AquaPazza/Tamaki: Difference between revisions
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[[image: | [[image:TamakiPortrait.jpg|<center><font size="3"><b>Tamaki</b></font></center>|frame|right]] | ||
[[image: | [[image:TamakiTranslated.jpg||<center><b>Tamaki's Move List</b></center>|frame|right]] | ||
=Introduction= | ==Introduction== | ||
Tamaki is Aquapazza's grappler. She is furnished with damaging throws and interesting properties on a bunch of moves, making having her close a mixup in itself. You would think of a grappler as being sluggish, but not Tamaki, she has great tools for getting around the stage and in your face. In exchange, she has almost no ranged moves and her normals are short in reach. It's hard for her to do much when away from her opponent, giving you that "well how do I get in" feeling at times. With that said, she has the power to really maker her opponents hurt when she's in, a great pick for people that like to present their opponent with many guesses. | Tamaki is Aquapazza's grappler. She is furnished with damaging throws and interesting properties on a bunch of moves, making having her close a mixup in itself. You would think of a grappler as being sluggish, but not Tamaki, she has great tools for getting around the stage and in your face. In exchange, she has almost no ranged moves and her normals are short in reach. It's hard for her to do much when away from her opponent, giving you that "well how do I get in" feeling at times. With that said, she has the power to really maker her opponents hurt when she's in, a great pick for people that like to present their opponent with many guesses. | ||
=Partners= | ==Partners== | ||
'''[[AquaPazza/Satsuki|Satsuki]]'''<br> | '''[[AquaPazza/Satsuki|Satsuki]]'''<br> | ||
Satsuki's cover fire is great for getting close to your opponent. You can also use her single shot to keep you safe after a blocked | Satsuki's cover fire is great for getting close to your opponent. You can also use her single shot to keep you safe after a blocked Iron Claw of Fear. | ||
'''[[AquaPazza/Mizuki|Mizuki]]'''<br> | '''[[AquaPazza/Mizuki|Mizuki]]'''<br> | ||
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Octavia's neutral assist is good for okizeme and spacing. You can use her other assist for reseting neutral. Her neutral assist is great because it's hard to stop or get away from. It seeks out the opponent and generates a lot of stun. | Octavia's neutral assist is good for okizeme and spacing. You can use her other assist for reseting neutral. Her neutral assist is great because it's hard to stop or get away from. It seeks out the opponent and generates a lot of stun. | ||
= Strategy = | ==Strategy== | ||
==Spacing and Neutral Game== | ===Spacing and Neutral Game=== | ||
With this character you always want to be on the offensive; Try to limit actions that would result in low spirits. Tamaki gets big bonuses to her moves when in High Tension. High Tension time also last a fair amount of time for her. However due to the type of character she is, low spirits can really work against you. Make sure you avoid being pressured in the corner as much as possible. | With this character you always want to be on the offensive; Try to limit actions that would result in low spirits. Tamaki gets big bonuses to her moves when in High Tension. High Tension time also last a fair amount of time for her. However due to the type of character she is, low spirits can really work against you. Make sure you avoid being pressured in the corner as much as possible. | ||
Tamaki has a lot of options for moving around. Make sure you take full advantage of her dash and jumps to get in on your opponent. Just having something blocked is enough to start up Tamaki's guessing game. Having a 2A blocked means you can use delays to beat mashes or command throw them when you've trained them to stand still. If they try to jump away, you can tag them with A Iron Claw. If they try to back dash, you can use B Iron Claw or | Tamaki has a lot of options for moving around. Make sure you take full advantage of her dash and jumps to get in on your opponent. Just having something blocked is enough to start up Tamaki's guessing game. Having a 2A blocked means you can use delays to beat mashes or command throw them when you've trained them to stand still. If they try to jump away, you can tag them with A Iron Claw. If they try to back dash, you can use B Iron Claw or Iron Claw of Fear to punish them. | ||
==Throw Theory== | ===Throw Theory=== | ||
These are the approximate Ranges to keep in mind when playing Tamaki. Using Normal throw as the basis, the list goes from the least range to the most range. | These are the approximate Ranges to keep in mind when playing Tamaki. Using Normal throw as the basis, the list goes from the least range to the most range. | ||
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*C Suplex | *C Suplex | ||
= Combos = | ==Combos== | ||
'''Target Combos''' | '''Target Combos''' | ||
*2A>2B>2C | *2A>2B>2C | ||
*2A>5A>2B>2C | |||
*5A>2B>623B | *5A>2B>623B | ||
*5A>2B>5C>623C | *5A>2B>5C>623C | ||
:Standing only | :Standing only | ||
JC>[66]>5C>623A or 2363214+AB | *(air to air)JC>land[66]>5C>623A or 2363214+AB | ||
:Off a counter hit JC | :Off a counter hit JC | ||
*2A>2B>B+C>5B>623A | |||
:corner combo | |||
'''Assist Combos''' | '''Assist Combos''' | ||
''Serika'' | |||
*2A>2B>6D>B+C dash 5C>623C | |||
*2A>2B>6D>B+C dash 214A>720A+B | |||
*2A>2B>4D>5C>623C (assist hits) 2C>5C>623C | |||
:Standing only | |||
*41236X>4D dash 214C>720+AB | |||
''Octavia'' | ''Octavia'' | ||
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*5D>5A>2C>5C>623A | *5D>5A>2C>5C>623A | ||
*5D>5A>2C>2363214+AB | *5D>5A>2C>2363214+AB | ||
*2A>2B>2363214A+B>5D>2363214A+B | |||
= Move List = | ''Yu'' | ||
==Normal Moves== | |||
*4C/6C/2C/623X>5D>5C>623A | |||
*360X>4/6D>5B>5C>623A | |||
:Near a corner | |||
*2363214+AB>4/6D>5B>5C>623A | |||
*2A>2B>2363214A+B>5D>2363214A+B | |||
*2A>2B>2363214A+B>4/6D>2363214A+B(easier than 5D but less damage) | |||
*41236x>5D>2363214A+B | |||
*2A>2B>2C>5D>623A | |||
''Mizuki'' | |||
*2/5A>2/5B>D>5C>623A (5C whiffs standing) | |||
*2/5A>2/5B>D>5C>2363214A+B | |||
*2/5A>2/5B>B+C>6D>run>623A(may not work if you are too far away from corner, but corner carries from mid screen) | |||
''Camyu'' | |||
*360A>5D>max spin>Camyu hits>623A | |||
==Move List== | |||
===Normal Moves=== | |||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
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|} | |} | ||
==Special Actions== | ===Special Actions=== | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"|'''<font size = "3"> | | width="" style="background:#f0f0f0;"|'''<font size = "3"> Short Jump 「小ジャンプ」 - Tap 7 or 8 or 9 </font>''' | ||
* '''(Description)''' - Short | * '''(Description)''' - Short hop for close pressure. She doesn't move forward very much but it's very easy to use when you're close to your opponent. Has a lot of landing recovery. | ||
|- | |- | ||
| width="" |'''<font size = "3"> | | width="" |'''<font size = "3"> High Jump 「大ジャンプ」 - Tap 2 Then 7/8/9 </font>''' | ||
* '''(Description)''' - Tamaki has a super jump that she can make use of. The arch is kind of big so it's easy to intercept if you don't have your partner to back you up. | * '''(Description)''' - Tamaki has a super jump that she can make use of. The arch is kind of big so it's easy to intercept if you don't have your partner to back you up. | ||
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|} | |} | ||
==Special Moves== | ===Special Moves=== | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"|'''<font size = "3"> Iron Claw 「アイアンクロー」 - 623+[Attack] </font>''' | | width="" style="background:#f0f0f0;"|'''<font size = "3"> Iron Claw 「アイアンクロー」 - 623+[Attack] </font>''' | ||
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|} | |} | ||
==Super Moves== | ===Super Moves=== | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"|'''<font size = "3"> | | width="" style="background:#f0f0f0;"|'''<font size = "3"> Iron Claw of Fear「恐怖のアイアンクロー」 - 2363214+AB </font> ''' | ||
* '''(Description)''' - After the super flash, Tamaki flies forward at gundam speed for a catch grab. Air-unblockable. This has a little bit of physical invincibility at the beginning of the move and you can combo into it from A moves. It's fast so it makes for an "OK" just do it move, but you will eat a full combo if this is blocked. | * '''(Description)''' - After the super flash, Tamaki flies forward at gundam speed for a catch grab. Air-unblockable. This has a little bit of physical invincibility at the beginning of the move and you can combo into it from A moves. It's fast so it makes for an "OK" just do it move, but you will eat a full combo if this is blocked. Probably the best ranged punish in the game, it's best use is just buffering it during strings with obvious gaps and certain blocked (or even on hit) normals. Some examples would be Karulau 2A 2B 2C, Sasara 5A 5B 5CC, Multi 5B 5B, Chizuru 5B 5C, etc. On hit, you will have tons of time to set up whatever oki set up that you want. | ||
|- | |- | ||
| width="" |'''<font size = "3"> Full | | width="" |'''<font size = "3"> Full Discipline 「折檻フルコース」 - 720+AB</font> ''' | ||
* '''(Description)''' - For her country. This is not escapable after the superflash. You can increase the damage by spinning the arcade stick... as if doesn't already do a ton of damage. One big flaw is that the range of this move is about the same as C Giant Swing. You also throw them behind you so it will be hard to get oki. However, if you are in High Tension, you will throw them in front of you. | * '''(Description)''' - For her country. This is not escapable after the superflash. You can increase the damage by spinning the arcade stick... as if doesn't already do a ton of damage. One big flaw is that the range of this move is about the same as C Giant Swing. You also throw them behind you so it will be hard to get oki. However, if you are in High Tension, you will throw them in front of you. | ||
|} | |} | ||
==Splash Arts== | ===Splash Arts=== | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"|'''<font size = "3"> | | width="" style="background:#f0f0f0;"|'''<font size = "3"> Blood-Curdling Punishment 「戦慄のお仕置きタイム」 - 222+BC</font>''' | ||
* '''(Description)''' - Mu no Kyouchi. Basically, time slow from Samurai Shodown. Everything that your opponent does is twice as slow and stun time is twice as much; allowing you do do combos that you not be able to do normally. This works from anywhere on the screen, allowing you to reverse momentum and apply low risk pressure in almost any situation. This move will end after 316 frames or if you are hit during it. | * '''(Description)''' - Mu no Kyouchi. Basically, time slow from Samurai Shodown. Everything that your opponent does is twice as slow and stun time is twice as much; allowing you do do combos that you not be able to do normally. This works from anywhere on the screen, allowing you to reverse momentum and apply low risk pressure in almost any situation. This move will end after 316 frames or if you are hit during it. | ||
|} | |} | ||
==Colors== | ==Colors== | ||
{{ | {{ColorGallery | filePrefix=Tamaki | imageFileTypes = gif | colors= | ||
| | {{ColorGallery/Color|A| text= Default A }} | ||
| | {{ColorGallery/Color|B| text= Default B }} | ||
| | {{ColorGallery/Color|C| text= Default C }} | ||
| | {{ColorGallery/Color|D| text= Default D }} | ||
| | }} | ||
| | === Additional Colors === | ||
| | {{ColorGallery | filePrefix=Tamaki | imageFileTypes = gif | colors= | ||
| | {{ColorGallery/Color|E| text= メロウグリーン<br>Mellow Green }} | ||
| | {{ColorGallery/Color|F| text= サマーバケーション<br>Summer Vacation }} | ||
| | {{ColorGallery/Color|G| text= スプラッシュマリン<br>Marine Splash }} | ||
| | {{ColorGallery/Color|H| text= パッションローズ<br>Passion Rose }} | ||
| | {{ColorGallery/Color|I| text= オーロラライツ<br>Aurora Lights }} | ||
| | {{ColorGallery/Color|J| text= タンジェリンフロウ<br>Tangerine Flow }} | ||
{{ColorGallery/Color|K| text= スノーホワイト<br>Snow White }} | |||
{{ColorGallery/Color|L| text= ベイビーコスモス<br>Baby Cosmos }} | |||
{{ColorGallery/Color|M| text= プレッピーオセロ<br>Preppy Othello }} | |||
{{ColorGallery/Color|N| text= ハニースウィート<br>Sweet Honey }} | |||
{{ColorGallery/Color|O| text= ナイトパーティ<br>Night Party }} | |||
{{ColorGallery/Color|P| text= バンブーグラス<br>Bamboo Grass }} | |||
}} | |||
{{Navbox-AP}} | |||
[[Category:AquaPazza]] | [[Category:AquaPazza]] | ||
[[Category:Tamaki]] |
Latest revision as of 21:26, 26 October 2020
Introduction
Tamaki is Aquapazza's grappler. She is furnished with damaging throws and interesting properties on a bunch of moves, making having her close a mixup in itself. You would think of a grappler as being sluggish, but not Tamaki, she has great tools for getting around the stage and in your face. In exchange, she has almost no ranged moves and her normals are short in reach. It's hard for her to do much when away from her opponent, giving you that "well how do I get in" feeling at times. With that said, she has the power to really maker her opponents hurt when she's in, a great pick for people that like to present their opponent with many guesses.
Partners
Satsuki
Satsuki's cover fire is great for getting close to your opponent. You can also use her single shot to keep you safe after a blocked Iron Claw of Fear.
Mizuki
You mostly use Mizuki (or Rathty for that matter) for combos. Mizuki can and a good bit of damage but she is kind of slow. You could make use of that slowness for mixups though. Call her out, then get an SPD in while your opponent is expecting Mizuki's hit.
Octavia
Octavia's neutral assist is good for okizeme and spacing. You can use her other assist for reseting neutral. Her neutral assist is great because it's hard to stop or get away from. It seeks out the opponent and generates a lot of stun.
Strategy
Spacing and Neutral Game
With this character you always want to be on the offensive; Try to limit actions that would result in low spirits. Tamaki gets big bonuses to her moves when in High Tension. High Tension time also last a fair amount of time for her. However due to the type of character she is, low spirits can really work against you. Make sure you avoid being pressured in the corner as much as possible.
Tamaki has a lot of options for moving around. Make sure you take full advantage of her dash and jumps to get in on your opponent. Just having something blocked is enough to start up Tamaki's guessing game. Having a 2A blocked means you can use delays to beat mashes or command throw them when you've trained them to stand still. If they try to jump away, you can tag them with A Iron Claw. If they try to back dash, you can use B Iron Claw or Iron Claw of Fear to punish them.
Throw Theory
These are the approximate Ranges to keep in mind when playing Tamaki. Using Normal throw as the basis, the list goes from the least range to the most range.
- Normal Throw
- Full Course, C Swing
- B Swing
- A Swing
- A Suplex
- 2A
- B Suplex
- 5A
- C Suplex
Combos
Target Combos
- 2A>2B>2C
- 2A>5A>2B>2C
- 5A>2B>623B
- 5A>2B>5C>623C
- Standing only
- (air to air)JC>land[66]>5C>623A or 2363214+AB
- Off a counter hit JC
- 2A>2B>B+C>5B>623A
- corner combo
Assist Combos
Serika
- 2A>2B>6D>B+C dash 5C>623C
- 2A>2B>6D>B+C dash 214A>720A+B
- 2A>2B>4D>5C>623C (assist hits) 2C>5C>623C
- Standing only
- 41236X>4D dash 214C>720+AB
Octavia
- 5D>5A>2C>5C>623A
- 5D>5A>2C>2363214+AB
- 2A>2B>2363214A+B>5D>2363214A+B
Yu
- 4C/6C/2C/623X>5D>5C>623A
- 360X>4/6D>5B>5C>623A
- Near a corner
- 2363214+AB>4/6D>5B>5C>623A
- 2A>2B>2363214A+B>5D>2363214A+B
- 2A>2B>2363214A+B>4/6D>2363214A+B(easier than 5D but less damage)
- 41236x>5D>2363214A+B
- 2A>2B>2C>5D>623A
Mizuki
- 2/5A>2/5B>D>5C>623A (5C whiffs standing)
- 2/5A>2/5B>D>5C>2363214A+B
- 2/5A>2/5B>B+C>6D>run>623A(may not work if you are too far away from corner, but corner carries from mid screen)
Camyu
- 360A>5D>max spin>Camyu hits>623A
Move List
Normal Moves
5A
Tamaki does a low kick to this shins. This move cannot cancel into itself, but its very fast and hits low. It has a decent bit of reach as well so its it great for okizeme. |
5B
A big diagonal slap right in front. This move hits crouchers but the reach is somewhat short. If you use too many A's before this move, it tends to end up whiffing. However the start up are recovery are pretty good and the duration is great. When in High Tension, you can link back to A moves. |
5C
Tamaki let's a horizontal punch rip. Unlike most other characters, she can cancel this move into special moves. The hitbox is pretty good but it won't hit crouching opponents at all. But what you can do is let is whiff purposely and go for a command throw after that. |
2A
A crouching flick. While slower and having less range than 5A, it does cancel into itself. You can use to hitconfim into combos or self up something with your command throws or assist. |
2B
A swipe at the knees. A bit more reach than 5B, but still relatively short. This move is usually just used for combos. |
2C
Tamaki goes for a big chop at the ankles. This is of Tamaki's longest reaching normal. Unlike 5A it is not special cancellable. However it will down the opponent on hit. On counter hit it will float the opponent, allowing you to go for a follow up. |
B+C
A strong, haymaker-looking slap. This will blow the opponent a way on hit and will wall slam if they are close enough to the corner. It can combo from her B moves. |
JA
Flying knee press. This move has SNK worthy levels of active frames. This is a good air-to-air against characters that don't have big JCs and the like the swat you away with. You can also use this as a crossup, Ken's Jump light style. |
JB
A horizontal chop in front of Tamaki. The hitbox on this is fairly strong, so you can use this as a preemptive air-to-air move. Try to hit the opponent with it as they jump up towards you. |
JC
Tamaki does a powerful downward chop. This is your main force for jump ins. If you score a mid-air counter hit with this, it will ground bounce the opponent. |
4 or 6+C
Tamaki becomes E. Honda for a moment for a throw. This throw results in an untechable down; from here you can move into okizeme. During the forward throw, you can mash buttons and spin the stick for more damage. |
Special Actions
Short Jump 「小ジャンプ」 - Tap 7 or 8 or 9
|
High Jump 「大ジャンプ」 - Tap 2 Then 7/8/9
|
Dash - Hold 66
|
Special Moves
Iron Claw 「アイアンクロー」 - 623+[Attack]
|
Wait Right There! 「そこで待ってなさいッ!」 - 214+[Attack]
|
German Suplex 「ジャーマンスープレックス」 - 41236+[Attack]
|
Giant Swing 「ジャイアントスイング」 - 360+[Attack]
|
Super Moves
Iron Claw of Fear「恐怖のアイアンクロー」 - 2363214+AB
|
Full Discipline 「折檻フルコース」 - 720+AB
|
Splash Arts
Blood-Curdling Punishment 「戦慄のお仕置きタイム」 - 222+BC
|