Samurai Shodown/Tam Tam

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Tam Tam
タムタム, Tamu Tamu

Introduction

Green Hell's sacred warrior returns to Japan to retrieve his tribe's lost magic 8-ball. Without it, they may never know whether Cham Cham, too, will eventually be added to this game.

Tam Tam is best described as a “gambling” character of sorts in that much of his damage output comes from putting the opponent in extremely risky 50/50 situations where they have to guess between his low-hitting attacks and his powerful j.C instant overhead. He additionally sports a command grab in case the opponent is getting a bit too comfy down/backing in his face.

Tam Tam’s zoning toolset is very competent too: 5A is a great and annoying fast poke. His high and low “fireballs” can chain into each other up to three times and Tam Tams’ flame pillars and fast, far reaching air-to-air normals can keep the air space locked down without much effort. Tam Tam’s mobility has also been vastly improved since Vsp, with a fast run and a backdash that’s actually usable.

Going into Samsho 7, the biggest nerf that Tam Tam got was to his damage, as his mixup options and command throw generally don't hit as hard as they used to. Tam Tam is also very reliant on being in control of the match at all times, since he can’t handle being on the defensive at all.

Strengths Weaknesses
  • Fast ranged pokes
  • Damaging 50/50s
  • Strong zoning
  • Crumbles under pressure
  • Has to commit a lot
  • Low damage overall

Data

  • Damage Taken: 105%
  • Rage Duration: 12 seconds

Gameplan

Neutral

Tam Tam poke lots. Jump slashes very good too. Tam Tam run good now. He grab you for massive damage.

Okizeme

Normal Moves

Far Slashes

5A
5A
Ss tam 5A.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 9 - - -7 -5 No - Yes -

The scimitar swish from (green) hell is back and still as fast and non-cancellable as ever. However, due to the high rewards a deflect can lead to in this game, maybe you shouldn't spam it as much as you used to. Still, you'll use this a lot.


5B
5B
Ss tam 5B.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 13 - - -5 -12 Yes - Yes -

Did you know Tam Tam had far slashes other than 5A? I know, it was news to me too. This medium slash has slightly more range than 5A but is obviously slower. Can be cancelled upon hit and whiff, and combos into WFT, which is all pretty neat. Another one you'll be using a lot.


5C
5C
Ss tam 5C.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100+120 Mid 22 - - -6 -28 No - Yes (disarm) -

Range on this is pretty good, but second hit can whiff if you only graze them with the very tip of the first hit. This one is now your preferred simple hard slash for punishes over 2C.


2A
2A
Ss tam 2A.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - - -2 -5 Yes - Yes -

Not a bad option if they're getting closer and you want to shut down some dash grab attempts.


2B
2B
Ss tam 2B.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 10 - - -3 -12 Yes - Yes -

Combos into 421A and WFT.


2C
2C
Ss tam 2C.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 Low 18 - - Knockdown -23 No - No -

Tam Tam's classic sword sweep took a small hit due to 5C now doing a lot more damage. It keeps its knockdown and non-deflectable properties, however. This one has no recoil animation on block, so definitely don't just throw this one out. If you's blocked, you's in trouble.


Near Slashes

n.5A
n.5A
SS TamTam n5A.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - - -2 -5 Yes - No -

A quick headbutt.


n.5B
n.5B
SS TamTam n5B.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 9 - - 0 -12 Yes - Yes -

Can combo into WFT, 421A and the triple low skulls!


n.5C
n.5C
SS TamTam n5C.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100+100 Mid 14 - - -1 -28 No - Yes (Disarm) -

Another 2-Hit-Heavy, but no cancels this time around.


Kicks

5D
5D
SS TamTam 5D.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - - -6 -9 Yes - No -


6D
6D
SS TamTam 6D.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Low 6 - - Knockdown -7 Yes - No -


2D
2D
SS TamTam 2D.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 6 - - 1 -9 Yes - No -


3D
3D
SS TamTam 3D.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 19 - - Knockdown -5 No - No -


Dash Normals

66A
66A
SS TamTam 66A.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 8 - - -2 -7 Yes - No -


66B
66B
SS TamTam 66B.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
110 Mid 9 - - -8 -35 No - Yes (Disarm) -


66C
66C
SS TamTam 66C.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Mid 13 - - KD -18 No - Yes (Disarm) -


66D
66D
SS TamTam 66D.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 7 - - KD -13 No - No -


Air Normals

j.A
j.A
SS TamTam jA.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 5 - - - - No - - -


j.B
j.B
SS TamTam jB.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
110 High 8 - - - - No - - -


j.C
j.C
SS TamTam jC.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 9 - - - - No - - -

The classic instant overhead, now new and improved without any blind spots, making it a great air-to-air as well, which is insane.


j.D
j.D
SS TamTam jD.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 9 - - - - No - - -


Unarmed Normals

u.5S
u.5S
SS TamTam u5S.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 11 - - -4 -9 No - No Yes

Standing headbutt, pretty much armed n.5A.


u.2S
u.2S
SS TamTam u2S.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 5 - - -3 -8 No - No Yes

Claw at their feet...or knees. Hits mid.


ju.S
ju.S
SS TamTam juS.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 7 - - - - - - - Yes

Can no longer IOH :(


u.66S
u.66S
SS TamTam u66S.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid - - - - - - No No Yes

Knocks down, like all unarmed 66S.


Universal Mechanics

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS TamTam 5BC.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 20 - - -3 -16 - - No Yes

Universal overhead. The mightiest of headbutts. Strong sneeze gone wrong. A quick look for the lost contact lens. Tam Tam of course has much better ways to get overhead damage (instantly, even), but this can still catch some people off guard on wakeup sometimes.


Special Moves

Paguna Paguna
Paguna Paguna
6S (repeatedly)
SS TamTam 6SSS.jpg
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 100 Mid - - - KD -28 No - No No

The ancient art of the propeller blade is back to expose you as a masher once again. While performing this move, you can slide towards your opponent, forcing them to block and doing a tiny amount of chip damage. No matter how late into the move's active phase you connect with this, you'll always get the same/max damage. That said, this move is not very good at all, mostly since it's telegraphed as hell.

Needs 4 slash inputs (A, B or C) to activate. Last button determines the version.

Medium 124 Mid - - - KD -35 No - No No

No matter how late into the move's active phase you connect with this, you'll always get the same/max damage.

Hard 163 Mid - - - KD -85 No - No No

Can travel across the entire screen, if you want it to. Punishing it with a slash can be dangerous since this one's active phase is deceptively long. And again, no matter how late into the move's active phase you connect with this, you'll always get the same/max damage.


Ahaoo Gaboora
Ahaoo Gaboora
623S
SS TamTam 623S.jpg
Ahaoo Gaboora
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 120 Mid 39 - - KD -27 No - No Yes
Medium 120 Mid 61 - - KD -9 No - No Yes
Heavy 120 Mid 72 - - KD -15 No - No Yes

Tam Tam spits a fireball at the opponent's feet, launching them into the air. Distance traveled by the fireball depends on strength of slash button used. A goes right before Tam Tam, B goes to midscreen, and C can hit from full screen.

Rage 144(A&B)
168(C)
Mid - - - - - No - No Yes

When fully raged, this special powers up and does more damage.


Gaboora
Gaboora
236D
SS TamTam 236D.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Unblockable 28 - - - n/a No - No Yes

Tam Tam's command grab. Its range is not what it used to be and it no longer catches airborne opponents. At least you can still tick into it from 66A or n.2A, although you have to get right up in their grill for the grab to connect.


Pagoona Dios
Pagoona Dios
421S
SS TamTam 421S.jpg
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 90 Low - - - KD -23 No - No Yes

A forward-moving spin attack with fast startup. Knocks down on hit, very unsafe on block.

Medium 100 Low - - - KD -37 No - No Yes

A stationary spin with a pretty long windup phase. It's like a slower, slightly more damaging version of his 3D.

Hard 120 Low - - - KD -26 No - No Yes

Tam Tam does a backdash, then launches into a very fast forward spin. The noise he makes during the backdash is different from his usual backdash noise, so it's not a perfect fake-out. If you do this close enough to the opponent and they block, you can get 6 hits of decent chip damage, about the same amount as a 2B.


Mula Mula
Mula Mula
236A or 236B (can use 3x consecutively)
SS TamTam 236LMS.jpg
Mula Mula
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 n/a (A)
Low (B)
18 - - - -22 No - No Yes

Mayan skull throw of doom. Tam Tam produces the skulls he brought from home and shows that he has enough for the whole class.
236A fires high flying skulls that sail right over most standing opponents heads, but will catch jumpers and backdashes, while 236B fires low flying skulls. You can fire up to three skulls by inputting the 236S motion one or two more times, and also mix up low and high skulls. The timing between consecutive skull throws can be slightly varied and delayed, and if you fire them fast enough, three low skulls in a row can combo.


Supers

Weapon Flipping Technique

Ahau Teotihuacan
236B+C
SS TamTam WFT.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
360 Mid 18 - - KD -93 No - No No

Available only during Max Rage or Rage Explosion. Disarms on hit. You can combo into this from a variety of moves, such as 5B, n.5B, 2B, and both forward and back throws. Be aware that they can use rage explosion to dodge the flame pillar and punish you with pretty much anything they want.


Super Special Move

Magnus Dios Zahl
641236C+D
SS TamTam SSM.jpg
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
660 Unblockable 31 - - KD N/A No - No No

Available only once per match. Tam Tam leaps across the screen onto his opponent. Unblockable, so basically a leaping command grab that leads to a ton of damage. Best used on reaction VS an opponent's projectile, although it will get stuffed by some such as Wu's high 236C. Some others, like Charlotte's Tri Slash, will stuff it if your timing isn't perfect. Tam Tam tends to just jump right over your opponent super mario style if you do it too close to them, and it won't hit from 100% full screen either.


Combos

Midscreen

  • n.2A/n.5A xx 421A
  • n.2B xx 421A
  • 5D xx 421A
  • n.2B/n.5B xx 236B (3x)

Close B into three skulls. The skull inputs have to be done pretty fast, but careful to not mash them out too recklessly or you might get 623B instead

  • 5B xx WFT

WFT can whiff if you're too far away

  • n.5B xx WFT
  • n.2B xx WFT
  • Guard Break (forward & backwards), ...
  • ... 2C
  • ... 5B xx WFT
  • Guard Break (backwards), ...
  • ... 5C

Stricter timing than 5B but possible

Corner

Videos

Link to TamTam videos and specify year it was produced or patch version in brackets.

Example: TamTam combo video by "name of content creator" (2019).

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWuYashamaruYoshitora