Asuka 120 LimitOver/Torami Houjyou

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Torami Houjyou
A120LO Torami-Portrait.png
Colors
1 2 3 4
Color 1 for Torami Houjyou
Color 2 for Torami Houjyou
Color 3 for Torami Houjyou
Color 4 for Torami Houjyou

Profile

Personal Details
Gender Birthday Zodiac Height Weight Blood Type Likes Dislikes Dream / Goal
Female July 22 Cancer 172cm 58kg A Fighting games Weak things To be the first Japanese female to participate in ring battles.
Favorite Words

日々鍛錬
Train each day.

School Details
Year Class Attendance # Favorite Subject Disliked Subject Love Status Charm Point
3rd / Senior C 25 Physical Education Math 6yrs w/o a boyfriend Japan's best kick

Overview

Playstyle

Info
stun: 27
Playstyle
  • Slow Bruiser, Pseudo-grappler

Strengths & Weaknesses

Playstyle
Torami uses her strong strike/throw game, powerful anti-airs, and amazing clash-winning potential to mercilessly subdue her opponents.
Pros Cons
  • Amazing damage and stun output thanks to her 2BB loops
  • Has routes into said stun/death from almost all of her moves
  • 22A/B is air unblockable, startup invincible, wins clashes easily, is difficult to punish, and leads into 2BB loops
  • j.C deals a ton of damage, has an absurd amount of clash frames, and will combo into itself to death if the opponent misses their wall techs
  • 22C is a giant, startup invincible, air unblockable wall of lightning that converts into 2BB loops and trades with almost everything.
  • Generally amazing defense thanks to the above factors and having the second-highest stun value (27, just under Genichirou's 28)
  • Massive grab range that extends far behind her
  • Slow overall movement, can struggle against zoning and runaway
  • Ground tools can leave her vulnerable against characters with long-range lows like Genichirou

Move list

Standing Normals

5A
5A
A120LO Torami 5A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
4-7 1 All - - - - - - - -

Standard jab, whiffs on crouchers.

6A
6A
A120LO Torami 6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
8-12 1-3 All - - - - - - - -

Actually a mid, despite appearances.
Best used for kara cancelling into B normals, most notably 2B. 6B is usually better in this role for specials.

6A
4A
A120LO Torami 4A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
4-7 1-2 Low - - - - - - - -

Torami does a short-ranged kick in front of her. Actually does hit low this time. Overall not that useful.

5B
5B
A120LO Torami 5B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
15-21 1-3 All - - - - - - - -

Would be a decent anti-air, but due to being air techable is unfortunately not worth using compared to 6B, which is a better general poke and sets up 22A when air blocked more easily.

6B
6B
A120LO Torami 6B-1.png
A120LO Torami 6B-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
20-25 3-9 High - - - - - - - -

Overhead axe kick.
Decent as an overhead, but most important as one of Torami's largest ground normals, both vertically and horizontally. In neutral, it can create favorable clashes for 22A/B, allow Torami to "tick" into 22A when air blocked, and cancel into 22A > 2BB loops on an anti-air hit. In missed tech situations, it's Torami's core Oki tool, as it covers all jumps, crouch block, and backdash, while often keeping Torami a safe distance from reversals. As a bonus, it shares an input with throw, something Torami will never complain about getting.
Can be used for kara cancelling. Kara 22A/B and 214B can both be pretty solid.

5C
5C
A120LO Torami 5C-1.png
A120LO Torami 5C-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
22-27 2-4 All - - - - - - - -

Elbow strike into gut punch.
Both hits are jump cancellable.
Depending the situation, it has different properties:

  • vs airborne opponents, the first hit will send them straight into a groundslam, and the second will send them far away.
  • In the corner, the first hit will wallbounce but not the second.


Has 4 clash hits, making it an occasionally decent GC option, but it's usually outclassed by 22A/B.

Crouching Normals

2A
2A
A120LO Torami 2A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
2 1 Low - - - - - - - -

Lightning fast mashable low.
Great to interrupt or mix, try to avoid mashing it to confirm so as not to give up juggle hits (or push them out of your 2BB). On oki, meaty 2A is important to start mixing in once your opponent starts stand blocking 6B.

3A
3A
A120LO Torami 3A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
8-12 1-3 Low - - - - - - - -

Compared to regular 2A, it's a bit slower but has the same range & deals more damage.
Its increased damage isn't particularly worth the juggle hit it gives up, except for grounded corner damage, where it can be alright.

2B
2B
A120LO Torami 2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
21-29 4-7 Low - - - - - - - -

Torami does an elbow sweep with a slightly deceptive disjoint.
It leads directly to 2BB, which in turn leads to 2BB loops (or 2BB > microdash > 2BB). These loops are extremely powerful, start from the majority of Torami's kit, and from the right position on the screen or lead-in, can do 50% or more as well as dizzy in one combo. You get 4 reps of the loop max, but keep in mind that most starters will only give you 2 or 3. At the end, you can jump cancel the last 2BB and head into an air chain to tack on that last bit of damage and stun. These loops are core to Torami's gameplan and virtually all of her combos. Learn them.

1B
1B
A120LO Torami 1B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
17-24 2-4 High - - - - - - - -

This move is a bit weird.
It's one of the game's very few proximity normals, only working when close to the opponent, and it's a command normal at that.
It also doesn't come out if you started with another move; even very close up, 2A > 1B will just give you 2B.
It's not an incredibly useful move - while it's useful as an overhead juggle starter, the range requirement makes it pretty unreliable a lot of the time, and not worth picking when you consider that you're usually gonna be in throw range anyways when you want to use it.

Jumping Normals

j.5A
j.5A
A120LO Torami jA.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
4-7 1 high - - - - - - - -

j.5A with solid range; like all j.5As, it stays active until landing.
It extends Torami's collision box pretty far, letting her steal the corner with it fairly easily.

j.6A
j.6A
A120LO Torami j6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
11-15 3-5 high - - - - - - - -

Mostly used as combo filler in air chains. Can really help keep opponents close to Torami if they're getting far away during them.
Unlike many j.6As, it doesn't launch grounded opponents.

Due to its superior range to j.5A both horizontally and vertically, it can be a decent air-to-air sometimes.

j.B
jB
A120LO Torami jB.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
17-24 5-8 high - - - - - - - -

Torami spins around & hits with her back leg to apparently turn it into a sword. Extremely large disjoint with no hurtboxes on the leg, and very high damage. The grounded hitstun is fairly poor, though.
Outside of that, it's a fast move with solid range that's great in air chains and occasionally in air-to-air situations where j.C's meter usage or wallslam are not desirable.

j.C
j.C
A120LO Torami jC.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
17-24 5-8 high - - - - - - - -

Torami's charm point, and one of her best moves and key tools. Mostly the same as j.B but wallslams and has slightly different hitboxes. Again hugely disjointed, with no leg hurtbox to speak of. Deals obscene damage on missed tech and can combo into itself and rack up huge damage if the opponent continually misses techs or if they're dizzied and can't tech. Has an unusually high number of clash frames and can win many clashes it feels like it shouldn't. While the reward isn't quite the same as some of Torami's other key moves, a large portion of the cast has no great way to challenge Torami doing superjump falling j.C; use it and abuse it.

Throws

Neutral Throw
Throw
A120LO Torami Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
15-21 3 Throw - - - - - - - -

Torami grabs the opponent by the waist, slamming them to the ground and making them bounce. Despite appearances, this initial slam is not techable.

One of the best combo throws, and core to her gameplan as it combos into 2BB and gives her 4 loops, making it pretty much the best starter for them. If she lands one in the corrner and back throws, she's pretty much guaranteed a fullscreen dizzy combo dealing more than 50%.

Air Throw
Air Throw
A120LO Torami Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
15-21 3 Throw - - - - - - - -

Exactly the same animation & use as the grounded version.

Special Moves

66A
66A
A120LO Torami 66A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
17-26 2 All - - - - - - - -

Torami does her best Captain Falcon impression, performing a dashing knee.
Unfortunately, unlike Falcon's, this move is neither powerful nor very useful at all, despite formerly being excellent in Limited.

66B
66B
A120LO Torami 66B-1.png
A120LO Torami 66B-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
19-24 2-4 all - - - - - - - -

Running uppercut into elbow strike combo.
Both hits are jump cancellable, but only the first is usable for combos.

First hit kills any momentum of an airborne opponent in combos while the second hit groundslams.

Haou Ken
Haou Ken
236A/B
A120LO Torami 236A.png
236A
236A
A120LO Torami 236B.png
236B
236B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 20-26 3-6 All - - - - - - - -

Torami punches 3 energy balls. The A version is a spread shot that doesn't go too far.

This is a slow, high-risk, low-reward move that isn't recommended for use pretty much ever. The range and space it covers is covered better by a ton of her other moves, it leads to nothing, it doesn't aid in pressure, and can't win fireball wars or zone - the only value it really has is as her best meterless untechable corner ender (something she'd still rather use 214B for most of the time anyways.) There's really no reason to ever bother with this. Both versions have a very tight super cancel window early on, in case you misinput one and want to bail out into an actually good move.

B 20-26 3-6 All - - - - - - - -

Torami still punches 3 energy balls, but in a more focused, longer range cone.
Better range, but still has all of the same problems as 236A.

Air - Haou Ken
Air - Haou Ken
j236A/B
A120LO Torami j236A.png
236A
236A
A120LO Torami j236B.png
236B
236B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 15-20 2-4 All - - - - - - - -

The aerial version of Haou Ken sends 2 projectiles instead of 3.
It has some recoil, making Torami hop back a bit, but overall it's not enough to make it really worth using for anything.

B 15-20 2-4 All - - - - - - - -

Overall the same as its A counterpart with slightly better range.


Tobi Hiza Kakato Otoshi
Tobi Hiza Kakato Otoshi
214A/B
A120LO Torami 214A-1.png
A120LO Torami 214A-2.png
A120LO Torami 214A-3.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 27-36 3-5 All > High - - - - - - - -

3 hit tatsu that ends in a groundslam kick.
First hit is mid, but subsequent hits are overhead, though the ones in the middle will almost always whiff on crouchers.
If you hit with just the last hit, the move won't groundslam and will have significant hitstun, enough to combo into 22A or 2B easily.
Has a niche option select - you can input 6B during the tatsu, and if your opponent rises from crouch to try and block while you're still over them, they'll get thrown.

B 27-36 3-5 All - - - - - - - -

Identical to 214A outside of moving further.

Aerial A/B 27-36 3-5 All - - - - - - - -

Your best air chain ender. Deals good stun, so it's important for getting that extra bit of stun out of them.
Blue launches, but the groundslam makes following up with throw situational; it's usually only possible if the opponent hits the wall and misses their tech, slowing their fall and giving Torami time to catch up.
Also useful as an occasional burst movement option to offset Torami's otherwise poor movement.
Again, the only difference between versions is how much they move forward.

Kuuchuu Shinkuu Tobi Ashi Tou
Kuuchuu Shinkuu Tobi Ashi Tou
22A/B
A120LO Torami j22A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 20-27 4 All - - - - - - - -

Dive kick that bounces back after hitting once on block/hit.
If the move connects while Torami is close enough to the ground, no bounce will occur, and the move will simply launch the opponent. Fairly useful as another movement mixup for an otherwise slow character.

If you dive from pretty high and then hit them on block, you might be able to act again after the bounce.
If you land soon enough after the kick hits, you won't bounce, and you can combo from it.
Both versions have a weird property where if you hit someone crouch blocking & land, you'll be able to instantly throw them.

B 32-42 6-10 All - - - - - - - -

Similar to j.22A, but hits twice before bouncing back, making it easier to land without bouncing. "No bounce" j.22B is by far Torami's most rewarding move; it does great damage, an absurd amount of stun, and combos into a host of things, most notably 22A. Practically any variant of 2BB loops, even with suboptimal air chains, will dizzy afterwards. The one problem is that it's a mid, easily stuffed, and awkward to land, leaving it reserved for reads and whiff punishes on especially laggy moves.
Can also be used mid-combo in some specific routes to give Torami a side switch, a use which varies from just being cool to being genuinely optimal in numerous situations.

Sou Ryuu Ken
Sou Ryuu Ken
22A/B
A120LO Torami 22A-1.png
A120LO Torami 22A-2.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 26-33 6-10 All - - - - - - - -

Torami does a few quick uppercuts. This is a genuine contender for best move in the game. Air unblockable the whole way through, startup invulnerable, has a copious amount of clash frames (beating out a large portion of the game's moves), it's highly active, has a large hitbox, deals amazing stun especially with crits, and leads to massive reward by comboing into 2BB loops. Additionally, its speed is what enables so much of Torami's other moves to lead to 2BB loops through it.
The A version is the go-to preferred version of the move, as it has more invincibility, is safer, and is only 3 hits, thereby giving 3 reps of 2BB loops instead of the 2 that 22B gives. Can be "ticked" into after the opponent air blocks certain moves. Treat this move like an anti-air SPD - don't abuse it too hard, but make your opponent afraid of it, and find every opportunity you can to land it, be it anti-airs, clash wars, or guard cancels. Torami's most powerful and most defining tool.
Jump & super cancellable on the first hit only.

B 32-42 6-10 All - - - - - - - -

Largely the same as 22A, but this version deals 5 hits, making it overall less rewarding, and has more recovery. Best suited for scenarios where it'll win clashes that 22A won't. More niche than 22A, but still amazing, and a lifesaver in certain matchups.

Unique Supers

Rairyuu Haou Ken
Rairyuu Haou Ken
236C
A120LO Torami 236C-1.png
Torami jumps before shooting (ground 236C only)
Torami jumps before shooting (ground 236C only)
A120LO Torami 236C-2.png
236C / j236C
236C / j236C
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 51-60 9 All - - - - - - - -

Torami jumps in the air & starts shooting a bunch of energy balls toward the ground.
Can combo from a few things including 2BB, but it isn't that rewarding (depending on the spacing, few projectiles will actually connect).
The jump and recoil allow her to dodge attacks and cover angles she otherwise can't punish as easily. Once you get the hang of it, you can do some pretty tricky stuff with it, and it can win you some pretty clutch situations.

Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Air 47-58 4-7 All - - - - - - - -

Kuuchuu Rairyuu Haou Ken is overall used in the same way as its ground counterpart, minus the initial jump and a bit of damage.
It's overall slightly more useful as it can be used to change her position significantly after she's already used her double jump.
Can occasionally lead to a juggle at the right spacings.

⚠ Don't use it as a ender for air series though.
It doesn't connect fully & j214A/B will actually be always better in term of damage/stun while also forcing a tech situation.

Rairyuu Senkou Ono
Rairyuu Senkou Ono
214C
A120LO Torami 214C.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
55-65 8-11 High - - - - - - - -

Overhead kick that sends them straight into the ground. Air unblockable.

Poor as a raw overhead due to super flash making it easy to react to. Occasionally useful for stuffing a highjump or other air option, but best used for cashing out 2BB loops when you're getting close to the corner and don't have space for an air chain.

Rairyuu Shougekiha
Rairyuu Shougekiha
22C
A120LO Torami 22C.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
49-54 4 All - - - - - - - -

Torami channels her inner mecha, slamming the ground and creating a giant, moving, air unblockable wall of lightning in front of her.
Her overall best super and easily among the best supers in the game. Has some startup invincibility, is difficult to punish, covers a ton of options, easily wins all sorts of trades, and perhaps most importantly leads into 2BB loops, giving her massive reward on this already huge, solidly damaging super. Do note however that due to scaling fuckery, it's usually a slightly weaker starter than her meterless starters, and therefore isn't optimal for things like dizzy punishes.

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted.
[ ] = Input is held.
~ = Delay the next hit.
/ = Option to choose between multiple actions.
+ = Multiple buttons are pressed simultaneously.
{}xN = That part can be repeated N number of times, range provided. If N = &, do as many hits as you think you can based on positioning.
X(#) = Next action is taken after a certain number of hits from X move.
xx = Cancel A into B (A xx B), mainly written when it needs to be really fast.
md = Microdash.
jc = Jump cancel.

True combo

  • 2BB > md > 2BB > md > 2BB > md > 2BB > jc > {j.5A}x& > j.6A > (j.5B) > jc > {j.5A}x& > j.6A > j.5B > j.214A/B (90-110 damage range, 20-28 stun range)
Video example The classic B&B, learn this and learn the majority of Torami's punish game. Can be started from many things, but starters that are more than one hit will require modifying the number of 2BB reps. - some common starters include 22A (3 reps), 22B (2 reps), 22C (2 reps). No number is given for j.5As, as adapting the air chains on the fly is an important skill that will lead to more consistent stuns. The first j.5B is optional as it adds little stun due to scaling and may occasionally push you too far away to follow up with the second air chain - as you can jump cancel, it's fine to just input it every time and immediately jump cancel if you think they're too far away. The damage and stun range is more of an estimate than anything - if you're good at freestyling your air chains, you should rarely get under 24 or so.


  • 2BB > md > 2BB > md > 2BB > md > 2BB > jc > j.6A > jc > {j.5A}x& > j.6A > j.5B > j.214A/B (90-110 damage range, 18-24 stun range)
Video example Slight variant for use on Kumi specifically, as her hurtbox shifting very often causes j.5A to whiff, dropping the combo. This loses out on a lot of stun, so maximizing the number of j.5As you get is really important here. Otherwise, same notes apply.


  • 2BB > jc > j.6A > j.5B > j.22B > 2BB > md > 2BB > jc > j.6A > jc > {j.5A}x& > j.6A > j.5B > j.214A/B (80-100 damage range, 20-26 stun range)
Video example Kumi-only combo. Side switches, so useful for stunning midscreen or closer to the corner when you don't have much room. Actually stuns more consistently than the Kumi B&B variant, but easier to drop.

Missed tech punish

Strategy

Matchups

vs. Asuka

vs. Cathy

Torami makes life difficult for Cathy. Both characters share the same ideal range, but Cathy's focus on grabs can make it hard for her to run her offense in the face of Torami's superior frame data and reward on buttons. The great equalizer on this matchup comes in the form of 120% - in it, Cathy becomes a menace, easily able to clash out pretty much anything Torami has and deal huge damage, making her quite threatening. At this point, Torami wants to stay off the ground where Cathy is the biggest threat and play more defensively, using j.C's disjoint and wallslam to create space and stall out the 120 timer so that she can get back to dominating the close range. Narr (talk)

vs. Genichirou

vs. Karina

vs. Kiyoko

vs. Kumi

Kumi is one of a few matchups where Torami is forced to play a more midrange gameplan - Kumi exerts a lot of control over neutral with her large buttons and projectiles, and she also has a very powerful passive defensive trait in her crouch, which is low enough to cause all but the first hit of Torami's DP to whiff, leaving her punishable on hit. As a result, Torami has to play carefully, taking advantage of the threat of her 2B and Kumi's occasional issues with anti-airing to force jumps and allow Torami to then net a DP into a large combo. Playing too defensively, however, can often lead to Kumi not approaching herself, forcing an approach on the part of Torami. At this point, j.C is perhaps Torami's most powerful tool, as its solid damage and clash potential often allow her to make it through Kumi's air-to-airs, and its wallslam buys Torami some time to close gaps and potentially run a mixup that could lead to big damage. Narr (talk)

vs. Megumi

Torami is very slow. Megumi is very, very fast. These factors, combined with her solid fireball game and the threat of her hugely damaging & 22A-beating 22C that often forces Torami to simply not approach during Megumi's 120% leads to what is easily the slowest matchup Torami has. Approaching can be hell, but Megumi's damage is nothing close to Torami's, and she has to really keep up the lame to match Torami's output, especially as her floatiness and slightly lower than average stun value make her very very easy to combo consistently. The corner is potentially the most important position to play right in this matchup - while it somewhat limits Megumi's ability to shoot fireballs, if she has a life lead she can very easily waste a lot of your time playing the corner game and blocking Torami's corner steals, before eventually escaping with a demon flip and restarting her zoning game. Make sure you're aware of your corner steal options (j.5A for stand and crouch, 6B for jump, etc) and how to use them so she doesn't wall you out. Narr (talk)

vs. Nana

vs. Ryuko

vs. Shinobu

vs. Tamaki

Carefully weave through Tamaki's fireballs with superjump, taking care to save your double jump for guard canceling after blocking one. When anti-airing, be mindful of j.B, as its disjoint can leave Tamaki safe to jump away and escape on clash. Once Tamaki is in 120%, play very carefully, as 236C is strong, air unblockable, and goes at a great arc to catch jumps - try to wait out her 120% duration. On defense, Tamaki 214B can be difficult for Torami to deal with, as her preferred reversal combo starters (GC forward dash instant throw and GC 22A) won't work - Torami will have often have to settle for simply superjumping and resetting to neutral. Once Torami wins neutral, however, Tamaki's defense can have trouble keeping up, and 1 clean hit will often seal things. Narr (talk)

vs. Tetsuko

j.C, j.C, j.C. Tetsuko's poor anti-airs and air-to-airs leave her with very little to contest j.C, forcing her to take major risks and enter 120 just to have a fighting chance. It's common for Tetsuko to attempt to punish superjump landing lag with 22B and 22C in place of anti-airs - put out j.5A before landing to cancel that lag and clash out the explosions to keep her from getting away with it. Narr (talk)

vs. Torami

Torami versus herself is a game of chicken for the most part - naturally, she has the same ideal range as herself, and naturally, she has the same clash-winning prowess as herself, so a lot of the gameplan involves baiting the other Torami into a a bad approach or other exploitable situation, and capitalizing with a big combo. Oftentimes, this means sitting midscreen and pressing preemptive clash buttons like 5A, 2A, and 6B, while other times it means using tricky drift in and out of their zone to bait a DP or other punishable option. Narr (talk)

Okizeme

Note that due to ground tech mechanics, oki functions differently in this game. Unless otherwise specified, information in this section only refers to oki after missed techs.

6B

6B is debatably Torami's core oki tool. If timed correctly, it covers crouch block, backdash, and most superjumps. It is usually the go-to oki option to start with.


On crouch block: Attempt to cancel to 22A and start a combo. Only the beginning part of 6B can be special cancelled, however, and it often whiffs on crouchers. If you don't get the cancel, reset to neutral.


On superjump: On block or hit, cancel to 22A and start a combo. Most characters do not have an air GC tool capable of outclashing 22A, so 6B on air block will safely set up 22A. Note that some superjumps forward will cause 6B to whiff - if this becomes predictable, you can use 5B for the same effect, but with better coverage above your head.


On backdash: You won't be able to cancel here, but you'll usually hit meaty and should be plus. Use your advantage to dash in and run a mixup.


On spotdodge: On hit or whiff, cancel to 22A. Mistimed spotdodges will be caught by 6B, while 22A should usually catch the recovery when 6B does whiff. If spotdodges become predictable, you can attempt to throw them.

2A

Once they start stand blocking on wakeup, you'll have to mix in 2A. Do not mash 2A, simply try to time it - while mashing is tempting, as it'll make timing easier, it will also make your combo afterwards shorter.

5B

As mentioned above, 5B is used situationally to specifically catch superjump forward.

22A

The nuclear option. This isn't particularly safe, but sometimes you gotta mix in raw 22A to keep em honest. Will catch most reversals and superjumps, as well as some backdashes.

Against far away knockdowns

Against far away knockdowns (most notably those from missed techs against j.C), Torami can use j.22B to close distance, hit OTG for high damage and stun, and cross up to set up instant throws.

Videos

General
FAQ
Controls
Systems
Training
Netplay
Links
Characters
Asuka Honda
Ryuko Yamazaki
Torami Houjyou
Megumi Suzuki
Kumi Ookubo
Tamaki Shindou
Karina Toyota
Nana Owada
Kiyoko Mitarai
Cathy Wild
Shinobu Kawasaki
Tetsuko Ougigaya
Genichirou Shindou