Samurai Shodown/Tam Tam: Difference between revisions

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[[File:SamSho_TamTam_Profile.png |<center><font size="4"><b>Tam Tam</b></br>タムタム, Tamu Tamu</font></center>|thumb|right]]
{| class="wikitable" style="float:right; margin-left:10px;"
|-
|[[File:SamSho_TamTam_Profile.png|350px|center|]]
<center><font size="4"><b>Tam Tam</b></br>タムタム, Tamu Tamu</font></center>
|-
| {{#lst:Samurai Shodown/System Data|Tam Tam Data}}
|}
{{TOClimit|2}}
{{TOClimit|2}}


==Introduction==
==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 the most offensive of the Zoners, as his relatively low damage output forces him to go in and gamble on hard 50/50s which, on block, leave him wide open for punishment.


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.
He has some of the best ranged normals in the game. His far 5A in particular is an absurd button that stops grounded approaches dead in their tracks, but recovers fast enough to Anti-Air predictive jumps afterwards as well. His Kicks are excellent, having fast startup, good range and being very safe on block. Tam Tam can use his good lights, to set up tick throws into his damaging, albeit reactable command grab, or throw caution to the wind entirely and bet the farm on his infamous j.C / 2C 50/50.


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.
Tam Tam is very reliant on being in control of the match at all times, since he can’t handle being on the defensive at all. His fastest normal is 6f and his only reversal is slow and incredibly unsafe on block. Most of his specials are also very awkward to use effectively and need a big commitment
 
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.


{{ProConTable
{{ProConTable
|intro=<center>[[File:SS_TamTam_Icon.png|40px]] '''Tam Tam''' is an aggressive zoning character, who can easily force you into hard 50/50 mixups.</center>
|intro=<center>[[File:SS_TamTam_Icon.png|40px]] '''Tam Tam''' is an aggressive zoning character, who can easily force you into hard 50/50 mixups.</center>
|pros=
|pros=
*Some of the longest pokes and best A and D normals in the game
*'''Far, fast pokes:''' Tam Tam has 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.
*Air normals have great hitboxes
*'''Mix-ups:'''Tam Tam can mix the opponent between his IOH, j.C, numerous lows and far-reaching command-grab.
*Can 50/50 via his IOH j.C and numerous lows
*'''Good anti-airs:''' Tam Tam's 2B, 66B and 66C are excellent anti-air options.
*Good grounded AAs via 2B, 66B and 66C
*'''Strong zoning:''' Tam Tam's skull projecitles and fire pillars give Tam Tam him a good zoning game. He also has a far-reaching SSM to punish enemy zoning attempts.
*Strong zoning via skulls
*Good punishment options
*Good at building guard crush
*SSM has long range and can hop over fireballs
*421C is an invincible reversal that cannot be SSM punished on block
|cons=
|cons=
*Long recovery on his best normals as well as multiple blind spots
*'''High-risk, low reward:''' Tam Tam's farthest reaching normals have long recovery, can be punished heavily if misused, and are mostly easy to deflect. His 50/50 mix-up is also incredibly unsafe
*Best normals are easy to deflect
*'''Low damage:''' Tam Tam does quite low damage overall, and gets little reward off of Guard Crushes. This forces him to go in and gamble on additional mix-ups.
*IOH 50/50 is low damage in this game and unsafe
*'''Bad movement:''' Tam has one of the slowest runs and a very floaty jump, making his movement risky and committal. His jump is so floaty that is j.C IOH is punishable in certain matchups.
*Bad run speed and running normals aren't suited for pressure
*'''Gimmicky:''' Tam has many special moves that lack either lack practical use (''Paguna Paguna'') or are too risky to use in neutral compared to his other tools (''Gaboora Gaboora'' and ''Ahaooh Gaboora'').
*Jump normals don't reach above his head
*Very floaty jump
*Low damage overall and really bad reward off a guard crush
*SSM is low damage and cannot counter-hit
*421C has slow startup and can be safe meatied
*Multiple specials are gimmicky and have little purpose
}}
}}
==Data==
<!--To make changes to this section, go to Tam Tam's subheader in Samurai_Shodown/System_Data-->
{{#lst:Samurai Shodown/System Data|Tam Tam Data}}


==Gameplan==
==Gameplan==
Line 54: Line 43:
{{MoveData
{{MoveData
|image=ss_tam_5A.jpg
|image=ss_tam_5A.jpg
|hitbox=Ss_tam_5a_hb.png
|caption=
|caption=
|name=5A
|name=5A
Line 70: Line 60:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes
  |deflect= Yes
  |unarmed=
  |unarmed=No
  |description= The scimitar swish from (green) hell is back and still as fast and non-cancellable as ever. However, due to the high rewards a deflect can lead to in this game, maybe you shouldn't spam it as much as you used to. Still, you'll use this a lot.
  |description=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
  }}
  }}
}}
}}
Line 78: Line 72:
{{MoveData
{{MoveData
|image=ss_tam_5B.jpg
|image=ss_tam_5B.jpg
|hitbox=Ss_tam_5b_hb.png
|caption=
|caption=
|name=5B
|name=5B
Line 94: Line 89:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes
  |deflect= Yes
  |unarmed=
  |unarmed=No
  |description= Did you know Tam Tam had far slashes other than 5A? I know, it was news to me too. This medium slash has slightly more range than 5A but is obviously slower. Can be cancelled upon hit and whiff, and combos into WFT, which is all pretty neat. Another one you'll be using a lot.
  |description=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
  }}
  }}
}}
}}
Line 102: Line 101:
{{MoveData
{{MoveData
|image=ss_tam_5C.jpg
|image=ss_tam_5C.jpg
|hitbox=Ss_tam_5c1_hb.png
|hitbox2=Ss_tam_5c2_hb.png
|caption=
|caption=
|name=5C
|name=5C
Line 118: Line 119:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes (disarm)
  |deflect= Yes (disarm)
  |unarmed=
  |unarmed=No
  |description= Range on this is pretty good, but second hit can whiff if you only graze them with the very tip of the first hit.
  |description=Tam Tam does a powerful 2-hit strike
This one is now your preferred simple hard slash for punishes over 2C.
* 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
  }}
  }}
}}
}}
Line 127: Line 130:
{{MoveData
{{MoveData
|image=ss_tam_2A.jpg
|image=ss_tam_2A.jpg
|hitbox=Ss_tam_2a_hb.png
|caption=
|caption=
|name=2A
|name=2A
Line 143: Line 147:
  |recoil= Yes
  |recoil= Yes
  |deflect=Yes
  |deflect=Yes
  |unarmed=
  |unarmed=No
  |description=Not a bad option if they're getting closer and you want to shut down some dash grab attempts.
  |description=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
  }}
  }}
}}
}}
Line 151: Line 159:
{{MoveData
{{MoveData
|image=ss_tam_2B.jpg
|image=ss_tam_2B.jpg
|hitbox=Ss_tam_2b_hb.png
|caption=
|caption=
|name=2B
|name=2B
Line 167: Line 176:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes
  |deflect= Yes
  |unarmed=
  |unarmed=No
  |description= Combos into 421A and WFT.
  |description= Tam Tam crouches and strikes directly above him.
* Good Anti-Air and combo filler
* Combos into 421A and WFT
  }}
  }}
}}
}}
Line 175: Line 186:
{{MoveData
{{MoveData
|image=ss_tam_2C.jpg
|image=ss_tam_2C.jpg
|hitbox=Ss_tam_2c_hb.png
|caption=
|caption=
|name=2C
|name=2C
Line 191: Line 203:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=No
  |description= Tam Tam's classic sword sweep took a small hit due to 5C now doing a lot more damage. It keeps its knockdown and non-deflectable properties, however. This one has no recoil animation on block, so definitely don't just throw this one out. If you's blocked, you's in trouble.
  |description= 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
  }}
  }}
}}
}}
Line 200: Line 215:
{{MoveData
{{MoveData
|image=SS_TamTam_n5A.jpg
|image=SS_TamTam_n5A.jpg
|hitbox=Ss_tam_n5a_hb.png
|caption=
|caption=
|name=n.5A
|name=n.5A
Line 216: Line 232:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed= No
  |description= A quick headbutt.
  |description= Tam Tam does a quick headbutt
* One frame slower than other characters' n.5A
* Easily combos into 421A
  }}
  }}
}}
}}
Line 224: Line 242:
{{MoveData
{{MoveData
|image=SS_TamTam_n5B.jpg
|image=SS_TamTam_n5B.jpg
|hitbox=Ss_tam_n5b_hb.png
|caption=
|caption=
|name=n.5B
|name=n.5B
Line 240: Line 259:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes
  |deflect= Yes
  |unarmed=
  |unarmed= No
  |description= Can combo into WFT, 421A ''and'' the triple low skulls!
  |description=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)
  }}
  }}
}}
}}
Line 248: Line 269:
{{MoveData
{{MoveData
|image=SS_TamTam_n5C.jpg
|image=SS_TamTam_n5C.jpg
|hitbox=Ss_tam_n5c1_hb.png
|hitbox2=Ss_tam_n5c2_hb.png
|caption=
|caption=
|name=n.5C
|name=n.5C
Line 264: Line 287:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes (Disarm)
  |deflect= Yes (Disarm)
  |unarmed=
  |unarmed=No
  |description= Another 2-Hit-Heavy, but no cancels this time around.
  |description=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
  }}
  }}
}}
}}
Line 273: Line 299:
{{MoveData
{{MoveData
|image=SS_TamTam_5D.jpg
|image=SS_TamTam_5D.jpg
|hitbox=Ss_tam_5d_hb.png
|caption=
|caption=
|name=5D
|name=5D
Line 289: Line 316:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=Yes
  |description=
  |description=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
  }}
  }}
}}
}}
Line 297: Line 327:
{{MoveData
{{MoveData
|image=SS_TamTam_6D.jpg
|image=SS_TamTam_6D.jpg
|hitbox=Ss_tam_6d_hb.png
|caption=
|caption=
|name=6D
|name=6D
Line 305: Line 336:
  |startup=6~12
  |startup=6~12
  |active=7
  |active=7
  |recovery=
  |recovery=9
  |hitAdv= KD
  |hitAdv= KD
  |total=22
  |total=22
Line 313: Line 344:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=Yes
  |description=
  |description=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
  }}
  }}
}}
}}
Line 321: Line 356:
{{MoveData
{{MoveData
|image=SS_TamTam_2D.jpg
|image=SS_TamTam_2D.jpg
|hitbox=Ss_tam_2d_hb.png
|caption=
|caption=
|name=2D
|name=2D
Line 337: Line 373:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=Yes
  |description=
  |description=Tam Tam does a low kick
* Very good low-commitment 2D
* Incredibly safe on block
* Also cancellable
  }}
  }}
}}
}}
Line 345: Line 384:
{{MoveData
{{MoveData
|image=SS_TamTam_3D.jpg
|image=SS_TamTam_3D.jpg
|hitbox=Ss_tam_3d_hb.png
|caption=
|caption=
|name=3D
|name=3D
Line 356: Line 396:
  |hitAdv=KD
  |hitAdv=KD
  |total=40
  |total=40
  |blockAdv=-5, +1
  |blockAdv=-5~+1
  |guardDmg=5
  |guardDmg=5
  |cancel= No
  |cancel= No
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=Yes
  |description=
  |description=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
  }}
  }}
}}
}}
Line 370: Line 413:
{{MoveData
{{MoveData
|image=SS_TamTam_66A.jpg
|image=SS_TamTam_66A.jpg
|hitbox=Ss_tam_66a_hb.png
|caption=
|caption=
|name=66A
|name=66A
Line 386: Line 430:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=No
  |description=
  |description=Tam Tam does a dashing headbutt
* Functionally identical to n.5A
* Mainly used to tick into his command grab
  }}
  }}
}}
}}
Line 394: Line 440:
{{MoveData
{{MoveData
|image=SS_TamTam_66B.jpg
|image=SS_TamTam_66B.jpg
|hitbox=Ss_tam_66b_hb.png
|caption=
|caption=
|name=66B
|name=66B
Line 410: Line 457:
  |recoil= Yes
  |recoil= Yes
  |deflect= Yes (Disarm)
  |deflect= Yes (Disarm)
  |unarmed=
  |unarmed=No
  |description=
  |description=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
  }}
  }}
}}
}}
Line 418: Line 468:
{{MoveData
{{MoveData
|image=SS_TamTam_66C.jpg
|image=SS_TamTam_66C.jpg
|hitbox=Ss_tam_66c_hb.png
|caption=
|caption=
|name=66C
|name=66C
Line 434: Line 485:
  |recoil= No
  |recoil= No
  |deflect= Yes (Disarm)
  |deflect= Yes (Disarm)
  |unarmed=  
  |unarmed=No
  |description=
  |description=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.
  }}
  }}
}}
}}
Line 442: Line 496:
{{MoveData
{{MoveData
|image=SS_TamTam_66D.jpg
|image=SS_TamTam_66D.jpg
|hitbox=Ss_tam_66d_hb.png
|caption=
|caption=
|name=66D
|name=66D
Line 458: Line 513:
  |recoil= No
  |recoil= No
  |deflect= No
  |deflect= No
  |unarmed=
  |unarmed=Yes
  |description=
  |description=Tam Tam does a running slide
* Good 66D that can be made safe if spaced well
* Somewhat short range
  }}
  }}
}}
}}
Line 467: Line 524:
{{MoveData
{{MoveData
|image=SS_TamTam_jA.jpg
|image=SS_TamTam_jA.jpg
|hitbox=Ss_tam_ja_hb.png
|caption=
|caption=
|name=j.A
|name=j.A
Line 482: Line 540:
  |cancel= No
  |cancel= No
  |recoil= No
  |recoil= No
  |deflect=  
  |deflect=No
  |unarmed=
  |unarmed=No
  |description=
  |description=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
  }}
  }}
}}
}}
Line 491: Line 551:
{{MoveData
{{MoveData
|image=SS_TamTam_jB.jpg
|image=SS_TamTam_jB.jpg
|hitbox=Ss_tam_jb_hb.png
|caption=
|caption=
|name=j.B
|name=j.B
Line 506: Line 567:
  |cancel= No
  |cancel= No
  |recoil= No
  |recoil= No
  |deflect=  
  |deflect=No
  |unarmed=
  |unarmed=No
  |description=
  |description=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
  }}
  }}
}}
}}
Line 515: Line 579:
{{MoveData
{{MoveData
|image=SS_TamTam_jC.jpg
|image=SS_TamTam_jC.jpg
|hitbox=Ss_tam_jc_hb.png
|caption=
|caption=
|name=j.C
|name=j.C
Line 530: Line 595:
  |cancel= No
  |cancel= No
  |recoil= No
  |recoil= No
  |deflect=  
  |deflect=No
  |unarmed=
  |unarmed=No
  |description= The classic instant overhead, now new and improved without any blind spots, making it a great air-to-air as well, which is insane.
  |description=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
  }}
  }}
}}
}}
Line 539: Line 607:
{{MoveData
{{MoveData
|image=SS_TamTam_jD.jpg
|image=SS_TamTam_jD.jpg
|hitbox=Ss_tam_jd_hb.png
|caption=
|caption=
|name=j.D
|name=j.D
Line 554: Line 623:
  |cancel= No
  |cancel= No
  |recoil= No
  |recoil= No
  |deflect=  
  |deflect=No
  |unarmed=
  |unarmed=Yes
  |description= This does less damage than any of Tam Tam's jumping slashes while also not being faster than any of them (same startup as j.C). Add to that the fact that the jumping slashes now have no blind spots anymore, and this move is pretty much pointless.
  |description=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
  }}
  }}
}}
}}
Line 564: Line 637:
{{MoveData
{{MoveData
|image=SS_TamTam_u5S.jpg
|image=SS_TamTam_u5S.jpg
|hitbox=Ss_tam_u5s_hb.png
|caption=
|caption=
|name=u.5S
|name=u.5S
Line 581: Line 655:
  |deflect=No
  |deflect=No
  |unarmed=Yes
  |unarmed=Yes
  |description= Standing headbutt, pretty much armed n.5A.
  |description=Tam tam does a standing headbutt
* Similar animation to n.5A
* Short range
* Slow startup
  }}
  }}
}}
}}
Line 588: Line 665:
{{MoveData
{{MoveData
|image=SS_TamTam_u2S.jpg
|image=SS_TamTam_u2S.jpg
|hitbox=Ss_tam_u2s_hb.png
|caption=
|caption=
|name=u.2S
|name=u.2S
Line 605: Line 683:
  |deflect=No
  |deflect=No
  |unarmed=Yes
  |unarmed=Yes
  |description= Claw at their feet...or knees. Hits mid.
  |description= 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
  }}
  }}
}}
}}
Line 612: Line 693:
{{MoveData
{{MoveData
|image=SS_TamTam_juS.jpg
|image=SS_TamTam_juS.jpg
|hitbox=Ss_tam_jus_hb.png
|caption=
|caption=
|name=ju.S
|name=ju.S
Line 627: Line 709:
  |cancel=
  |cancel=
  |recoil= No
  |recoil= No
  |deflect=  
  |deflect=No
  |unarmed=Yes
  |unarmed=Yes
  |description=Can no longer IOH :(
  |description=Tam Tam strikes downwards with the side of his hand
* Average as an air-to-air
* Can no longer IOH
  }}
  }}
}}
}}
Line 636: Line 720:
{{MoveData
{{MoveData
|image=SS_TamTam_u66S.jpg
|image=SS_TamTam_u66S.jpg
|hitbox=Ss_tam_u66s_hb.png
|caption=
|caption=
|name=u.66S
|name=u.66S
Line 649: Line 734:
  |blockAdv=-15
  |blockAdv=-15
  |guardDmg=5
  |guardDmg=5
  |cancel=
  |cancel=No
  |recoil= No  
  |recoil= No  
  |deflect= No
  |deflect= No
  |unarmed= Yes
  |unarmed= Yes
  |description= Knocks down, like all unarmed 66S.
  |description=Tam Tam does a running heatbutt
* Knocks down, like all unarmed 66S
* Fairly slow startup and short range
* Heavy-punishable on block
  }}
  }}
}}
}}
Line 661: Line 749:
{{MoveData
{{MoveData
|image=SS_TamTam_5CD.jpeg
|image=SS_TamTam_5CD.jpeg
|hitbox=Ss_tam_cd_hb.png
|caption=Neutral / Forward Throw
|caption=Neutral / Forward Throw
|image2=SS_TamTam_4CD.jpeg
|image2=SS_TamTam_4CD.jpeg
Line 681: Line 770:
  |deflect=No
  |deflect=No
  |unarmed=Yes
  |unarmed=Yes
  |description=Universal throw. Can be followed up with an attack.
  |description=
  }}
  }}
  {{AttackData-SS2019
  {{AttackData-SS2019
Line 698: Line 787:
  |deflect=No
  |deflect=No
  |unarmed=Yes
  |unarmed=Yes
  |description=Universal throw. Can be followed up with an attack.
  |description=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
  }}
  }}
}}
}}
Line 705: Line 797:
{{MoveData
{{MoveData
|image=SS TamTam 5BC.jpg
|image=SS TamTam 5BC.jpg
|caption=
|hitbox=Ss_tam_5bc_hb.png
|hitbox2=Ss_tam_u5bc_hb.png
|caption2=Strong sneeze gone wrong
|name=Surprise Attack (Overhead)
|name=Surprise Attack (Overhead)
|input=5B+C
|input=5B+C
Line 724: Line 818:
  |deflect= No
  |deflect= No
  |unarmed=Yes
  |unarmed=Yes
  |description=Universal overhead. The mightiest of headbutts. Strong sneeze gone wrong. A quick look for the lost contact lens. Tam Tam of course has much better ways to get overhead damage (instantly, even), but this can still catch some people off guard on wakeup sometimes.
  |description=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
  }}
  }}
}}
}}
Line 731: Line 827:
{{MoveData
{{MoveData
|image=SS_TamTam_5AB.jpeg
|image=SS_TamTam_5AB.jpeg
|hitbox=Ss_tam_5ab_hb.png
|caption=
|caption=
|name=Dodge
|name=Dodge
Line 757: Line 854:
{{MoveData
{{MoveData
|image=SS7 Tam gAB.jpg
|image=SS7 Tam gAB.jpg
|hitbox=Ss_tam_gab_hb.png
|caption=
|caption=
|name=Stance Break
|name=Stance Break
Line 782: Line 880:
{{MoveData
{{MoveData
|image=SS_TamTam_236AB.jpeg
|image=SS_TamTam_236AB.jpeg
|hitbox=Ss_tam_236ab_hb.png
|hitbox2=Ss_tam_u236ab_hb.png
|caption=Counter
|caption=Counter
|image2=SS TamTam u236AB.JPG
|image2=SS TamTam u236AB.JPG
Line 827: Line 927:
{{MoveData
{{MoveData
|image=SS_TamTam_5ABC.jpeg
|image=SS_TamTam_5ABC.jpeg
|hitbox=Ss_tam_5abc_hb.png
|caption=
|caption=
|name=Rage Explosion
|name=Rage Explosion
Line 852: Line 953:
{{MoveData
{{MoveData
|image=SS7 Tam Issen.jpg
|image=SS7 Tam Issen.jpg
|hitbox=Ss_tam_issen_hb.png
|caption=
|caption=
|name=Lightning Blade (Issen)
|name=Lightning Blade (Issen)
Line 878: Line 980:
{{MoveData
{{MoveData
|image=SS_TamTam_6SSS.jpg
|image=SS_TamTam_6SSS.jpg
|hitbox=Ss_tam_6sss_hb.png
|caption=You mashed the B version on accident, didn't you?
|name=Paguna Paguna
|name=Paguna Paguna
|input=6S (repeatedly)
|input=6S (repeatedly)
Line 932: Line 1,036:
  |deflect= No
  |deflect= No
  |unarmed= No
  |unarmed= No
  |description= The ancient art of the propeller blade is back to expose you as a masher once again. While performing this move, you can slide towards your opponent, forcing them to block and doing a tiny amount of chip damage. No matter how late into the move's active phase you connect with this, you'll always get the same/max damage. That said, this move is not very good at all, mostly since it's telegraphed as hell. C version Can travel across the entire screen, if you want it to. Punishing it with a slash can be dangerous since this one's active phase is deceptively long.
  |description= 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
Despite its appearance it can actually be jumped over by most characters (upper hitbox reduced after season 1)
* No matter how late into the move's active phase you connect with this, you'll always get the same/max damage
 
* Punishing the heavy (C) version with a slash can be dangerous since this one's active phase is deceptively long
Needs 4 slash inputs (A, B or C) to activate. Last button determines the version.
* Not really all that 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
  }}
  }}
}}
}}
Line 943: Line 1,049:
{{MoveData
{{MoveData
|image=SS_TamTam_623S.jpg
|image=SS_TamTam_623S.jpg
|hitbox=Ss_tam_623s_hb.png
|caption=
|caption=
|name=Ahaooh Gaboora
|name=Ahaooh Gaboora
Line 949: Line 1,056:
  {{AttackData-SS2019
  {{AttackData-SS2019
  |version=A
  |version=A
  |damage= 120
  |damage= 50,70
  |guard= Mid
  |guard= Mid
  |startup=39
  |startup=39
Line 967: Line 1,074:
  |header=no
  |header=no
  |version=B
  |version=B
  |damage= 120
  |damage= 50,70
  |guard= Mid
  |guard= Mid
  |startup=61
  |startup=61
Line 985: Line 1,092:
  |header=no
  |header=no
  |version=C
  |version=C
  |damage= 120
  |damage= 50,70
  |guard= Mid
  |guard= Mid
  |startup=70
  |startup=70
Line 998: Line 1,105:
  |deflect= No
  |deflect= No
  |unarmed=Yes
  |unarmed=Yes
  |description=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.
  |description=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
  }}
  }}
  {{AttackData-SS2019
  {{AttackData-SS2019
  |header=no
  |header=no
  |version=Rage
  |version=Rage
  |damage= 144(A&B)<br>168(C)
  |damage=10x2,20x2,40x2
  |guard= Mid
  |guard= Mid
  |startup=70
  |startup=70
Line 1,016: Line 1,127:
  |deflect= No
  |deflect= No
  |unarmed=Yes
  |unarmed=Yes
  |description= When fully raged, this special powers up and does more damage.
  |description=  
* When fully raged, the C version powers up and does more damage
  }}
  }}
}}
}}
Line 1,023: Line 1,135:
{{MoveData
{{MoveData
|image=SS_TamTam_236D.jpg
|image=SS_TamTam_236D.jpg
|hitbox=Ss_tam_236d_hb.png
|name=Gaboora Gaboora
|name=Gaboora Gaboora
|input=236D
|input=236D
Line 1,028: Line 1,141:
  {{AttackData-SS2019
  {{AttackData-SS2019
  |version=
  |version=
  |damage= 180(146)
  |damage=150
  |guard=No
  |guard=No
  |startup=24
  |startup=24
Line 1,041: Line 1,154:
  |deflect=No
  |deflect=No
  |unarmed=Yes
  |unarmed=Yes
  |description= Tam Tam's command grab. Its range is not what it used to be and it no longer catches airborne opponents. At least you can still tick into it from 66A or n.2A, although you have to get right up in their grill for the grab to connect. Unarmed version does slight less damage. It now has increased range horizontally since version 2.10.
  |description=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
  }}
  }}
}}
}}
Line 1,048: Line 1,165:
{{MoveData
{{MoveData
|image=SS_TamTam_421S.jpg
|image=SS_TamTam_421S.jpg
|hitbox=Ss_tam_421s_hb.png
|name=Pagoona Dios
|name=Pagoona Dios
|input=421S
|input=421S
Line 1,066: Line 1,184:
  |deflect= No
  |deflect= No
  |unarmed=Yes
  |unarmed=Yes
  |description=A forward-moving spin attack with fast startup. Knocks down on hit, very unsafe on block.
  |description=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
  }}
  }}
  {{AttackData-SS2019
  {{AttackData-SS2019
Line 1,078: Line 1,202:
  |hitAdv=KD
  |hitAdv=KD
  |total=-25
  |total=-25
  |blockAdv=-37,-25
  |blockAdv=-37~-25
  |guardDmg=9*3
  |guardDmg=9*3
  |cancel= No
  |cancel= No
Line 1,084: Line 1,208:
  |deflect= No
  |deflect= No
  |unarmed= Yes
  |unarmed= Yes
  |description= A stationary spin with a pretty long windup phase. It's like a slower, slightly more damaging version of his 3D.
  |description=  
* B version is stationary  
* Pretty long windup phase.
* Invul from frames 1-20
* Like a slower, slightly more damaging version of his 3D
  }}
  }}
  {{AttackData-SS2019
  {{AttackData-SS2019
Line 1,102: Line 1,230:
  |deflect= No
  |deflect= No
  |unarmed= Yes
  |unarmed= Yes
  |description=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.
  |description=
* Tam Tam does a backdash, then launches into a very fast forward spin.
* Invul from frames 1-19 (until he lands from his backdash) 
* 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.
  }}
  }}
}}
}}
Line 1,109: Line 1,241:
{{MoveData
{{MoveData
|image=SS_TamTam_236LMS.jpg
|image=SS_TamTam_236LMS.jpg
|hitbox=Ss_tam_236a_hb.png
|hitbox2=Ss_tam_236b_hb.png
|caption=
|caption=
|name=Mula Mula
|name=Mula Mula
Line 1,114: Line 1,248:
|data=
|data=
  {{AttackData-SS2019
  {{AttackData-SS2019
  |version=
  |version=A
|damage= 60
|guard= Mid
|startup=18
|active=
|recovery=
|hitAdv=
|total=48
|blockAdv=-22
|guardDmg=3*3
|cancel= No
|recoil= No
|deflect= No
|unarmed=Yes
|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
* Will catch jumpers and backdashes
* Will hit earthquake standing
}}
{{AttackData-SS2019
|version=B
  |damage= 60
  |damage= 60
  |guard= Mid (A)<br> Low (B)
  |guard= Low
  |startup=18
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=
  |total=48 / 54
  |total=54
  |blockAdv=-22
  |blockAdv=-22
  |guardDmg=3*3
  |guardDmg=3*3
Line 1,128: Line 1,282:
  |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=
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.
* 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.
  }}
  }}
}}
}}
Line 1,137: Line 1,295:
{{MoveData
{{MoveData
|image=SS_TamTam_WFT.jpg
|image=SS_TamTam_WFT.jpg
|hitbox=Ss_tam_236bc_hb.png
|caption=
|caption=
|name=Ahau Teotihuacan
|name=Ahau Teotihuacan
Line 1,155: Line 1,314:
  |deflect=No
  |deflect=No
  |unarmed=No
  |unarmed=No
  |description=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.
  |description=Tam Tam Jumps into the air and releases a powerful fireball, similar to his Ahaooh Gaboora "pillar"
* Available only during Max Rage or Rage Explosion.  
* Disarms on hit.
* Combos from 5B on 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.
  }}
  }}
}}
}}
Line 1,162: Line 1,327:
{{MoveData
{{MoveData
|image=SS_TamTam_SSM.jpg
|image=SS_TamTam_SSM.jpg
|hitbox=Ss_tam_ssm_hb.png
|caption=
|caption=
|name=Magnus Dios Zahl
|name=Magnus Dios Zahl
Line 1,180: Line 1,346:
  |deflect=No
  |deflect=No
  |unarmed=No
  |unarmed=No
  |description=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.
  |description=Tam Tam leaps across the screen onto his opponent.
* Available only once per match
* 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
* Can be steered by using 4 or 6 to change where Tam Tam will land, thus giving it more flexibility
  }}
  }}
}}
}}

Latest revision as of 23:53, 8 June 2024

SamSho TamTam Profile.png
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

Tam Tam is the most offensive of the Zoners, as his relatively low damage output forces him to go in and gamble on hard 50/50s which, on block, leave him wide open for punishment.

He has some of the best ranged normals in the game. His far 5A in particular is an absurd button that stops grounded approaches dead in their tracks, but recovers fast enough to Anti-Air predictive jumps afterwards as well. His Kicks are excellent, having fast startup, good range and being very safe on block. Tam Tam can use his good lights, to set up tick throws into his damaging, albeit reactable command grab, or throw caution to the wind entirely and bet the farm on his infamous j.C / 2C 50/50.

Tam Tam is very reliant on being in control of the match at all times, since he can’t handle being on the defensive at all. His fastest normal is 6f and his only reversal is slow and incredibly unsafe on block. Most of his specials are also very awkward to use effectively and need a big commitment


Playstyle
SS TamTam Icon.png Tam Tam is an aggressive zoning character, who can easily force you into hard 50/50 mixups.
Strengths Weaknesses
  • Far, fast pokes: Tam Tam has 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.
  • Mix-ups:Tam Tam can mix the opponent between his IOH, j.C, numerous lows and far-reaching command-grab.
  • Good anti-airs: Tam Tam's 2B, 66B and 66C are excellent anti-air options.
  • Strong zoning: Tam Tam's skull projecitles and fire pillars give Tam Tam him a good zoning game. He also has a far-reaching SSM to punish enemy zoning attempts.
  • High-risk, low reward: Tam Tam's farthest reaching normals have long recovery, can be punished heavily if misused, and are mostly easy to deflect. His 50/50 mix-up is also incredibly unsafe
  • Low damage: Tam Tam does quite low damage overall, and gets little reward off of Guard Crushes. This forces him to go in and gamble on additional mix-ups.
  • Bad movement: Tam has one of the slowest runs and a very floaty jump, making his movement risky and committal. His jump is so floaty that is j.C IOH is punishable in certain matchups.
  • Gimmicky: Tam has many special moves that lack either lack practical use (Paguna Paguna) or are too risky to use in neutral compared to his other tools (Gaboora Gaboora and Ahaooh Gaboora).

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
Ss tam 5A.jpg
Ss tam 5a hb.png
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
Toggle Hitboxes
Toggle Hitboxes
5B
5B
Ss tam 5B.jpg
Ss tam 5b hb.png
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
Toggle Hitboxes
Toggle Hitboxes
5C
5C
Ss tam 5C.jpg
Ss tam 5c1 hb.png
Ss tam 5c2 hb.png
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
Toggle Hitboxes
Toggle Hitboxes
2A
2A
Ss tam 2A.jpg
Ss tam 2a hb.png
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
Toggle Hitboxes
Toggle Hitboxes
2B
2B
Ss tam 2B.jpg
Ss tam 2b hb.png
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
Toggle Hitboxes
Toggle Hitboxes
2C
2C
Ss tam 2C.jpg
Ss tam 2c hb.png
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
Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5A
n.5A
SS TamTam n5A.jpg
Ss tam n5a hb.png
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
Toggle Hitboxes
Toggle Hitboxes
n.5B
n.5B
SS TamTam n5B.jpg
Ss tam n5b hb.png
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)
Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SS TamTam n5C.jpg
Ss tam n5c1 hb.png
Ss tam n5c2 hb.png
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
Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SS TamTam 5D.jpg
Ss tam 5d hb.png
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
Toggle Hitboxes
Toggle Hitboxes
6D
6D
SS TamTam 6D.jpg
Ss tam 6d hb.png
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
Toggle Hitboxes
Toggle Hitboxes
2D
2D
SS TamTam 2D.jpg
Ss tam 2d hb.png
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
Toggle Hitboxes
Toggle Hitboxes
3D
3D
SS TamTam 3D.jpg
Ss tam 3d hb.png
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
Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SS TamTam 66A.jpg
Ss tam 66a hb.png
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
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Toggle Hitboxes
66B
66B
SS TamTam 66B.jpg
Ss tam 66b hb.png
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
Toggle Hitboxes
Toggle Hitboxes
66C
66C
SS TamTam 66C.jpg
Ss tam 66c hb.png
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.
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Toggle Hitboxes
66D
66D
SS TamTam 66D.jpg
Ss tam 66d hb.png
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
Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SS TamTam jA.jpg
Ss tam ja hb.png
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
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Toggle Hitboxes
j.B
j.B
SS TamTam jB.jpg
Ss tam jb hb.png
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
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
SS TamTam jC.jpg
Ss tam jc hb.png
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
Toggle Hitboxes
Toggle Hitboxes
j.D
j.D
SS TamTam jD.jpg
Ss tam jd hb.png
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
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Toggle Hitboxes

Unarmed Normals

u.5S
u.5S
SS TamTam u5S.jpg
Ss tam u5s hb.png
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
Toggle Hitboxes
Toggle Hitboxes
u.2S
u.2S
SS TamTam u2S.jpg
Ss tam u2s hb.png
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
Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS TamTam juS.jpg
Ss tam jus hb.png
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
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Toggle Hitboxes
u.66S
u.66S
SS TamTam u66S.jpg
Ss tam u66s hb.png
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
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS TamTam 5CD.jpeg
Ss tam cd hb.png
Neutral / Forward Throw
Neutral / Forward Throw
SS TamTam 4CD.jpeg
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
Toggle Hitboxes
Toggle Hitboxes
Surprise Attack
Surprise Attack (Overhead)
5B+C
SS TamTam 5BC.jpg
Ss tam 5bc hb.png
Ss tam u5bc hb.png
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
Toggle Hitboxes
Toggle Hitboxes
Dodge
Dodge
5A+B
SS TamTam 5AB.jpeg
Ss tam 5ab hb.png
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.

Toggle Hitboxes
Toggle Hitboxes


Stance Break
Stance Break
A+B during Just Defense
SS7 Tam gAB.jpg
Ss tam gab hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break.

Toggle Hitboxes
Toggle Hitboxes
Counter / Blade Catch
Counter / Blade Catch
236A+B
SS TamTam 236AB.jpeg
Ss tam 236ab hb.png
Counter
Counter
SS TamTam u236AB.JPG
Ss tam u236ab hb.png
SS TamTam u236AB-2.jpeg
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.

Toggle Hitboxes
Toggle Hitboxes
Rage Explosion
Rage Explosion
5A+B+C
SS TamTam 5ABC.jpeg
Ss tam 5abc hb.png
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.

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Toggle Hitboxes
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 Tam Issen.jpg
Ss tam issen hb.png
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.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Paguna Paguna
Paguna Paguna
6S (repeatedly)
SS TamTam 6SSS.jpg
Ss tam 6sss hb.png
You mashed the B version on accident, didn't you?
You mashed the B version on accident, didn't you?
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 the heavy (C) version with a slash can be dangerous since this one's active phase is deceptively long
  • Not really all that 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
Toggle Hitboxes
Toggle Hitboxes
Ahaooh Gaboora
Ahaooh Gaboora
623S
SS TamTam 623S.jpg
Ss tam 623s hb.png
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
Toggle Hitboxes
Toggle Hitboxes
Gaboora Gaboora
Gaboora Gaboora
236D
SS TamTam 236D.jpg
Ss tam 236d hb.png
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
Toggle Hitboxes
Toggle Hitboxes
Pagoona Dios
Pagoona Dios
421S
SS TamTam 421S.jpg
Ss tam 421s hb.png
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.
  • Invul from frames 1-20
  • 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.
  • Invul from frames 1-19 (until he lands from his backdash)
  • 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.
Toggle Hitboxes
Toggle Hitboxes
Mula Mula
Mula Mula
236A or 236B (can use 3x consecutively)
SS TamTam 236LMS.jpg
Ss tam 236a hb.png
Ss tam 236b hb.png
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.

Toggle Hitboxes
Toggle Hitboxes

Supers

Weapon Flipping Technique

Ahau Teotihuacan
236B+C
SS TamTam WFT.jpg
Ss tam 236bc hb.png
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

Tam Tam Jumps into the air and releases a powerful fireball, similar to his Ahaooh Gaboora "pillar"

  • Available only during Max Rage or Rage Explosion.
  • Disarms on hit.
  • Combos from 5B on 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.
Toggle Hitboxes
Toggle Hitboxes

Super Special Move

Magnus Dios Zahl
641236C+D
SS TamTam SSM.jpg
Ss tam ssm hb.png
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

Tam Tam leaps across the screen onto his opponent.

  • Available only once per match
  • 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
  • Can be steered by using 4 or 6 to change where Tam Tam will land, thus giving it more flexibility
Toggle Hitboxes
Toggle Hitboxes

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

SS TamTam 1.jpg
SS TamTam 2.jpg
SS TamTam 3.jpg
SS TamTam 4.jpg


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora