User:Jotamide/sandbox

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Tutorial

Introduction

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 lift stuns, faint stuns, 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.


Strengths Weaknesses
  • 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.
  • 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.
  • 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.
Tamaki
#DOA_TAM
DOA6 Tamaki.png
An alluring woman who has seen success as a model and a fashion designer. Tamaki’s natural talent is also apparent in her Aikido skills, which she began as a means of self-defense but has advanced to a master level despite her young age. One day, she receives an invitation to “Venuses' Fighting Competition”, which happens to be the DOA Tournament. A mischievous smile appears across Tamaki’s face at this chance to encounter new “beauty.”

Move List

5P