No edit summary |
|||
Line 234: | 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. | ||
}} | }} | ||
}} | }} |
Revision as of 20:02, 24 March 2023
Move List
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 |
---|---|---|---|---|---|
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 (no special cancels) or into cr.LP for a chain combo. |
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 |
---|---|---|---|---|---|
13 | High | 5 | - | - | - |
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 Normals
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. It's possible to whiff this to set up a command grab, I suppose. |
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. |
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. 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 | 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. |