5A: Fastest horizontal normal at 5F that is jump cancellable. Hitbox is higher than it looks so this can be used as a situational anti-air against IADs or deep jump ins. Can be used to OS many things on an opponent's wake up or set up timing after knockdowns.
2A: 6 frame low. Self chainable up to three times. Can chain 2A 5A into either a jump cancel or 2A which can be used in stagger pressure to keep your opponent guessing
5B: Anti-Air that is air unblockable and jump cancellable. This normal has a slightly odd angle and is one of Tatsuya’s worst normals. Useful to keep your opponent from upbacking, but it is not a good anti-air.
2B: Has very good range, is a low and is jump cancellable. One of Tatsuya's best normals and should be used in re-beat pressure when in trump card mode. In neutral microdash 2B can catch your opponent off guard and open up for a combo.
5C: Moves slightly forward so it has the most horizontal reach of all Tatsuya’s normals and his best grounded starter. Very bad on block so cancel into Mist Dispersion (236a) to make safe. This is also very easy to whiff punish as well, so be careful when using it on block.
2C: Moves slightly forward and is a low. Can low profile under some jump ins. Better on block that 5C but still punishable. During a blockstring 2C can keep you in range if your opponent pushblocks after a blocked 2A.
j.A: Has fast start up, excellent upwards hitbox and can cross up if used on a deep jump in. Tatsuya's best air-to-air and anti-air option.
j.B: Niche normal. Looks similar to first hit of 4AB. Not much use outside of combos and jump loops but this can be used in safe jump OS's.
j.C: Great jump in move and can cross up. Best starter along with 5C for max damage combos and can be an okay air-to-air if used preemptively. Not good to use as a retreating normal.
Tatsuya's bread and butter skill. Each strength shoots Mist Dispersion a different length away from Tatsuya. Mist Dispersion is a huge part of Tatsuya’s gameplan so it is important to become very comfortable with the ranges.
A Version: About a character length away
B Version: A quarter screen
C Version: 2/3rds screen.
If 236A is blocked it is punishable with 5A/2A but most characters are out of range to do so.
This can then be followed up by pressing A, B or C.
EX: Mist Dispersion homes onto the opponent no matter where they are on screen. This is an amazing tool to punish full screen or a whiffed power blast.
Very safe on block. Use to make anything safe on block.
This is a consistent way to achieve a hard knockdown from any combo
236x Follow-Ups
236X~A: Teleports next to the opponent. Useful for catching the opponent sleeping or when they respect you too much to continue pressure or get a throw.
236X~B: Does a teleport into a low sweep. Good way to meterless knockdown.
236X~C: Does a teleport right through the opponent. The best follow up for combos.
EX: Unique follow up regardless of button pressed. Causes a hard knockdown.
In trump, follow-up does extra hits and more damage.
Note: All followups are punishable on block. Cancel into EX to make a blocked follow-up safe.
Mist Dispersion in the air. Instead of horizontally shooting, Tatsuya shoots diagonally. Different strengths shoot about the same distance away as 236X. This is an underrated move and can catch your opponent sleeping.
j.236X Follow-Ups
j.236X~A: Teleports to the ground below. Not much use. Can be used to get down from a blocked J.236C relatively safely.
j.236X~B: Does a teleport into a sweep. Unlike with 236X > B this is not a low. Not much use as it will only hit if the opponent is on the ground but will cause hard knockdown.
j.236X~C: Does a teleport right through the opponent. The best follow up for combos or long ranged J.236.
EX: Mist Dispersion homes onto the opponent. This is an amazing tool to punish full screen or a whiffed power blast.
Because of the angle, sometimes the tracking will mess up, especially if the opponent is too close.
Follow up is the same as 236EX
Unique move that causes Tatsuya to go airborne, moves him forward and can nullify projectiles. Good to occasionally throw out against projectile zoners to slowly work your way in.
A Version: Travels a short distance forward. Safe on block.
B Version: Travels a bit farther than 214A. Safe on block.
If Tatsuya clashes with a projectile, you can do a follow up. Follow ups are the same as j236x.
C Version: Travels farther than 214B and higher in the air.
If Tatsuya clashes with a projectile, you can do a follow up. Follow ups are the same as J.236X.
If the last hit connects, Tatsuya can jump cancel allowing for a combo on hit, frame advantage on block.
Will whiff on most crouching opponents
EX: Same arc as 214C but faster startup than 214A. The most common ground to air combo tool.
If the last hit connects, Tatsuya can jump cancel allowing for a combo on hit, frame advantage on block.
Will whiff on a lot of crouching characters.
Divekick that is pretty quick and a good tool to catch your opponent off guard or snipe them trying to meet you in the air. This will knock the opponent away which is good to create space, or force them to the corner. In trump, the kick away causes wallsplat on A, B and C versions.
A Version: The quickest and safest air ender. Safe on block if spaced properly.
B Version: A bit slower and a bit more damage than J.214A. Safe on block if spaced properly but can be punished by some characters 5/2A.
C Version: Slowest but strongest meterless air ender.
EX: Automatically performs a follow up that grounds Tatsuya and causes hard knockdown. The most common air to ground combo tool. The hitbox on the EX version is the best and can be used to hit opponents that are too high for the normal versions.
In trump, follow up does extra hits and more damage.
Plus on block. Use to continue pressure and can be used to steal turns. Opponent can pushblock if you are high up to reduce frame advantage
5AB: Fast horizontal multi-hitting dash that hits otg. Mainly used during a re-clash, it is highly punishable on block but can be cancelled into trump or combo blast. Tatsuya's hitbox briefly disappears during the dash so it can sometimes dodge enemy hitboxes.
2AB: Vertical ascent and dive. Tatsuya goes to the top of the screen so can be a situationally good anti-air and is the best grounded anti-air against an opponent approaching high up. During the dive portion the opponent is locked out of escape blast. Opponent escape blast will whiff if Tatsuya does nothing after the gunshot.
4AB: Universal overhead. Follow up is universal launcher.
41236BC: Tatsuya's climax is a small backflip and dive forward. This may whiff during certain combos because of its small hitbox. Delay the input to ensure climax hits. Opponent is left at 236C range after the explosion.
63214BC: Tatsuya's ranbu is a standard running super that covers about half screen. Dash 5A whiff after the ranbu sets up timing for mixups.
Tatsuya in trump feels very different. He moves quicker (movement and 236X follow ups), falls quicker and his j./236AB and j.214AB have additional hits. This changes the timing of many combos. Jump loops must be done quicker and will cause a side switch if you are too close. However because he is less floaty and can cover distances faster, Tatsuya can play much more aggressive. Jump cancels and frame trapping with 236X>C becomes a stronger tools. Be careful of abusing this as creating a pattern can make the opponent prepare and punish accordingly. Another strong tool gained is the ability to rebeat. This vastly improves the pressure game as j.C j.A becomes a strong double overhead and stagger pressure into rebeat 2B is a safe way to keep blockstrings going.
Tatsuya is not very reliant on his trump to do damage so using it as a reversal is often a good use as this will allow you to begin your offence. That said, if you land a jump in and have meter, using a trump can lead to big damage.
Unique to Tatsuya is the ability to revive under special conditions when his health is depleted.
Must be on match point
Universal Potential Must be active.
Must have a trump card available.
Blast gauge is ready.
When Revive occurs, blast will be treated as if an escape blast was used. Health is recovered as partly white health. Because revival uses so many resources it should not be relied on as a comeback mechanic.
Call your assist without Miyuki being hit 4 times for Status Up Level 2 for 20 seconds. Can be done twice per round.