|
|
Line 1,213: |
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| |data= | | |data= |
| {{AttackData-SS2019 | | {{AttackData-SS2019 |
| |version= | | |version=A |
| |damage= 60 | | |damage= 60 |
| |guard= Mid (A)<br> Low (B) | | |guard= Mid |
| |startup=18 | | |startup=18 |
| |active= | | |active= |
| |recovery= | | |recovery= |
| |hitAdv= | | |hitAdv= |
| |total=48 / 54 | | |total=48 |
| |blockAdv=-22 | | |blockAdv=-22 |
| |guardDmg=3*3 | | |guardDmg=3*3 |
Line 1,227: |
Line 1,227: |
| |deflect= No | | |deflect= No |
| |unarmed=Yes | | |unarmed=Yes |
| |description=Mayan skull throw of doom. Tam Tam produces the skulls he brought from home and shows that he has enough for the whole class. <br> | | |description=Tam Tam throws a skull through the air or along the ground. |
| 236A fires high flying skulls that sail right over most standing opponents heads, but will catch jumpers and backdashes, while 236B fires low flying skulls. You can fire up to three skulls by inputting the 236S motion one or two more times, and also mix up low and high skulls. The timing between consecutive skull throws can be slightly varied and delayed, and if you fire them fast enough, three low skulls in a row can combo. | | * 236A fires high flying skulls that sail right over most standing opponents heads |
| | * Will catch jumpers and backdashes |
| | * Will hit earthquake standing |
| | }} |
| | {{AttackData-SS2019 |
| | |version=B |
| | |damage= 60 |
| | |guard= Low |
| | |startup=18 |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |total=54 |
| | |blockAdv=-22 |
| | |guardDmg=3*3 |
| | |cancel= No |
| | |recoil= No |
| | |deflect= No |
| | |unarmed=Yes |
| | |description= |
| | * 236B fires low flying skulls |
| | * Hits low, so they can't be parried by command parries |
| | * Can combo into itself at closer ranges |
| | <br> |
| | You can fire up to three skulls by inputting the 236S motion one or two more times, and also mix up low and high skulls. The timing between consecutive skull throws can be slightly varied and delayed. |
| }} | | }} |
| }} | | }} |
Revision as of 01:46, 13 February 2023
Tam Tam タムタム, Tamu Tamu
|
- Damage Taken: 105%
- Rage Factor: 0.28
- Rage Duration: 12 seconds
- Jump: 58 frames (Extremely Slow)
- Forward Walk Speed: 0.25 (Slow)
- Back Walk Speed: 0.2 (Slow)
- Dash Speed: 1.0 (Very Slow)
- Back Dash: 27 frames
- Weapon Pickup / Drop: 40 / 40 frames
|
Introduction
Green Hell's sacred warrior returns to Japan to retrieve his tribe's lost magic 8-ball. Without it, they may never know whether Cham Cham, too, will eventually be added to this game.
Tam Tam is best described as a “gambling” character of sorts in that much of his damage output comes from putting the opponent in extremely risky 50/50 situations where they have to guess between his low-hitting attacks and his powerful j.C instant overhead. He additionally sports a command grab in case the opponent is getting a bit too comfy down/backing in his face.
Tam Tam’s zoning toolset is very competent too: 5A is a great and annoying fast poke. His high and low “fireballs” can chain into each other up to three times and Tam Tams’ flame pillars and fast, far reaching air-to-air normals can keep the air space locked down without much effort. Tam Tam’s mobility has also been vastly improved since Vsp, with a fast run and a backdash that’s actually usable.
Going into Samsho 7, the biggest nerf that Tam Tam got was to his damage, as his mixup options and command throw generally don't hit as hard as they used to. Tam Tam is also very reliant on being in control of the match at all times, since he can’t handle being on the defensive at all.
Playstyle
Tam Tam is an aggressive zoning character, who can easily force you into hard 50/50 mixups.
|
Strengths |
Weaknesses
|
- Far Reaching Normals: Some of the longest pokes and best A and D normals in the game. He also has a good variety of air normals with great hitboxes, giving him quite a good control over the neutral.
- Strong Mixups: Can 50/50 via his IOH j.C and numerous lows
- Good Grounded Anti-Airs: His 2B, 66B and 66C are all good anti-air options.
- Strong Zoning: His skull projecitles give him a good zoning game.
- Good Punishment Options: He has solid punishments.
- Good at building Guard Crush: He can easily build Guard Crush.
- Long Range SSM: Tam Tam's SSM has long range and can hop over fireballs.
- Invincible Reversal: 421C is an invincible reversal that cannot be SSM punished on block.
|
- Risky Normals: While his normals are quite long, his best ones have a quite the recovery, easily deflectable as well as multiple blind spots.
- Low Damage: He has quite low damage overall, must most importantly his IOH 50/50 is low damage and very unsafe, so while he has a decent mixup game it's not that threatening. He also have bad rewards off Guard Crushes.
- Bad Run Speed and Normals: Tam Tam doesn't have a very good run speed, as well as his running normals not being suited for pressure.
- Air Normals Don't Cover Above: While his air normals have good hitboxes they sadly don't cover above his head.
- Very Floaty Jump: This means it's quite easy to anti-air him.
- Weak SSM: His SSM is low damage and cannot counter-hit.
- Slow Reversal: While his 421C reversal is invincible, it sadly has slow startup and can be safe meatied.
- Gimmicky Specials: Multiple of his specials are gimmicky and have little purpose.
|
Gameplan
Tam Tam makes one of the best zoning character, he's made to play a keep out game as long as possible. Most of his damaging normals are safer at mid and long range, if the opponent dash-in onto his face when he did a far button, it will whiff the opponent as they are too close. Some of his key buttons are: 5A, 5B, 2C, j.B, and j.C, plus his UOH, fireball and 421S, he can play a good and efficient game in neutral.
Neutral
Using 5A and 5B interchangeably as a poke to stop the opponent from getting into any range less than half screen. Adding some 2C to mess things up a little and beat out deflect attempts. When the opponent is about to jump, you may try using 236A to air reset the opponent, or jump back with j.C to anti-air (or use j.B which is faster), his jump is one of the highest in the game but it's very slow making it not the best for offense. Another AA option is his 623S, but it require good predication, if the opponent jumps at the distance of 623A and do an air normal, it often trades in the opponent's favor. So his 623S is mostly used to beat out attempts of zoning back on him using the C version.
When the range is less than half screen he has another approach which is mostly High / Low mix-ups game. If the opponent is not the best pressure keeping character (such as they have moderate to slow jumps), he can easily neutral j.C for an instant overhead, and use 2C to catch a standing opponent. This is a risky approach as he does better when he's at longer range. If the opponent does have a low jump or other pressure inducing skills, he shouldn't be staying in close combat, try using 421A or C to catch opponents off guard thus creating some space.
Okizeme
His Oki is mostly High-Low mix-ups. Neutral j.C is still good but there's a better approach. His UOH is plus on hit using it repeatedly to catch a crouching opponent on wake-up. When the opponent is conditioned to stand, use 3D or 421A and B for more damage. This is a good way to get some small damage stacked up.
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
9
|
-
|
-
|
28
|
-7
|
-5
|
5
|
No
|
Yes
|
Yes
|
No
|
Tam tam does a quick horizontal swipe with his scimitar
- Extremely long range for a light
- Fast recovery
- One of the best keepout buttons in the game
- Just be careful not to get deflected
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
13
|
-
|
-
|
38
|
-5
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Tam Tam extends his arm and strikes down with his scimitar
- 5As bigger brother
- More damage and even better range than 5A at the cost of more startup and recovery
- You can actually cancel this button!
- Combos into 421A or WFT
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220[100,120]
|
Mid
|
22
|
-
|
-
|
67
|
-6
|
-28
|
25
|
No
|
Yes
|
Yes (disarm)
|
No
|
Tam Tam does a powerful 2-hit strike
- Pretty decent 5C that unfortunately lacks in damage
- Minimally shorter range than 5B
- At tip range, the opponent has a chance to be pushed out of range of the second strike, so be careful
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
6
|
-
|
-
|
17
|
+1
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Tam Tam hits the opponent with the hilt of his scimitar
- Quick panic button
- Very low recovery
- Cancellable, but you need to be quick!
- Combos into 421A
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
10
|
-
|
-
|
33
|
-3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Tam Tam crouches and strikes directly above him.
- Good Anti-Air and combo filler
- Combos into 421A and WFT
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Low
|
18
|
-
|
-
|
64
|
KD
|
-23
|
25
|
No
|
No
|
No
|
No
|
Tam Tam does a sweeping downwards strike with his scimitar
- Pretty fast knockdown low with incredible range
- Doesn't recoil on block, so definitely don't just throw this one out
- One part of Tam Tam's infamous 50/50
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
6
|
-
|
-
|
20
|
-2
|
-5
|
5
|
Yes
|
No
|
No
|
No
|
Tam Tam does a quick headbutt
- One frame slower than other characters' n.5A
- Easily combos into 421A
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
9
|
-
|
-
|
29
|
0
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Tam Tam does a close downwards strike
- Your fast punish starter of choice
- Can combo into WFT, 421A or at least two reps of 236B (three in the corner)
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200[100,100]
|
Mid
|
14
|
-
|
-
|
54
|
-1
|
-28
|
25
|
No
|
Yes
|
Yes (Disarm)
|
No
|
Tam Tam strikes downwards before stabing the opponent with his scimitar
- Underwhelming close heavy
- Has 2 hits, which makes it awkward in Guard Crush scenarios
- Sadly still your max damage punish midscreen
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
24
|
-6
|
-9
|
5
|
Yes
|
No
|
No
|
Yes
|
Tam Tam kicks at the opponent
- Fast, rewarding front kick with above average range
- Easily combos into 421A at most ranges
- Very useful as a panic button or quick punish starter
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
6~12
|
7
|
9
|
22
|
KD
|
-7~-1
|
5
|
Yes
|
No
|
No
|
Yes
|
Tam Tam slides his foot towards the opponent
- Fast knockdown low kick with remarkable safety on block
- Cancellable for some reason
- Very active
- Mainly used as a low check at close range
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
6
|
-
|
-
|
17
|
+1
|
-2
|
5
|
Yes
|
No
|
No
|
Yes
|
Tam Tam does a low kick
- Very good low-commitment 2D
- Incredibly safe on block
- Also cancellable
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
19, 25
|
-
|
-
|
40
|
KD
|
-5, +1
|
5
|
No
|
No
|
No
|
Yes
|
Tam Tam spins on his fingers like a spinning top
- 1-button-version of his 421S series
- Not terribly useful because of the long startup
- It's safe on block at least
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
8
|
-
|
-
|
24
|
-4
|
-7
|
5
|
Yes
|
No
|
No
|
No
|
Tam Tam does a dashing headbutt
- Functionally identical to n.5A
- Mainly used to tick into his command grab
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
110
|
Mid
|
9
|
-
|
-
|
37
|
-8
|
-35
|
10
|
No
|
Yes
|
Yes (Disarm)
|
No
|
Tam tam strikes the air with his scimitar
- Dashing version of 2B without the cancellability
- Bad on block and no reward on grounded hit
- Pretty much exclusively used as an anti-air
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
13
|
-
|
-
|
53
|
KD
|
-18
|
20
|
No
|
No
|
Yes (Disarm)
|
No
|
Tam Tam does a running, forward facing stab
- Strong (for Tam Tam) ranged punisher that can be accessed from a run
- Reach is far bigger than it looks.
- Lots of active frames.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
6~14
|
9
|
-
|
35
|
KD
|
-13~-5
|
5
|
No
|
No
|
No
|
Yes
|
Tam Tam does a running slide
- Good 66D that can be made safe if spaced well
- Somewhat short range
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
No
|
Tam Tam slashes downwards from the air
- Quick air to air with fast startup
- Easy to hit below you because of Tam Tams steep, floaty jump arc
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
110
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
10
|
No
|
No
|
No
|
No
|
Tam Tam slashes downwards from the air, again
- Outclassed by j.A in speed
- Outclassed by j.C in damage
- Not all that useful, all things considered
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
Tam Tam slashes downwards from the air, again, again
- Tam Tam's classic instant overhead
- Doesn't have a close blind spot anymore, making it a great air-to-air as well
- Very good button
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
Tam Tam does a jumping kick
- Pretty much pointless, since your jumping slashes don't have blindspots anymore
- Low damage
- Equally as slow as your j.C
- Doesn't cross up, if you were wondering
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
11
|
-
|
-
|
35
|
-4
|
-9
|
5
|
No
|
No
|
No
|
Yes
|
Tam tam does a standing headbutt
- Similar animation to n.5A
- Short range
- Slow startup
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
28
|
-3
|
-8
|
5
|
No
|
No
|
No
|
Yes
|
Tam Tam claws at the opponent's feet.
- Vastly superior to u.5S
- Great range and speed for an unarmed normal
- Hits mid, despite the animaton
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
7
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
No
|
No
|
Yes
|
Tam Tam strikes downwards with the side of his hand
- Average as an air-to-air
- Can no longer IOH
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
10
|
-
|
-
|
40
|
KD
|
-15
|
5
|
No
|
No
|
No
|
Yes
|
Tam Tam does a running heatbutt
- Knocks down, like all unarmed 66S
- Fairly slow startup and short range
- Heavy-punishable on block
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / Forward Throw Back Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
-
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Tam Tam throws the opponent
- Both throws combo into 5B xx 421A for good damage and a knockdown
- In the corner, you can combo cl.5B xx (236B * 3) for slightly more damage but no KD
- Unarmed, you'll want to go straight into 421A
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C Strong sneeze gone wrong Strong sneeze gone wrong
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
High
|
20~22
|
3
|
-
|
48
|
+2~+4
|
-10~-8
|
10
|
No
|
No
|
No
|
Yes
|
Tam Tam stands up and does a mighty headbutt.
- Disappointing range and low damage, but safer on block.
- Always the same, whether unarmed or not
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
1
|
16
|
22
|
38
|
-
|
-
|
-
|
-
|
N/A
|
N/A
|
Yes
|
Universal dodge.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
1
|
N/A
|
58
|
0
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
No
|
Unblockable pushback attack.
|
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
-
|
N/A
|
No
|
No
|
No
|
Has full invincibility and can anti-air. Damage scales up based on remaining health.
|
|
Special Moves
Paguna Paguna
Paguna Paguna 6S (repeatedly)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
20, 10x8
|
Mid
|
40
|
-
|
-
|
-
|
KD
|
-4
|
14
|
No
|
No
|
No
|
No
|
B
|
20, 13x8
|
Mid
|
44
|
-
|
-
|
-
|
KD
|
-3
|
17
|
No
|
No
|
No
|
No
|
C
|
20, 13x11
|
Mid
|
59
|
-
|
-
|
-
|
KD
|
-7
|
21
|
No
|
No
|
No
|
No
|
Lovingly referred to as "propeller blade". Tam Tam spins his sword in front of him while moving forward
- While performing this move, you can slide towards your opponents slightly
- No matter how late into the move's active phase you connect with this, you'll always get the same/max damage
- Punishing with a slash can be dangerous since this one's active phase is deceptively long
- Not really al lthat useful because of it's long startup
- Despite its appearance it can actually be jumped over by most characters (upper hitbox reduced after season 1)
- Needs 4 slash inputs (A, B or C) to activate. Last button determines the version
|
|
Ahaooh Gaboora
Ahaooh Gaboora 623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
50,70
|
Mid
|
39
|
-
|
-
|
88
|
KD
|
-17
|
10
|
No
|
No
|
No
|
Yes
|
B
|
50,70
|
Mid
|
61
|
-
|
-
|
100
|
KD
|
-9
|
6
|
No
|
No
|
No
|
Yes
|
C
|
50,70
|
Mid
|
70
|
-
|
-
|
117
|
KD
|
-15
|
6
|
No
|
No
|
No
|
Yes
|
Also referred to as "pillar". Tam Tam spits a fireball at the opponent's feet, launching them into the air.
- Distance traveled by the fireball depends on strength of slash button used
- A goes right before Tam Tam, B goes to midscreen, and C can hit from full screen
- Knocks down on hit
- Too slow to combo from anything
|
Rage
|
10x2,20x2,40x2
|
Mid
|
70
|
-
|
-
|
114
|
KD
|
-3
|
14
|
No
|
No
|
No
|
Yes
|
- When fully raged, the C version powers up and does more damage
|
|
Gaboora Gaboora
Gaboora Gaboora 236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
No
|
24
|
-
|
-
|
72
|
-
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Tam Tam grabs the opponent and snacks on them a little.
- Tam Tam's slow but long-ranged command grab
- Doesn't catch airborne opponents like it used to in 5sp
- You can tick into it from 66A or n.2A
- Unarmed version does slightly less damage
|
|
Pagoona Dios
Pagoona Dios 421S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
90
|
Low
|
8
|
-
|
-
|
59
|
KD
|
-23
|
9*2
|
No
|
No
|
No
|
Yes
|
Also referred to as "Spin". Tam Tam balances on his fingers and spins his legs around
- All versions knock down on hit
- very unsafe on block
- A version moves forwards
- Fast Startup
- Preferred combo ender
|
B
|
100
|
Low
|
24
|
-
|
-
|
-25
|
KD
|
-37,-25
|
9*3
|
No
|
No
|
No
|
Yes
|
- B version is stationary
- Pretty long windup phase.
- Like a slower, slightly more damaging version of his 3D
|
C
|
120
|
Low
|
32
|
-
|
-
|
103
|
KD
|
-26
|
30
|
No
|
No
|
No
|
Yes
|
- Tam Tam does a backdash, then launches into a very fast forward spin.
- The noise he makes during the backdash is different from his usual backdash noise, so it's not a perfect fake-out.
- If you do this close enough to the opponent and they block, you can get 6 hits of decent chip damage, about the same amount as a 2B.
|
|
Mula Mula
Mula Mula 236A or 236B (can use 3x consecutively)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Mid
|
18
|
-
|
-
|
48
|
-
|
-22
|
3*3
|
No
|
No
|
No
|
Yes
|
Tam Tam throws a skull through the air or along the ground.
- 236A fires high flying skulls that sail right over most standing opponents heads
- Will catch jumpers and backdashes
- Will hit earthquake standing
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
B
|
60
|
Low
|
18
|
-
|
-
|
54
|
-
|
-22
|
3*3
|
No
|
No
|
No
|
Yes
|
- 236B fires low flying skulls
- Hits low, so they can't be parried by command parries
- Can combo into itself at closer ranges
You can fire up to three skulls by inputting the 236S motion one or two more times, and also mix up low and high skulls. The timing between consecutive skull throws can be slightly varied and delayed.
|
|
Supers
Weapon Flipping Technique
Ahau Teotihuacan 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
360(420)
|
Mid
|
1+17
|
-
|
-
|
-
|
KD
|
-93
|
-
|
No
|
-
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. You can combo into this from 5B both forward and back throws. Be aware that they can use rage explosion to dodge the flame pillar and punish you with pretty much anything they want. The safest option is forward throw into WFT, as the opponent's rage explosion will knock you out of your animation every time. In corner converting it from 2B or n.5B shouldn't be burst avoidable.
|
|
Super Special Move
Magnus Dios Zahl 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
660
|
Unblockable
|
31 [10+21]
|
-
|
-
|
-
|
KD
|
n/a
|
-
|
No
|
-
|
No
|
No
|
Available only once per match. Tam Tam leaps across the screen onto his opponent. Unblockable, so basically a leaping command grab that leads to a ton of damage. Best used on reaction VS an opponent's projectile, although it will get stuffed by some such as Wu's high 236C. Some others, like Charlotte's Tri Slash, will stuff it if your timing isn't perfect. As of 1.70, this can be steered by using 4 or 6 to change where Tam Tam will land, thus giving it more flexibility.
|
|
Combos
Midscreen
- (2A/n.5A) xx 421A
Combo from lights.
- 5D xx 421A
Combo from kick.
- (5B/2B/n.5B) xx 421A / WFT
Using 5B the follow up can whiff and the opponent can burst to punish WFT converted from 5B.
- (2B/n.5B) xx 236B (3x)
Close B into three skulls. The skull inputs have to be done pretty fast, but careful to not mash them out too recklessly or you might get 623B instead
- 5CD/4CD...
- 2C
Simple but reliable.
- '5B xx 421A
Standard throw combo.
- WFT
Go straight into WFT to avoid being bursted to punish.
- 5C
Only after back throw, timing is strict but possible.
Corner
- 5CD/4CD...
- (2B/n.5B) xx 421A / WFT
Same damage for both medium, WFT won't be burst avoidable at this close range.
- n.5C
Works in corner throw.
Guard Crush
- n.5C...
Combo from second hit...
- 421A
When there's no rage.
- 236B (3x)
More damage but no knock down.
- WFT
Combo into WFT.
- Lightning Blade
Universal Issen combo, combo from second hit.
- 5C...
Combo from second hit...
- Lightning Blade
Universal Issen combo, combo from second hit.
- The other combos from near 5C will work if at closer range.
- 5C...
Cancel second hit...
- 236A...
Whiff high skull...
- 2C
Probably the most reliable follow up from far 5C.
Videos
Colors
External Links