Samurai Shodown V SP/Tam Tam

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タムタム, Tam Tam
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Introduction

Clap clap brr.

Tam Tam is a hard hitting, majestic Mayan warrior. Majestic and completely immobile. Except vertically. Tam Tam jump good. 50/50s are his bread and butter, safety is kind of like his broccoli. Nobody likes broccoli anyways.

If Tam Tam is allowed to overcome his raging mobility and blind spot issues and find himself at a proper spacing to employ his RPS tactics, he is capable of sending many players into a tizzy. Packing a powerful instant overhead in j.AB, a solid long ranged poke in 5A and a low sweeping, fast acting nuisance in 6C, he is always a threat to lop off major chunks of life for no good reason. Or just plain irritate you stupid.

Data

  • Damage taken: 110%
  • Rage duration: 12 seconds
  • Amount to rage: 16
  • Walk speed: 460
  • Backwalk speed: 460
  • Dash speed: 840
  • Jump duration: 56 frames
  • Width: 28
  • Throw range: 8

Normals

Far Slashes

5A:
Properties: Deflectable. Cancelable.
Scimitar swipe of annoyance. The frame properties of this move are fairly unremarkable with slow startup time and considerable cool down for a poke but the extremely long range makes this a Tam Tam staple. A fine tool for pestering and pinning an opponent down, throw this move out often. Just don't throw it out predictably as the damage is mostly negligible but the ramifications for a deflect are potentially staggering. Cancelable on the tail end but can't combo.
5B:
Properties: Deflectable. Cancelable.
This move resembles the first part of his 5AB in both speed and animation. Not particularly fast, not particularly damaging, pretty unsafe on block. The tail end is cancelable, but it will only combo into 421A at very close range. You might throw it out to mix up poke timings for opponents who start to try to deflect you, but ultimately, this move has few uses. 2AB has the exact same range, (very slightly) better startup, and knocks down. 5B may be a better choice in situations where you see an opening for punishment but are unsure of just how wide it is and want to try to salvage some damage with less risk, but generally avoid this move.
5AB:
Properties: Recoil cancel on block. Deflectable.
Slow, wide open on block, mediocre damage and the first hit of this two part slash will knock the opponent out of range for the second half of it at maximum distance, the same distance that 2AB would land cleanly at. You can recoil cancel which is about the only thing this move has going for it. As far as punishment goes, 5B if the opening or range is ambiguous, 2AB otherwise.
2A:
Properties: Deflectable. Cancelable.
A fast medium ranged poke. At -6 on block and -1 on hit, you won't win any ticking wars with this but it's faster and safer than his 5A. Can be canceled any time after startup. Quick, 2A into Tam Tam bite!
2B:
Properties: Deflectable. Cancelable.
This move looks like it should function as anti-air and can, but the hitbox is flaky at best. The risk/reward for using it as such is pretty negative as a good j.AB beating it out not only deals large damage but automatically puts you in massive stun for getting caught crouching. Can combo into a 421A, but is relatively slow starting up and fairly short ranged.
2AB:
Properties: Hits low. Knockdown.
This is the great punisher. When someone does something stupid, this is how you make them pay. Hits low, good range, knocks down, fast and painful. This is not a move to whiff with or get blocked as the recovery is brutal. It makes Tam Tam's instant overhead way scarier, but in reality it's a move you don't want to throw out there very often unless you're completely desperate or really want to boil the game down to 50/50 guesses. Or have a completely brilliant read. You know, the kind where if you're wrong, you're completely stupid. You might use it now and again to make the opponent remember that you have it and to be afraid, but you don't want to rely on this outside of punishing. 6C is generally a safer option to get people to block low and set up the overhead.

Near Slashes

n.5A:
Properties: Cancelable. Deflectable.
A fast weak headbutt. It comes out quickly but the frame advantage leaves something to be desired. 2A, near or far has better range and +/- on hit/block.
n.5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Mostly typical near B slash except for the nasty recovery. It can be used like any other near B to get a quick combo in a small, obvious opening or set up block recoil tricks.
n.5AB:
Properties: Recoil cancel on block. Cancelable. Deflectable. Knockdown.
Another goofy two part slash from Tam Tam. Not so safe on block but at least it's recoil cancelable. About the only use I've found for this move is accidentally using it instead of an instant overhead and getting lucky which is actually brilliant for mind games. It makes your opponent really question what the hell you're doing and rage out even more.
n.2A:
Properties: Deflectable. Cancelable.
Same as far 2A.
n.2B:
Properties: Deflectable. Cancelable.
Same as far 2B.
n.2AB:
Properties: Hits low. Knockdown.
Same as far 2AB.

Overheads

5BC:
Properties: Hits high. Knockdown.
Below average universal overhead due to the lack of a tech jump and lack of forward movement. It's slightly safer than his j.AB instant overhead but without the benefit of getting off the ground. On the plus side, it can hit tiny characters (e.g. Rera) which his instant overhead cannot.
u.5BC:
Properties: Hits high. Knockdown.
Same as 5BC.

Kicks

5C:
Properties: Cancelable.
With good spacing, this is a pretty functional anti air, though mostly for further maintaining good spacing as the damage is rather low. This still makes it a good move to fluster an opponent by continuing to keep them stuck where you want them. Not always the best option for poking due to the negative frames on block, but very active with a high hitbox. Plus, it's non-deflectable. It can be canceled and comboed with similar range to his far 5B but superior startup. Unfortunately it can't be hit confirmed or option selected, so it has situational punishing usefulness but take care when using it for such a purpose.
6C:
Properties: Cancelable. Hits low. Knockdown.
A staple sweep for Tam Tam. This is a great move to press the high/low mixup game at close range. Very fast and can be canceled into 8BC for added damage. It can also be canceled into any other special, but given that it knocks down on hit and any followup would be fairly risky on block, it's generally best not to. The active frames make this a nasty tool on oki but be careful as attempting to cancel 8BC too soon will cause the big pursuit to come out regardless of whether the 6C landed or whiffed. Use in conjunction with his j.AB instant overhead to irritate the hell out of your opponent.
2C:
Properties: Cancelable. Hits low.
With the same range as 2A, you trade off all damage and a frame of already negative advantage for the benefit of hitting low and not being deflectable. The low hitbox however likely won't help in batting off hoption selecters, limiting its uses.
3C:
Properties: Cancelable. Hits low. Knockdown.
Slow startup, unsafe on block, knocks down on hit thereby negating any combo potential outside of big pursuit. 6C is a far better option. The only conceivable use for this move is nonsensical visual trickery.

Jumping

j.A:
Properties: Hits high. Deflectable.
Similar in appearance to Tam Tam's other jumping slashes, this is obviously the quickest. It seems to have a more generous hitbox than the go-to move j.AB so it can be used as a defensive air to air swipe should an opponent make their way into j.AB's blind spot.
j.B:
Properties: Hits high. Deflectable.
Slightly slower than the other jumping slashes, slightly more active, but doesn't seem remarkable enough to see much use. Generally stick to the other jumping options.
j.AB:
Properties: Hits high. Deflectable.
If you aren't using this move, you're doing it wrong. While hampered by a huge blindspot above and up close, j.AB is capable of lopping off big chunks of life, dominating the air, and being used as an instant overhead. Though Tam Tam's looming jump makes this anything but a surprise on jumpin, using it as such at the right distance sets up an RPS situation with another instant off the ground j.AB or 6C, both of which are virtually impossible to react to. Your primary objective with Tam Tam is to get into range to use this as an instant overhead. Be careful however. It's extremely unsafe on block and even on hit unless the opponent is caught crouching. Always try to use the 7AB version as the others will only beg for punishment. Care must be taken not only in spacing the overhead version but spacing jumps with it as well. Using it not only as a traditional jumpin but also as a space controlling whiff will help you make headway towards your goal of close range RPSery, preemptively smiting opponents who jump up to punish you. The high damage of this move goes a long way towards making up for its wildly unsafe nature.
j.C:
Properties: Hits high.
An alternative move for air to air battles that get too close for comfort. Not as fast acting as j.A but a fairly decent hitbox. When put out early, this has been known to stuff Genjuro DPs. It might be worth noting it can cause heavy stun on deep hit/crouching opponents.

Dashing

66A:
Properties: Deflectable. Cancelable.
Dashing headbutt. Why, you ask? Why not? Probably because Tam Tam's dash is painfully slow and the range is bad.
66B:
Properties: Cancelable. Hits high. Knockdown.
Dashing overhead similar to his BC. It continues to advance through the animation but the range is actually not very remarkable. Less active frames, slightly less open on block. The startup is cancelable so perhaps you can make use of some silly, slow developing fakeouts here.
66AB:
Properties: Knockdown.
The appearance of this move is similar to the second part of his n.5AB. Fast to come out but short on range, uncancelable under any circumstances, painfully unsafe on block and Tam Tam's dash is still miserably slow.
66C:
Properties: Hits low. Knockdown.
Similar in appearance to 6C. Unlike 6C, this move cannot be canceled at any point meaning no big pursuit on hit or bail out second attack and it's even less safe. This completes Tam Tam's high/low dashing game but is crippled by his slow run speed like all the other dashing moves.

Unarmed

5S:
Properties: Knockdown
Wind up pimp chop. Slow startup, slow recovery, you're better off using his kicks and specials when unarmed. And the following.
2S:
Properties: Cancelable.
Fast four fingered jab. Mothers, hide your virginal daughters. Not broken fast startup, but quick nonetheless. Only -1 on block and actually +4 on hit. This should buy you space if you need it.
j.S:
Properties: Hits high.
Tam Tam doesn't even need his scimitar. His hand will be his blade, he doesn't even care. While this move has a bit less range than j.C, it still has a good bit of it and seems to have a nice hitbox. It's also his most active jumping move. Like j.C, it can also be used to open up heavy stun on deep hits.
66S:
Properties: Knockdown.
Resembles his unarmed 5S but is slightly faster and less safe on block. 66C is faster, also knocks down and is just as unsafe as this move. Seriously though, stop dashing.

System

Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
Very verbose and the actual dropping of the weapon is quite fast, though the ensuing animation is rather lengthy. The quick drop makes it easy to actually disarm yourself unlike slower taunts that will get you hit and still leave you with your weapon in hand. Just one more reason Tam Tam is a great choice for dicks.

Specials

Pagna Dios - 421S: (can be used unarmed)
Finger spin of doom. This move is wildly unsafe in all its forms. I hope you like gambling the clutch. Each incarnation comes with some form of invincibility and all knock down on hit. Because of the invincible frames, this move can be used as a goofy wakeup DP. An extremely risky, bend over for the punisher sort of goofy wakeup DP.
  • 421A:
Fast startup, will hit up to twice on block. This move can combo off a variety of cancelable moves at close range. There is some throw invincibility so you can bait a whiff with it but the invincibility ends with the second blocked hit. Don't guess wrong unless you like major frame disadvantage at point blank range.
  • 421B:
Hits up to three times on block and remains stationary. Brutally slow startup though the majority of it is invincible to melee and a good chunk of it is invincibile to throws. There's a gap in the throw invulnerability for whatever reason. It's Tam Tam. What do you expect?
  • 421AB:
Starts up with what looks and sounds just like a backdash and hurtles forward. Hits up to five times on block. On hit, Tam Tam will stop and has a free shot at comboing in a 2BC. There's full invincibility for the majority of the startup and throw invincibility for the majority of the remaining duration. This move can at least be set up by lots of backdash feints, but if blocked, you leave yourself wide open for point blank retaliation. If the move is jumped, there's a chance you may get away to the other end of the screen but most characters can run you down.
Paguna Paguna - 6SS:
Scimitar spin of doom. Again with the spinning. This move is often performed inadvertently from mashing in an attempt to get something else out but it actually isn't activated by an excessive amount of presses. Rather, it's started by two properly timed slashes. You can mash when you actually want to use it if you like though. I won't tell. It's best to buffer this move out of a cancelable, non-recoiling move. Each version has a painfully slow startup and can advance forward by holding forward. The harder the slash used, the longer the duration and the faster it can advance. They're all genuinely safe on block. Unfortunately, some jumping moves can smite you as well as projectiles. Decent as a chip move but pretty impractical in the end. While the B version is only slightly slower to start than the A version, the AB version is significantly slower than B.
Ahau Gaburu - 623S: (can be used unarmed)
Mayan fire spit of doom. Tam Tam leaps into the air and hocks a loogie the likes of which have never been seen. Each version makes him jump higher (meaning slower startup) and spits farther. Do not guess wrong with this move and do not whiff against characters with range. For example, if you drop a 623A in front of Haoh and he doesn't have to block it, you will get cut. If you spit a 623B behind Haoh and he doesn't have to block it, you will get cut. If you do manage to get a block out of it, it's mostly safe. You likely won't eat anything too significant off of it anyways. This move trades well with jumpins but probably not favorably damage-wise. It can be used to chip on wakeup. If any version hits, it can be followed up with an 8BC which must be performed quite early. In true Tam Tam fashion, a blind spot forms between the B and AB versions.
Moora Moora - 236A or 236B: (can be used unarmed)
Mayan skull throw of doom. Tam Tam produces the skulls he brought from home and shows that he has enough for the whole class. The A version hits mid, the B version hits low. You can execute this move up to three times consecutively, potentially fast enough to combo. No matter the amount, the recovery is rather poor so only use this move with plenty of space. When a skull is blocked, it will bounce away for a period before crumbling. So long as a skull remains uncrumbled, on screen or off, you won't be able to start a new series of skulls.
Gaburu Gaburu - 236C: (can be used unarmed)
Feast for Tam Tam! Of doom. A slow unblockable grab with killer range. For reference, you only have to be in a step or two from when the camera zooms in to reach with it. Huge damage based on your kenki gauge. This move will catch backdashers, hoppers and jumpers in the act. The recovery is a pain and the startup is slow enough that it can be reacted to if watched for so use with caution. Or don't.
Fun fact, the unarmed version actually starts and recovers quicker because there is no need to drop or pick up his weapon. It might also be worth mentioning that upon successful chomping, Tam Tam will release his meal on the opposite side of which it was originally collected, meaning that landing it will let your opponent escape from the corner you worked so hard to pin them in. The damage and look of joy on Tam Tam's face more than makes up for it though.
Magnsa Dios Zarl - 236CD:
Tam Tam's mighty weapon flipping technique of blatant overcompensation. A glorious totem emerges to smite Tam Tam's enemies. Trading is something he seems good at and this move is an excellent example of it. Two frames after starting up, it will continue to rise even if he's struck. Like with his 623S, a heavy jumpin from an opponent should provide enough hitstop to suspend them in the air long enough for the totem to strike, but empty jumps often seem to elude it. Very punishable on whiff if the opponent knows when it's safe to attack and disgustingly punishable on block as it only hits once before dissipating. This move can be used on anticipation in the corner when pressuring an antsy opponent who's fearful of 50/50s, but really the bad seems to outweigh the good here. Fun fact, Tam Tam can actually be pushed back during the totem startup by walking into him, placing you squarely between him and the pole. It's likely in your best interest to meditate away Tam Tam's rage or focus on the damage boost of the extended kenki gauge instead of landing this move.

Combos

Tam Tam has a bunch of moves that can cancel into 421A but they're mostly trivialized by his 2AB which is quite fast and superior damage-wise. Remember, 2AB is usually your go to punisher.

Normal

  • 2AB 2BC (low)
You can small pursuit off 2AB when you're close enough. Hooray.
  • (n.5A or n.2A or 66A) xx 421A 2BC(corner)
Trumped in application by the following.
  • (5C or 2C) xx 421A 2BC(corner)
5C is the fastest means of comboing into 421A. It cannot be OS canceled into but if you need the fastest punish up close, this is the one. The range is actually fairly decent. However...
  • (5B or n.5B) xx 421A 2BC(corner)
n.5B is safer if you're unsure of how wide of an opening you have to punish because you can OS it. Meaning if it's blocked, it won't come out. You are left with a bit of ugly recovery, but it's better than getting 5C xx 421A blocked. 5B will only combo from a short distance, but the fact that it will combo at all means that if you're within a reasonable range, you won't get screwed over by being on the cusp of near/far.
  • 2B 236CD 2BC
good damage and opponent lost his weapon.
  • (6C or 3C) xx 8BC
This is an important one to note as 6C is a primary tool for high/low douchebaggery.
  • 623S 8BC

Learn the window for the big pursuit after this move. You don't want to give up a chunk of life to land the 623S in a trade without the followup.

  • 421AB 2BC
May as well kick 'em when they're down.
  • 6SS 8BC
May as well bellyflop on 'em when they're down.
  • 236B 236B 236B
How does anyone ever get hit by this?
  • 236A 236A 236A
Air skulls also comboable

Backhit

  • Backhit 5C 6C 8BC
Sometimes 8BC does not work
  • Backhit (5C or n.5B or 2B or 5C) 236A j.AB
good damage but work only vs high growth character
  • Backhit (n.5B or 5B or 2B or 5C) xx 236B 236B 236B

Time slow

You can instant overhead with j.AB and land in time for the Issen followup. So that's cool.

Strategies

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 9 2 23 20~23(4) - -4 -4 -12 Mid Weak attack, Deflectable(weak)
5B 14 13 3 33 13~18(6) - -2 +6 -18 Mid Medium attack, Deflectable(med)
5AB 5, 26 13 2 63 1~4(4) 1~12(12) -1 +9 -26 Mid Heavy attack, Deflectable(heavy)
2A 5 6 4 17 6~17(12) - -1 -1 -6 Mid Weak attack, Deflectable(weak)
2B 9 10 2 30 10~13(4) - -2 +6 -18 Mid Medium attack, Deflectable(med)
2AB 30 12 5 57 x - KD KD -40 Low Knockdown attack
n.5A 5 6 3 20 6~15(10) - -4 -4 -9 Mid Weak attack, Deflectable(weak)
n.5B 8 9 2 29 9~26(18) 5~8(4) -2 +6 -18 Mid Medium attack, Deflectable(med)
n.5AB 5, 25 14 2 66 x 10~13(4) KD KD -26 Mid Heavy attack, Deflectable(heavy)
n.2A 5 6 4 17 6~17(12) - -1 -1 -6 Mid Weak attack, Deflectable(weak)
n.2B 9 10 2 30 10~13(4) - -2 +6 -18 Mid Medium attack, Deflectable(med)
n.2AB 30 12 5 57 x - KD KD -40 Low Knockdown attack
5C 6 5 8 24 5~12(8) - -1 +7 -14 Mid Medium attack
6C 6 5 8 22 5~12(8) - KD KD -12 Low Knockdown attack
2C 2 6 5 18 6~18(13) - -2 -2 -7 Low Weak attack
3C 7 18 2 39 18~25(8) - KD KD -16 Low Knockdown attack
j.A 6 5 8 40 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 12 8 9 65 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 24 6 7 62 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 6 9 8 48 x - -- -- -- High Heavy attack
ju.C 6 9 8 48 x - -- -- -- High Heavy attack
5BC 14 20 9 40 x - KD KD -14 High Medium attack
u.5BC 14 20 9 40 x - KD KD -14 High Medium attack
66A 6 8 4 19 8~17(10) - -1 -1 -6 Mid Weak attack, Deflectable(heavy)
66B 13 20 6 36 16~17(2) - KD KD -11 High Medium attack
66AB 17 7 6 44 x - KD KD -32 Mid Knockdown attack
66C 6 7 11 33 x - KD KD -21 Low Knockdown attack
u.5S 9 27 2 47 x - KD KD -15 Mid Knockdown attack
u.2S 5 6 1 12 1~5(5) - +4 +4 -1 Mid Weak attack
ju.S 5 5 11 47 x - -- -- -- High Heavy attack
u.66S 6 14 7 40 x - KD KD -21 Mid Knockdown attack
u.66C 6 7 11 33 x - KD KD -21 Low Knockdown attack
2BC 5 9 18 34 x - -- -- -- Mid
u.2BC 5 9 18 34 x - -- -- -- Mid
8BC 11 39 9 93 x - -- -- -- Mid
u.8BC 11 39 9 93 x - -- -- -- Mid
Pagna Dios - 421A 18 9 4 60 x - KD KD  ?? Mid 9-26f throw invincible
Pagna Dios - 421B 22 34 4 101 x - KD KD  ?? Mid 1-21f melee invincible,
1-17f & 22-67f throw invincible
Pagna Dios - 421AB 26 26 4 128 x - KD KD -32 Mid 1-20f full invincible,
26-91f throw invincible
Pagna Pagna - 6A x2 4, 16 45 4 109 x - KD KD -2 Mid Knockdown attack
Pagna Pagna - 6B x2 4, 19 49 4 133 x - KD KD +1 Mid Knockdown attack
Pagna Pagna - 6AB x2 4, 22 66 4 182 x - KD KD +0 Mid Knockdown attack
Ahau Gaburu - 623A 4 x n 42 x 85 x - KD KD -14 Mid Knockdown attack
Ahau Gaburu - 623B 4 x n 66 x 103 x - KD KD -11 Mid Knockdown attack
Ahau Gaburu - 623AB 4 x n 75 x 120 x - KD KD -16 Mid Knockdown attack
Moora Moora - 236A (1) 8 21 x 47 21~36(16) -  ??  ??  ?? Mid Medium attack
Moora Moora - 236A (2) 8 21 x 45 21~45(25) -  ??  ??  ?? Mid Medium attack
Moora Moora - 236A (3) 8 18 x 52 x - -6 +2 -21 Mid Medium attack
Moora Moora - 236B (1) 8 18 x 54 21~43(23) -  ??  ??  ?? Mid Medium attack
Moora Moora - 236B (2) 8 21 x 52 21~41(21) -  ??  ??  ?? Mid Medium attack
Moora Moora - 236B (3) 8 20 x 64 x -  ??  ?? -31F Mid Medium attack
Gaburu Gaburu - 236C 29 27 4 102 x - KD KD KD Mid Knockdown attack
Gaburu Gaburu - u.236C 29 24 4 76 x - KD KD KD Mid Knockdown attack
Magnsa Dios Zarl - 236CD 30 21 48 92 x - KD KD -58 Mid Knockdown attack,
2f totem pole appearance
Samurai Shodown V Special
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