Matrimelee/Tane
Introduction
Tane, formerly known as Otane, received an invitation for a fighting tournament from a King of a Certain Country. Tane hasn't been happy around the time of receiving the invitation. The winner was promised true happiness and Tane was willing to do her best to win.
Overview
Strengths | Weaknesses |
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Strategy
Tane can play in various ways. From playing defensively to offensive. Tane can easily play offensive thanks to her short hurtbox, fast run speed and her crouch walking; Tane can easily close the distance between the opponent. Tane also benefits greatly from her Stress Shot super. Doing 60 damage raw, this super is a devastating full screen punish tool that can also be used to end combos with, and be looped in the corner for massive damage. Adding to her Stress Shot corner loops, Tane can also loop 9.A > j.2B on crouching characters and standing Kanji. Tane's offensive power is extremely strong and versatile thanks to these two loops. Tane can also play defensively very well. Using her [2]8.B/D and 2.C she can keep the opponent out of the air easily. If Tane lands an anti-air 2.C, she can combo into her Stress Shot super for extra damage. Additionaly, Tane's small hurtbox can allow her to walk under jump-ins and cross-under the opponent. Adding onto Tane's great rushdown, she has a command grab (63214.A/C). This command grab is possibly the best in the game thanks to it's large damage and positioning. It's excellent to open up defensive opponents or to finish a combo with. If the command grab is landed in the corner, you can follow it up with a dash punch or even a Stress Shot super.
Tane does have a few major flaws you will need to keep in mind too. Her [4]6.A/C's projectile has an arc on it and can be easily punished on start-up and on whiff. However, if it is done at the right distance it can be followed up with a hyper hop or a dashing punch. [4]6.A/C is a very high risk high reward special that should be used sparringly. Her short range can be very crippling against characters with longer normals or better defensive options. You will have to take risks with her command grab, trying to cross-up or doing an empty jump into 2.B. Speaking of Tane's short range, don't use [4]6.B/D like a fireball. It can be passed through with supers, jumped over, rolled through or block punished. Use it to end combos, not to space with. Keep in mind, j.2B is not a free entry tool. It's punishable on block. Try to avoid using her Ippatsu Ougi and Kinjite supers since her Stress Shot super is just too good to not use. Her Ippatsu Ougi is nearly impossible to land thanks to it's huge start-up time and Kinjite does 15 more damage than a single Stress Shot super.
Normal Moves
Far Standing Normals
5.A
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5.B
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5.C
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5.D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C
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cl.5D
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Crouching Normals
2.A
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2.B
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2.C
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2.D
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Jumping Normals
8.A
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8.B
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8.C
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8.D
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7.C or 9.C
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7.D or 9.D
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Command Normals
3.C
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j.2B
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Dash Normals
66.P
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66.K
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Great Attacks
5.CD
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2.CD
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Throws, Rage Explosion & Guard Cancel
Throws
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Guard Cancel
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5.CD on block |
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Rage Explosion
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Special Moves
Rock Pulverizer Denture
[4]6.A or [4]6.C
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Heaven's Dance Kick
[2]8.B
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[2]8.D
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Intimidating Face Attack
[4]6.B
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[4]6.D
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Swirling Meator Bullets
63214.A or 63214.C
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Super Moves
Stress Shot
236-236.C
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Goketsu Intimidating Face Attack!! |
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Ippatsu Ougi
4146.C
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Absolute Demon Palm!! |
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Kinjite
236-236-236.C
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Super Goketsu Intimidating Face Attack!! |
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Combos
Combo | Total Damage | Permanent Damage | Notes | ||
Basic Combos | |||||
9.D >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B | 45 | 22 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D >> cl.5C (2 hits) > 3.C (4 hits) xx 63214.C | 54 | 27 | The Last hit of 63214.C will knockdown. | ||
9.D >> cl.5C (2 hits) > 3.C (4 hits) xx 236-236.C | 59 | 28 | Requires 1 Stress Meter. | ||
9.D >> 2.B > B > 5.D > 3.C (4 hits) xx [4]6.B | 45 | 22 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D >> 2.B > B > 5.D > 3.C (2 hits) xx 236-236.C | 60 | 30 | Requires 1 Stress Meter. | ||
9.C >> 66.P > 3.C (4 hits) xx 63214.C | 65 | 32 | 9.C must hit late in order to chain into 66.P. | ||
9.C >> 66.P > 3.C (4 hits) xx [4]6.C | 51 | 25 | Charge [4]6.B during 3.C and release on the fourth hit. 9.C must hit late in order to chain into 66.P. | ||
9.C >> 66.P > 3.C (4 hits) xx 236-236.C | 73 | 36 | Requires 1 Stress Meter. 9.C must hit late in order to chain into 66.P. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B | 45 | 22 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B | 50 | 25 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx 63214.C | 49 | 24 | 63214.C will knockdown before the special is finished. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx 236-236.C | 71 | Requires 1 Stress Meter. | |||
9.D > j.2B >> 2.B > B > 5.D > 3.C (4 hits) xx [4]6.B | 57 | 28 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D > j.2B >> 2.B > B > 5.D > 3.C (4 hits) xx 236-236.C | 74 | 37 | Requires 1 Stress Meter. | ||
Intermediate Combos | |||||
[4]6.C >> 66.P > 3.C (4 hits) xx [4]6.B | 54 | 27 | [4]6.C needs to be done at fullscreen. | ||
[4]6.C >> 66.P > 3.C (4 hits) xx 63214.C | 70 | 35 | [4]6.C needs to be done at fullscreen. | ||
[4]6.C >> 66.P > 3.C (4 hits) xx 236-236.C | 76 | 38 | Requires 1 Stress Meter. [4]6.C needs to be done at fullscreen. | ||
(Corner Only)9.D >> cl.5D xx 63214.C >> 66.K | 55 | 27 | Must be in the corner since 63214.C side switches. | ||
(Corner Only) 63214.C >> 5.D xx 236-236.C | 67 | 33 | Requires 1 Stress Meter. Must be in the corner since 63214.C side switches. | ||
(Corner Only) 9.D >> cl.5C (2 hits) > 3.C (1 hit) xx 236-236.C >> 5.C xx 236-236.C | 91 | 45 | Requires 2 Stress Meter. Other characters can take more hits of 3.C and still link Stress Shot. 1 hit of 3.C is universal for all characters. | ||
Advanced Combos | |||||
(Corner Only) 9.D >> 2.CD > 3.C (2 hits) xx 236-236.C >> 66.K | 71 | 35 | Requires 1 Stress Meter. | ||
(Corner Only) 9.D >> 2.CD xx 236-236.C >> 5.D xx 236-236.C >> 66.K | 110 | 55 | Requires 2 Stress Meter. Two bar route that ends with a knockdown. | ||
(Corner Only) 9.D >> 2.CD xx 236-236.C >> 5.D xx 236-236.C >> 5.D xx 236-236.C >> 5.D | 131 | 65 | Requires 3 Stress Meter. | ||
(Corner Only) 9.D >> 2.CD xx 236-236-236.C | 89 | 44 | Requires 3 Stress Meter. | ||
Character Specific Combos | |||||
(Corner Only)9.A > j.2B >> 9.A > j.2B >> 9.A > j.2B >> 9.A > j.2B >> 9.A > j.2B | 53 | 26 | Can only be done on mid-screen on standing Kanji. Corner only for Reiji, Keith, Anny, Saizo, Poochy, Chinnen. Can also be done on crouching Olof. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> 9.B > j.2B >> cl.5C (2 hits) > C > 3.C (3 hits) xx 236-236.C | 105 | 52 | Requires 1 stress Meter.Can only be done on standing Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> 9.B > j.2B >> cl.5C (1 hit) xx 236-236.C >> 5.C xx 236-236.C | 112 | 56 | Requires 2 Stress Meter. Can only be done on Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> cl.5C (1 hit) xx 236-236.C >> 5.C xx 236-236.C >> 5.D xx 236-236.C | 114 | 57 | Requires 3 Stress Meter. Can only be done on standing Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> 9.B > j.2B >> 9.B > j.2B xx 236-236.C >> 66.K | 97 | 48 | Requires 1 stress Meter.Can only be done on standing Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
Chinnen, Poochy & Saizo Specific Combos | |||||
(Corner Only)9.D >> 2.CD xx [4]6.C >> cl.5C (2 hits) > C > 3.C (4 hits) xx 236-236.C > 5.C > 3.C (4 hits) xx [4]6.C | 117 | 58 | Requires 1 Stress Meter. | ||
(Corner Only)9.D >> 2.CD > 3.C (4 hits) xx 236-236.C > 5.C > 3.C (4 hits) xx 236-236.C >> 5.D xx 236-236.C | 144 | 72 | Requires 3 Stress meter. |
Additional Character Resources
Tane Basic Combo Video
Tane Advanced Combos Video