent decides to tech.
2LK 2LP 2HP xx 214HK |
Confirm from your low starter, but watch out as all of these normals are tight links.
2LK 2LP 6[HP] xx 23]HP[, otg.3HP xx |
Negative edge confirm, can also be inputted as 6[PP] xx 23]PP[ to confirm immediately into super & loops. Also works off raw 5HP, which doesn't suffer from distance issues like this confirm does.
- HP version works on Yuka (Crouching), Tamao (Crouching), Satomi, Manami (Corner or Crouching), Chiho, Kyoko (Crouching), Saki (Corner or Crouching), Jun, Ayako (Corner or Crouching), Elirin (Corner or Crouching), Kaori (Corner or Crouching), Reimi (Crouching)
- PP version works on Yuka (Corner or Crouching), Tamao (Standing), Satomi, Manami, Chiho, Kyoko (Standing), Saki (Corner or Crouching), Jun, Ayako, Elirin, Kaori, Reimi (Corner or Crouching)
2LK 2LP 5LP>5HP xx 623HP, otg.3HP xx |
The easier version of the negative edge route, but more restrictive in terms of distance and character. See "Resources" for specifics.
j.LK>j.HK 5LP>5HP xx 623HP(1-2) xx 641236P |
j.LK>j.HK 5LP>5HP xx 236HP xx 236PP 641236P |
j.LK>j.HK 5LP>5HP xx 623HP(1-3) xx {623PP 623HP(1-3)}x1-3 623HP/6234P |
j.LK>j.HK 5LP>5HP xx 623HP(1-2) xx 236PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P |
Jump-in combos with metered ender options. With no meter just end in 623HP, otg.3HP xx 214HK. For the Soryugeki combos you have to cancel HP Soryugeki into EX Soryugeki on specific hits depending on which character you're hitting, and whether or not they're crouching, from there you can link as many HP Soryugeki into EX Soryugekis as you have meter for and link a final HP Soryugeki to end it. If you have no meter remaining, it's optimal to go for the free alternate super DP.
You can also end in 214HK against certain characters as well, see "Resources" for specifics.
- 623HP(1 or 2), 623PP works on Yuka, Satomi, Manami (623HP(1) crouching only), Chiho, Saki, Jun, Ayako, Elirin, Kaori, & Reimi.
- 623HP(3), 623PP works on Tamao, Manami, Chiho, Ayako, & Reimi.
Last combo is corner only, skip the 236HP on the second combo in midscreen.
j.LK>j.HK 5LP 641236P 623HP(1-3) 623PP 623LP |
Beam immediately removes juggle property unless used at point-blank range, as such this combo is corner only.
j.LK>j.HK 5LP>5LK xx 236HP 214KK |
j.LK>j.HK 5LP>5LK xx 236HP 623PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P |
j.LK>j.HK 5LP>5LK xx 236HP xx 236PP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P |
236HP pressure confirm, first two routes are 1f links. All are corner only.
2LP 2LP xx 623HP(1-2) xx 641236P |
When you absolutely positively need to spend that Lightning Crash meter. Can also be done with 2LK starter, or off of negative edge 5HP, 623HP(2) on certain characters.
214KK (Whiff x3) 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P |
The last two hits of 214KK launch in the corner, starts loops.
OTG Routes
OTG starters:
2HK
3HP
4HP
623HP
214HK (Corner)
214LK
6[HP], 23]HP[
236PP
214KK (Last Two Hits, Corner)
Grab
63214P (Corner)
63214P-[HP] (Corner)
63124P-[HK] (Corner)
otg.3HP xx 214HK |
otg.3HP xx 623HP(1-3) xx {623PP xx 623HP(1-3)}x1-3 xx 623HP/6234P |
Basic OTG extensions, both for normal and metered routes. Note that otg.3HP xx 623PP works on most of the cast while otg.3HP xx 623HP(1), 623PP usually doesn't.
623HP(2) and (3) are safest, see "Resources" for specifics.
By ending a combo with 623HP, Tamao can use either of these otg routes anywhere on the screen. Normal Grab can also be otg'd in midscreen by inputting 664 otg.3HP.
otg.3HP xx 236HP 623HP(1-3) xx {623PP xx 623HP(1-3)}x1-3 xx 623HP/6234P |
otg.3HP 5LP>5HK>5HP xx 236HP 623HP(1-3) xx {623PP 623HP(1-3)}x1-2 623HP/6234P |
Corner OTG routes, first route is for non-metered starters.
For the 236HP to hit and make the following link work, start the OTG from further away, do not walk up very close to the opponent.
Make sure to slightly delay the 623HP for more hits. 236HP can be skipped, and must be skipped if your starter is unmetered, three 623PP loops will not work with this route.
Anti-Air Combos
5LP 5LP xx 623HP(1-3) {623PP 623HP(1-3)}x1-3 623HP/6234P |
With 5LP being Tamao's best normal anti-air, this is your basic combo for anti-air 5LP.
If you get a walk between the two 5LPs, you can do 5LP, 5LP>5HP xx 623HP instead. If you feel like you are sick with it.
jLK>jHK 623HP(1-3) {623PP 623HP(1-3)}x1-3 623HP/6234P |
Basic combo for air-to-air exchanges.