Profile & Background
Full Name | Akamine, Tae
| ||
---|---|---|---|
Weapon | Fists and various firearms
|
Bloodtype | B
|
Age | 17
|
? | ? |
Height | 170 cm
|
Likes | ? |
Weight | Secret
|
Dislikes | ? |
D.o.B | February 29
|
Original Game | Cross of the World
|
Abilities
Health Points
9259
Front Run
The dash command (66) results in a full, non-stop run so long as (6) is held.
Extended Back Dash
Back step (44) covers a greater distance than most others.
Reversed Throw Inputs
Unlike the rest of the cast, Tae's throw inputs are inverted; a "front" throw (close 6C) will result in her throwing the opponent behind her, while a "back" throw (close 4C) throw in front.
Grenade & "Lady" Gauges
Tae has 2 character specific gauges; the first being [almost arbitrarily] tied to the grenades she tosses during her Wait Until Dark Special, which lets you know when a grenade is about to explode. It's stated as "arbitrary" because not only are the fuses for both versions relatively short, there's no way to delay them, making the fuse time not all that necessary. HOWEVER since the grenades can harm Tae herself, during setups involving the C grenade it may help in preventing taking unneeded damage (or a counter hit!)
The other gauge is tied to the mats placed down during the My Fair Lady Specials and let you know how long the mat will remain. This is good to have since it imposes heavy gravity effects on both you and the opponent, however it will only tell you the duration for the latest mat set. If you place a secondary mat on screen the gauge will refill to represent the duration of the just place mat but the previous mat retains its original duration and thus expire regularly. An interesting note: Tossing out grenades will actually pause the mat timer until detonation...however it will consume a large chunk of the mat timer afterwords.
Move List
Normals
Hit lvl | Cancel | Damage | Vantage | |
---|---|---|---|---|
5A | High
|
170
|
+3
| |
5B | Mid
|
450
|
-3
| |
5C | Mid
|
600
|
-5
| |
Stagger (forces standing on crouch hit) | ||||
5D | Mid
|
540
|
-3 ~ -6*
| |
Knockback. *Disadvantage dependent on spacing. | ||||
2A | Low
|
170
|
+2
| |
2B | Low
|
350
|
-3 ~ -4*
| |
*Disadvantage dependent on spacing. | ||||
2C | High
|
450
|
-10 ~ -14*
| |
Launcher. CH: Removes air tech window (can still ground tech). *Disadvantage dependent on spacing. | ||||
2D | Low
|
370
|
-7
| |
Hard Knockdown | ||||
j.A | Overhead
|
280
|
---
| |
j.B | Overhead
|
400
|
---
| |
j.C | Overhead
|
470
|
---
| |
AIR: Soft Knockdown. | ||||
j.D | Overhead
|
540
|
---
| |
Can be T-Canceled on hit. CH: On airborne opponent, removes air tech window (can still ground tech). |
Command Normals
Hit lvl | Cancel | Damage | Vantage | |
---|---|---|---|---|
5AA | ---
|
494
|
-8
| |
Auto-Combo series | ||||
5AAA | ---
|
804
|
-11
| |
Auto-Combo series, Stagger (forces standing on crouch hit). | ||||
5AAAA | ---
|
1054
|
-1
| |
Auto-Combo series, Hard Knockdown. | ||||
5AAAAA | ---
|
1172
|
-7
| |
Auto Combo series | ||||
5AAAAAA | ---
|
2094
|
+14
| |
Auto-Combo series, requires 2 bars. Ends with A Ticket to Tomahawk so all data of that move applies. | ||||
4A | High
|
400
|
-1 ~ -5*
| |
Disadvantage dependent on spacing. | ||||
4A > 6A | High > Mid
|
400 > 392
|
-12
| |
The 6A followup is a unique attack from a standard 6A. | ||||
4B | Overhead
|
570
|
-9
| |
CH: Extra hit stun. | ||||
4C | High*
|
510
|
-1 ~ -4
| |
Stagger (forces standing on crouch hit, extended Stagger?). *Can connect on crouching opponents but the hitbox to do so is pretty deep in, more often than not you'll be within throw range. | ||||
4D | Mid
|
450
|
-13
| |
6A | Mid
|
400
|
-6
| |
Stagger (forces standing on crouch hit). CH: Reduced push back (extended stagger?). On hit, forces standing on crouching opponents. | ||||
6A > 6A | Mid
|
400 > 379
|
-12
| |
The followup 6A is a separate, unique attack (but is similar to the followup 6A in 4A > 6A) | ||||
6B | Low
|
380
|
-17* or -18
| |
Hard Knockdown. *At MAX distance. | ||||
6C | Mid
|
680
|
-14
| |
Stagger (forces standing on crouch hit). CH: Slide. | ||||
6D | Overhead*
|
820
|
-22
| |
Knockback. CH: Removes (late) air tech window (but can still ground tech). *If spaced poorly you will actually leap over crouching opponents without connecting. | ||||
j.2A | Overhead
|
370
|
---
| |
Is possible to get 2 to combo if connecting deep enough, but subject to One Pattern. | ||||
j.2C | Overhead
|
710
|
---
| |
CH: Removes air tech window (but can still ground tech), however opponent is now in hit stun long enough to combo. | ||||
j.2D | Mid
|
280
|
---
| |
Hard Knockdown, can be T-Canceled on hit. Difficult to connect on airborne opponents. CH: Floats opponent higher, if you TC the move you can even pull off a small combo. |
Specials
Hit lvl | Cancel | Damage | Vantage | |
---|---|---|---|---|
Under Siege (236+A) |
Mid
|
259/594*
|
0**
| |
From full screen the shot lands about 1 character space away from the opponent, however this doesn't represent it's true range, distance diminishes as you get closer, 100% connection is guaranteed till just a little more than 1/2 screen away. CH: Removes air tech window (can still ground tech), can be done on either shot. *If you hold down A, a 2nd shot will release. **For both shots. | ||||
My Fair Lady (214+A or B) |
---
|
---
|
---
| |
Activates a strong gravitational pull that will affect aerial behavior of both you and your opponent. A ver sets a mat right in front of Tae, the B ver sets it about 1 character length away (if you put out 1 of each at once they fit perfectly right next to each other). Can have multiple out at a time, stacking actually intestines the light effect (making it difficult to see Tae's actions). | ||||
Wait Until Dark (236+B or C) |
Mid
|
780
|
---
| |
The B ver lands at Tae's feet and has a very short fuse, the C ver goes farther (full screen) and has a longer fuse but will also ricochet off the wall (be careful~!). Also both ver pull Tae forward quite a bit. Stagger. CH: Reduced push back. | ||||
Some Like It Hot (214+C) |
Mid
|
820
|
-14* or -17
| |
Knockback. CH: Slide. *At MAX distance. | ||||
Sweeney Todd (236+D) |
---
|
---
|
---
| |
Air OK, command dash, requires 1 bar, if performed in the air allows 1 ground action (excluding jump). | ||||
Apocalypse Now (214+D) |
Overhead*
|
602**
|
---
| |
Air OK, requires 1 bar. *Only the first hit is an overhead, following strikes can be blocked low. **Based on minimum height+hits since number of both are variable. |
Supers
Hit lvl | Cancel | Damage | Vantage | |
---|---|---|---|---|
A Ticket to Tomahawk (236236+A) |
High
|
1204~2135
|
---
| |
Requires 2 bars, damage based on number of hits (3~6). Air Unblockable. CH: Float is reduced, often resulting in the last hit missing on grounded opponents (which means less damage than a normal hit). Advantage is hard to measure due to varying properties, but you'll always be left in a positive position (usually in the +5~ range). | ||||
Mystical Machine Gun (214214+A) |
Mid
|
~1083
|
---
| |
Requires 2 bars, damage and Advantage are hard to measure accurately due to varying hits, but you'll always be left in a positive position (usually in the +10~ range). |
Tactics & Strategy
Character Overview
<Stuff>
Chain Tree
<Stuff>
Combos
Mid Screen | ||
---|---|---|
1 | 6A > 6A > 5C > 6C > 214+C > 236+D > 2B > 2C > JC > j.B > j.C > j.2C | |
Consumes 2 bars, 3310 dmg. Alternatively (with strict timing & spacing) you can end with j.2D and gain a Hard Knockdown (at the cost of less damage - 3211).
Also if you cancel into 236+D early you actually gain the option to crossover to the other side with the followups, allowing you corner control. You have plenty of time to connect the 2B so make sure you've already passed the opponent. Strangely enough the base combo deals less damage (3266) and the j.2C no longer combos naturally (but will catch an opponent teching and finish the combo proper) but the alternate ender j.2D is now alot easier to connect (and deals the same damage - 3211). | ||
2 | Combo B | |
Notes B | ||
3 | Combo C | |
Notes C |
Corner | ||
---|---|---|
1 | 4A > 6A > 5C > 6C > 214+C > 214+D > 2C > JC > j.A > j.B > JC > j.B > j.C > j.D > 214+D > 236+C | |
Consumes 3 bars, 3616 dmg. As you're in the corner, the C grenade will bounce off the wall and land not too far behind you, this will intimidate forward air techs from the opponent to escape. | ||
2 | 6A > 6A > 5C > 6C > 214+C > 6B > 4C > 236236+A > JC > j.B > j.C > j.2D | |
Consumes 2 bars, 4024 dmg, ends in Hard Knockdown. Damage dependent on the number of hits you get off the super, so the cancel into Super and the Jump Cancel timing is pivotal. | ||
3 | Combo C | |
Notes C |
Specific | ||
---|---|---|
1 | Combo A | |
Notes A | ||
2 | Combo B | |
Notes B | ||
3 | Combo C | |
Notes C |
Miscellaneous
Trivia
- All of Tae's move names are direct references to movies...EXCEPT one! (Mystical Machine Gun is a band)
- Tae uses heavy amounts of "Engrish" (second only to Alcott)
- When calling the name of her move Some Like it Hot Tae actually says "Some Like Heat"
- Tae has (unused?) sprites for a man and woman (going by the hair color it's possible they are her parents)
- From the same game (Cross of the World) as Main and Serena but doesn't seem to have any special connections with them in E's Laf
- During Some Like it Hot Tae will instantly put on a pair of noise reducing headphones (which vanish just as instantly).
Default Color Values
Below is a chart with all the base numbers for Tae's default colors in Color Set mode (in case you ever want to change them back or replicate certain colors easily).
01 | 02 | 03 | 04 |
05 | 06 | 07 | 08 |
09 | 10 | 11 | 12 |
13 | 14 | 15 | 16 |
17 | 18 | 19 | 20 |
21 | 22 | 23 | 24 |
25 | 26 | 27 | 28 |
29 | 30 | 31 | 32 |
E's Laf | |
---|---|
Gameplay | Glossary • Game Modes • HUD • Controls • System • Translations |
Characters | Main • Serena A • Serena B • Reviel • Sisca A • Sisca B • Tae
Qdora • Caligula • Cletia • Alcott • Cielo • Reinhard • Cecil |