Move List
Standing Normals
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. |
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
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. |
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. |
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
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. |
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
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. |
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. |
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. |
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
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
Guard Cancels
Special Moves
Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
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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. | ||||||
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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. | ||||||
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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.) | ||||||
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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. |
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
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. |