Advanced V.G. 2/Tamao/Move List

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Move List

Standing Normals

Lp.png
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Damage Guard Startup Active Recovery FrameAdv
9 Mid 5 2 8 +7/+1

A quick uppercut, a solid enough jab and chains into most of her other normals.

Chains to:
Lk.png > Hp.png > Hk.png
LK may be omitted, HP and HK may be swapped

Lk.png
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Damage Guard Startup Active Recovery FrameAdv
13 Mid 5 2 8 +2

A low shin kick that hits mid despite looks. Same range as crLP, although a pinch slower, so you can use either to harass the opponent with minimal pushback.


Hp.png
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Damage Guard Startup Active Recovery FrameAdv
28 Mid 3 3 15 -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. This does have a special cancel window on it, but due to it's 3f startup, it would be wise to attempt Negative Edging out a special if you are looking to cancel from st.HP, other than doing the special input as fast as possible.

Chains to:
Hk.png

Hk.png
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Damage Guard Startup Active Recovery FrameAdv
32 Mid 10 2 20 -7

A beefy step-in high kick, great range and decent enough frame data. You will get more use from stHP but stHK goes further and hits all crouchers.


Crouching Normals

D.pngLp.png
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Damage Guard Startup Active Recovery FrameAdv
9 Mid 3 2 8 +2

A snappy crouching jab. Can link into itself and stLP for a combo confirm. Perfectly spaces command grab tick-throws at point-blank range.


D.pngLk.png
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Damage Guard Startup Active Recovery FrameAdv
14 Low 4 2 10 0

A nearly MK11 Terminator-looking crouch kick. Can link into itself or cr.LP for a chain combo.


D.pngHp.png
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Damage Guard Startup Active Recovery FrameAdv
28 Mid 6 2 14 -1

A stubbier poke than her standing heavies, crHP is important because it can be linked 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 while cancelling into L Kikoudan will keep them still.

Chains to:
D.pngHk.png

D.pngHk.png
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Damage Guard Startup Active Recovery FrameAdv
32 Low 5 4 17 -6

A quick shoto sweep, the frame data isn't bad on it but the range is atrocious. Causes knockdown.


Jumping Normals

j.Lp.png
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Damage Guard Startup Active Recovery FrameAdv
9 High 5 8 4 -

Standard jumping jab, angled downward.

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
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Damage Guard Startup Active Recovery FrameAdv
13 High 5 18 0 -

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, forcing the opponent to either guess correctly, or find a way out of the situation (anti-air/moving). It is also able to hit standing opponents while rising.

Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
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Damage Guard Startup Active Recovery FrameAdv
28 High 10 6 17 -

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.


j.Hk.png
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Damage Guard Startup Active Recovery FrameAdv
32 High 6 11 5 -

A massive dropkick, Tamao's preferred jump in normal for damage and range. Can also be used defensively with either 8jHK or 7jHK.


Command Normals

Df.pngHp.png
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Damage Guard Startup Active Recovery FrameAdv
32 Low 10 3 14 -2

A low scooping punch, has a bit more range than crHK and causes knockdown by itself but is more useful as Tamao's OTG pickup button.


F.pngHk.png
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Damage Guard Startup Active Recovery FrameAdv
32 Mid 15 6 20 -9

A hopping hip attack, knocks down, 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.


F.pngF.pngHp.png
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Damage Guard Startup Active Recovery FrameAdv
37 Mid 6 21, (4), 12 18 -39~0

Tamao does her best Sasquatch impression by leaping through the air head first to conk the opponent with her noggin. Can be inputted as 669HP to have Tamao launch herself with a more vertical trajectory, other than some more active frames, is otherwise the same move.

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.


B.pngHp.png
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Damage Guard Startup Active Recovery FrameAdv
28 Mid 14 4 14 -3

A backfist strike with slightly more range than stLP that causes a knockdown on hit, not special cancellable.


Throws

Seoi Nage
Damage Guard Startup Active Recovery FrameAdv

Tamao performs a shoulder throw and then slightly loses balance. Very important to note that, while still being an instant throw, it is a techable knockdown that doesn't leave Tamao in much of an advantageous situation other than the damage (and apparently some characters can start their turn according to JP wiki, will need testing). The situation on throw soften isn't much better either as Tamao is still in the animation while the opponent can steal their turn.

Allows for OTG followups on no-techs in the corner.


Run

Damage Guard Startup Active Recovery FrameAdv

Tamao can perform a forward and backward run which is unique to her. Because the forward and backward run, as well as the tech animation are all tied to the forward run, the developers forgot to remove the ability to continue running when mashing forward when performing one of these alternate versions, which leads to two unique movement techniques.

B.pngB.pngF.pngx∞ (Facing Right)/F.pngF.pngB.pngx∞ (Facing Left)

Moonwalking: By running backwards and mashing run towards the opponent with consistent rhythm, Tamao will continue running backwards at full speed while also retaining the actionability that forward dashing provides. This allows her to move backwards and cancel into any special or super, meaning she can retreat at high speeds and punish whiffs and jumps while doing so. The timing on this technique is strict, so expect to practice this quite a bit before you can Moonwalk consistently.

D.png(Tech)F.pngx∞ (Facing Right)/D.png(Tech)B.pngx∞ (Facing Left)

Zam Scam: Due to the same programming error as Moonwalking, you can mash run towards the opponent during the tech animation to continue it indefinitely. The timing for this is significantly easier than Moonwalking, but you are likely going to be doing it for 60+ seconds at a time. During this time, Tamao is completely invincible, except for 0f reversals. No 0f reversals that affect her can cause a hard-knockdown however, so she can simply tech again and continue the scam. After teching a 0f reversal, Tamao becomes fully invincible for real.


Guard Cancels

Lp.png Guard Cancel
AVG2 Tamao stHP.jpg
Damage Guard Startup Active Recovery FrameAdv

Uses Tamao's Hp.png. Generally speaking, this is Tamao's best guard cancel option thanks to its 3F startup. However, it has a propensity for being low profiled, so you may want to use Lk.png guard cancel for opponents pressuring with crouching normals.


Lk.png Guard Cancel
AVG2 Tamao stHK.jpg
Damage Guard Startup Active Recovery FrameAdv

Uses Tamao's Hk.png. Slower than her Lp.png guard cancel, but useful as a backup against crouching opponents.


Hp.png Guard Cancel
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Damage Guard Startup Active Recovery FrameAdv

Uses Tamao's Lp.png Kikoudan. There aren't really any good reasons to use this guard cancel.


Hk.png Guard Cancel
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Damage Guard Startup Active Recovery FrameAdv

Uses Tamao's Lp.png Soryugeki. What would otherwise be a fantastic guard cancel is held back by the move's lack of any invulnerability.


Special Moves

Kikoudan
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 26 Mid 14 1, 17 21 --6

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 see use to clash with other fireballs, rather than jumping over them.

Can also be performed with SP1.

Hp.png 28 Mid 16 1, 27 21 --6

With the power of two more frames of concentration, Tamao is able to make her fireball travel further but still not full screen. Tamao recovers just before the fireball goes inactive, allowing her to react to the opponent as needed (if they haven't read the fireball anyways).

Lp.pngHp.png 28 (3x) Mid 16 + 6 1, 33 25 --4

Tamao spends her meter to deliver a single fireball that travels a bit further than the HP version. It deals decent enough damage on its own and is useful to set up juggles and/or OTG followups in the corner for respectable damage. Can clash with other EX fireballs and beat out regular fireballs.


Soryugeki
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 24 Mid 5 20 30 --42

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.

Hp.png 22, 18 (3x) Mid 5 13, (5), 7 37 --43

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. If using this as an anti-air it will still only hit airborne opponents once. Thanks to the first three hits being still grounded, Tamao has a sizeable window to EX or Super cancel, which makes HP Shoryugeki one of her staple combo extensions. She also uses it as an ender after EX Soryugeki loops.

The last hit more often than not will not properly juggle, let alone hit, the opponent due to how Tamao launches them.

Lp.pngHp.png 34, 18 (4x) Mid 3 + 2 8, [(4), 4,] x3 36 --53

It may not have any invincibility still or be a LDP unblockable, but it is still a 0f reversal so it can still see use defensively. On the flip side, it is the cornerstone of Tamao's damage as you can link multiple EX Soryugeki's together in the corner to cash out big damage.

The last hit more often than not will not properly juggle, let alone hit, the opponent due to how Tamao launches them. (I assume it functions the same as HP ver., but it's hard to test -Seen.)

Dp.pngB.pngHp.png Mid 3 + 2 8, [(4), 4,] x3 36 -

SECRET (Super Flash): Takes the startup of EX Soryugeki and applies it to the juggle height of HP Soryugeki. Notable for being a free 0f reversal, but this version will take 1 meter if available and is not a LDP unblockable. This input overlaps with Pokopoko and prioritizes the grab if available to do so.


Kusenkyaku
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Version Damage Guard Startup Active Recovery FrameAdv
Lk.png 28 Mid 10 5 11 --4

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. This version is best used against crouchers as the final hit of HK Kusenkyaku will whiff against crouching Tamao, Manami, Kaori, and Material.

Hk.png 25 (3x) Mid 10 4, (4), 6, (5), 8 23 --16

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 against standing or recently juggled opponents. You will get punished if this is blocked.

Lk.pngHk.png 30 (4x) Mid 1 + 11 4, (6), 6, (6), 8, (20), 6 33 --21

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.

Qcf.pngHcb.pngHp.pngHk.png Mid 1 + 10 4, (4), 6, (5), 8 30 -

SECRET (Super Flash): Literally HK Kusenkyaku but with a super flash. Damage is the same as well, likely startup too. Like Secret Soryugeki, the input overlaps and prioritizes Pokopoko when in range, as well as taking 1 bar if you have meter available.


Pokopoko Midare Uchi
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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.



Super Moves

Lightning Crash
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Damage Guard Startup Active Recovery FrameAdv
18 (20x) Mid 9 + 7 - -+4

A 2 bar super that does stupid damage, usually 45% percent. Tamao's second 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.


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