"Sparkling Blue♡" A Tamaki Beginners' Guide|Vanilla Ver.

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Hey guys, it's KasumiLover again and I wanted to make another written beginner guide for a relatively new character to DOA6: Tamaki!

Img-tamaki (1).png


Hailing from Venus Vacation, Tamaki is a young green haired flirty young lady who not only has a liking of alcohol and fashion design, but she's also an Aikido practitioner as well too!! Want to see beyond the looks and see how she can handle her foes like she does her drinks?? Look no further than this guide!!

Latest guide notes:
°10/7/21 ~ Base Guide Finished.

°6/1/22 ~ Added in Rope Wall Tech & touched up variety of sections.

°6/30/22 ~ Added in star symbols as an indication of general attack range in General Ranged Tools section as well as brief explanation of said symbols for ease of use of the section.

°4/2/22 ~ Added new section that highlights Tamaki's main stun starters, including appropriate symbols.


Table of contents

Section 1: Explanation of reading frame data & understanding numerical input​

Section 2: Tamaki's Pros & Cons with a Rundown Summary

Section 3: The Break Gauge & the Break System​

Section 4: Tamaki's Full Moveset Breakdown​

Section 5: Tamaki's Throws and Offensive Holds Explanation​

Section 6: Tamaki's Holds Explanation​

Section 7: Tamaki Basic Combos and Set Ups​

Section 8: Tamaki's Offensive Pressure Tools

Section 9: Tamaki's Defensive Pressure Tools

Section 10: Tamaki's Anti-Sidestep Pressure Tools

Section 11: Tamaki's Ranged Tools

Section 12: Tamaki's Stun Starters

Section 13: Closing Remarks & Future Expansion​


Section 1: Explanation of reading frame and understanding numerical input



-Before we start the guide off, if you're a beginner you should know the basics about reading frame data and inputs. I will use actual button macros throughout this guide, but here is a picture that shows you what the directional inputs are numerically:

image (2).jpeg


1 ~ Down Back
2 ~ Down
3 ~ Down Forward
4 ~ Back
5 ~ Neutral/No Direction
6 ~ Forward
7 ~ Up Back
8 ~ Up
9 ~ Up Forward
-Next you should know the basics regarding how to read and interpret frame data. Here is an example: 20(4)25. The first number is the start up frames, which shows how many frames it take for the attack or throw to actually begin. The second number in parentheses is the total active frames during the attack animation, and finally the last number is the recovery, which shows how long it takes for the attack to recover so you can begin another attack. Worth noting is that the longer it takes for an attack to start up, the more likely you are to be jabbed or hit out of it, and the longer it takes for the attack to recover, the more likely you are to get hit or thrown afterwards.

-Another key thing you need to know is MOVE SAFETY. Move safety is how safe or unsafe an attack is on block, and you can see for yourself how unsafe an attack is by enabling the move details in training mode and looking at the move advantage. +1 or better frames means you have a frame advantage, meaning in this situation you're able to move first and the attack you use afterwards in that instance with no delays will be faster by that allowed advantage!(Example: If you perform an attack and gain +4, the attack you use immediately afterwards will be virtually 4 frames quicker than normal in that instance). +0 to -5 is safe, meaning you can not be throw punished after the attack, with the only exception being 5i neutral throws if you are left at -5. -6 to -7 is semi-safe, meaning you can be thrown if an opponent uses a quick throw, but longer framed throws will not get you, and -8 or worse is unsafe, meaning you can be thrown, so watch out when you use her unsafer attacks.

-Throughout this guide, to cut some corners and to eliminate text bulk, I will use the "i" symbol in place of the term "frames'. An example would be 23i, which basically is the same as saying 23 frames. Keep this in mind as you read this guide. :)

-Finally, another thing I will mention throughout is whether Tamaki's attacks track, meaning if your opponent attempts to sidestep it, it will follow them, while if an attack has no tracking, it will not hit when sidestepped. Now that all the basic stuff is covered, let's transition to her pros and cons.



Section 2: Tamaki's Pros & Cons with a Rundown Summary

-Knowing what your chosen fighter specializes in and struggles in is a key thing I think you should know. This section will show her pros and cons, and I will provide a detailed summary to further explain them:


Pros/Strengths

°Relatively fast; Has a 10i high, 12i mid, and a 13i low punch, as well as an 11i mid attack which makes her decent up close. Her kicks are also fairly quick, having a slower 14i high kick, a 13i mid kick and a 14i low. Decent neutral.

°Very easy to pick up and play, not having any special stances or much learning curve to her moveset making her more easily effective to digest and learn.

°Smaller move kit, making it very easy to learn her mix ups and moves due to her lacking many real gimmicks or anything to make her formidable to memorize.

°Good string delay, making her able to delay her attacks to trip up opponents very easily.

°Solid combo damage, and her combos are generally easy to pull off. Counter hit damage is also solid.

°Decent at close quarters, having tools to help her up close when either dealing with faster opponents with more priority or when fighting someone who's slower than her. Has decent crushes and attacks that can easily avoid and beat out high and mid punch attacks when timed correctly.

°Great and safe mid range game, having no problems playing from a distance with little difficulty. Very adept at whiff punishing and scoring stuns and knockdowns from mid range gaps.

°Can hold her own at far range, with her attacks generally having an easy time hitting an opponent who tries to rush you, giving her solid keep out.


°Is mostly safe, having ample attacks that can be used without fear of punishment, as a good amount of her enders are safe as well as her strings if not finished.

°Decent tracking, being able to easily punish foes who are quick to step. Her tracking moves tend to also be safer than usual, and she has them also embedded in her strings as enders or in parts of them making it more risky to step her in most of her strings.

°Has offensive holds which can catch opponents who like to attack or poke at a disadvantage or who like to free cancel. Her offensive holds also tend to be available from several of her strings giving her a viable way to deter opponents from recklessly fishing for a counter when free cancelling strings.


°Generally good defensive holds, and also has the unique ability to extend her expert holds' timing to prolong their active frames, making it easy to catch attacks for a longer duration. Also has expert holds that have very simple ways to get easy guaranteed damage from punch attacks of all hit levels!

°Solid throws, having a running offensive hold throw that covers good range and is considered crouching, and can also end several of her combos with air throws from her offensive hold enders, making her combo and juggle game very flexible. Also has solid punish throws.

°Better than average wall carry, and solid wall splat damage output.

°Threatening stuns, including crumple or fall stuns that put the opponent in a situation where they must hold, or else they'll fall to the ground!

°Has a unique fatal stun move giving her another way to go for guaranteed damage or as a way to get the opponent to burn their break meter to escape it. Also useful since it doesn't wallsplat, making it useful both in open space or near walls. Also useful since the fatal stun is not tied to a stance or anything specific allowing it to be used virtually at any time without needing to be in a specific stance or back turned position compared to more technical characters.

°Besides her fatal rush and unique fatal stun, she also possesses two situational stuns, one that can counter and punish sidesteps and special sidesteps/sidestep attacks and another that can punish opponents who are crouching.

°Her combo bound is very easy to use as it doesn't cause a wallsplat, and is able to be used universally among all the weight classes in the game in most situations.

°Deadly backturned game with a launcher, a safe attack that can sabaki parry high and mid punches, and also can use her offensive hold as well! Doesn't have to worry much when facing away by choice.

°Mids are generally dangerous against crouching foes, making it somewhat dangerous for her opponents to crouch against her. This adds an edge to her since crouching doesn't hinder her stun properties.




Cons/Weaknesses

°Her smaller kit means she has less strings and less mix up options which can hold her back at higher levels of play. Mostly has strings which only have either one mix up or none at all, meaning she'll have to rely on free cancels and delays more to easily throw off her opponent. Overall has a bulk of 50/50 guess strings or static strings that can be predictable.

°Somewhat below average walk speed, which makes her advancing and retreating slower than usual, giving her very little if any way to move away quickly from faster foes. Will have to honestly reset the distance herself manually by making use of holds and specific attacks that can keep the opponent at a certain distance.

°Defensive tools are somewhat lacking and somewhat linear, making them risky to use against more varied characters at higher level.

°Her normal holds lack environmental interaction potential, meaning she'll have to rely more on manually triggering danger zones with her attacks or expert hold set ups.

°Throws also lack environmental interaction when it comes to walls, having only one throw in her kit that can interact with them.

°No real ways to apply pressure to her opponents, one attack she has that can provide pressure is however linear, telegraphed, and gives her very little + frames on block. Has to rely more on scoring a hit to her foe to get her pressure going.

°Lacks general launchers, and the ones she has in her kit tend to be slower and predictable. Also only has one in string quick launch.


°Quite a couple of her attacks require an opening or a counter to get her stun game started and won't deal anything threatening on normal hit besides advantage.

°While safe, her safe moves tend to be easy to step or react to, and are usually easy to avoid due to her strings only having one alternate mix up, which can make her easy to read.

°Is a lightweight, making combo launches especially effective against her, which leaves her vulnerable to more damaging juggles.

°Has a harder time up close against faster characters, meaning you'll have to rely more on solid defense and reads in order stay on your feet and regain momentum when dealing with a quicker foe in her face.

°Her offensive holds are vulnerable to regular throws, and can easily be crouched besides her low offensive hold, which can be low throw punished instead.

°Generally lacks lows and low mix ups in her strings. This means she'll have to more honestly mix up manually by making use of free cancels and delays.

°Lows generally aren't too threatening, none knock down on any level of hit unless done from max stun threshold or if the foe is recklessly holding in stun and you do it twice. This can make it difficult to quickly knock down foes who heavily guard which forces her to rely more on highs/mids and throws to knock her opponent down.

°While her reach is good, she can easily be bested by characters with better range since Tamaki's reach and range is far more basic than characters like Mai, Ayane and Nyotengu who have tools that are more suited for playing at mid far to far range. Simply put, she may struggle against ranged characters who can play the mid far range better than she can, especially characters with better evasion or speed advantage.

°Lacks true mids, mid attacks that can hit opponents both on the ground or in certain stances that avoid normal mids. While this doesn't hinder her much, this can be somewhat of a hindrance when dealing with characters who can easily avoid normal mids, meaning she'll have to rely more on her lows in this case.


-To summarize this, Tamaki is a solid defensive character who's Aikido helps her with her ability to use offensive holds raw or as string enders to shut down opponents who like to free cancel or poke, making it not so easy to just mash against her. She has solid damage, and with her simple kit that has very easy strings and options, she can be a nuisance with her attacks often having good reach, power, safety, and she is also skilled at tracking thanks to her tools and her offensive holds! Any range is generally fine with her as she has numerous ways to shut down foes at a distance and she has a couple of tools she can use up close to counter her opponent's offense, including her expert holds that put the opponent in a vulnerable position so you can easily go for a damaging guaranteed combo. She also has an offensive hold she can use raw or from strings so she can easily catch her opponent's highs and mids to floor them, and it's also able to be comfirmed into as a string ender from multiple strings giving her a quick way stop pokes and strikes when fishing for a stun or opening. The offensive hold also has a crouching long range variant she can use while running to easily go under highs and high throws so she can slide under her foe and floor them.

Unique to her as well is the ability to prolong her expert holds so she can catch and hold attacks for a longer period than anyone else, making her able to catch moves with far less precision and difficulty than most, and her offensive holds can be used from the strings they end as air throws, making her juggle and combo game very flexible and easy to adjust against all weights in the game. Her stuns are also varied, having a few lift stuns, a faint stun, and quite a few crumple stuns that force the opponent to guess otherwise they'll fall. Her launchers are also varied as well, having more than enough ways to launch her foe in the air, making it rather risky to panic hold since all her launchers provide good options for damage. Finally, her oki or ground game is deadly since when she knocks the foe down, she has easy ways to force them up, and when they do stand up it's not going to be an easy task to just try to retaliate; she has offensive holds and safe mids to watch for including tracking mids and lows, and she also has expert holds and her sabaki parry strike that stops all punch strikes, making defending against her very risky in this situation. Being knocked down by Tamaki is definitely something you won't want to risk unless you have the tools and knowledge to halt her when recovering.

While she has a lot of things going for her, Tamaki lacks general mix ups, including lows and her strings don't have much to watch out for unless she free cancels to mix up, but this can still be easy to read and defend against. Her walking speed is also slow which makes her like a sitting duck to characters who are much quicker, and her lacking speed up close can be a handicap at times. She also does not have many real ways to apply pressure to opponents blocking. Her offensive holds can be a way to get an opponent to crouch which is something you'll want to condition the opponent to do, but you are vulnerable to being hi counter thrown if an opponent knows what you're trying to do. Her lows also are very sparse and aren't truly threatening, they have tracking and reach when needed but besides that none of them provide a clean knockdown by themselves or via counters, making them more suited for just ways to gain advantage. She'll have to play more honestly if she wants to knock her foe down which is what you'll want if you want to truly get some momentum going.

Tamaki can be best described as a ranged defensive character who relies more on getting good reads and making smart choices against her opponents to outmaneuver them and make way for her own set ups and damage, which is easier due to her reach, having tools that can counter specific attacks, her expert holds, and her being adept at whiff punishing and being able to make trying to mash against her a living tipsy hangover! This guide will help you be able to smoothly down your opponent like a cold glass of tequila at the bar!

While Tamaki is simple to learn with her strings, she has enough depth to help more defensive players ease into the defensive, more read oriented side of DOA with her expert holds that can be prolonged and that aim at holding punch techniques. She also has offensive holds, which can also help players further learn how and when to use them, as well as using them in juggles as a viable juggle ender, giving her quite a couple of ways to easily welcome players who want a character who isn't fast, but is more suited for ranged defensive measures and being able to play safely.



Section 3: The Break Gauge & The Break System



-This section will be a brief explanation of the Break System of DOA6. Let's begin:

The meter in DOA6 is divided in 4 parts, and the meter fills up quickly as you attack, but it also slowly fills from defending and receiving damage.

:8:/:2::s::s:- You can use ¼ of the meter to perform a side step attack. This is a 27i mid punch strike with 30 frame recovery that knocks back the opponent full screen. Unsafe at -15 and doesn't track.

:4::s:- You can use ½ the meter to perform a Break Hold. A break hold is a hold that will hold any attack but does very low damage. This will also provide +5 advantage and reset the positions to round 1 fight distance, resetting the neutral. These are also the only way to escape a fatal stun from attacks or a break blow cancel.

:6::s:- You can use a full meter to perform a Break Blow. Tamaki's break blow and break blows in general are a powerful attack with Sabaki type properties, meaning it'll interrupt strikes if timed right, allowing you to unleash a damaging blow that'll send the opponent flying backwards, clothes tattered and bruised. The attack is also able to be used after certain launches, after bounds, and even after certain wallsplats. The disadvantage is that it can be shut down with a simple low strike and can be hi counter thrown and the move can be stepped and held. +4 on block.

:tamaki: ~Want to see my true colors??: There's more to the Break Blow than you think: if you press H once it hits, Tamaki will perform a Break Blow Cancel. A cancel will stop the full blow from coming out and will leave the opponent in a fatal stun state. While in fatal stun, the opponent will be unable to do anything unless they have ½ a meter available to break hold to escape the stun, meaning you can use the cancel as an opportunity to go for more damage than the Break Blow may do in set situations, especially in certain environments with the right conditions. Be wary since if your opponent has meter, they can use the meter to escape the fatal stun, but you can also use this as a way to go for a hi counter throw set up if you anticipate this. Also be wary that the opponent is only limited to break holds for escape as long as you don't use any normal attacks to continue the stun, since after that the opponent will not be in the fatal stun anymore; in this case they can regularly hold which although is a risk, you can use to pursue even more damage or a hi counter throw set up. This however can be avoided if you use her 214P to "extend" the fatal stun since it will put the opponent into a fatal fall stun that can be used to get the max launch height before going a juggle set up or bound set up.

There's other attacks you can use that involve the new :s: button, but don't cost meter:

:8::s:/:2::s:- This lets you avoid linear or non tracking attacks at the press of a button. You can use this to avoid specific attacks and punish the recovery with a throw, but be wary since sidesteps lose to throws and will result in a counter throw. If you have meter, you can use ¼ of it to follow up a step with a side step attack. If the sidestep attack is done near walls with rope properties, it'll cause a +51 to +53 wall rope rebound stun that leaves the foe at a major disadvantage. This is possible in stages like Muscle, Sweat, and the Colosseum from a certain distance. Be wary for fatal rush attacks since the first hit will turn the opponent backwards in a fatal stun, which can lead to some deadly back turned situations. The side step attack also has no tracking so your opponent can step you for it as well.

Another thing is a fatal rush: a string that puts the opponent in a fatal stun, and finishing it can lead to quick damage, but you can also stop part way through and make a custom combo using the fatal stun:

:s:- The first hit is the only one that can be done unless it hits. This is a 18i tracking high punch with 28i recovery. On hit, it'll result in a fatal stun which you can then follow with the other 3 attacks(the frames and the hit level don't really matter since only break holds can stop them and they can't be done unless the first strike hits). You can also use it in stun since the fatal stun eliminates the worry about opponents using normal holds and it'll force them to use their meter if they don't want to risk guaranteed damage. attacks with close hit properties will also have their close hit damage added on again in fatal stuns as well too! Tamaki will perform 4 hits with her fatal rush and then the final one will cause a knockback.

Worth noting is that Tamaki has the standard fatal rush type in the game; this means that Tamaki's fatal rush string has no particular evasion or special stance cancels when used to score a hit, however this means that it'll do the standard 4 hits and can be used reliably as a combo ender from walls or even after specific launches to either use as a simple combo ender or even to link into a break blow or break blow cancel when you have the necessary full meter!

When the full :s::s::s::s: string hits, it'll knock back and can wall splat. The string can also be used in juggles and after certain launchers as well if the height is high enough. If done on block, you'll be unsafe at -12, and be careful since the string can be ducked and low crushed. The string is also strong against side steps as it will cause a fatal stun that leaves them back turned and open to a guaranteed back turned set up. The string will also cause a +56i rebound rope wall stun in stages like Sweat or Muscle that have wall rope properties, but only from a certain distance.

If you have a full meter and do the string, you'll automatically transition into your break blow, but if you wish to save your meter, do :s::s::s::4::s: so that you won't waste meter. DOA6 is a game where meter management is important, so be sure to save it and stock up for when you'll need it. Avoid wasting it on random sidestep attacks and nasty break blows and use it when the time's right and when it's absolutely necessary since sometimes your opponent will attempt to force you to discard it and bait reactions to make you waste it which is the last thing you want to do. Make every time you use the meter count!

Now that we've finished the rundown of the Break System and you better understand it, let's ease into her moveset!



Section 4: Tamaki's Full Moveset Breakdown

-This section will break down and address all of her command moves, using the numerical inputs so please refer back to that section if you need to! Tamaki is a character who doesn't have any special stances or real gimmicks in her moveset besides her offensive holds! I will touch upon them in the guide but expect more details about them in the throws section! So now, let's begin:

-Also please note, moves with the ~ symbol mean she can chain into her 66T offensive hold by inputting 6T after the attack or string! More info will be provided about them in the throw section!

°P- Her simplest command, a 10i high punch with 13i recovery. Doesn't really do anything on normal hit as you're left at -1 and a counter hit is just +1 advantage, but the second strike from the PP string will be guaranteed. If done in stun or against a throw attempt, you'll get a +36 stun to work with making it viable for mix ups. -2 when blocked and doesn't track, and is easy to be ducked or high crushed with attacks that avoid high strikes. In situations where having a quick answer to your opponent is needed, this is usually the best choice! If done to opponents facing away, you'll get a +11 stun.

*PP- Her follow up 9i jab with 13 recovery, unsafe on hit at -3 and -6 when blocked but the string jails on hit and counter hit will leave you +0 if the jab hits by itself. Like the previous attack, it's a high and can be crouched, but the attack has a high tracking counter hit launcher, a tracking low, and a tracking mid punch that's semi safe and a lift stun follow up that blows up crouches, so you can use this to your advantage to attempt a tick throw(a throw done after a string that jails) if you feel your opponent will defend. Using the string in stun will cause a +36 stun, as well if it hits by itself on hi counter throw attempts.

°PPP~- Follows up the previous jabs with a 16i lifting palm with 25i recovery, unsafe on hit and block at -9 making it better suited for counter hit fishing and in stun as you'll gain a +29 lift stun, giving more an edge for options. The move will also blow up crouches, but it lacks tracking making it risky to attempt by itself. If done against a foe facing away, it'll cause a brief +14 stun.

This move is also unique as it allows Tamaki to transition into an offensive hold if you use 6T after it as if doing a combo follow up, making it viable to catch opponents who recklessly try to counter poke you when not aware of your opportunity. The offensive hold can also be used in air combo launches in a juggle, acting as an easy universal ender for all weight classes! I will address the offensive hold more in detail when we get to the throw break down section, so stay tuned!

*PPPP- This ends string with an 18i hard hitting mid palm thrust with 26i recovery. Packing a punch being a harder hitting attack, it'll always knock down and will wallsplat, making it a viable juggle ender, but it's unsafe at -10 when guarded and doesn't track. While not very useful outside of juggles and combos, it is a mid that can blow up crouch attempts, especially if the opponent anticipated an Offensive hold ender attempt and tries to duck.

Will cause a +56i rebound stun when done in stages near walls with rope wall properties in neutral or stun set ups. It's 236P variant will also cause this stun as well.

°PP4P- ends the string with a swift 17i mid downwards palms' thrust with 25i recovery. This is a useful mix up since it tracks, and can be important to avoid an opponent stepping you since her P string has no other real safe way to catch sidesteps besides her offensive hold ender which can be risky. It'll always cause a 19i stun, and will also blow up sidesteps making it a deadly option, and the move is also lower risk since it's -7, making it semi safe, although 7i throws and quicker throws that are faster than 5i can catch you, so be wary when matched up with grapplers.

*PPK- she performs a high vaulting 20i kick with 28i recovery. This is a counter hit quick launcher, meaning if an opponent tries to step you, throw you, or hit you when you have the advantage, it'll provide an instant launch allowing for an easy juggle. However the move is only going to do that with counters, and on normal hit it'll just cause a +31 lift stun, but don't expect this to always hit an opponent who's standing since you'll likely deal with foes who tend to guard mostly. Wallsplats and tracks, but is very easy to duck and high crush, and the string is -16 when blocked.. Useful for situations when you know the opponent will attempt a sidestep but you'd rather go for a launcher in open space rather than her PP4P that will only cause a moderate stun, but this tracking move will not always save you if a character has a special sidestep. I'll address this again in a later section so be ready!

The string is also useful as a quick launch as well when you have the foe in a stun and want a quicker launch without having to use to any of her slower launchers. Keep this in mind since this is her only real in string launcher, but this is risky due to it being a high, and it can be easy to react to since she has a low to watch out for as well and two separate mid punches.

°PP2K- Tamaki tosses in a standing 20i diagonal low kick with 28i recovery. As a standing low this low is suited for opening up opponents who like stand guard and don't really watch their feet often, so you can use this as a way to easily pop them open and have another turn to strike. On normal hit and against counter hit crouches, you'll gain a +6 trip stun that can't be comboed into(unless your foe panic holds) but the frame advantage will help you get another opportunity to strike again, since in this situation it's as if your attacks have 6 frames subtracted from your moves, while your opponent will be as if they have 6 frames tacked on theirs. On counter hit, you'll get a more lengthy +8 trip stun, but the move is easy to duck and is -14 when guarded. The move tracks and is another option to shut down sidesteps, and can be the answer to foes who possess special steps that can avoid highs.

If done in stages with slippery surfaces, it'll cause a +43 to +44 slip stun on counter hit, guaranteeing anything that's 13i or faster. This also will apply to her 1K kick variant as well. The attack can also be used in juggles to cause a knockback that allows a no timing force tech attempt if the opponent doesn't immediately get up.


*PK- This throws in a 16i mid forward kick with 25i recovery into the mix for good measure. This has decent mid range and is a relatively safe mid reach poke string since it's -7 on block and normal hit, but getting a counter hit or hitting a crouching opponent will leave you with a +19 stun to work with, brief but still acceptable. This is a decent mix up for opponents expecting to escape your offense with a crouch or mid punch hold or parry, but be wary as it doesn't track. Also will cause a brief +15 stun on opponents facing away.

*PKP- Ends the previous combo with a 20i forward elbow jab with 28 recovery frames, will always cause a +16 stun on hit and is one of her easiest ways to score a stun from a string, although the stun is relatively more limited and doesn't really allow a launcher, making it more useful as a stun to bait a hold or to continue into a longer stun set up if use earlier on. A useful string since while unsafe at -15 when blocked, this can be used as a static string( string or move with only one ender) that can test to see if the opponent will try to step you or hold. Doesn't track but can also can crouches.

The move can also be used in juggles to pursue a Force tech set up since the elbow will put the opponent in a backwards back fall tumble, allowing for a no timing force tech set up if the opponent doesn't immediately tech up! In case you don't know what a force tech is, it's a situation where when the opponent is on the ground, they can be hit and poked to force them up after two hits to force them up unless they try to attempt a wake up kick or get up of their own free will. Never miss the opportunity to go for a set up if you want to gain advantage to keep the opponent guessing!

Also for added fatal fun, if the attack is done against a foe using an attack with crouching status, it'll cause a fatal sit down stun that allows you to connect attacks that's 18i or faster, meaning you can either go for a stun set up or even a launcher from 9K although the foe can escape with a break hold, but a quick punish throw can go around that.

°6P~- Tamaki performs a quick 12i mid punch palm thrust with 24i recovery. While -12 on hit and block, it's a useful mid for when you're fishing for a counter hit but need a swift mid with safe options. It'll cause a +20 stun on counter hit and on stuns, and it has good reach for a mid of it's speed, allowing it to be used at about mid close range, or about one R1F(round one fight) distance. It has both a safe ender, a tracking ender, and an offensive hold ender if you feel the opponent will try to strike you from a free cancel attempt as well. Does not track and can be stepped, but it can easily blow up crouches from a distance.

This move also has the option to end with a swift offensive hold as well, making it also a flexible juggle ender when used as an air throw.

°6PP- She ends the forward thrust with a 24i elbow thrust with 24i recovery. Slower, but it's safe at -6 on block and will cause a +20 stun on normal hit, but where it shines is on counter hit when it'll cause a crumple stun, which will have the foe fall on the ground unless they hold, either from a counter or in stun making it a particularly useful ender. It will also cause a soft wall splat when used near walls, giving you a +39 stun to work with for a launcher, a free step set up, or bracing your foe for a throw if they feel bold enough to hold! Doesn't track.

Another weakness is that the move can be shut down with a strike that's 9i to 10i if the foe blocks the initial 6P so be careful when fighting faster characters. The string is guaranteed against foes back turned, which will make it lead to a forward knockdown.

°6PK- Follows up with a mid 17i horizontal kick, has 30i recovery. Tracks, but on normal hit it causes a stun pushback that leaves you -2 but it gives you distance to get some space in open areas. Has good reach, and depending on the range, it'll leave you -9 to -11 when blocked, but you're still open to a throw so be careful. If done against an opponent in stun or counter hit, you'll get a +18 spin stun, allowing you to go for a stun set up or a quick launch, and because it tracks you can use this to catch steppers. If an opponent tries to crouch you'll get a +13 stun, but it can't be used much because of the distance unless neat invisible walls, but if you are close enough, you can use either P or her 7P to continue a stun combo. Will also cause a +32 to +35 soft wall splat depending on the distance. Useful as a combo ender, and is also guaranteed against a foe facing away from you.

°4P- Tamaki performs the swift 17i mid downwards vertical dual punch strike with 25i recovery from PP4P. It'll cause a +4 stun on hit and using it in stun or on counter hit will cause a +19 stun, and since it tracks it'll also catch sidestep attempts, and it being a mid makes it a useful measure against crouches. Virtually the same overall as PP4P.

°8P- A quicker 15i hopping high lift punch with 28i recovery. This is a useful high crush since during the jump she briefly crouches, making it a quick useful crush when fighting opponents who are using alot of quick high jabs or high attacks, and the jump can avoid later low attacks. The move will cause a +26 lift stun on normal hit, and will outright cause a decent launch if done in stun or counter hit, making it useful as a quick launch although it being a high can make it somewhat linear if the foe ducks it or crushes it with a crouching attack. Unsafe at -11 when blocked but it does have one ender that can leave you +1, but it's telegraphed so only use it after proper conditioning of the opponent! Does not track.

*8PP- ends with string with a hard hitting 20i mid punch slam with 26i recovery. This is the ender of the 8P static string and is the only safe way to end it, but the string lacks the ability to delay so you must be confident enough to end the string. If it hits the opponent, it'll knock down no matter what, giving you a clean knockdown so you can poke at them on the floor or you can use the advantage to prepare them for a mix up if they tech up.

The attack also causes a +1 guard break when blocked, it's not much but it can give you momentum to one up your opponent since in that instant, you'll be a 9i striker with an 11i mid and a 12i low, and for your kicks you'll have a 13i high, 12i mid knee, and a 13i low, and if you want to get an edge in power and speed, your 7P mid will be 10i and be a viable option too. When done at max range, you'll be left +4 on block and somewhat closer will leave you +2, although this can be difficult to gauge since the move itself lacks long reach. Be wary though that since this is a static string, it's easy to hold or step but you can use this as a wait to bait either or from your foe but be careful since free cancelling will be risky. This move is also a true mid, meaning it'll hit opponents on the ground or in special stances that can normally avoid normal mids. If done against an opponent facing away, it'll cause a +12 stun, and them crouching facing away will do the same thing. A useful go to in stages with explosive floors before going for her bound ender as it'll slam the foe to the ground and cause them to launch as a consistent height for guaranteed damage that can't be teched to escape. Also useful as a general combo juggle ender in stages where there isn't a nearby wall or danger zone to increase her other enders' damage potential like 3PP or 6KK.


°9P- Tamaki performs an upwards 19i high strike with 24i recovery, this is one of her quicker ways to get a stun going without requiring a counter hit for a good stun. You'll always get a good +25 stun on any hit level, and doing it to an opponent facing away will also guarantee the full string and it's mix ups, and if 9P hits, P will be guaranteed after 9P or 9PP against a foe facing away.

Although unsafe at -11 when blocked, she has both a tracking high or a mid kick follow up to watch out for as follow ups, both being safe at that. Doesn't track by itself however and is easy to duck or crouch since it's a high, making it open to high crushes.

°9PP- Follows up with an 18i high elbow with 24 recovery frames. It'll always cause a +25 stun and it tracks, making it able to catch foes stepping. Safe at -6 but can be ducked but her mid kick mix up may deter these attempts. This is the attack that must connect to guarantee her bound, otherwise it won't be able to cause it.

•9PPP- Ends the string with a 26i mid hand chop strike with 26i recovery. It'll always floor the opponent but will cause a +14 back stun if the foe is facing away. The full string is her bound set up with this hit causing the bound so you can finish the string with a close hit attack. Doesn't wallsplat making it a God send near walls and is virtually able to bound all weights from her best launcher with a fatal stun. Unsafe however at -14.

°9PK- Mixes up with a 15i mid knee with 24i recovery. On normal hit it's stun is a minor +5 but it can lead to a combo if you finish with it's ender or if the foe panic holds. In stun and as a counter hit, it'll cause a +13 stun that allows you to continue a combo with either 7P as a mid or P as a high since they're both quick enough to continue a combo. Safe at -5 on block but doesn't track. Doing it to a foe facing away will cause a +16 stun and will guarantee it's ender. It's ender however is unsafe if you finish with it making this a semi static string.

*9PKK- Ends with a 21i mid kick with 26i recovery. Stuns on normal hit with a +18 stun and causes a soft wall splat, but is unsafe as the ender and the only way to finish the string, being -13. Will cause a +15 stun to crouching foes and will cause a +14 stun to foes facing away or facing away crouching. Doesn't track.

°7P- Tamaki's quickest mid, which is an 11i dual palm thrust with 27i recovery. While it has short reach and is more suitable for up close quarters, it has power and causes a +4 pushback stun, useful for if the opponent is open and you need space, but on counter hit and in stun it'll cause a +17 stun for a quick stun set up or a quick launch although options are limited. Near walls it'll cause a soft wall splat that'll leave you +35-36. It'll also cause the same counter hit stun when an oppoent crouches too! Besides it's defensive uses, it's also her best mid to use from moves like 9PK or 6K that give you very little stun to work with, making it an alternate option to use over P but be wary of the lack or range and it's interaction with walls.

The attack is most useful as your way to keep foes with an 11i mid in check up close, since you'll likely have priority over theirs due to your power base being higher, and it can be an easy answer when fighting up close against quicker foes who have a habit of using quick mids, and it can be useful as a quick mid when you have advantage. The only weakness is the lack of tracking, range and it's -12 when blocked. If done to foes facing away it'll cause them to fall dramatically face first on the ground, allowing you to pursue an easy no timing force tech if they don't tech up right away.


°2P- Tamaki's 13i low punch strike with 20i recovery, lacks reach and lacks power but it's a useful way to open up foes blocking a bit too much while standing. When done, you'll be -1 but it's a minor disadvantage, and you'll virtually be an 11i striker with a 13i mid and 14i low in that instant, and you'll be a 15i high kicker, 14i mid kicker, and a 15i low kicker in that instant too giving you a briefly more risky neutral, although this isn't as prevalent with slower fighters so you'll have less a risk with them.

This is more a way to let the opponent know that you have a low and that you'll use it to open them up so expect some retaliation unless your foe is scared to strike. If done on counter hit or stun, you'll be left at +5 with a pushback stun to give you some breathing room to reset the neutral, while doing this when a foe is facing away will give you a +9 stun. If the stun is done in stages with slippery areas like Road Rage for example, the stun on counter will be steeper at +9. Doesn't track however and the move is safe at -4 when blocked, making it a safe option as a low crush or anti throw move.

°3P~- Same as the mid from PPP, except faster now at 14i. With better reach and as a standalone move, this is a useful move when wanting to fish for a deeper stun, being good at mid range and it also has a mid ender that sends the opponent flying away from you or you can use her Offensive hold to shut down sidesteps or opponents who want to try to counter poke you. Still unsafe however and doesn't track.

*3PP- Same as PPPP, hard hitting ender that sends the opponent flying. Doesn't track and is unsafe but has power and has good reach making it well suited at mid far range when you and your foe are pacing awaiting an opportunity to strike. Since the 3P also has an offensive hold that tracks but is a high, some foes may try to crouch after they see your 3P, being a good chance to blow up their opening. Will cause a +56i rebound stun when done in stages near walls with rope properties, including its 236P variant.


°1P- One of Tamaki's best lows on offer, she performs a turning 16i low crouching palm strike at her foe's feet with 25i recovery. Swift and quick for a low that tracks, it has great mid reach and can catch foes from a distance. It functions as a tip range property poke as it has less damage at max range, but you'll be left at a safe disadvantage of -3, and -4 up close. If done on counter hit, you'll cause a +7 low stagger stun and a +6 one up close giving you the momentum. and hi counters and in stun it'll cause the same stun, just higher damage. This is a useful way to go for a quick poke at foes standing guard but not watching their feet, but having it blocked will leave you at -9 at max range and -10 up close, so be ready to deal with throw punishment if you're caught…

If done to a foe facing away, it'll cause a +4 foot stagger turn stun and the tip range property seems to be negated. If you catch a foe during a throw attempt facing away, you'll cause a nasty +34 slip stun giving you an easy launch chance or maybe a stun set up if you want to fish for more damage. If done in stages with slippery areas like Road Rage, it'll cause a +12 to +13 slip stun on counter hit although it can't be reliably used to continue a combo.

*66P/(While Running)P- Tamaki performs a quick 14i mid punch jab with 24i recovery, this is one of her quicker and safer options to go for a counter hit attempt as you'll gain a +4 stun on successful hit, and a +20 one on counter hit which is deep enough to use a few of her quick launchers or attacks to continue the stun. Safe at -4 to -5 depending on distance and it'll cause a +39-+40 soft wall splat stun if done in a stun or counter hit. Fairly flexible as it's an easy safe way to fish for counter, and can also be used as a safe mid close range poke.

Useful against crouches as it'll cause the same counter hit stun as a normal counter would and a successful hit on foes facing away will cause a +16 stun. Not many drawbacks to this move overall, it's lack of range however and it being easy to step keep it level.

°46P- Tamaki performs a roughly 24i mid power palm strike with 25i recovery. Being a mid with a built in sabaki parry, it'll counter all high and mid punches if she's roughly at about a -2 to -7 disadvantage for highs(tested with a 9i strike) and roughly a -3 to a -7 disadvantage for mids(tested with an 11i mid); It'll cause a crumple stun in this situation and in stuns, putting the foe in a situation where they either guess a hold or fall to the ground which is equally preferable as long as the foe doesn't guess right. This is a solid anti punch tool against opponents who are both quick and who have pokes that can win in safe situations, so throwing this out is usually a safe option since even when blocked, you're -6 and can even attempt it again! The move also has excellent range, making it a threat both up close and at a distance, always be sure to make this a tool your opponent has to respect to force them to slow down pressure a bit. The move can also be used without the parry in mind since if you're at a major advantage you can use it to score a crumple stun with counter hit damage, and it causes a counter hit or in stun soft wall splat that leaves you +36. If you don't score a counter, the move will cause +4 pushback stun which can function as a keep out move with high reward stun if your opponent is moving in closer than you'd like. Hitting a foe in the back will net you a +15 stun as well.

The only thing that holds the move back is lack of tracking and it's ability to be abused is gated since an opponent can throw you during the start up for a hi counter throw since the move does have hold properties. The move can also be freestepped to avoid it as well which is another major risk. Be careful and wise when throwing this move out as it requires an overall confident knowledge of what your opponent's habits are; if they like to poke or strike when it's their turn, this is a solid answer if you notice they lean more towards high and mid punches. If your foe is more partial to using throws to punish guards or if they favor using kicks, then it's likely not the best choice to use this to get you out of trouble up close and you may want to try something else.

°236P- Basically the same ender as ones from 3PP and PPPP, except quicker at 15i. This is Tamaki's only close hitter attack and is her optimal option for ending bound combos from 9PPP in a juggles, and also as an alternative combo route from fatal stuns since it'll also trigger the close hit in these stuns up close. Unsafe and easy to step like her other variants, but it has reach and is a more high risk moderate reward tool when playing keep out. Causes a wallsplat that can be very deadly when the close hit is triggered as well.

Compared to other close hit attacks across the roster, this one I feel is one of the more flexible ones since it has speed and isn't exactly slow, it has reach making it useful when at a distance and has overall more utility making it more varied although it's unsafety is a drawback that hinders it. Will cause the same roughly +56i rebound stun in stages near walls with rope properties.

°214P- Tamaki's unique fatal stun, which is a 25i vertical mid chop punch with 28i recovery. As her fatal stun, it places the foe in a stun that can't be escaped without ½ a bar of break meter to escape, guaranteeing you a mid launcher or a mid stun attack if they don't break hold. It'll also cause your highest launch height if you use mid launch versus your generic S fatal stun. It's one of the better fatal stuns imo since it doesn't wall splat currently, and leads to an easy bound stun from 3P+K! It lacks reach tho and doesn't track, and is easy to punish since it's -13 on block.

Naturally since it's a mid punch, it's easy to hold without much difficulty since Tamaki already has alot of deadly mid punches to watch for, but it's also a true mid, making it an easy answer to foes who have stuns that evade normal mids, and on top of that it can be used on the ground from a previous force tech to force the opponent up as the second strike, leaving you +16!

*K- Tamaki performs a 14i high vault kick with 26i recovery. While not particularly quick, the kick causes a +6 normal hit stun giving you advantage of you can use it to combo into one of her ender options. A clean counter stun or using it in critical stun causes a somewhat deeper +23 making foes holding more risky since they have to deal with the possibility of a quick launch. Wallsplats on counter hit and in stun and has both a safe mid punch ender or a mid kick ender that leaves you backturned, which makes ending the string a relatively safe option since the opponent has a 50/50 chance of guessing right and either ender is a safe turn ender. The kick itself is unsafe at -12 and lacks tracking, and neither of it's options track either making it easy to step.

If done on a foe facing backwards, both enders are guaranteed which can place you in a favorable position. Avoid using near walls.

°KP~- ends the high kick with a forward 16i vertical mid jab thrust with 24i recovery. Safe at -6 on block and causes +5 pushback on normal hit giving you space to reset the neutral a bit, and it causes a +20 stun on counter hit and in stuns, and it has ok range making it alright to use at close range when pacing. It can easily stuff crouches as it leaves you +17, allowing you to either go for a quick launch or you can play with your foe and get a critical stun going. The move also has the option to go into her offensive hold if you know the opponent will try to poke, and it can be delayed nicely making it a good mix up. Doesn't track however and it's more vulnerable to neutral throws since it's -6, so prepare for a throw situation in case you're fighting a faster throwing grappler or someone who makes throw punishes a habit. Hitting foes who are facing away will cause a decent +16 stun, including crouching foes.

*KK- Tamaki finishes her previous kick with an 18i back vertical kick with 24 recovery frames. Has good mid reach making it useful from afar and causes a +5 pushback stun on normal hit to give you space while leaving you facing away. This is actually great when you're at an advantage as Tamaki has a solid back facing game with the right tools for the right situations, including a tracking launcher, tracking low, her 4P sabaki parry strike in backturned form, tracking mid, and her offensive hold, leaving you with an array of options.

In counter hit and stun situations, you'll cause a +20 stun and you can either continue it with her backturned options or turn around, where you'll be roughly at +13 advantage with you being able to beat 9i strikes with her slowest 22i launcher, so never feel bad for wanting to use the momentum for more manual damage. While it doesn't track, the move is relatively painless at -5 on block, and you'll have the proper back facing tools to make opponent second guess how they'll retaliate your offense. Will stuff ducking foes giving you the +20 stun, and can be used on facing away foes for an easy +16 stun too. Also soft wallsplats and leaves you +40 roughly.


:tamaki: ~Don't try so hard!: Immediately trying to turn around with the guard button is the quickest and best way to get the highest advantage, but if you're a novice and want an easier, less risky way to turn around, use 6(forward to be left at +9! It's sacrificing +4 plus frames but is another easy alternative until you get it right!

°6K- Same as the mid knee from her 9PK string, just a standalone and is faster at 13i, giving her a swift mid knee tool for close quarters. A safe poke as it's -5 on block still but it lacks reach being very poor in range, tracking, and it only has one ender making this an unsafe static string. It has a very good delay however and can be used as a tool to see if the foe will try a hold or sidestep to bait a reaction, or you can free cancel and go for her 46P sabaki strike if you know the foe will attempt a punch strike.

*6KK- Same as the 9PKK, still an unsafe ender and her only option but provides a decent stun reward if the foe drops their guard. It's reach is actually decent and can be used at mid range for an easy stun although it's still punishable. Good delay.

°4K- The same as the kick ender from KK, just now a standalone strike and a frame quicker at 17i. Has good reach making it a safe easy way to fish for a hit at a distance and it provides the same good pushback on normal hit, and a nice meaty stun on counter it. Soft wallsplats on counter hit and in stun and is still safe but easy to step. Her quickest way to also go backturned and is also relatively low risk besides the lack of tracking. Normal hit and counter hit both work in her favor as normal hit causes a brief pushback stun while counter hits will allow a stun set up to be pursued.

°8K- Tamaki puts her long legs to use by doing a high raising 20i mid kick with 25i recovery. Slow, but it provides a clean knockdown on hit, flooring the foe and leaving them open to a force tech if they don't get up right away. Has one of the better ranges amongst her ranged kicks and is a safe way to easily floor foes who want to rush you. Besides that though it has little actual combo use outside of counter hit or stun, although her counter hit launch can lead to easy damage stemming from her 3P into her air throw and her hi counter launch can lead into an easy universal fatal rush across all the weight classes. Safe at -5 to -6 depending on range so be prepared for a neutral throw in case of a grappler or someone quick to throw safer moves.

Can also lead into a launch when hitting foes unlucky enough to duck this. Doesn't track, and also isn't a true mid surprising. Has no wall interaction so if you want a mid kick mix up in stun that can lead to an easy juggle ender, this is the tool for you. The bounce launch will always be consistent on counter and hi counter, meaning most combos will work across all weight types although lights are vulnerable to certain combos that the heavier characters aren't vulnerable too such as her fatal rush string.

*9K- Tamaki performs a 16i forward jumping mid kick with 28i recovery. It's one of her quicker low crushes and can easily avoid pesky lows and it has reach, making it a useful launch tool when not up close to your foe. The launch is decent although you'll get the most from it against lighter characters and in counter hit situations, and it also launches crouching foes higher too making it a nice crouch punish. Unsafe at -15 and lacks tracking so it isn't a tool to just be used at anytime. Has good reach tho making it useful when wanting to quickly shut down foe rush ins.

°7K- Tamaki performs a graceful 16i mid kick backflip hands free with 41i recovery. This move is a low crush that can avoid lows and is useful as a quick panic attack when your foe is trying to fish for a poke counter with free cancels, as it'll do solid damage and it'll cause a low launch knockdown, it can't be used for combos however since the move has way too much recovery to make it viable as a launcher, but it's a decent ender. Causes a wallsplat but again the recovery limits it's combo output although some follow ups are possible such as PK. Very unsafe at -30 and the move has very poor reach, being her worst ranged attack, making it only suited for up close. At max range however it's possible to avoid throws although it's pretty risky unless you know the tip range of the move by heart.

°2K- Tamaki performs a 14i low kick with 26i recovery. One of her least risky low pokes since it's -2 on hit, and -5 on block making it safe from punishment although quicker grapplers can catch you, but the kick can avoid throws at max range. Counter hits will cause a +11 stun trip and also in stun too, useful for getting the momentum back. In stages with slippery surfaces, the low will cause a nasty +46 slip stun, guaranteeing anything 16i frames or faster! Hitting a foe facing backwards will cause a +3 stun, and a +33 stun on hi counter hit. Doesn't track but has good mid reach making it a safe tool to use when looking to get damage from afar against foes not watching their feet.

Useful also as an alternate mix up in stun; Since Tamaki lacks threatening string mix ups and she doesn't have many lows from a majority of her strings, this is a useful way to get quick advantage to reset the situation and have a good amount of advantage to work with, allowing for multiple options such as an offensive hold trap or way to fish for a counter if the opponent still won't settle down. It's also low risk besides being vulnerable to low holds, but since Tamaki's stun launch game and stun game in general is littered with many threatening mids, the foe is going to likely not expect a low since her strings don't have any to watch out for besides PP2K.

°3K- The same as the kick from PK, just faster at 14i. This is one of her better mid kick pokes since it has reach and is still semi safe at -7, and because of its good reach it's a useful counter poke when pacing from your foe and looking for an opening! Still provides a clean +19 stun on hit for either a quick launch or a stun set up up close, and it also does the same as the string as it causes a +16 stun on foes caught crouching. Doesn't track but is one of her best tools when you need something swift and with reach, and the ender to this static string may be used to deter a throw attempt.

*3KP- the same ender to the string as PKP, still unsafe but it stuns on hit and blows up crouches, and it can be delayed nicely to punish a foe attempt. Like the string too, if done close to the end of the stun threshold, it'll cause a generic bound allowing you to pursue a quick combo or you can use her 236P as a close hit ender for damage near walls. Doesn't track and is still unsafe and can easily be held, but you can use this string to see if your opponent will step or not or throw to gauge their habits.

If done in a juggle, it'll cause a ground knockback that can be used to pursue a quick force tech set up if the foe doesn't get immediately, giving you a nice option for ground situations that can lead to a high advantage. Also still causes the same fatal sit down stun against foes using a crouching status move, making it a lethal option for punishing foes who are quick to attempt a crush.

°1K- Tamaki performs the same slanted 20i low kick with 28i recovery from PP2K. A standing low, this is Tamaki's main low to get some advantage pressure going when your foe is high guarding and you need something to open them up. It has ok mid reach and can be used from a distance for easy +6 to +7 stun advantage on hit, but it also has tip range properties which weakens it's distance utility damage. Tracks as well and can easily put foes in their place if they want to play the turtling game, but is unsafe still. Can be used as a force tech to try to get the foe up, and will leave you +15 if it's the second strike used to force them up.

Will also cause the same slip stun counter stun that PP2K does, so never miss the opportunity to use this low as a punish in the required stages!

°66K/(While Running)K- Tamaki performs a long range 18i hard mid kick with 29i recovery. This will always cause a hard knockback that'll force the opponent on the ground, vulnerable to ground attacks and force techs unless they bite the bullet and get back up! It has excellent reach and can also be used while running making it an excellent keep out tool since it's also safe at -5 to -6 on block depending on the range used, and the pushback at max range can be used to avoid neutral throws. Will also cause a hard wallsplat near walls, and can be used in stuns as a way to force the opponent down to greatly highlight your oki options if you want to be nasty and make your opponent really guess when they get up. Does not track. A similar knockback will occur against crouching foes, and the attack will cause a massive pushback roll to foes from juggles or bounds in moments when you want massive space or want to actively force your foe to a wall. Will cause a roughly +51i rebound stun in stages near walls with rope properties.

°P+K~- Tamaki does a a 18i turning palm strike with 26i recovery, this is her main faint stun since it'll automatically cause a faint stun on hit putting the foe in a guess or fall scenario. This is one of her scarier options if you feel a foe will crouch since the stun is consistent and will always lead to the same combo routes, but it's lack or real reach make it suited for mid close range. Has a offensive hold transition for sidestep and free cancel poke situations, and it also has a high and safe mid ender to be wary of to mask it's lack of tracking. Unsafe at -13 making it a very risky free cancel but it's options and their delay may keep hungry counter attempts away. If done against foes facing away it'll cause a limbo fall stun that guarantees her 214P 25i fatal stun for a nice easy combo but be wary of meter from your enemy.

*P+KP- Ends the string with a high lifting 15i jab with 24 recovery frames. This is a natural +31 lift stun on normal hit allowing a wide array of options at your disposal. Decent range but doesn track and is easy to duck from this string although the mid ender may deter ducks. Also can double as a refloat from certain strings but is unsafe at -11 when blocked. Will cause a +16 stun when the foe is backturned and is guaranteed if the first P+K hits.

*P+K6P- Ends the string with 66P, virtually the same. Safe and has average reach but is easy to step. Soft wallsplats still and can be used as a juggle ender.

°6P+K- Same as the mid punch ender from 6PP except faster at 22i. A swift safe move that stuns on normal hit like before and has good mid reach. No tracking and causes a soft wall splat.

°4P+K- Tamaki performs a twirling 21i mid punch slash with 25i recovery. This is one of her best tracking options since it'll always cause a +18 stun on hit, and in stun or on counter hit it'll cause a +23 forced spin stun giving you a better advantage! Safe at -2 to -3 on block and will also stun foes unlucky enough to crouch, and will also cause a +14 stun against foes facing away. Good mod reach as well making it a useful tool when you're at a distance.

Another unique thing about that is attack is if your foe is caught sidestepping, the attack will cause a fatal crumple stun that can't be held out of unless you freestep to the right side to make it possible for your foe to be able to break hold. This makes the tool one of her best for punishing both sidesteps and special sidesteps!

°3P+K- Tamaki's best launcher, an elegant 22i elbow raise with 26i recovery. Has multiple uses, being her best launcher to use after stuns with the needed stun length, and also has reach. Tracks as well making it a good way to punish stepping foes, and it can also double as a refloat from proper wallsplats and launch heights. Is unsafe at -15 making it vulnerable to punish throws and even strike punishment.

*H+K- Same as the high kick ender from PPK, just faster at 17i and it has better reach. Tracks and can be used as a good launcher but is still unsafe and can be ducked.

*4H+K- The same as the tracking mid kick ender from 6PK, just slightly better reach, making it more adept at catching steps from afar. Still soft wallsplats but is still unsafe making it a more risky tracking move to use.


°2H+K- Tamaki performs a crouching sliding 23i low kick slide with 33i recovery. Somewhat slow but has great reach allowing it to be used from farther away. Has tip properties however that weaken it from max range and it'll cause a -5 pushback stun at that range. Up close it'll cause a +9 low stagger stun which gets you some momentum going. It'll cause a similar stun against crouching foes in both situations although you're -6 at tip range against crouches. Against foes facing away it'll cause a similar -5 trip turn stun at max range and it'll floor outright up close.

While a decent low, it's unsafe at -13 and easy to punish, and it lacks tracking making it quite easy to step. Can also be used as a force tech as the second strike go force the foe up although it's slow speed make it tricky to use besides after a 2P and it's recovery is too steep to be of use as a force tech catalyst. If done in stages with slippery surfaces on counter hit, a tip range hit will cause a trip stagger that leaves you +0, and up close will cause a +29 stumble slip stun that leave you +29.

°2P(Against foes on the ground)- Tamaki performs an 18i ground palm attack with 31i recovery. Weak and lacks long reach but her quickest ground attack strike to use. Can be punished if the foe techs up quickly or if it whiffed as it leaves you briefly squatting, which is vulnerable to all throws.


*8P+K(Against foes on the ground)- Tamaki performs a 23i start up jump strike to her foe which has her use her knees and elbows to damage her foe. Slower start up but more power and reach. Very risky to whiff as it has a lengthy recovery that leaves you briefly squatting.




Back-Facing Strikes

*P- Same as the regular P facing forward, just a slight less range. Her quickest option facing away.

°4P- Same as the 4P facing forward option, just slightly better reach. Tracks still and semi safe.

°2P- Same as 1P facing forward, just somewhat less reach. Tracks but still unsafe.

*K- Same as H+K, just somewhat less reach. Tracking high counter hit launcher. Still unsafe.

°4K- Same as 4K facing forward, just faster at 14i and slightly better reach. Safe and leaves you backturned. Still soft wallsplats but is easy to step.

*2K- Same as 2H+K, just somewhat less reach.

°P+K- Same as 46P, just somewhat quicker start up and less reach. Still can sabaki parry all high and mid punch strikes if timed correctly and safe but lacks tracking.



-That covers all of Tamaki's strikes!! Now we'll go into her throws and offensive holds so be prepared to see her true colors!!!


Section 5: Tamaki's Throws and Offensive Holds Explanation


-This section will break down Tamaki's assortment of throws. Her throws are generally varied, having simple punish throws that can easily change sides, interact with hazards and walls and floors, and she has throws with damage as well for hold punishment. Her throws generally are useful for floor hazards, but wall interaction isn't her forte, as she only has one punish throw that can interact with the wall, and that throw itself is weaker than her other punish throw if there isn't a hazard or wall nearby. This section will address her normal throws first. Damage will be listed, as well as damage from special hazards like electric walls and floors. All throws are able to catch sidesteps as well so always watch for the opportunity to throw anyone stepping.

Also be cautious as throws are easy to beat out with a strike, resulting in a high counter stun and damage.



~N:45 C:56 HC:67~

:T:- Her quickest throw: a 5i throw with 23i recovery that has her toss her foe over her shoulder to the opposite side. Interacts with floors and leaves you a decent distance from your foe, but is easy to break since it's a neutral throw and can be escaped leaving you at -11 disadvantage. Her quickest option for punishing semi safe attacks. The opponent is able to also recover and stand up after the throw.


~N:50 C:62 HC:75~

:6::T: - Tamaki's 7i punish throw with 24i recovery, which has her grab her foe's arm and push their face to force them on the back on the floor. Interacts with floors but not much space left between both you and your opponent.

~N:56 C:70 HC:84~

:4::T:- Tamaki's 10i throw with 25i recovery where she elegantly flips her foe to the opposite side landing on their back. Interacts with floors but leaves you close to your foe.

~N:62(72°) C:77(87°) HC:93(103°)~

:236::T:- Tamaki's first 12i punish throw with 25i recovery, she grabs her opponent's arm and forces them behind her as she poses eloquently, before tossing them forward a decent distance. Interacts with the floor and will also lead to a wall slam if done near walls. This is the punish throw you'll want to use if there's a wall or danger zone of interest nearby. The opponent can tech up after the throw and it's wall variant. Also useful in stages with breakable hazards as it'll leave them in the same vulnerable state as if they were sent flying into them with a normal attack, giving you the opportunity to either pursue a guaranteed launch combo or you can fish for more damage at the risk of being held.


~N:65 C:81 HC:97~

:214::T:- Her 2nd 12i punish throw with 25i recovery, where she'll grab the arm of her foe before twisting behind them while grabbing it, and dropping seductively on her knees as she dislocates her opponent's arm as they go on their knees with her before falling to the floor. Doesn't interact with anything making this a better punish if you're in an open area and there is no wall or floor hazards to increase her other weaker punish throw's damage.


~N:55 C:68 HC:82~

:T:(Behind Foe)- Her 5i throw when done behind someone, Tamaki brutally forces her opponent unto their knees as she grabs their arm forcing it in an awkward painful position, before fully pressing it on the floor forcing her opponent down on their chest. Interacts with floors but leaves you fairly close to your opponent.

~N:60 C:74 HC:89~

:6::T:(Behind Foe)- Her 7i throw against a foe facing away. Grabbing their shoulder, she trips her opponent in the foot and brutally forces them face first into the ground as she teasingly leers at their recoil. Interacts with floors but leaves you close to the foe.

~N:50 C:62 HC:75~

:2::T:- Tamaki's fastest crouch throw at 5i with 22i recovery, she twists her foe up by the arm and shoves them harshly on the floor, striking a hand on hip pose as she looks back at her accomplishment. Interacts with floors and is a quick low punish for lows that keep the opponent crouching, but the foe is left close to them.


~N:65 C:81 HC:97~

:2::T:(Behind Foe)- Her 5i low throw behind her opponent, she grabs her foe's arms and twists them into a forward bowing kneel, and sadistically forces their shoulder down as she dislocates their arm socket. This is her only low throw punish to foes crouching and does it's job well, giving clean damage but it doesn't interact with floors. Leaves you close to the opponent afterwards.


•That's covered all of Tamaki's normal throws. This section will shed light on her offensive holds which I feel is her main highlight!

This section will shed light finally on Tamaki's Offensive holds. These are a special type of throw and a hold, it can be summed up as basically a throw with hold properties. Standing offensive holds can successfully hold all attacks with standing properties including lows that are done while standing, and it can catch them for hi counter damage if done at about +6 advantage so you can use this to easily shut down pokes and strikes when you have the advantage, and it can also catch foes if used from the strings they stem from. Their main weakness tho is that her normal offensive hold can be crouched and throw punished for hi counter damage, including if a foe just throws you if they see it coming due to its hold properties. Her low offensive hold can catch attacks that are crouching including mids and lows, and it's generally useful in a array of situations when at a slight disadvantage or when you're at an advantage but these can be low crouch throw to punish them as well too.

Offensive holds are generally useful from most situations, whether you have momentum and your foe is trying to mash against you or when you and your foe are both trying to open up one another and you use an OH just before they're able to hit you. They also are useful when foes are free cancelling or delaying strings and you want to catch their attack without necessarily having to rely on a hard read to do so. Overall OHs are quite flexible and can narrow down the guessing game when you're in a tense situation and need some breathing room

Theses are the strings Tamaki's able to transitions into her offensive hold from by finishing with :6::T:: :3::P:, :6::P:, :K::P:, :P::P::P:, and :P+K:.

These are Tamaki's possible offensive holds:



~N:45 C:56 HC:67~

:6::6::T:- Her main OH which is 16i raw and has 30i recovery. She grabs her foe's head and forces them down to the floor. Quick and is the OH that her strings can end in. Has reach and can also be used as a throw but it's roughly as strong as her neutral so don't be too dependent on using it as a punish as her normal throws are far stronger. Interacts with the floor and the opponent can immediately tech up although you're at an advantage still in this situation. When done from strings it'll be a 20i start up so be wary, and it's easy to crouch on reaction and punish although most of her strings have a mid to deter a crouch. Because of how prevalent her OH hold is and how it's present from her more notable attacks, this can keep the foe from trying to guard as much and trying to poke to keep you from attempting them which is what you'll want. The OH can also be done when backturned by pressing T.

When used in juggles she'll perform an air throw where she grabs the foe by their leg and flips them to the opposite side to floor them dealing damage that will vary depending on how long the juggle was, however it's a very easy ender and can be used universally among everyone from virtually most of her launchers if you want to interact with the floor and put the opponent in a situation where they can't tech up quickly. If a foe is also in the air you can use this as a sort of anti air to grab them to use the juggle ender unscaled.


When used in the air as well, her offensive holds will always interact with floor hazards, making her OH enders particularly dangerous in stages with explosive or electric floors or even floors that can lead to a bottom level if interacted with! This is also an easy way to ensure you get optimal damage when in stages that don't have nearby walls(either due to position, or if you already interacted with a breakable wall which disables wall interaction until the juggle ends or a break blow is performed to interact with another wall or breakable.) but do have explosive or electrical flooring. Also a passive way to switch sides in stages with a nearby hazard so you can maneuver the foe towards them while also placing yourself away from potential hazards.

~N:50 C:62 HC:75~
°(While running):T:- Her 16i OH while running with 37i recovery. Virtually the same but rather than stand while throwing her foe, she enters a crouching state to avoid highs and she slides from under her foe dealing more damage. Has better reach and is a very useful way to move in when you know the foe will likely try to mash you upon approach. Interacts with floors as well dealing extra damage in the required stages. The foe can recover tho upon knockdown. While harder to punish due to its crouching status, it's vulnerable to low throws, and foes with the proper launcher throw can easily punish you so be careful… If you're about mid range away from your opponent, this can be used as a stronger alternate option instead of her normal offensive hold since it's crouching.


~N:59 C:72 HC:85~
°:3::T:- Tamaki's only low OH, she performs a 10i OH that has her dramatically toss her foe behind her from a seductively enchanting position lying on her knees with an arched back before getting back to get feet. Interacts with floors and can easily catch low attacks with the right timing or anything that is crouching. Has a lengthy 30i recovery making it open to hi counter throws. Leaves a good distance from the foe. Can also be used from behind foes but it'll perform her 5i low throw instead.


To finish the section off, be wary of when to use OHs, while very rewarding and allowing you to easily shut down a large amount of attacks, it may not be the smartest choice to just throw this out when dealing with grapplers or does quick to grab, like any other move, you must be knowledgeable of when to use this to avoid punishment. In stun or counter set ups however you're generally left at a +1 advantage if you transition into an unsuccessful OH from strings with a deeper stun like PPP or 3P. Now let's ease into her holds!!



Section 6: Tamaki's Holds Explanation



Finally, we've made it to Tamaki's hold section! This section will give you a general run down of her holds and what they do in terms of interacting with danger zones, floors, and the space given. Tamaki has the basic type holds; They do their job with countering the foe and flooring them, which will interact with floor hazards. Her holds however are like her throws where wall interaction isn't her forte, as none of her holds involve sending the foe into a wall. She also has expert holds that can lead to better damage opportunity if done against her opponent's punch attacks, often guaranteeing her attacks depending on the frame advantage and making counter hit traps easy to pursue. All her holds have 18i active frames to catch an attack and they all have 12i recovery. Be aware that using a hold can put you at risk to being hi counter thrown as holds are easily beat by a throw. And finally, the better the timing of the hold, the more damage it'll deal, with holds dealing more damage when you hold an attack just as it's about to hit you rather than a moment before. Holds also deal less damage when done in stun. With that in mind, let's ease in!!


:7::h:(Vs. High Punch)- Tamaki grabs her foe's arm they were trying to strike with and tosses them over the shoulder to slam them on the other side of the stage. Interacts with floors and also leaves a fair distance between both fighters. The foe can recover from this hold to stand up faster.

:7::h:(Vs. High Kick)- Tamaki quickly intercepts her opponent's kick and does a bucket dump flip to her foe that leaves them back first on the ground on the opposite side. Interacts with floors but leaves both of you fairly close to each other.

:4::h:(Vs. Mid Punch)- Tamaki grabs her foe's arm and raises it before tossing them over to slam them on the ground with their own attack. Interacts with floors and gives a slight amount of space.

:4::h:(Vs. Jumping Mid Punch)- Tamaki quickly grabs her foe's arm while they're airborne and slams them into the floor. Interacts with the floor but leaves you fairly close to the foe.

:6::h:(Vs. Mid Kick)- Tamaki intercepts her opponent's kick and briefly shifts behind them grabbing their head before spinning them and flipping them on their back on the ground. Interacts with floors but leaves you close to the foe.

:6::h:(Vs. Jumping Mid Kick)- Tamaki catches her foe's jumping kick and quickly disorients the momentum by grabbing their head making them briefly stumble before slamming them to the ground with a crouching low toss. Interacts with floors and gives a bit of distance.

:1::h:(Vs. Low Punch)- Tamaki elegantly counters her foe's low punch and drop slams them to the ground with a twirling turn. Interacts with floors but leaves both of you fairly close to one another.

:1::h:(Vs. Low Kick)- Tamaki catches her opponent in the foot and forces it up before grabbing their head to toss them to the other side, slamming them on the ground. Interacts with floors but leaves you close to the foe.


:6::7::h:/:H_:(Vs. High Punches)- This is Tamaki's expert hold that is possible only against high punches. She stops her foe's jab by painfully raising their shoulder to force it up before shoving her foe forward leaving them backturned. This puts you in a +17 situation that allows you to connect anything below 22i before the foe can turn around to guard. Anything below 16i will also be guaranteed since the opponent won't be able to strike quick enough, but you can use slower attacks if you know the foe will try to retaliate with their back turned. An easy opportunity to get either guaranteed damage or to start a quick stun from their back being turned, or you can be cheap and just perform an offensive hold to shut down your opponent's attempt to counter hit you by flooring them. Another unique thing about this hold is that it can be lengthened by 10i more active frames, making it easier to catch attacks although you're left more open to being thrown and you'll miss the opportunity to better time the hold for hi counter damage from a better timed hold. For an easy go to that's guaranteed, 236P is a good move since it'll cause close hit damage and will lead to great damage when done near walls!

:6::4::h:/:H_:(Vs. Mid Punches)- Similar to the above expert hold although aimed at mid punches. She viciously intercepts her foe's arm and delivers an upper mid strike to their torso, and then holds their arm during their recoil before going behind them and pushing them forward leaving them backturned. Leaves you +14 which guarantees anything below 13i frames, but you can use the advantage to get a counter hit if you know the foe will try to strike to retaliate. Anything that's 17i or faster will also be able to connect too before the foe can guard, but be wary of attack ranges since some will miss unless near walls. A good go to attack that's guaranteed from this situation is 6PP since it's 12i and leads to an easy knockdown, or you can use just 6P for a stun set up or 6PK to be left at +9. It's also possible to delay the follow-ups from 6PP and 6PK slightly so that way it'll cause the same crumple and spin stun that it'd cause facing forward since the foe will be facing forward, but they can also hold and break hold normally at this interval but it requires quick reflexes. You can set them up however for a OH trap if you delay tho since a delayed OH against a hold attempt will lead to a counter.

Like her other expert holds, it can be lengthened by 10 active frames if the hold button is held.

:6::1::h:/:H_:(Vs. Low Punches)- Similar to the above expert holds except aimed at low punches. She intercepts her foe and performs 3 elbow strikes that look similar to her 9PPP, but she finishes with a forward dual palm push strike that forces them forward while facing away, leaving you +13. This doesn't exactly guarantee anything since the advantage is small and enough space is left between you for most attacks to whiff, but if done with the foe back to the wall, 7P which is 11i will be guaranteed and will cause a wallsplat. If away from a wall you can consider this more a hold for creating a counter hit situation if you know your foe will mash buttons, so attacks like 3K, 9K, 8K, 236P, and other quicker ranged attacks will be useful for taking advantage of that. Her high attacks like 8P can be used too but be wary of a 2P from your foe or similar attacks that can crush highs.

Anything that's faster than 17i can catch a foe before they can guard again and you can use the advantage to bait either a counter hit or you can also use either her standing or crouching OH to catch your foe if they counter attack or try to guard. Can be lengthened by holding the hold button like her other expert holds.


-This completes our breakdown of Tamaki's holds. Remember to never miss a chance to hold your foe and use the ability to lengthen her expert holds as a sort of help if you're still learning the hold system and want some easier time while learning. But always be wary to not abuse this or else hi counter damage is going to occur… Also be wary that when you use your expert holds, be cautious on what your foe's backturned options are, since even when they're at a disadvantage from the holds, they can still attempt to react with an evasive move that crushes highs or lows, or they may even have something like a sabaki attack to watch for. Always be aware of what your foe can do when put in these situations so you won't wind up losing an opportunity for big damage.

This next section will give you some easy combos! Maybe Tamaki will want a reward if you learn them well??♡



Section 7: Tamaki Basic Combos and Set Ups


-This section will have me give you some basic combos and set ups for Tamaki that range from easy and simple to even more challenging and complex but easy enough to get down. Using Rachel who's the heaviest, all combos listed are possible on everyone unless specified but feel free to use lighter characters so you can know what they can be juggled with for more damage. Over time I'll add and change combos since patches can easily change move properties, and I'll also provide a sample video and more in the future for you to learn. So let's begin shall we? Combos will be written with numeral input so refer back to the notation section so you know which direction is what!

-3P+K>3PP ~42 Damage~

-(Counter Hit or vs. sidestep)3P+K>P+KP>8PP ~75 Damage~

-(Counter Hit or vs. sidestep)H+K KP~6T(Air throw) ~72 Damage~

-9K>PPPP ~41 Damage~

-(Counter Hit)9K>KP~6T(Air throw) ~67 Damage~

-(Counter Hit)8K>6P~6T(Air throw) ~60 Damage~

-(Near Wall)236P(Close hit)>SSSS ~90 Damage~

-P+K>3K>9K>KP~6T(Air Throw) ~78 Damage~

-(Vs. High punch)67H>236P(Close hit) ~80 Damage~

-(Vs. Mid punch)64H>6P>3P>214P(Fatal stun)>3P+K>9PPP(Bound)>(Dash closer for close hit)236P(Close hit) ~118 Damage~

-(When foe has back near wall, Vs. Low punch)61H>7P(Wallsplat)>3PP ~98 Damage~

-(Vs. sidestep)4P+K(Fatal stun)>P+K(Limbo stun)>9K>KP~6T ~96 Damage~

-(Against crouching foe)8K(launch)>3P~6T/6P~6T ~58 Damage~

-(Against foe who's back is to a breakable environmental object)236T>(During stun)3P+K>9PPP>236P(Close hit) ~106 Damage~

-(Against foe who's back is to a breakable object)236T>(During stun)214P(Fatal stun)>3P+K>P+KP>6S(Break Blow into wallsplat) ~143 Damage~

-(Against lightweight foe)214P(Fatal Stun)>3P+K>3P+K(Refloat)>P+KP(Refloat)>8PP ~77 Damage~









-There, that should give you some things to work with while you better learn Tamaki! Refer back to this section in about a week and I'll add more combos you can work with as well!

For the next section we'll start highlighting key moves for different areas in Tamaki's kit, starting with offensive tools!!


Section 8: Tamaki's Offensive Pressure Tools


This section will highlight moves of Tamaki that are suited for taking advantage of openings and giving you either instant advantage or being tools to make foes second guess trying to counter attack you. Tamaki is lacking a bit in this area but that doesn't mean she's totally helpless either as she has the basic tools to keep up. Her main momentum can be gathered if she successfully floors her foe which is when she generally becomes more difficult to handle and accurately defend against since when she's at a significant advantage, she has safe tracking moves, crushes, her sabaki parry attack and her OHs to easily shut down strikes making formidable when you master her options and properly digest her Okizeme game(ground game).

°8PP- Her only way to get +1 on block with it being a true mid. The string ender that causes the GB is however easy to hold or sidestep so you must be careful using it since it has no delay. Scoring the GB tho makes you a 9i/11i/12i striker in that situation and her 7P 11i is now a 10i mid briefly giving you priority up close against 10i strikers and 9i strikers who are briefly -1 adding a frame to their high jab. It can be set up to frame trap your foe if you use it when they try to tech up from attacks or throws that allow them to recover. It's lack of tracking however can hinder it in higher level play but if you condition the foe to expect a tracking move after a recovery this can open them up to just guarding so they won't fall victim to a counter hit while stepping.

The move is +4 on block at max range and +2 when done somewhat closer, so if you're knowledgeable about the move's tip range, you can use this from afar to apply decent pressure to turn your punch strikes into a 6i high-7i mid- 9i low frame instant attacks in that instant for quick pressure at best and her kick neutral into an 10i high-9i mid-10i low when you have the tip range memorized, but be wary as it can be very strict to get consistently.

°7P- This is her quickest mid when at advantage and it'll cause a stun you can combo into on counter hit making it useful for shutting down foes. This is also your go to tool when dealing with foes who also have an 11i mid and it's power being higher than normal 11i mids give it priority as well as priority over 11i strikers when you don't want the weaker reward of P. Unsafe however and it's short range make it only a threat up close. Very threatening when your foe is backed near walls since it causes a soft wall splat. Overall a useful tool to rival foes who possess an 11i mid themselves or as a way to keep foes with a slower mid in check via an advantage.

°2P- Her 13i low. Shorter reach and -1 on hit but it can be used to get a small but somewhat linear opening against slower foes, since she'll be a 11i/13i/14i striker in that instant. It provides a small pushback stun as well on counter hit giving you some room and momentum to get your offensive holds and ranged move set ups started near walls. Safe as well but doesn't track.

°66T- Her 16i Offensive hold raw is a easy way to shut down all standing attacks when you're at an advantage or if you're opponent had reached up prior from a move. This will also quickly floor guarding foes and you can go for it again if they keep teching up without minding your OH option. Will also catch sidesteps but be careful since you're severely vulnerable to throws that can easily hi counter your OH. This is also easy to duck but your foe ducking can open them up for your tracking mids if they get too used to ducking.

°(While Running)T- The same as the above OH but better reach and it can crush and evade highs since its crouching now. This can be used to easily rush your foe after a hard knockback push from attacks like 3PP when they try to recover to get back in the fight. Risky since it can easily be thrown but it's harder to react to since the crouch slide leaves you safe from a high throw, but be prepared to be low punished if the foe is able to react to it.

°3T- Similar to her standing OHs, except it's aimed at attacks that are crouching. When you're at an advantage and know your opponent likes to go for low crouch attacks to try to evade your standing OH and highs, this is a nasty answer to floor them and it also works on crouching mids, annoying mid attacks that can avoid highs like crouch lows. Vulnerable to low throws however but can also catch special sidestep attacks that have a crouching status.

°1K- Her 20i tracking low, perfect for putting foes back in their place with a +6 stagger stun or a CH +8 one. Useful as a way to quickly keep momentum at an advantage and can help set you up for an OH trap if they don't duck to open up to mids. Unsafe however.

°PP- more a counter hit based tool but your foe will be jailed on block and counter hit putting them in a situation where they need to react to her follow-ups: PP2K is perfect for breaking standing guards, PPP will blow up low crouching guards, PP4P will catch sidesteps and crouches and PPK is a tracking high CH launcher. Your opponent will have to react accordingly to avoid being put in a risky situation but be prepared in case the foe crouches or uses an attack to avoid the high jabs.

°66K- Tamaki's best attack when you want a clean backwards knockback fall so you can set up your post ground tech set ups. If the foe doesn't tech up right away, this allows for you as previously stated to pursue a force tech set up, and if they do get up you can use the advantage to keep pressure by using a safe tracking mid, low, or her OHs to punish foes trying to mash out of the situation. Safe as well too and covers a good distance but can be stepped.

-This section concludes her offensive tools, now let's shift to defensive tools!



Section 9: Tamaki's Defensive Pressure Tools


-This section will highlight Tamaki's defensive tools that can be used to escape situations when you're being pressured, either from a crush, sabaki type parry or something similar. Like her offensive tools, while she doesn't have as many, her tools are adept at getting the job done with little to no difficulty.

°46P- Her sabaki parry attack that can counter all high and mid punch strikes if timed correctly at a disadvantage of around -7 or less. This is what you'll want to use when dealing with foes who are both quick and very dependent on pokes and trying to get a counter with their jabs. The parry and attack itself has reach and will cause an immediate crumple fall stun if used correctly, putting the opponent in a guess or fall situation which is good either way as long as they don't guess correctly. Lacks tracking however and an opponent can easily freestep the attack to evade it too. Can also be accessed while back turned by using P+K. Don't be too dependent on this tool since a smart opponent will learn to alternate and use faster kicks rather than punches if they see that this will be a problem. The move can also be thrown during the start up for hi counter damage.

°8P- Her high crush which is crouching jump high attack that functions as a counter hit launcher. The start up avoids highs and the jump avoids lows, although the attack can miss the foe if they do an attack that's considered crouching. Unsafe if free canceled but the ender being safe and being easy to step can bait a reaction you can use to your advantage. Can also be used to interrupt and shatter strings if you anticipate a high.

°7P- Her 11i mid attack, unsafe and lacks reach forcing you to be up close to connect. Useful as a quick panic attack when you're being assaulted with pokes and can also be used to shut down delays if your opponent is trying to delay strings or is trying to use more lengthy charge attacks to attempt to get guard pressure started. Causes a counter hit stun too and will soft wallsplat, and it can also stun foes caught crouching making it good as an anti low attack for lengthy sweeps.

°7K- Her 16i hands free mid kick backflip. Has very poor range so using it is always needed in close quarters or when the foe is directly approaching you enough to connect. Avoids lows and can be used as a meaty panic move since it'll cause a low launch knockdown and will hard wallsplat. Very unsafe and has a lengthy recovery so avoid using this when your back is too a wall, at tip range it's possible to avoid throws but the tip range can be tricky to gauge due to the poor reach. Also compared to faster panic moves that are usually 12i but knock down as well, this isn't as flexible to use in situations when you need a swift move to help ease pressure, so be wary when using this.

°2P- Her 13i low crouch punch palm, quick and causes a good pushback stun to give you breathing room on counter hit, and relatively safe on block and normal hit leaves you -1 which is relatively painless. Must be done up close to hit

°2H+K- Her 23i low, has reach and provides a nice but slow crush. Up close it'll cause a small stun to get momentum and it'll cause a safe -5 pushback stun from afar to give you space. Does not track and is unsafe so don't make this something you always use.

(From the set strings as an ender)6T- Her 20i offensive hold ender can be used defensively against standing attacks if you know your opponent will try to poke at you from the strings they stem from. For the ones that have a safe ender, this can be the right ender to use rather than a safe one so you don't have to necessarily guess or defend against the foe when it's their turn. Be careful though since a simple throw can blow this OH up and crouches can also avoid it.

The next section will cover her tracking tools!!



Section 10: Tamaki's Anti-Sidestep Pressure Tools


-This section will highlight Tamaki's tracking tools and the uses. Tamaki is generally formidable in this areas as she has good tracking albeit with some notable focuses; Her standalone tracking moves tend to either be slower but safe or faster or strong against sidesteps but being unsafe. Her in string tracking options are decent as well.

Worth noting tho is that certain characters have a special sidestep that can easily avoid moves as well, but some characters have special properties to theirs that can make it harder to accurately hit them even if you used a tracking strikes. Here are the more noteworthy characters:


:christie: ~ Has her Jakeiho that can be used from moves as well as a standalone stance. Avoids linear attacks AND highs as well, making high tracking near useless against her. Her 7P can also avoid tracking high strikes as well too. Doesn't affect or hinder Tamaki much since her mid tracking moves are arguably more threatening than her high ones. Tamaki can also beat most of Christie's options and her crouching sidestep state with her 3T OH.

:hayate:~Has a special sidestep that avoids linear attacks, but doesn't do anything else special besides that besides having a mid follow up that can cause a stun that can be comboed on CH, but it's unsafe at -9 via block. Tamaki's 66T can be used to easily shut this down when timed correctly.

:marierose:~ Her minuet stance avoids linear attacks and also evades tracking lows and has an unsafe but powerful close hit fling attack. Doesn't hurt Tamaki really at all since her tracking lows are already lacking and weak compared to her high and mid tracking options. She can also catch Marie Rose with her air throw variant of her OH if timed correctly for easy counter damage.

:helena:~ Has a special sidestep from her Bokuho stance that already avoids highs, and it has an unsafe -9 follow up that gives a +19 normal hit stun. She can also evade mids and tracking mids as well with her Bokuho duck, but this doesn't truly effect Tamaki much as far as her sidestep goes since again her mids are more than enough to touch Helena, and tracking low punch can best her too. Her bokuho duck can be a pest to deal with since it can avoid all of her tracking options besides her lows, but her low OH can easily beat out Helena's crouch options and she has her unique fatal stun as a true mid to punish her duck.

:rachel:~ Has a special spinning sidestep that can evade linear attacks but that's about it. Has a 43i launching mid punch and a crouching 38i low that leaves her +13 on hit, putting you in a situation where you'll have to guess to stop her, but Tamaki's offensive holds can easily help you out here.

:bayman:~ Has a rolling sidestep stance that avoids linear attacks and tracking highs, and he can also confirm into a 35i offensive hold. Can be crouched however and low punished.

:kasumi:~ Has her 44P which avoids linear attacks on start up, but it can be shut down easily with quick combo attacks since its built to only avoid one attack at a time. Safe and causes a blind stun on successful hit but it's a high and can be crushed with Tamaki's tracking lows. This is very effective however against Tamaki's throws since it's a strike, and as a result it will beat out her normal throws, but it can be beat with an offensive hold however since the move is slow in neutral situation and can easily be beat with her 66T or even her running variant that can avoid the 44P with it's crouch property.



-These are the main special sidesteps you'll need to be aware of but be aware that some other characters may have others in their movesets as well! Now with those in mind as good starts, let's look at Tamaki's tracking tools. Be aware too that if an opponent is hit with a tracking move from a sidestep, it'll result in a counter hit. Also throws can be used to throw sidesteps as well too although they have their vulnerability since they're highs:

°S- Her 18i high tracking generic fatal rush, possibly one of her better tracking options as it causes a fatal stun that forces the opponent to burn half their meter to escape it and it'll cause a nasty fatal backturned spin stun on a sidestep attempt guaranteeing her P+K to limbo stun into a launcher. Unsafe however and it can be avoided by characters like Christie who have a special sidestep that can evade highs.

°4P- One of her quicker tracking mids being 17i, and semi safe at -7. Causes a moderate stun you can use for a quick launch or stun set up making it a low risk moderate reward tool to attempt. Also can be used as her ender from PP giving her a way to hit sidesteps when in her string.

°4P+K- Her best tracking mid imo being slower at 21i but causes a +18 stun on hit and a +23 spin stun on counters. Very safe at -2 to -3 and a major highlight is that if it hits a foe caught sidestepping, it will cause a fatal stun!!! Best to use when given enough advantage or space due to its good reach, and is easy to use on wakeup against foes who are quick to tech recover up and attempting a side step. Can also be somewhat a risk to throw out since it's yet another tracking mid punch which can be easy to hold.

°9PP- The 18i high elbow will catch steppers giving you a +25 stun always on hit giving you access to a large array of follow up options. Can be ducked however. Safe at -6 when blocked.

°H+K- Her 17i high counter hit launcher, will always launch foes caught stepping but it can be crouched and it's easy to evade with sidesteps like Christie's if it's crouching. Also present in her PP string as an ender and when backturned. Unsafe option however but has reach and can lead to an easy damaging combo in open space and a nice wallsplat near walls.

°4H+K- Mid 17i kick, has a +18 spin stun on counter hit. Will catch steppers but it's unsafe and must be used warily. Useful when foes step near walls since it causes a soft wall splat, and it's an ender for her 6P string if you want speed and tracking over safety. Because most of Tamaki's best tracking moves are mid punches that are safe and are often dangerous against sidesteps, this is a decent mix up if your opponent starts reacting more to your mids and beginning to start holding. Also in her 6P string as 6PK, giving her a way to catch steps when foes try to step her mid string.

°1K- Her tracking low, will cause a +8 stagger trip stun to steppers. Unsafe however and can be beat with Marie Rose's special sidestep because of its jump. Useful for keeping momentum for her OH set up traps or for keeping the pressure with tracking safe mids. Also present as an ender from PP as PP2K. Like 4H+K, this is unsafe but it's a good mix up when your opponent starts reacting more to your mids. Also a general tool for opening up foes who are guarding mainly highs and mids, especially on wake up.

°66T/(While Running)T- Both are useful options for throwing a stepping foe back in place, but they can both be crouched and Christie and other characters with a crouching sidestep can avoid it easily. Useful as it also can function as a throw. Present at the end of multiple strings that tend to lack tracking. If used enough, this can start to condition opponents into crouching more frequently which opens them up to mid strikes.

°236T- Her best throw to use when foes are trying to recklessly sidestep you when backed into walls, especially when backed near breakables as it can lead to an easy guaranteed combo before they can even have a chance to hold or break hold. If you have meter and you're also near another nearby breakable, you can then end a bound set up or the appropriate launches with a break blow that'll cause massive destruction that will interact with other breakables to result in massive damage, perfect for comebacks! The throw however by itself is weaker than her 214T throw if there's no floor or wall hazards around, and the throw won't work against strike based sidesteps like Kasumi's 44P or Helena's sidestep attack from her Bokuho stance, which will result in hi counter damage. It will also not connect against characters like Marie Rose who have a jump based sidestep that can avoid standing throws.

°1P- A quicker 16i low punch swat that tracks, causing a +6 stun against a sidestep and counter hit, useful like 1K for gaining momentum. Safe on hit at -4 but unsafe on block so be careful using this. Has good reach as well making it viable at a distance and it can be done while backturned as 2P but don't rely on this much besides when baiting for a counter. It's tip range properties can also hurt it's damage from range.

°3P+K- her 22i launching elbow mid, always causes a good launch against sidesteps and is her best launcher and one of her better tracking tools for punishing steps. Unsafe however and quite slow but it has great reach from afar and provides a good launch, making it a more high risk tracking tool but with high reward.

This concludes her key tracking moves! Now for the final section we will look at her ranged tools!



Section 11: Tamaki's Ranged Tools


This final section will highlight Tamaki's attacks that have use for when at a distance from your opponent, which with Tamaki is what you'll want when you're not able to get the opponent in the desired situation to set up OHs and stuns which some characters won't easily allow, but Tamaki does well from a distance as well too! Also to make it easier to have an idea of the range of the move in question, I'll use a ☆ symbol to do so, the max will be 5 stars!


So here's some tools from her kit that are perfect for this:


°6P~- This is her 12i mid, having decent mid close reach so you can use it when not directly in your opponent's face but need a quick option to fish for a +20 stun counter. Relatively safe as it has a safe ender that stuns on normal hit and crumples on counter hit, and she also has an unsafe tracking mid kick as well as an option to transition to her OH. Doesn't track but it's OH ender can help with this if you don't want to risk her unsafe ender and her other ender is safe but can easily be shut down with a 10i or 9i strike. ☆☆

°3K- Her semi safe 14i mid kick, this is the kick you'll want to use when looking for a distant counter hit due to it having good mid reach. At -7 on hit it's not too shabby safety wise but it has an unsafe ender that can potentially keep your opponent wary to try a throw. +19 on counter hit allowing for a quick launch from afar or stun set ups up close. Doesn't track. Can also be used from her PK string. Because she already has so many safe mid punches, this is a decent mix up when out of reach to keep your foe guessing but be wary of parries that can catch all mid strikes with little issue. ☆☆☆

°6P+K- Her safe 22i mid elbow attack, you'll love this since it causes a crumple on counter hits and is also present from her 6P string. Relatively low risk at -5 to -6 when blocked although you must be wary of faster throw grapplers who can easily punish this. Doesn't track but can soft wallsplat. ☆☆☆

°46P- her built in punch sabaki parry strike that counters all punches. Has surprisingly good reach making it very useful defensively when at mid to mid far range and wanting something that can help cushion your approach when wanting to move in. Causes a clean gut fall stun on counter hit and on successful parry. Lacks tracking however and can be easily free stepped making it risky and can also be thrown during the start up due to its hold properties. ☆☆☆☆


°4K- Safe 17i mid kick that leaves you backturned, causing a pushback stun on normal hit and a +20 stun on counter hit. Good mid reach and grants you access to her solid tools from being backturned but it's lack of tracking make it a risky move to rely on. Will cause a soft wall splat, and is present in KK, and can be done with 4K when backturned. ☆☆☆

°9K- Her 16i jumping mid kick launcher, excellent reach and can easily avoid lows from a range but is unsafe. A high risk high reward type of launcher. ☆☆☆☆

°9P- 19i high jab that naturally stuns on normal hit, has both a safe mid knee option and a tracking high elbow. Useful when you want something from mid close range that stuns outright and doesn't need a counter in particular. Easy to crouch however. ☆☆

°66K- Her 18i forward mid kick, has great reach and is safe. Will always cause a clean knockdown allowing a no timing force tech attempt if they don't get up, and it provides a hard wallsplat at walls for a damaging combo. Easy to step however but can be done while running. This is what you'll want to use when foes start reacting to her 66T and while running T when you're rushing in and want a safe knockdown. ☆☆☆☆

°236P- Her close hitter is useful since not only can it be used as a bound ender, but it has surprisingly good reach making it useful as a quicker keep out move due to it's range. Unsafe but is 15i making it relatively quicker to use at about mid close to mid range. Also has close hit properties making it lethal at close range, but can be stepped. ☆☆☆☆

°8K- Her 20i high axe mid kick that will always floor the foe. Safe at -5 to -6 and has good mid reach when pacing your approach. Causes a bounce launch on counter hit giving you the opportunity for a quick combo to send the opponent flying back. Does not track however and is not a true mid strangely. ☆☆☆☆

°4P+K- 21i tracking mid that's very safe depending on range. Will stun on normal hit and its lethal on sidestep as it'll cause a fatal stun against sidesteps. Good reach despite it's slower speed. While useful, don't get to comfortable always using this as it's a mid punch which makes it quite linear since Tamaki is already packing alot of these in her kit, making easy guess holds useful against this. Alternate with H+K and 4H+K to keep your options open so you don't get held. ☆☆☆☆

°3P+K- Her tracking 22i launcher, has very good reach and provides a good launch but quite unsafe. High risk high reward launcher in a nutshell but it's her best launcher that can catch sidesteps. A mid punch however making it quite easy to hold and this is what your foe will likely expect in deeper stuns since it's her best launcher, so try not to use this frequently unless with proper conditioning. In set ups in stages with explosive floors, this is a solid refloat tool since against most of the cast it can be used twice in a refloat so you can 8PP or 8K to slam the foe into the explosive floor without worry of them teching up. ☆☆☆☆

°8P- Her 15i high crush jump that launches on counter hit, decent mid reach. Somewhat linear and unsafe to free cancel but it's ender is +1 which can be used to bait a reaction. Avoids lows as well during the jump. ☆☆☆

°2H+K- Her 23i long range low sweep, good reach and avoids highs but is unsafe when blocked and doesn't track. Causes a safe pushback stun on hit at max range but will cause a better stun up close. When you need a answer to stop a foe from rushing you, this is a flexible tool since both max and close range work in Tamaki's favor damage aside, and it can easily slip under highs. ☆☆☆☆

°4P- Her 17i mid chop punch, tracks and stuns on counter hit for a stun set up and it semi safe, being suited for mid close range, also present as the ender from PP4P. Useful reach and is one of her swifter tracking options that's relatively painless to use. ☆☆

°2K- Her 14i low kick, good reach making it viable as a low poke. Safe on hit at -2 and block at -5, but will cause a +11 trip stun on counter hit, putting the momentum in your favor. Can easily be stepped however. ☆☆☆

°66P- Her 14i slugger palm jab, safe at -5 on block and causes a minor +5 stun on normal hit, although it's stun will allow a set up on counter hit. Soft wall splats and while not as good at range like her 66K, it's a quick mid option that's safe to use despite no tracking. Present as the ender from P+K6P. If you want a swift way to go for a stun when you're near the foe and know they're gonna try to attack, this is a good answer when you don't want to risk a 66K. Also useful as a quick close mid poke. ☆☆☆

1K- Her 20i tracking low, similar to 2K but tracks and stuns outright for an easy change in momentum, has somewhat less reach. Unsafe however but it's +6 to +7 normal hit stun and +8 slip stun make it good for an easy momentum change. Present from PP2K. As mentioned before, this is what you'll want to use if the foe either begins to start guarding more and or trying to hold her mids recklessly, as this can condition them to begin guarding low more often. ☆☆☆

°3P- Her 14i counter hit lift stun, good mid reach and can cause a deep +29 stun. Has the option to end with a mid ender that sends the foe flying back or you can go for her offensive hold. Unsafe and doesn't track. When your foe starts to crouch in fear of an OH or a low, this is a good answer for an easy deep lift stun allowing her to use any of her launchers. Don't make using this much of a habit since it's options are limited to only two enders, an unsafe mid that causes good damage and knocks back or her high 66T offensive hold that can be ducked. Although this is a 50/50 guess for the opponent, it's still only half a chance of you making the right choice. ☆☆

°66T- Her offensive hold has great reach and can easily shut down foes from a distance, especially it's running variant that crouches. Somewhat easy to duck and can be hi counter thrown so he liberal with the usage. Present from the previously mentioned strings as an ender. Running variant has even better reach and stronger utility as well as being a high crush. ☆☆☆☆(☆☆☆☆☆ while running)



-That wraps up this section!! By now you should have a good idea of how Tamaki can easily become a flirty nuisance!! But let's continue so she can get that drink tonight….



Section 12: Tamaki's Stun Starters


-This is a new section I wanted to add in! This section will point out some stun starters that can be used for getting a stun going! Here's three different types that I will address:


-☆ will denote attacks that stun naturally without the need for a CH. These are typically the best ones but can often be unsafe or slower but the slower ones often have stronger counter hit properties if used in that manner. These are the true stun starters that don't require a counter to deepen its stun or score its normal hit stun for most of them.


-○ These are stun starters that cause a brief stun but will cause a deeper one on counter hit or similar situations like crouching. These often are safer to compensate them requiring a set counter to give a deeper stun. Tamaki is generally covered well here, with them often being relatively safer and being able to catch catch sidestep attempts.


-● These will be for moves that are absolutely counter hit only, they'll never stun on normal hit but counter hits will make them cause a stun that can be used. These are usually safer or unsafe or have enders that can be used to end on a safer note in case you don't get the desired counter hit reaction. Tamaki has a main bulk of her stuns here as they require counter hits, but the stun and safety of the attack are usually worth the trouble.

Without further ado here's the moves:


☆9P- Her 17i jab, causes a useful +25 stun. Unsafe but has a tracking high elbow strike that's safe and causes a similar stun on normal hit, and you have a safe mid knee ender with a kicking ender that can be nicely delayed although both enders from 9PPP and 9PKK are unsafe.


☆P+K~- Her 18i mid turn jab strike, causes a natural faint stun on normal hit. Unsafe but has a safe ender mid slugger punch, an unsafe high lift palm stun ender or you can transition into her OH! One of her more scary stuns since it forces the foe to guess or fall but it's also unique since it's her quickest stunning "guess or fall" normal mid that doesn't require a counter hit to cause this scenario.


☆4P+K- Her tracking 21i spin mid jab, causes a +18 on normal hit and for added venom, will cause a +23 forced spin stun against counter hits and in stun set ups. Safe, and will cause a fatal stun that results in a crumple when a foe is caught sidestepping, especially dangerous for characters who have special sidesteps that avoid highs.


☆6P+K- Her 22i safe mid elbow thrust, causes a +20 stun on normal hit and will always cause a crumple gut stun on counter hit, forcing a hold or fall scenario. Soft wall splats and is also possible from her 6PP string.


☆☆214P- Her fatal stun which is a 25i downwards chop that causes a fatal kneel stun. Slow and very unsafe and does not track but it will force the foe to waste meter to escape the stun, or eat the damage if they don't want to risk a hi counter throw punish or if they don't have the meter to escape it. Probably the best true stun she has on offer but due to its speed and it demanding commitment in case of being blocked which is a huge risk or demanding a deep enough stun to connect it in a stun set up, this is definitely something you'll want to avoid using much.


○7P- Her quickest mid punch at 11i, a twin palm thrust for close quarters. Unsafe and poor reach aside from up close but causes a +4 pushback stun on normal hit, counters will result in a +17 deeper stun. Soft wallsplats. Risky due to the disadvantage on block but can be a useful way to get a stun going from counter hit against faster characters who may possess a neutral strike that can bear a high trade but her 11i 7P can be a quick way to keep fellow 11i mids or slower 12i mids in check.


○6K- Her 13i mid knee kick, safe, has an ender with good delay albeit unsafe, and it causes a +5 stun on normal enough to merely connect the ender for a combo. If done on counter hit or in stun, you'll get a somewhat deeper +13 stun but you'll only be able to connect her 10i P strike or 7P which is 11i. Swift but one of her more limited stun starters. It's in string 9PK can be used in a similar manner.


○66P- Her 14i mid close range slugger jab, safe and causes a minor +4 stun on normal hit, your go to up close or at a slight distance when wanting a quicker but safe mid, can be stepped and doesn't have an ender of any sort. A counter hit will cause a +20 stun and can soft wall splat. Useful against crouches since it'll deal the same counter hit stun. Her quickest safe mid poke counter stun starter.


○K- Her 14i high kick, close ranged and unsafe but has a safe mid kick and mid punch ender that are both useful as counter hit combo starters if used against a foe attempting to strike against a string delay, and the punch ender can transition into her offensive hold. Causes a +6 minor stun on normal hits but a counter hit will cause a +23 stun and can wall splat. Risky since it can be high crushed and stepped without a safe way to catch sidesteps besides her offensive hold.


○4P- Her 17i mid downwards strike jab, somewhat slower but tracks, has decent reach and can cause a +4 stun on normal hit. Against crouches, sidesteps and counter hits, it'll cause a deeper +19 stun. Semi safe at -7 making it lower risk but still at a vulnerable position faster grappler focused characters can punish easily. Can also be used while facing away with slightly better range.


○4K- Her 17i backwards mid kick, causes a +5 stun on normal hit and will cause a +20 stun on counter hit. Relatively safe at -5 and you'll be left backturned and her KK string variant can be used in a similar manner, and you'll be left backturned which gives you access to her back facing kit. She can also perform this while facing away, with it now being 14i! Soft wall splats but all variants lack tracking. A useful and safe way to get a potential stun started from mid range.


○4H+K- A 17i mid kick that's the same speed as 4K, but now tracks since she uses her leg to strike across the horizontal line. Unsafe at -9 to -11 on block depending on the distance but causes a -2 pushback stun to get some distance. A counter hit will cause a +18 forced spin stun, even against sidesteps! Can also blow up crouches buy a minor +13 stun will be caused. Can also lead to a soft wall splat, virtually your go to mid kick option when you want tracking over safety compared to her 4K. Her 6PK string variant can be used in a similar manner.


○46P- Her roughly 24i sabaki type mid forward palm thrust attack, causes a +4 pushback stun on normal hit, while a successful counter or parry of high/mid punch attacks will cause a gut fall stun that forces the foe to guess or fall, making it useful as a way to easily shut down any strikes from foe rushing you down. Lacks tracking and while it has reach, the move can be free stepped making it somewhat linear. Can be used from her back facing stance as P+K in the same manner. Relatively safe albeit slow, and the freestep risk can be a trade off.


●6P~- Her 12i mid forward thrust jab, demands a counter hit to get its +20 stun started however. Unsafe on block and normal hit but has mid close reach, allowing you to use it both up close and at a slight distance, can also easily blow up crouches. It's enders are also varied as well, as you can end in a safe mid elbow that stuns on normal hit which is her 6P+K attack, or her mid tracking kick 6PK which although unsafe, it tracks. She also can end the 6P with her offensive hold to quickly floor her foe.


●3K- Her 14i swift mid kick, good reach and causes a +19 stun on hit, semi safe at -7 on normal hit and block however and lacks tracking. Because of its reach and speed, it's most useful as a mid to mid close range poke to fish for a counter interrupt. Does have mid elbow ender that stuns on normal hit but it's unsafe and also lacks tracking, but has good delay.


-There, that should be enough! Now let's finally conclude our guide…


Section 13: Closing Remarks & Future Expansion


While it's hard to part ways, this concludes the guide for Tamaki, I hope you have learned alot from this and wish to further improve with Tamaki and pick her up!

Because guides always need updates and patches and future installments are always a possibility, I will continue to update this guide over time and change it so it's as accurate and current as possible! In the future I may add newer sections but I will post in the comments if I do so you're prepared!

One last note as well, if you've seen the guide title, this is the "vanilla" version, meaning Tamaki's current meta in DOA6's current form. When and if the game ever gets a new iteration(Like a DOA6 Ultimate for example), I'll update the title to that iteration and moves and other changes that are major will be noted and added. However, if typical changes or additions are made in a patch for example and the game is still in it's current iteration, it'll remain the same, just a heads up!

Thank you for reading this guide and farewell!!~



ETPgzOcXsAEUaGj

~Fin~

 
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