Talim's 10 Best Moves

Darkmoonlight

[13] Hero
If you all recall, during SCV it was a popular trend to post "10 best moves" for a character. These are my two cents on what her best moves are! I am still practicing with Talim and discovering things even though she is my main :)

1. 22/88 A (I use it defensively and for wall splats)
2. AA series (the noob killer and a good way to enter stances)
3. Wind Fury Wind Canon (We love a damaging move)
4. 66A+B (Good punisher for highs)
5. BT AAB
6. 4B A (4B B is good too)
7. 236B (TC, safe when charged, leads into CE)
8. Soul Charged WS AA series (ABB and AKA)
9. 6B B
10. 1K (One of her best lows)

what do you guys think?
 
IMO

1 AAB series - self explanatory, be wary though, as more and more people are learning how to deal with this. Can be used to bait gi's though.
2 236 B - TC Combo starter with lethal hit properties and isn't too unsafe fully charged. gimmie.
3 1K - Her only useful out of stance low. Good as a little extra damage after combos too, opponents are back turned if you use 4A+G 2k when they get up.
4 BK - catches step, and ducks. I believe the k also has tech jump properties, and is a natural combo. SUPER under rated move imo.
5 22/88 K - TC TJ safe approach tool. Use this move.
6 22/88 A - nice for catching step/wall combos, also can lead into stances.
7 Throws - Talim has some pretty nice damage on her throws. and 4A+G 1k is a nice set up for those who keep using ukemi, can lead into another throw or more mixups.
8 Wind Cannon - Super unsafe but the rare moments you get it off can win you a match easy.
9 WS K/ WS Kg - One of the "safest" ways to get in to an opponent, when one is spacing you out really nicely.
10 3B - Catches people on the floor, can reverse positions, can end pretty much any combo. It has its uses.

Honerable Mentions: Anything soul charged, 6A+B, A+B, 44B.
 
10. 1K
9. WNC Throw
8. 33_66_99A
7. Wind Cannon: (WNF BB)
6. 22_88A
5. 6A+B or 6(A+B)
4. 66A+B
3. 4B series: (4BA, 4BAG, 4BB)
2. RE Stance Cancels
1. Soul Charged BKA
 
- Fast enough to use as post GI.
- Safe on block
- Farthest reaching stepkill
- On hit makes WNC A and WNC K a frame trap mixup
huh, I had been trying to get CH 66A WNS A+B to be a combo and it didn't work so I stopped bothering with it. I'll have to try tossing it in some more with WNC instead.
 
Hmm, at the moment I would say...

1) 44B [lethal low crush, good reactive mobility stance switching, combo on normal hit, generally safe on block depending on stance shift and option]
2) BT A+B [It's existence is what makes people crouch during BT, which is good because BT-B is quite the high damage tool]
3) 4B strings [It's pretty much the only hit-confirm tool she has]
4) WNC A+B (throw) [Great tool for punishing standers with decent oki]
5) 1K [The only decent non-stance low]
6) WNF A [A very good tool for oki, and can be feinted to get people to hesitate. Slight convert on hit, okay combo on counter]
7) WNF B [Boom]
8) 236B [Damn rewarding, albeit risky high crush]
9) 22_88A [Unsafe as it is, it's still a great tool in neutral]
10) 66_33_99A [Good approach tool]

...
...
11) 8B [Shoutouts to 8B for being just a great tool for jumping stuff and being plus on block.]
 
Last edited:
11) 8B [Shoutouts to 8B for being just a great tool for jumping stuff and being plus on block.]
I actually think 8B is garbage for jumping stuff cause it's a High, lol. But it's a decent pressure tool now that's it's plus on block, and makes a good reverse ringout with BT K.
 
I actually think 8B is garbage for jumping stuff cause it's a High, lol. But it's a decent pressure tool now that's it's plus on block, and makes a good reverse ringout with BT K.

That's true, but I tend to find the scramble situation afterwards to always work in my favor. Especially if I jump over them and end up backturned, and I stand by BT Talim being high tier.

While I do use it to go over lows, I more often use it at it's peak range, when I see my opponent is standing and isn't pressing a button yet. Then it becomes a decent catch-all button. Block is plus, on hit I get damage, on whiff, it's awkward to punish, stepped... well fuck, I'm dead. Still, covers okay options. A lot of it's value right now I can contribute to people reeeally not expecting it to be plus on block. I hit with counter 4B after that almost every time.

More than anything, I just tend to find her other jumping buttons to be garbage. 8A is at best used as a silly round ender, and 8K, about the same. Something to catch a few more options than a regular button to "safely" procure a win.
 
Last edited:
How so? I don't know of this CH AA discovery you speak of... please elaborate... and tell me CH AA doesn't lead into itself.
So you can, on counter hit, do all of the AA combos for example, you can do AABA on counter hit and combo it.

So on counter hit when soul charged you can get: AAB - Wind Canon.

You do it by inputing AA A+B but canceling A+B by quickly inputting another move such as A or B. It's like a hidden just frame but is probably not intentional based on what I am seeing. It's hard to land but if you do it, it leads to massive damage and really opens up Talim.

You have to really press it super fast, almost like a slide. AAa+bA, AAa+bBA, and AAa+bBB can all come out, but I have had most success with AAa+bA
 
I've refined my list:

10. BT AAB pseudo-safe catch-all from BT
9. 6A series (6AA, 6AB, 6AK) ranged step kill with a mixup
8. 22_88K second best getaway tool after RE
7. WNC B:B validates WNC as a stance
6. WNF A horizontal low with good range and damage
5. 3A close range "guard or eat it" move
4 44B baits and great transitions
3. 4B series (4BA, 4BB, 4BaG) point-blank bread'n'butter, CH fishing, TC
2. 6BB CH fishing, good range, pseudo-safe
1. RE Cancel
 
Yeah I gotta say that I hardly use RE with some of my secondaries but with Talim it’s such a great way to absorb moves, get meter, and enter stance. I am struggling to get down my 6[A+B] LHs though, otherwise that would be a close contender.
 
I am struggling to get down my 6[A+B] LHs though, otherwise that would be a close contender.

My advice would be to go into training, pick a character you're having trouble with, and figure out what punishes are appropriate. LH 6(A+B) is pretty easy to hit after most big verticals and some high attacks, it just takes a while to get used to the timing.
 
Yeah I gotta say that I hardly use RE with some of my secondaries but with Talim it’s such a great way to absorb moves, get meter, and enter stance. I am struggling to get down my 6[A+B] LHs though, otherwise that would be a close contender.
I use it in neutral for people who mash to keep her away
 
Back