Samurai Shodown/Tam Tam

From Mizuumi Wiki
Jump to navigation Jump to search
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
Toggle Hitboxes
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.
Toggle Hitboxes
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
Toggle Hitboxes
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
Toggle Hitboxes
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
Toggle Hitboxes
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.

Toggle Hitboxes
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 al lthat useful because of it's long startup
  • Despite its appearance it can actually be jumped over by most characters (upper hitbox reduced after season 1)
  • Needs 4 slash inputs (A, B or C) to activate. Last button determines the version
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.
  • Like a slower, slightly more damaging version of his 3D
C 120 Low 32 - - 103 KD -26 30 No No No Yes
  • Tam Tam does a backdash, then launches into a very fast forward spin.
  • The noise he makes during the backdash is different from his usual backdash noise, so it's not a perfect fake-out.
  • If you do this close enough to the opponent and they block, you can get 6 hits of decent chip damage, about the same amount as a 2B.
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