(9 intermediate revisions by 2 users not shown) | |||
Line 4: | Line 4: | ||
|image=AVG2_Tamao_stLP.jpg | |image=AVG2_Tamao_stLP.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Icon-Capcom|LP}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 23: | Line 23: | ||
|image=AVG2_Tamao_stLK.jpg | |image=AVG2_Tamao_stLK.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Icon-Capcom|LK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 39: | Line 39: | ||
|image=AVG2_Tamao_stHP.jpg | |image=AVG2_Tamao_stHP.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Icon-Capcom|HP}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 48: | Line 48: | ||
|recovery=- | |recovery=- | ||
|frameAdv= -3 | |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. <br> | |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. This does have a special cancel window on it, but it's MEGA early in the move. So much so that it would be wise to attempt Negative Edging out a special if you are looking to cancel from st.HP <br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
Line 57: | Line 57: | ||
|image=AVG2_Tamao_stHK.jpg | |image=AVG2_Tamao_stHK.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Icon-Capcom|HK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 73: | Line 73: | ||
|image=AVG2_Tamao_crLP.jpg | |image=AVG2_Tamao_crLP.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Motion|2}}{{Icon-Capcom|LP}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 89: | Line 89: | ||
|image=AVG2_Tamao_crLK.jpg | |image=AVG2_Tamao_crLK.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Motion|2}}{{Icon-Capcom|LK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 105: | Line 105: | ||
|image=AVG2_Tamao_crHP.jpg | |image=AVG2_Tamao_crHP.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Motion|2}}{{Icon-Capcom|HP}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 114: | Line 114: | ||
|recovery=- | |recovery=- | ||
|frameAdv= -1 | |frameAdv= -1 | ||
|description= A stubbier poke than her standing ones, crHP is important because it can | |description= A stubbier poke than her standing ones, crHP is important because it can be chained into and have a more acceptable special cancel window than st.HP. 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.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Motion|2}}{{Icon-Capcom|HK}} | {{Motion|2}}{{Icon-Capcom|HK}} | ||
Line 123: | Line 123: | ||
|image=AVG2_Tamao_crHK.jpg | |image=AVG2_Tamao_crHK.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Motion|2}}{{Icon-Capcom|HK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 204: | Line 204: | ||
}} | }} | ||
---- | ---- | ||
=== Command Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Tamao_3HP.jpg | |image=AVG2_Tamao_3HP.jpg | ||
|caption= | |caption= | ||
|name={{Motion|3}} | |name={{Motion|3}}{{Icon-Capcom|HP}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 224: | Line 225: | ||
|image=AVG2_Tamao_6HK.jpg | |image=AVG2_Tamao_6HK.jpg | ||
|caption= | |caption= | ||
|name={{Motion|6}} | |name={{Motion|6}}{{Icon-Capcom|HK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 233: | Line 234: | ||
|recovery=- | |recovery=- | ||
|frameAdv= -9 | |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. | |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. It's possible to whiff this to set up a command grab, I suppose. | ||
}} | }} | ||
}} | }} | ||
Line 256: | Line 257: | ||
|image=AVG2_Tamao_4HP.jpg | |image=AVG2_Tamao_4HP.jpg | ||
|caption= | |caption= | ||
|name={{Motion|4}} | |name={{Motion|4}}{{Icon-Capcom|HP}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 273: | Line 274: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Tamao_Kikoudan.jpg | |image=AVG2_Tamao_Kikoudan.jpg | ||
|caption= {{Motion|236}} | |caption= {{Motion|236}}{{Icon-Capcom|P}} | ||
|name=Kikoudan | |name=Kikoudan | ||
|data= | |data= | ||
Line 284: | Line 285: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--6 | |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. | |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. Can also be performed with '''SP1'''. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 312: | Line 313: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Tamao_Soryugeki.jpg | |image=AVG2_Tamao_Soryugeki.jpg | ||
|caption= {{Motion|623}} | |caption= {{Motion|623}}{{Icon-Capcom|P}} | ||
|name=Soryugeki | |name=Soryugeki | ||
|data= | |data= | ||
Line 323: | Line 324: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--42 | |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. | |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. Can also be performed with '''SP2'''. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 338: | Line 339: | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|header=no | |header=no | ||
|version={{Icon-Capcom|LP}} | |version={{Icon-Capcom|LP}}{{Icon-Capcom|HP}} | ||
|damage=34, 18 (4x) | |damage=34, 18 (4x) | ||
|guard= Mid | |guard= Mid | ||
Line 346: | Line 347: | ||
|frameAdv=--53 | |frameAdv=--53 | ||
|description= It may not have any invincibility still, but at least that meter is being well spent on a 0f unblockable. This is the cornerstone of Tamao's damage as you can link mulitple EX Soryugeki's together in a juggle to cash out big damage. | |description= It may not have any invincibility still, but at least that meter is being well spent on a 0f unblockable. This is the cornerstone of Tamao's damage as you can link mulitple EX Soryugeki's together in a juggle to cash out big damage. | ||
}} | |||
{{AttackData-AVG2 | |||
|header=no | |||
|version={{Motion|623}}{{Motion|4}}{{Icon-Capcom|HP}} | |||
|damage= | |||
|guard= Mid | |||
|startup= 0 | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description= SECRET (Super Flash): Takes the startup of EX Soryugeki and applies it to the juggle height of HP Soryugeki. We currently assume this has true 0f Unblockable startup, so it lets Tamao have access to a 0f even with no meter. Due note, Secret Soryugeki will take 1 meter if available. This input will also overlap with Pokopoko and prioritizes the grab if available. | |||
}} | }} | ||
}} | }} | ||
Line 351: | Line 363: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Tamao_Kusenkyaku.jpg | |image=AVG2_Tamao_Kusenkyaku.jpg | ||
|caption= {{Motion|214}} | |caption= {{Motion|214}}{{Icon-Capcom|K}} | ||
|name=Kusenkyaku | |name=Kusenkyaku | ||
|data= | |data= | ||
Line 385: | Line 397: | ||
|frameAdv=--21 | |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. | |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 | |||
|header=no | |||
|version={{Motion|236}}{{Motion|63214}}{{Icon-Capcom|HP}}{{Icon-Capcom|HK}} | |||
|damage= | |||
|guard= Mid | |||
|startup= | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description= SECRET (Super Flash): Literally HK Kusenkyaku but with a super flash. Damage is the same as well, likely startup too. Check to see if you can use it for a free EX cancel? Liek Secret Soryugeki, this overlaps and prioritizes Pokopoko as well as taking 1 bar if you have meter available. | |||
}} | }} | ||
}} | }} | ||
Line 390: | Line 413: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Tamao_Pokopoko_Midare_Uchi.jpg | |image=AVG2_Tamao_Pokopoko_Midare_Uchi.jpg | ||
|caption={{Motion|63214}} | |caption={{Motion|63214}}{{Icon-Capcom|HP}} (hold {{Icon-Capcom|P}} or [ {{Icon-Capcom|K}} ) | ||
|name=Pokopoko Midare Uchi | |name=Pokopoko Midare Uchi | ||
|data= | |data= | ||
Line 400: | Line 423: | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |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. | |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. By holding either Punch or Kick immediately after the throw she gets access to a different ender that does slightly less damage, but offers a 3HP OTG pickup in the corner. Punch ender does the lowest damage but gives you the easiest pickup whereas Kick ender is the highest damage but leaves a smaller window to get the OTG. | ||
}} | }} | ||
}} | }} | ||
Line 450: | Line 473: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|description=Uses | |description=Uses Tamao's {{Icon-Capcom|LP}} Kikoudan. There aren't really any good reasons to use this guard cancel. | ||
}} | }} | ||
}} | }} | ||
Line 474: | Line 497: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Tamao_Lightning_Crash.jpg | |image=AVG2_Tamao_Lightning_Crash.jpg | ||
|caption={{Motion|6}}{{Motion|41236}} | |caption={{Motion|6}}{{Motion|41236}}{{Icon-Capcom|P}} | ||
|name=Lightning Crash | |name=Lightning Crash | ||
|data= | |data= | ||
Line 484: | Line 507: | ||
|recovery=- | |recovery=- | ||
|frameAdv=-+4 | |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. | |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. Can also be performed with '''SP1'''+'''SP2'''. | ||
}} | }} | ||
}} | }} |
Latest revision as of 23:30, 10 February 2024
Move List
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
9 | Mid | 3 | - | - | +2 |
A snappy crouching jab. Can link into itself and stLP for a combo confirm. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
14 | Low | 4 | - | - | 0 |
A nearly MK11 Terminator-looking crouch kick. Can link into itself for nothing (no special cancels) or into cr.LP for a chain combo. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
13 | High | 5 | - | - | - |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
32 | High | 6 | - | - | - |
A massive dropkick, Tamao's preferred jump in normal for damage and range. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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. It's possible to whiff this to set up a command grab, I suppose. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
28 | Mid | 14 | - | - | -3 |
A backfist strike, causes knockdown on hit. |
Special Moves
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
- | 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. By holding either Punch or Kick immediately after the throw she gets access to a different ender that does slightly less damage, but offers a 3HP OTG pickup in the corner. Punch ender does the lowest damage but gives you the easiest pickup whereas Kick ender is the highest damage but leaves a smaller window to get the OTG. |
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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. Can also be performed with SP1+SP2. |