Tayuya (SCON4)

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Tayuya
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HP 210
Guard Gauge 1640
Jab Speed Frame 15
Jab Height High
Backdash Type Normal
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Summary

Overall, Tayuya is seriously revamped from Vanilla GNT4. Tayuya has a gameplan that mixes strong defensive options and keep-out (her very good 4B and high crushes, spherical flute hitboxes that control space all around her, and long range whiff punishes and space control with giants) with oki setups that give her unblockables when she gets advantage. She can't force her offense or pressure with strings in the way other characters excel at, and her space control is based on moves with higher startup, but she has reliable anti-KNJ and rewarding supers that make her very threatening as she steals the momentum of the match.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
A 15 frame high jab with decent range. has good range and greatly reduced recovery from vanilla, making it safe to stop blockstrings on. Ring options can be used after , even on whiff.
Tayuya's best normal, a flip kick with the same startup as . Extremely good anti-air ability, and allows loops or links into . Has extra recovery on whiff. Has Down as a followup option.
Down A low-to-the-ground sweep with long range that crushes on frame 11 and hits on frame 19. Leaves her open on whiff. Down string is faster and more reliable anti-knj than other strings into .
Away from opponent A reelback elbow slam. One of the better 4B's in the game. Hits on frame 27 and has Guard on frames 2-15, and groundbounces on hit. Recovers the fastest on hit, slower on block, and is very bad on whiff.
Towards opponent A quick lunge into a pseudo-jab string, which is overall weaker than strings despite similar functionality. High crushes on frame 7 and hits as a Middle on frame 18, making it very good in close range scrambles.
Running A 20-frames leaping kick that knocks down. Reaches pretty high into the air, making it a pretty good anti air (a unique attribute for a running attack).
A divekick knee attack, much like Shikamaru's. Usually needs to Y-Cancel to combo.
Special Moves
A 5-hit sound blast with her flute. Staggers on grounded and can y-cancel on airborne hits. The charged version is not punishable on block and hits 7 times.
A tracking attack that summons a downward-slashing demon. Staggers on hit. Anti-airs well. Becomes unblockable on backturn.
Down Summons an uppercut demon slash that does spinning launch. Has a string into 2X, but it can link into 5X as well.
Away from opponent A simple counter leading to a 5-hit sound blast with her flute. Counter activates on frame 11 and causes a stagger.
Towards opponent Summons a demon slash. Has strings of its own, and has enough hitstun to link run up or Down.
Running A leaping slam with her flute hand; hits on 24 does large groundbounce that starts a combo; this move has guard frames that make it strong to approach with
An airborne 5-hit sound blast with her flute. One of the better jump moves in the game; last hit causes a stagger.
Super Moves
Activated by a spinning strike with her flute arm. Acts as a reliable WUS and, despite its low damage, brings great utility due to draining 100% meter and leaving Tayuya backturned.
Down Activated with a huge flute hitbox (based on ). One of the best super activators in the game on top of being a high-damage super, but can be thrown on startup.

Strategy

Overall, Tayuya has much stronger defense and keep-out potential compared to her weaker offense. She has reliable whiff punishes off of her rather long normals and very far reaching giant moves, and her will basically hit anyone doing anything anywhere near her. Her Away from opponent is decently fast and has pretty good reward in a knockdown that either leads to an OTG (the best of which is charged ) or a wake-up-super on a techroll, and is safe against KNJ as well. The speed of her Away from opponent can make it win in situations where she's otherwise a little minus, like after the opponent blocks charged and starts pressing. and Towards opponent give her an extra layer of defense if people step around the giant or hit through it as it appears, and is a lower-risk retreating backflip that pairs well with . And of course, her good crushes in Down and Towards opponent give her good reward as they beat out highs. is a serviceable divekick that allows her to convert off of hard reads or get high damage punishes.

In terms of offense, she has some interesting tools that set her out from other characters: her Running has Guard frames which can barrel through hitboxes or projectiles that would otherwise keep other characters out, taking a place in her kit as an anti-zoning tool. Her Running is sped up from vanilla (though with somewhat reduced range in exchange) and serves as a tool that catches backdashes, whiff punishes well, and slams people out of the air reliably due to how high she jumps. Her Towards opponent string can lead to a bit of a hitstun loop, as hitting Towards opponent or Towards opponent, stopping, and repeating it will allow her to box out the opponent if they try to press anything. She can link charge on and {Towards opponent. Towards opponent and Down cover large areas in front of her, but giant moves are overall weak to being stepped due to having a lot of startup. and will catch steps and almost always beat out the opponent's Away from opponent, and will crossup if she gets behind the opponent, which is easiest with a running jump. She also has a very unique callout tool in Down-the giant unblockable hitbox means it's easy to whiff punish missed moves and bad movement, and she can use it offensively against scared opponents with running sidesteps into Down. Additionally, (and its charged variant) deal slightly more Guard Damage than normal moves, making it good to break the Guards of opponents who are scared to interrupt the startup.

Otherwise, her strings are rather weak and very punishable when the opponent counterplays correctly (stepping giants into , stepping or backwalking Down, punching her out of startup or punishing uncharged on block). is slightly minus on block. is weak to jumpback, although Away from opponent forces block on it, and all of her string ending kicks are unsafe on block (though they do push, meaning they're much less safe against walls). Towards opponent string gets Autoguarded with Away from opponent rather easily. , Towards opponent, Towards opponent, Towards opponent, Down, and uncharged are all punishable on block while not pushing on block. Ring (like ) is easy to step and punish. Stepping and Towards opponent nets a punish.

The most unique part of Tayuya's gameplay is her oki + backturn gameplan: her tracking becomes unblockable when she's turned around, much like Itachi's. This leads to a very pressuring situation for the opponent that she can easily take advantage of with her other moves. She can stop the opponent from running directly at her with or , the latter becoming easy to crossup with when the opponent tries to move and respect the space the former covers (on top of its anti-air potential). All in all, this gameplan is very accessible to her, as she can very easily setup backturn from her neutral wins and oki, and even leaves her backturned ( into buffer jumpback on landing is a reliable setup). She can also completely destroy neutral getup and wake-up-kick by doing a jump over jump-back to force turnaround and make it unblockable.

Combos

Combos Notes
Towards opponent > Towards opponent > Down Wall Dependent
Towards opponent > Down > Wall Dependent
> Down > Down > Towards opponentY-Cancel > > Only the second hit of must connect
Running > > Towards opponentY-Cancel > Down >
Down > Towards opponentY-Cancel > Down >

Extra Combo Notes

  • The first launcher available in strings is Towards opponentDown, which can be combo'd after with run up Towards opponentY-Cancel.
  • can link into all moves (including itself) besides Away from opponent.
  • and Y-Cancel are incredibly good at walls and corners.
  • Towards opponent does not link unless the slap gets counter hit, while does link.
  • Open space throw pickups are instant Down, run up , buffered , walk up Towards opponent, and walk up Down.
  • Wall throw pickups are delay Y-Cancel Y-Cancel , instant into , and walk back (or step) .

Changes from Vanilla

  • Health increased to 210 (up from 180).
  • A majority of her moveset has increased damage. She can actually do just-frame supers, for example, that she couldn’t in vanilla due to her damage being too low. Just-frame supers start being an option at 6 hits ->BBX.
  • All flute moves stagger on the last hit (did hitstun in vanilla, except charged which would launch). and its charged variant do extra Guard Damage.
  • Away from opponent has much less recovery on hit, less recovery on block, vanilla recovery on whiff, and knocks down instead of staggering. Adjusted Guard to be present on frames 2-15 instead of 2-24. Does not crush during recovery frames.
  • She has redesigned ring strings that give her more options on , , and Towards opponent, with , Towards opponent and A as options. and Down also have ring followups, with the added option of Down.
  • Added Towards opponentDown and Towards opponentDown strings.
  • Down now chains into Down as a string.
  • Reduced recovery on , Down, , and all giant moves.
  • and Towards opponent have increased hitstun and blockstun. Added weak attack voice clips.
  • and Towards opponent added as modified versions of . Unsafe on block. Deals 16 damage and causes a stagger on hit.
  • is replaced with a retreating backflip.
  • is practically redesigned as a normal: the first hit lifts on block and the second gains some space. A strong combo tool that can loop into itself due to increased lift and adjusted hitboxes; the 2nd hit can be isolated from the first in combos.
  • pushes on block, but is still unsafe. Does not high crush the whole recovery, unlike vanilla. Increased Guard Damage. Added strong attack voice clips. Adjusted the angle the opponent is sent at to be more consistent in wall combos or corner combos.
  • Running starts up 2 frames faster, but range is reduced by 15%. Uses weak attack voice clips instead of strong ones.
  • Added Guard frames to Running.
  • has a modified descent angle. Plays the voice clip when the move starts.
  • has less blockstun on the last hit.

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Malex at the Juicy SCON4 Monthly, April 2022 (Orlando, FL)

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