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    Tam Tam by SFujimoto

    Updated: 12/08/05 | Printable Version | Search This Guide

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    TAM TAM STRATEGY GUIDE (version 2.0)
    
    by Scott Fujimoto
    
    
    Tam Tam is probably the hardest character to play in Samurai
    Shodown. His plusses include good range, many special moves, and
    the unique ability to do an air slash immediately after jumping. On
    the other hand, his moves and jumps are slow, his special moves
    leave him open one way or another, and he doesn't do that much
    damage on the whole. He also has a unique weakness against
    opponents jumping close to him. Finally, he has an unusual fighting
    style that takes special timing to use correctly. Nevertheless, I
    like him because he's a stylish fighter (check out the way he holds
    his sword) and is quite a unique character. Plus he has the best
    storyline and ending too!
    
    
    GROUND SLASHES
    
    Stand A--good prodding attack. You'll do pommel butts when up close,
    which are quicker. NOTE: If you have a tendency to go into a PP when
    prodding your opponent, like I do, switch to low As to avoid this.
    
    Stand B--good quick retaliation attack or attack against people
    jumping in front of you as it has good range. You'll also do pommel
    butts when up close.
    
    Crouch A and B--do when your standing slashes will go right over a
    crouching opponent, like Nakoruru recovering from a Mutsube. Also
    do crouching slashes against a crouching Gen-An.
    
    Standing AB--kinda useless, as it doesn't do much damage. However,
    it has a slightly greater range than your standing A and B. Also it
    can hit a crouching opponent. Close up, you will do a vertical
    slash that doesn't do much damage either.
    
    Crouch AB--actually does the most damage of any of your ground
    slashes. Use as a fairly quick retaliation against opponents who
    botch their attack. It's also somewhat useful as an air defense
    (see below).
    
    
    KICKS
    
    His crouch kicks have great range, but are SLOW. Use as a long-
    ranged low attack every so often. His standing kicks are also slow
    and I don't use them much. Unfortunately his air kicks are angled
    downward, so they don't protect you much from descending air
    opponents whom you can't hit with your slash. If you are jumping on
    someone, use the air kicks instead of your slashes, which may miss
    due to their range.
    
    
    AIR SLASHES
    
    Jump slashes--Tam-Tam's main way of doing damage, especially the AB
    slash. However, the range of Tam-Tam's weapon is peculiar. He can't
    hit anything that's close to him. Also, even far away, sometimes
    the blade will go right through an opponent without doing any
    damage (mainly Earthquake).
    
    Air-ground attacks--The hit range of his weapon seems to be from
    the tip to fairly close to the near edge of the blade. You can be
    fairly close to a foe who throws a missile so as to hit him without
    jumping into the missile itself. But judging this is tricky because
    your jump is slow and short-ranged. In general, Tam-Tam is not the
    best air-to-ground attacker, so avoid getting him in this situation.
    
    Ground-air attacks (I call these "immediate jump slashes")--You can
    jump and immediately slash someone on the ground as a surprise
    attack. An immediate AB is one of Tam Tam's most damaging attacks and
    
    VERY effective against the CPU. Unfortunately, it's easiest to hit a
    person when jumping forward, but if they block, you will get creamed
    by a human player, although the CPU often won't hit you back. A big
    plus with this attack is that if your opponent makes ANY attack at the
    same time, even a quick one, you will avoid the attack and AB them in
    return! This is a unique feature of Tam-Tam and should be used. See
    "High-Low Tactics" below.
    
    Air-air attacks--This is Tam-Tam's best air defense, but it takes
    skill to use because your distance and timing must be just right.
    Because he must be at some distance from his foe, it's best to jump
    straight up or away from a leaping enemy. The effectiveness of this
    strategy depends on the type of jump against your opponent. Foes
    with long and fairly quick jumps will hit you before you hit them.
    Also you are defenseless against foes jumping from right next to
    you. See "Close Air defenses" below.
    The timing for each slash strength when hitting an opponent is
    slightly different. In particular, for the AB to hit someone in the
    air, you have to wait until they are below you, otherwise it will miss.
    If you find you are missing with your ABs, switch to Bs, though they do
    less damage.
    
    
    SPECIAL MOVES
    
    Skull Throw--Standard missile weapon. Tam Tam's missile is one of
    the quickest in the game in terms of initiation, and he can hit
    people after a blocked Special Move, jump, etc quite easily. However,
    it has a fairly slow recovery, so don't throw these randomly if your
    opponent can jump over them. The A skull can be used to cancel other
    people's missiles, which is better than jumping over them since you
    jump so slowly. Note that others (especially another Tam-Tam) can bat
    your skulls out of the way. Also, do NOT do against Nakoruru, or she'll
    Anna Mutsube you!
    
    Fireball--The safest application of this is to blow an A fireball
    on an opponent getting up. Even if he blocks, the fireball ticks
    off a lot of points, especially against someone in the corner. If
    you throw a fireball, be careful your opponent doesn't run under it
    and hit you (or jump and hit you). The A fireball is the safest to
    use, as it is the quickest to initiate. Do these in front of an
    opponent and hope he jumps over them and gets hit. The B fireball is
    better for someone really far away. The AB fireball takes way too
    long to do, and your opponent will probably realize what you are doing
    and run under it to cream you on the way down.
    
    Paguna Paguna (PP)--This may work as an air defense against foes
    who jump too close for your air swing to hit (use A as it has the
    shortest duration). For you to hit first, you must initiate AFTER they
    jump and before they have time to react with an early counter-attack.
    It's also safer if they jump on or slightly behind you, to minimize
    their slash hitting through your blade sweeps. I often do this by
    accident because I go forward, then do an A slash and suddenly block,
    which results in this move. Needless to say, this usually puts me in
    deep trouble. Never initiate a PP on an unoccupied opponent, because
    almost anyone can hit through the blade, especially Charlotte and Ukyo.
    
    
    Paguna Deos (PD)--The CD PD is one of Tam-Tam's most damaging
    attacks, but it's really best used against either dizzy or
    "falling" opponents (after a blocked Nikkaku Ratoh, etc). The PD
    takes too long to initiate to be useful as retaliation against other
    blocked attacks, like a blocked Wan Fu AB. Another use for this move
    is to get yourself out of a corner quickly. You can also try doing
    the CPU trick of doing a PD against a blocking opponent, and attempting
    a throw immediately afterwards. The PD also ticks off lots of damage,
    but be careful when using this move (even against someone with only a
    few points left) as it is very easy for them to jump and slash you.
    Charlotte can stun you with one air triangle while you are in this
    move! For this reason, I do NOT recommend doing this against jumping
    opponents, unless they are totally clueless and attack too late.
    
    
    CLOSE AIR DEFENSES
    
    Tam-Tam, sorry to say, has probably the worse close air defense in
    the game. Farther away, his jumping slashes can ward people off, but
    closer up they just don't cut it. (no pun intended) Here are some
    suggestions I got for close air defenses. None of them are perfect,
    but they are all better than nothing:
    
    Crouch AB--the far one works pretty well against people jumping in
    front of you. The close one is good for people jumping RIGHT in front
    of you because Tam Tam swings upwards immediately, unlike his standing
    AB. Unfortunately, sometimes the wrong one comes out! If you want the
    close one, you have to swing very LATE, or the far AB will come out
    which will miss a close opponent. Also, if your opponent jumps ON or
    BEHIND you, the close one will miss completely.
    
    Paguna Paguna--this actually works best against an opponent jumping ON
    or slightly BEHIND you, as their air attack will miss you and you will
    hit them. This is NOT true for Ukyo or Charlotte, though.
    
    Hop back and AB--if your opponent jumps fairly slowly, you can hop
    back and do an AB. Naturally, this won't work if you end up in a corner.
    
    Walk forward and hit from behind--if your opponent jumps almost behind
    you, walk forward and hit them in the back. This is not an option with
    Charlotte, though.
    
    
    HIGH-LOW TACTICS
    
    Besides Ukyo, Tam-Tam is the only other character in the game who can
    immediately do a high attack from the ground. He can hit ANYONE who is
    standing, but if they decide to block at the same time, they can hit him
    afterwards, especially if he jumps forward. A sneakier tactic is to do a
    "High/Low" trick, where you do a few crouching C kicks against an opponent
    to make them crouch, then do an immediate jump slash and hit them high
    while they crouch block! Some pointers:
    1) Note that this applies to HUMAN opponents, as the CPU can magically
    detect whenever you are about to jump and stand up right before then.
    On the other hand, you can use immediate jump slashes against the CPU
    more freely because they usually won't hit you back even if they block
    and you land right next to them. Throw them immediately upon landing.
    2) Always do the AB! It's Tam-Tam's most damaging attack, and ALL of
    your slashes have the same recovery time when used this way. In fact,
    
    your AB is SAFER to do because it increases your OPPONENT'S recovery
    time if it hits! Confused? Read on...
    3) There is an optimal spacing to hit someone who is crouching with your
    sword. Look at the curvature of the blade--where it starts curving
    outward the most is where you want to hit your opponent, which is around
    2/3 the length of your sword. Practice jumping up and note which part of
    the blade is closest to the ground. THAT'S your optimal spacing and you
    must hit crouching opponents at that spacing, with the exception of big,
    fat, Earthquake.
    4) For standing opponents, you have more leeway. If your opponent is
    towards your optimal spacing of your sword, you can jump forward and hit
    him with an AB. He will reel back and by the time he recovers, you will
    land and be able to block. However, if you do a B or A, he will recover
    BEFORE that and can hit you as you land! So ALWAYS do an AB!
    5) For someone standing right next to you, you can jump away and easily
    hit them with your AB, so even if they miss they probably won't be able
    to retailate unless they think quickly.
    
    A quick guide to your opponents:
    Earthquake--the easiest opponent to do this against, due to his size.
    You can hit him jumping forward, up, or (most importantly) back, where
    you minimize the chances of retaliation. Earthquake players like to squat
    in the corner a lot anyway, so this move is perfect against them!
    Wan-Fu, Tam-Tam--you can hit these crouchers forward, up, or back, but
    you MUST hit them at the optimal spacing. If you don't hit them at this
    critical spot, you run the risk of missing them entirely. Also keep in
    mind what they can do afterwards as retaliation if you happen to whiff.
    Wan-Fu at least is too slow to retaliation with his AB, and can at most
    B you or do his rising slash. Also note that Wan-Fu players crawl around
    a lot anyway, which makes this move highly useful.
    Haohmaru--like the two above, but the spacing is even more critical, and
    the chance of you missing becomes greater. Also note that Haohmaru may be
    able to jump up and AB you as you are still jumping. At this point, the
    costs start to equal the benefits of this tactic.
    Charlotte--this tactic is even less reliable against her, despite her
    height. Jumping straight up works the best; jumping forward or back works
    more unreliably. If you miss, she can retaliate for a fair amount of
    damage, but nothing like Haohmaru or Jubei. It's a risky tactic, but you
    may need to engage in it if she just decides to crouch and poke you out
    of everything.
    Jubei, Kyoshiro, the ninjas--as above, but here jumping forward or back
    works BETTER than jumping straight up for some reason. Again, hitting
    these guys becomes very unreliable and if you misd, you are guaranteed a
    crouching or air AB unless you jumped back. At this point, the risks
    outweigh the benefits of using this tactic.
    Ukyo, Gen-An, Nakoruru--these fellows crouch too low to the ground for
    you to hit them at all.
    
    I'd say that the "High/Low" tactic is a must against Earthquake, works
    well against Wan-Fu and Tam-Tam, and OK against Haohmaru and Charlotte.
    Against anyone else, this tactic is probably not worth the risks.
    
    
    
    COMBOS
    
    Combos--air-ground AB slash + B slash on ground
            knock opponent down + A fireball them to tick off points
            any that hits opponent back + B slash (he combos well)
    
    
    CPU AND GENERAL STRATEGIES
    
    Earthquake--Tam-Tam's toughest opponent
    1) Part of the problem is that he can crush you in close air
    combat. If you jump up, he hits you first. If you block, he'll
    just throw you afterwards. If Earthquake's right in front of you
    when he jumps, do your crouch AB late, which will hit him out of
    any attack. But be careful, because if he's farther away, your
    less effective far AB will come out (which usually still hits) and
    more dangerously, he can hit you first with his air AB.
    2) When he's far away and jumping toward you, you must hit him when
    he's LOWER than you--higher up he can hit you first with his kick,
    belly flop, or POWERFUL AB swing.
    3) Stay away from the corner, where you have nowhere to go. If he
    gets too close, jump at him and kick him. He'll usually jump back,
    although sometimes he'll go into a chainsaw.
    4) If you end up right next to him, do quick A-butts and an immediate
    jump slash. You will sometimes hit him as he tries to retaliate.
    5) You can air slash him out of a chainsaw if you're at the right
    range. Don't jump at him when he's in a chainsaw, but jump up and do
    an immediate jump slash. The trouble with blocking and slashing
    afterwards is that your slash may go through him!! (Earthquake is kinda
    cheesy in this way)
    6) If you're desparate, try doing immediate jump ABs when right
    next to him. You may hit him as he attempts to do ABs or kicks at
    the same time.
    7) Jump or crouch AB his butt bounce.
    8) A good tactic is to do A Fireballs to tick off lots of points off
    of him. If you ever knock him down, space an A Fireball so it hits RIGHT
    behind him as he gets up. The CPU will not often block this for some
    reason. This tactic is cheesy, but CPU Earthquake is cheesy so don't feel
    bad when you resort to this.
    
    Jubei--another toughie!
    1) If he's close, jump up and slash him. He'll block and sometimes
    do his two-swings AB, where you can hit him with another air slash.
    Timing must be right or you'll be hit by his second swing (usually
    if you swing too late). Don't jump at him if he's close, as you'll
    miss and he'll either close AB slash you or throw you.
    2) If he's farther away and he jumps at you, you can jump up and
    hit him with an AB slash. Don't do this close or he'll reach you
    first and hit you with his air AB. You can try jumping back.
    3) On the ground, don't do B-swings against him because he can
    Nikkaku Ratoh you in time. Do only A swings.
    4) When he does a NR, you can either try slashing him out of it or
    blocking and slashing him on the way down. Hit him before he reaches
    the ground; once he hits the ground he can block. Or do a PD.
    5) Hasso Happa--do a fireball, although it may not hit in time. If
    you jump over his move, do a kick, not a slash.
    6) You CAN B-slash him between his two swings.
    
    Gen-An--yet another toughie!
    1) Do ground slashes against him low, as he'll prod you low in
    return. You'll often hit him though. If you block his AB lunge,
    crouch AB slash him.
    
    2) Gen-an has great air attacks. Do NOT jump in the air to counter
    him unless he is FAR from you, or you'll get creamed by his AB. You
    can provoke him to jump by hitting him at the tip of your A. He may
    block and then jump. Jump back and hit him with an AB.
    3) His jump attack is hard to defend against if he's close to you
    (i.e. has you in a corner). Crouching ABs sometimes work, but you
    need to slash late to avoid getting the far AB (in which case you
    will get hit first). Try a PP if he starts jumping over you. But the
    best tactic is not to get caught in a corner.
    3) You can't jump his cloud unless your really close or you will
    jump into it! If he rolls afterward, you can hit him with a B skull
    as he drops down or go where he drops down and do a crouch AB. Throw an
    AB skull right when he gets up for an extra tick of damage, or spit
    a fireball at him. Be careful, though, because he can do a roll
    under your B fireball and hit you as you land!
    4) Don't jump on him first.
    
    Charlotte--easier to defeat than with most characters
    1) Jump up and immediately slash--she'll often jump right into
    them, or be hit if she's thrusting you. You will hit a LOT of times
    with your AB slash. Watch out, as she may run and PG right under
    your jump if she blocks it!
    2) Or you can do B slashes against her on the ground as your range
    is good.
    3) Splash Fount--you can jump slash this if your timing is right,
    but you will get hit if you whiff. If you block, B-slash her right
    afterwards.
    4) If she jumps at you, jump back and slash her. Her jumping arc is
    just right for you to hit her!
    
    Nakoruru--also surprisingly easy
    1) Don't initiate anything against her--she's too quick. She can
    Anna Mutsube through your A-slashes if she feels like it!
    2) Against Mutsubes of all kinds, crouch block and B-slash her
    (you'll end up doing the "pommel butt" which is faster). Your kick
    is actually too slow in this case.
    3) If she jumps in the air and slashes, you can B-slash her as she
    lands. If she doesn't slash, then don't swing her as she'll hit you
    on the way down before you hit her. You can also try to hit her in
    the air; her range is poor, but she has a quick and long jump.
    4) If she does a Kamui Mutsube or Layla Mutsube and ends up behind
    you, crouch AB her.
    
    Wan-Fu--dangerous but predictable
    1) You can prod him with A-slashes--you'll often hit. Use low As to
    avoid going into a PP. He'll sometimes crouch kick, so crouch
    immediately afterwards and do an immediate jump slash to hit him out
    of his kick. As a special bonus, he'll usually do an uppercut and miss
    when he recovers, giving you an extra shot.
    2) If he throws his sword and runs for it, crouch AB him when he
    picks it up. If he doesn't, do the "prod and jump" strategy like
    with Earthquake (you can do this against anyone without a weapon
    that has a slow or short jump).
    3) If he does his AB lunge, jump and AB him. You may miss but he'll
    miss with his uppercut reaction. Wait and slash or do a PD against
    him while he falls.
    4) If he jumps at you, jump up and hit him with a slash. His jump
    is slow and he has a short-ranged air attack.
    
    
    Haohmaru--be cautious
    1) Retreat from him and do A-slashes. Only do them if you know
    they'll hit--otherwise he can counter AB-slash you. Ouch.
    2) Once you get in the corner, A-slash him if he gets close. You'll
    (usually) hit first before him. Be careful when moving forward,
    because you might walk into an AB or B swing. If he jumps, you can
    jump and B-slash him if you react early enough.
    3) Once he starts chucking whirlwinds, get close to him. You can
    then jump and immediate AB slash him as soon as you see him winding
    up to do this move. If you do it farther away, you'll jump into
    the whirlwind!
    4) If he alternates between whirlwinds and circular slashes, wait
    until he's in the air and crouch AB or PD him on the way down.
    
    Ukyo--can be easy early on, but HARD if a later opponent
    1) He has a slow jump. You can AB him in the air or B him on the
    ground. Careful when on the ground though, because he can hit you
    first with his TG or sometimes his AB!
    2) Jump AB his SY. If you land right next to him, you have to punch
    him low to hit him. If you time it right, you can PD him while he
    recovers from an AB SY.
    3) If he does a TGs when you jump at him, you can kick him or slash
    him if he mistimes. If he doesn't, don't jump at him!
    4) If he's on the other side of the screen, spit AB fireballs.
    He'll often jump over them and get hit.
    5) Otherwise just be careful. Don't try doing A-slashes on the
    ground, especially on higher levels, because he will 1) slide under
    them, 2) do a diving slash under them, 3) do a ground-air TG and
    hit you first if you switch to crouching to avoid 1 and 2. He can
    generally devastate you when on the ground. Jump around a lot and
    do immediate air slashes instead.
    
    Hanzo--somewhat hard
    1) Because Tam-Tam's jump is so slow and short, jumping over Hanzo's
    slinkies is not recommended. Cancel the slinkies with an A skull.
    Hanzo often reflexively does a portal drop after you do so, so get
    ready to block. Also, if you are right next to him and think he's
    about to toss a slinky, do an immediate jump slash. You will hit him
    before he gets it out!!
    2) It's easiest to hit him with an AB skull after a blocked ninja
    drop. Never throw the skull first, because he can hit you with the
    drop before you recover.
    3) If you jump him first, he will often do a somersault. When you
    land, push toward where he WAS in order to grab and bash/stab him.
    4) If he jumps around, you can try to B-slash him as he lands.
    However, he may hit you first with his massively damaging AB slash.
    You can also try to jump back and hit him, but sometimes his jump
    is too quick and he will hit you first.
    5) Trading slashes with him on the ground is risky. He's faster
    than you. Stick to your As. However, you can also try to immediate
    jump slash him. You'll hit him first if he tries to swing. Even if
    he blocks, you can still often throw him when you land right next
    to him!
    
    Galford--not as easy as with other characters
    1) Your most dependable attack is to jump and hit him when he's
    sending out the dog, as his recover time is pretty long afterwards.
    2) For some reason you can do a lot of combos against him; i.e.
    when you hit him you can follow up with another quick slash.
    
    3) Jump and slash him, hit him with a skull, or PD him after a
    blocked ninja drop. He doesn't bounce as far as Hanzo.
    4) His multiple images is tricky to hit because you can't seem
    to do a PD when all the images come on the screen. Try doing a CD
    PD before Galford "teleports" over to where you are. Or just jump
    out of there.
    5) If he jumps at you, it's probably best to B-slash him on the
    ground. He will hit you in the air first if you jump up and try to
    hit him, because his jump is fast.
    6) Otherwise, there's no particular way to beat him. Do a lot of
    quick As, and see how he reacts.
    
    Kyoshiro--easy cheesy
    1) B-slash when he jumps near you, either in the air or on the
    ground.
    2) Jump AB him when he throws fans, twirls on his pole, AB slashes,
    etc. Wait, then jump slash his flame breath.
    3) You can throw him pretty easily. Also, he'll often try to do
    something when he's getting up, so your A fireball afterthoughts
    will hit him lots of times.
    4) Don't do ground Bs when he's on the ground, because he can hit
    you with a pole vault kick before you recover. Do As instead.
    
    Tam-Tam--pretty easy
    1) The most dependable way to do damage is to follow this pattern.
    Do an A swing against him and block his immediate jump slash, then
    jump up and hit him as he lands (he has a slow jump).
    2) His skull throw is slow enough for you to jump and hit him. You
    can also hit him before he throws it if in range. Or you can bat
    the skull! Then jump over him and throw him from behind.
    3) You're probably not fast enough to jump away from his PD. Block
    and B-slash him when he recovers.
    4) Otherwise, just trade slashes with him. Immediate jumping ABs
    work nicely.
    
    Amakusa--take advantage of his patterns!
    1) To get the first hit, get him to jump towards you, then jump back
    and hit him with an air B-slash. Then exploit the jumping Amakusa bug.
    2) Second round: crouch and A-slash him if he advances toward you.
    Then immediately jump slash him--you may hit him if he tries to
    either swing at you or jump up. Even if you miss, as soon as you
    land, throw him (he won't recover from his swing in time,
    hopefully).
    3) If he jumps toward you while you are waiting, jump back and AB
    slash him.
    4) If he's not doing much, just crouch block. Note that if you
    don't hit him a lot of times, he will usually just stand there! Run
    down the clock!
    
    
    BONUS ROUNDS
    
    1st round: Easy. Stand in the middle between two of the figures. If
    you spaced it right, you will be able to hit two of the figures with
    one B slash, and can hit the other one by turning around. You don't
    have to move at all.
    2nd round: Very hard. In order to hit the single ceiling figure,
    Tam Tam MUST be at the edge of the screen because he has to jump
    towards the figure and do a B to hit it! This means you'll have to
    move around to hit the ground figures too, because Tam Tam can't hit
    EITHER the one right next to him or the one farthest away from the
    edge of the screen!
    3rd round: Medium. The ceiling ones are easier to hit. Try standing
    where the middle ground figure pops up. You can jump towards either of
    the ceiling figures to hit them and can hit either of the ground side
    figures. If the middle one pops up, you will have to move.
    
    
    
    GENERAL TIPS AGAINST HUMAN OPPONENTS
    
    Tam-Tam is rather slow but has good range. To take advantage of this,
    keep your opponents away from you with Tam Tam's high and low As, and
    his A fireball. The A fireball is a neat move, because it's hard to
    counter and so pretty safe to use. If you keep your opponents away,
    it's also easier to jump up and slash them if they jump at you.
    Close opponents are a pain, because Tam Tam doesn't have any real quick
    close attacks and has a great weakness against close jumpers. Also stay
    out of the corner because he's ESPECIALLY vulnerable to jumpers there.
    Do a PD to get out if you have to.
    If your opponent prods you a lot, it might be worth it to try an immediate
    jump AB. If you do it at the same time your opponent does his quick
    attack, you'll hit first. Note that this is Tam Tam's main way of doing
    damage, as he is a very poor regular jumper. If your opponent is someone
    vulnerable to the "High/Low" tactic mentioned before, exploit that
    weakness to take off life as well.
    Don't jump at opponents usually, because Tam Tam's jump is SLOW and
    SHORT-RANGED. Your opponent will probably hit you out of the air. Also
    be careful jumping over missiles, because Tam Tam has a tendency to not
    quite make it... Better to cancel with your own Skull Throw.
    
    Two characters deserve special comment:
    Charlotte--a defensive Charlotte is a nightmare, but Tam-Tam does
    surprisingly well against her. Because her jump is so short and low,
    you can hit her more easily with your jumping AB. The other big
    advantage Tam-Tam has is that he can hit a prodding Charlotte (who is
    almost invulnerable to counter-attack by anyone else) with his jumping
    ABs! You have to double-guess her, but you do a lot of damage if you
    guess right.
    If Charlotte switches to her low thrusts, you can still do a jumping
    slash against her but it's harder. Nevertheless, you may be forced to
    do this. In a regular ground slash war, Charlotte matches Tam-Tam's
    range and is quicker.
    One other important note is do NOT let Charlotte get close enough
    where she can hit you out of your jumping slashes first! Due to her
    quick jump, you don't really have any effective close air defense at
    all and she can cream you by just jumping on you a lot! This is Tam
    Tam's worst nightmare.
    The other thing is do NOT do any Paguna moves! She can slash right
    through them. In fact, Special Moves in general are bad against
    Charlotte.
    Nakoruru--if played well enough, Nakoruru can counter almost anything
    Tam-Tam does. Her A Anna Mutsube can go right under Tam-Tam's standing
    slashes and often through his crouching ones. She can AB AM through
    his PP, PD, and Skull Throw. She can Leyla Mutsube through his Fireball.
    And her Hawk Attack is a pain for Tam-Tam to avoid, due to his slow
    jump and the fact he can't cancel the hawk easily with his skull. And
    she's too short for him to hit her crouching with an immediate air slash!
    Basically, Nakoruru has the upper hand here. Fortunately, expert Nakoruru
    players are rare. (just like expert Tam-Tam ones...)
    
    SS characters tend to fall in either the "active" or "reactive"
    categories. Tam Tam is more an active character. He can't play an
    
    air-tight game like Charlotte can, reacting perfectly to his opponent's
    moves. He must initiate attacks himself, like with his Fireballs, PD,
    or immediate jump slashes. All of these moves leave him vulnerable one
    way or another, but that's the chance Tam Tam needs to take to win. I
    don't think you can get a continuous winning streak with Tam Tam due to
    his numerous vulnerabilities, but he has enough variety to always ensure
    it will be an interesting fight. And that's what matters. :-)
    
    
    Acknowledgements:
    
    Damone, Lark, and Ed Lee for feedback on Version 1.0 and advise
    on tactics against human opponents.
    
    
    --Scott (comments to sfujimoto@delphi.com)
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