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

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[[File:avg2_tamao.jpg|right|no fighting skill, but she's got a winning attitude]]
{{AVG2 Character Intro|char=tamao|short=tam|content=


= Introduction =
== 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.''
''Tamao learned to fight by watching Yuka on TV until she could throw lasers out of her hands. She's not sure how that works either, but you don't see her complaining.''


Yuka but with all the good things shaved off. Tamao sadly is the Dan Hibiki to Yuka's Ryu, while not specifically slotted as a joke character or even the worse character in the game she noticeably has issues compared to Yuka, let alone the rest of the cast. She still works as some of her buttons are respectable and LK Kusenkyaku is a very good tool, but with a lack of good chains and combos she will need to work harder to perform. That said, if you want a more traditional, but weakened, shoto that has some funky tools like a laser beam and command grab, Tamao can still be played.
Filling the role of plucky admirer-turned-copycat-fighter, Tamao is the Shingo Yabuki to Yuka's Kyo Kusanagi -- but regrettably, with no critical hits. Tamao shares the general shoto design of Yuka, but more offensively oriented. She boasts some respectable buttons, some fun tricks thanks to {{Tooltip|text=LK Kusenkyaku|hovertext=214LK}} and {{Tooltip|text=Lightning Crash|hovertext=641236P}}, and some shockingly extensive combo game. Tamao's offensive strength may be powerful, but she tends to have a much larger execution barrier than the rest of the cast, with a reliance on quite a few links, including multiple 1f links, use of negative edge, and lengthly, precise combos which have tons of character specifics that you must memorize. Her defensive game is no joke either, with access to Moonwalking, she can retreat at full speeds and anti-air on reaction with ease. Additionally, if Tamao gains a decently sizable health lead, she can completely steal rounds using Zam Scam. If you like explosive hit-and-run characters and timer scams, Tamao is for you.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro =  
| intro = [[File:avg2 tamao mini.png|20px]] '''Tamao''' is a hit-and-run shoto who can back up her bag of tricks with solid metered options and explosive combos.
| pros =
| pros =
* Simple shoto styled gameplan
* '''Explosive Damage Output:''' Thanks to her impressive combo game, as well as her consistent metered options, Tamao can deal massive, and consistent damage. This is also helped by her quick meter building and powerful super routes.
* LK Kusenkyaku is a great pressure tool that can whiff into throw mixups
* '''Solid Metered Options:''' Tamao can put her meter to good use, thanks to tools like the 0F reversal/juggle starter {{Tooltip|text=EX Soryugeki|hovertext=623PP}}, the consistent OTG and loop starter {{Tooltip|text=EX Kikoudan|hovertext=236PP}}, and the shockingly powerful {{Tooltip|text=Lightning Crash|hovertext=641236P}}, giving her plenty of opportunities to back up her gameplan.
* Lighting Crash is a great super that can easily chip kill the opponent
* '''Movement:''' Tamao has a run instead of a dash, unlike the rest of the cast. This applies to her backdash, and even her tech, which causes some unique bugs that skyrocket her up the tier list if used correctly. {{Tooltip|text=Moonwalking|hovertext=Mashing foward while backdashing}} gives her the best movement in the game, and can be canceled into specials or supers.
*'''Zam Scam:''' Caused by the same programming error that allows Moonwalking, Tamao can ground-tech infinitely by mashing run in the direction of the opponent during a tech. This makes her invincible and allows her to steal entire rounds with a health lead, giving her a true win condition.
| cons =
| cons =
* Middling normals and lack of good ground chains
* '''Janky Hitboxes:''' Most of Tamao's most powerful and important buttons like 5LP, 5HP, and even some specials like 214LK that are cornerstones of her offense can whiff in certain match-ups. Ayako, Satomi, & Tamao herself are all very prone to causing whiffed buttons, so be careful.
* Significantly worse fireball and DP compared to Yuka
* '''Reversals:''' While 623PP seems strong on paper, it causes a lot of forward movement. Helpful for combos, but causes her to lose a lot of reversal situations that other characters like Yuka wouldn't. Expect to be jumped over often when using it.
* Not particularly good damage
* '''Weak Fullscreen Presence:''' Tamao lacks much in the way of fullscreen presence, which forces her to either wait for the opponent to approach, or to approach herself. This hurts her match-ups against more defensive characters, namely Satomi & Ayako. Thankfully this is helped by Moonwalking and Zam Scam which incentivize opponents to be aggressive.
}}
}}


= Movelist =
== Stats ==
{{MoveData
{{AVG2 Character Data
|image=AVG2_Tamao_stLP.jpg
| atk=C
|caption=
| def=D
|name=st.{{Icon-Capcom|LP}}
| djump=Yes
|data=
| dbrake=Yes
{{AttackData-AVG2
| bd=11~33F (None)
|damage=9
| wkup=12F
|guard= Mid
|startup= 5
|active=-
|recovery=-
|frameAdv=-+2
|description= A quick uppercut, a solid enough jab and chains into most of her other normals.
}}
}}
}}
----
{{MoveData
|image=AVG2_Tamao_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=13
|guard= Mid
|startup= 5
|active=-
|recovery=-
|frameAdv=-+2
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_stHP.jpg
|caption=
|name=st.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= Mid
|startup=3
|active=-
|recovery=-
|frameAdv=--3
|description= 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.  Be aware, however, that this will whiff on Tamao, Satomi, and Saki if they are crouching.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_stHK.jpg
|caption=
|name=st.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= Mid
|startup= 10
|active=-
|recovery=-
|frameAdv=--7
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_crLP.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=9
|guard= Mid
|startup= 3
|active=-
|recovery=-
|frameAdv=-+2
|description= A snappy crouching jab. Can link into itself and stLP for a combo confirm.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=14
|guard= Low
|startup= 4
|active=-
|recovery=-
|frameAdv=-0
|description= A nearly MK11 Terminator-looking crouch kick. Can link into itself for...nothing.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_crHP.jpg
|caption=
|name=cr.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= Mid
|startup= 6
|active=-
|recovery=-
|frameAdv=--1
|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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= Low
|startup= 5
|active=-
|recovery=-
|frameAdv=--6
|description= A quick shoto sweep, the frame data isn't bad on it but the range is atrocious. Causes knockdown.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_jLP.jpg
|caption=
|name=j.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=9
|guard=High
|startup= 5
|active=-
|recovery=-
|frameAdv=-
|description= Standard jumping jab, angled downward.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_jLK.jpg
|caption=
|name=j.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=13
|guard= High
|startup= 5
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_jHP.jpg
|caption=
|name=j.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= High
|startup= 10
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_jHK.jpg
|caption=
|name=j.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= A massive dropkick, Tamao's preferred jump in normal for damage and range.
}}
}}
----
'''Command Moves'''<br>
{{MoveData
|image=AVG2_Tamao_3HP.jpg
|caption=
|name={{Motion|3}}+{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=32
|guard= Low
|startup= 10
|active=-
|recovery=-
|frameAdv=--2
|description= A low scooping punch, causes knockdown by itself but is more useful as Tamao's OTG pickup button.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_6HK.jpg
|caption=
|name={{Motion|6}}+{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= Mid
|startup= 15
|active=-
|recovery=-
|frameAdv=--9
|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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_66HP.jpg
|caption=
|name=Running{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=37
|guard= Mid
|startup= 6
|active=-
|recovery=-
|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 (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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_4HP.jpg
|caption=
|name={{Motion|4}}+{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= Mid
|startup= 14
|active=-
|recovery=-
|frameAdv=--3
|description= A backfist strike, causes knockdown on hit.
}}
}}
----
'''Target Combos'''<br>
st.LP > (st.LK) > (st.HP > st.HK)/(st.HK > st.HP)<br>
st.HP > st.HK<br>
cr.HP > cr.HK
j.LP/j.LK > j.HP/j.HK
'''Guard Cancels'''<br>
LP: stHP <br>
LK: stHK <br>
HP: LP Kikoudan <br>
HK: LP Soryugeki <br>
Because LP Soryugeki lacks any invincibility, her best option is going to be LP Guard Cancel. StHP having 3f startup is her fastest response of the bunch, but do be aware that it can whiff on some crouchers so use LK GC if trying to Guard Cancel out of those character's low pressure.


== Special Moves ==
== Color Options ==
{{MoveData
{{ColorGallery | filePrefix=AVG2_Tamao_Color_| imageWidths=187| colors=
|image=AVG2_Tamao_Kikoudan.jpg
  {{ColorGallery/Color|Circletext=Circle (Default) }}
|caption= {{Motion|236}} + {{Icon-Capcom|P}}
  {{ColorGallery/Color|Triangletext=Triangle }}
|name=Kikoudan
  {{ColorGallery/Color|Squaretext=Square }}
|data=
  {{ColorGallery/Color|R1text=R1 }}
  {{AttackData-AVG2
  {{ColorGallery/Color|R2text=R2 }}
|version={{Icon-Capcom|LP}}
  {{ColorGallery/Color|Starttext=Start (Hidden) }}
|damage=26
|guard= Mid
|startup= 15
|active=-
|recovery=-
|frameAdv=--6
|description= 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.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=28
|guard= Mid
|startup=
|active=-17
|recovery=-
|frameAdv=--6
|description= With the power of a extra couple frames of concentration, Tamao is able to make her fireball travel a bit further but still not full screen.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}}{{Icon-Capcom|HP}}
  |damage=28 (3x)
|guard= Mid
|startup= 1
|active=-
|recovery=-
|frameAdv=--4
|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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_Soryugeki.jpg
|caption= {{Motion|623}} + {{Icon-Capcom|P}}
|name=Soryugeki
|data=
  {{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=24
|guard= Mid
|startup= 5
|active=-
  |recovery=-
|frameAdv=--42
|description= A standard Shoryuken anti-air, but Tamao tragically did not learn from Yuka that these things need to have invincibility frames. The best she gets is that she crouches low before rising with a strike, allowing her to sometimes shrink enough to not get hit before being active.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=22, 18 (3x)
|guard= Mid
|startup= 5
|active=-
|recovery=-
|frameAdv=--43
  |description= Tamao's better DP, it has legitimately stupid amounts of horizontal range (more range than her LK Kusenkyaku), meaning that this is a great combo ender from ranges you would never expect a DP to hit from. The airborne animation has her pumpping out multiple punches, but this is purely visual, if using this as an anti-air it will still only hit airborne opponents once.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=34, 18 (4x)
|guard= Mid
|startup= 0
|active=-
|recovery=-
|frameAdv=--53
|description= It may not have any invincibility still, but at least that meter is being well spent on a 0f unblockable.
  }}
}}
----
{{MoveData
|image=AVG2_Tamao_Kusenkyaku.jpg
|caption= {{Motion|214}} + {{Icon-Capcom|K}}
|name=Kusenkyaku
|data=
  {{AttackData-AVG2
|version={{Icon-Capcom|LK}}
|damage=28
|guard= Mid
|startup= 10
|active=-
  |recovery=-
|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. 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
|header=no
|version={{Icon-Capcom|HK}}
|damage=25 (3x)
|guard= Mid
|startup= 10
|active=-
|recovery=-
|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. You will get punished if this is blocked.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LK}}{{Icon-Capcom|HK}}
|damage=30 (4x)
|guard= Mid
|startup= 9
|active=-
  |recovery=-
|frameAdv=--21
|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.
}}
}}
----
{{MoveData
|image=AVG2_Tamao_Pokopoko_Midare_Uchi.jpg
|caption={{Motion|63214}} + {{Icon-Capcom|HP}}
|name=Pokopoko Midare Uchi
|data=
{{AttackData-AVG2
|damage=-
|guard=N/A
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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 ==
{{MoveData
|image=AVG2_Tamao_Lightning_Crash.jpg
|caption={{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|P}}
|name=Lightning Crash
|data=
{{AttackData-AVG2
|damage=18 (20x)
|guard=Mid
|startup=
|active=-
|recovery=-
|frameAdv=-+4
|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.
}}
}}
}}
----
= Combos =
'''Basic Combos'''<br>
'''Misc. Combo'''<br>


{{Navbox-AVG2}}
{{Navbox-AVG2}}
[[Category:Advanced V.G. 2]]
[[Category:Advanced V.G. 2]]

Latest revision as of 19:18, 27 January 2025

Introduction

Tamao learned to fight by watching Yuka on TV until she could throw lasers out of her hands. She's not sure how that works either, but you don't see her complaining.

Filling the role of plucky admirer-turned-copycat-fighter, Tamao is the Shingo Yabuki to Yuka's Kyo Kusanagi -- but regrettably, with no critical hits. Tamao shares the general shoto design of Yuka, but more offensively oriented. She boasts some respectable buttons, some fun tricks thanks to LK Kusenkyaku and Lightning Crash, and some shockingly extensive combo game. Tamao's offensive strength may be powerful, but she tends to have a much larger execution barrier than the rest of the cast, with a reliance on quite a few links, including multiple 1f links, use of negative edge, and lengthly, precise combos which have tons of character specifics that you must memorize. Her defensive game is no joke either, with access to Moonwalking, she can retreat at full speeds and anti-air on reaction with ease. Additionally, if Tamao gains a decently sizable health lead, she can completely steal rounds using Zam Scam. If you like explosive hit-and-run characters and timer scams, Tamao is for you.

Avg2 tamao mini.png Tamao is a hit-and-run shoto who can back up her bag of tricks with solid metered options and explosive combos.
Pros Cons
  • Explosive Damage Output: Thanks to her impressive combo game, as well as her consistent metered options, Tamao can deal massive, and consistent damage. This is also helped by her quick meter building and powerful super routes.
  • Solid Metered Options: Tamao can put her meter to good use, thanks to tools like the 0F reversal/juggle starter EX Soryugeki, the consistent OTG and loop starter EX Kikoudan, and the shockingly powerful Lightning Crash, giving her plenty of opportunities to back up her gameplan.
  • Movement: Tamao has a run instead of a dash, unlike the rest of the cast. This applies to her backdash, and even her tech, which causes some unique bugs that skyrocket her up the tier list if used correctly. Moonwalking gives her the best movement in the game, and can be canceled into specials or supers.
  • Zam Scam: Caused by the same programming error that allows Moonwalking, Tamao can ground-tech infinitely by mashing run in the direction of the opponent during a tech. This makes her invincible and allows her to steal entire rounds with a health lead, giving her a true win condition.
  • Janky Hitboxes: Most of Tamao's most powerful and important buttons like 5LP, 5HP, and even some specials like 214LK that are cornerstones of her offense can whiff in certain match-ups. Ayako, Satomi, & Tamao herself are all very prone to causing whiffed buttons, so be careful.
  • Reversals: While 623PP seems strong on paper, it causes a lot of forward movement. Helpful for combos, but causes her to lose a lot of reversal situations that other characters like Yuka wouldn't. Expect to be jumped over often when using it.
  • Weak Fullscreen Presence: Tamao lacks much in the way of fullscreen presence, which forces her to either wait for the opponent to approach, or to approach herself. This hurts her match-ups against more defensive characters, namely Satomi & Ayako. Thankfully this is helped by Moonwalking and Zam Scam which incentivize opponents to be aggressive.



Stats

Attack Defense Dash Jump Dash Brake Backdash Wakeup Speed
C D Yes Yes 11~33F (None) 12F

Color Options

Circle (Default)
Triangle
Square
R1
R2
Start (Hidden)
Avg2 tamao.jpg


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