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'''Guard Cancels'''<br> | '''Guard Cancels'''<br> | ||
LP: stHP | LP: stHP <br> | ||
LK: stHK | LK: stHK <br> | ||
HP: LP Kikoudan | HP: LP Kikoudan <br> | ||
HK: LP Soryugeki | 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. | 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. |
Revision as of 16:16, 19 September 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. 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.
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. Be aware, however, that this will whiff on Tamao, Satomi, and Saki if they are crouching. |
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: stHP
LK: stHK
HP: LP Kikoudan
HK: LP Soryugeki
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
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