Her 4PP reminds me of Momiji's old 1PP from DOA5 Ultimate, and even though the sweep animation for her new 1P2K looks pretty much like Momiji's 1P2K, it's a needed move for her because she lacks low mix-ups (I was confused when I first saw it as to whether it was a move Tamaki originally had or if it was ported from Momiji's moveset lol). I'm also in love with her 66PK and 6P+KP additions, stuff like this just make her seem more enjoyable and fun to play with these new strings! It's a refreshing touch for sure.
Sadly my trashy laptop can't run DOA6++ and I'm planning to get an actual PC setup soon. When that happens I can actually lab and experience the changes myself. In the meantime I'm stuck playing the actual DOA6 game on my PS5 lol. With these ideas, I'm only going based off of what I think is possible from what I've seen so far on DOA6++ and what I know in the actual game. I'm also coming up with some ideas for other characters as well. I should definitely make my posts for those characters shorter oops LOL.
If you read this much (sorry it was super long I know LMAO), please let me know what y'all think! It was only this long because I inputted my reasoning and went in depth as if I were already in a discussion lol. Anyways, I'm loving the changes! Keep it up! <3
effort post love to see it.
those are in fact momiji moves, somebody at team ninja didn't clean up some files and unlike every other character, tamaki has copies of a decent chunk of momiji's kit in her data set. I think most of the ninja stuff isn't very suitable (both jump stances lol) but she was really hurting for moves so i used a couple that weren't too flashy.
i'm closing in on feature-complete for the next update so i don't expect to incorporate any of the suggestions immediately (2p+k might be pretty free). I think her mixup game is meant to revolve around the string OHs so i'm probably not going ham on those. i was looking into 6k4k as a to-bt and it's kinda wack so idk about those kick strings, but maybe they work better there. the challenge is often to resist making everyone into eliot.
good luck with the PC shopping
had some time i didn't expect so:
PPP2K, 3P2K: she doesn't have any mid->lows or any to-low strings besides pp2k and i'm wary of those.
PP6K: probably fine, remind me to make pp6p and this pp6k -9 or whatever though. all the strings i've added need block frames adjusted
PKK, 3KK : too fast, same issue as my 6k4k i was trying, and there's not really a way to fix that without ruining something else
6PKK, 4H+KK : maybe. she reverses leg direction in the recovery at the end so it can't be very delayable too. i'll have a look at it later, it's somewhat complicated to add interval to stuff
7PK: nah that shit is 11 frames it doesn't get a string, you wouldn't put a string on eliot's 7p
9PPK: too fast again, 9ppp is 26i, 2h+k is more appropriate and i might sneak that in
6KPP. 9PKPP: nah she can maybe *maybe* have one strike after 9pk and i don't necessarily want to make so many 50-50s
7KPK: would look real bad and inputs feel bad if they're delayed like any followup to 7k would be
4P+K2K: no mid-> lows and 4p+k is only -3 on block so it would compound changes to add a string on it (6ppp might be changing for that reason)
2P+K: sounds good, might sneak that in never mind, there's too much of the kick recovery on it
BT stuff: can't really do bt/ft switches like that because of how moves hook into animations and animations hook into the file system, that's why diego 4kp had so many issues too.
6PK6T, 4H+K6T (and 6K6T): all her string grabs are out of mid-punches and that seems deliberate like honoka's dragon stance always being on-hit
as a bonus, i thought of 8p p+k using one of momiji's endless duplicate jump punches if it doesn't look to silly as a non-mixup more damage not plus on block kinda thing since no-mixups aren't very risky to add.