BBCSE/Tsubaki Yayoi

From Dustloop Wiki

Overview

Devoted to training from an early age, Tsubaki developed tremendous combat ability. After graduating from the Military Academy, she took an active role as the Lieutenant of the organization known as the 0th Division. Following the events of CT, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate and best friend Noel for deserting the NOL.
Drive: Install

Tsubaki’s drive is called Install. Pressing 5D, 2D, or j.D will cause her to “charge” her install meter, hold the button to extend the charge duration. Gaining and using charges effectively is key to being successful with Tsubaki. The D versions of her specials have properties that can lead to new mix-up options, damage, and combos which will be explained later. She can only hold a maximum of 5 charges at any time during a round and any left over charges will not be carried to the next round. Some of Tsubaki's normals can be "charge-cancelled" which is used to cancel the recovery of those moves. The normals that can be charge cancelled will are noted below.

Tsubaki also has a Distortion Drive called "Macto Maledictus" (214214D) or more commonly referred to as "Tsubaki Mugen/Install" which will use up all the charges that she has but will allow you to use as many D specials that you want for a certain amount of time depending on how many charges were used to initially start it. This distortion is an important aspect of Tsubaki that is far more practical in Extend compared to her other iterations due to how much more damage she gains, compared to how much damage she has normally, while using it.

Tsubaki's ability to delay many of her gatlings is actually quite useful for punishing IB specialists and mashing alike, you just have to know what options are available to you at the given time and predict the move of your opponent that you can punish.


Note that
  • Tsubaki will be in a CH state while she's charging.
  • Using a D special will always use up 1 charge (unless you're in Mugen/Install).
  • In terms of recovery: 2D > 5D > j.D
  • In terms of charging speed: j.D > 5D > 2D
Tsubaki Yayoi

BBCSE Tsubaki Portrait.png

Health: 11,000
Guard Primers: 5
Movement Options: 1 Double Jump/Airdash, Run-type Dash

 Tsubaki Yayoi is a mix of Rush-down, Mix-up, Flashy

Pros
Cons

Move List

See also: Tsubaki Full Frame Data

Normal Moves

Notes
  • 5A and 2A can only be done up to three times in any string, even on whiff.
  • All of Tsubaki's normals, besides 5A/2A, are air unblockable.
  • 6A and 3C are her only moves that have a chance to fatal counter.
  • 6CC is her only normal that removes a guard primer.
  • 2C(C), 3C(C), 6A, 6B(B) and 6C(C) are not charge cancellable.

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 108 100 82 6 3 9 -2 Click!

Standard jab which hits crouching opponents. Used as a basic jab attack but lacks range. Not an anti-air. 5A however is extremely useful where you're opting for tick throws. It's also very useful for scoring throw reject misses, or for lengthening blockstrings, as it is not too unsafe on block. Remember you can only do this up to 3 times max consecutively. 5A > 5C also provides you with a frame trap in case players try to outpoke you out of your pressure.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
520 187 85 89 10 5 17 -5 Click!

Tsubaki's best-ranged normal. Pokes far, and because of the range, it does have good priority. She gains a high/low mixup from this starter and so it is excellent when used as a pressure tool, but it is important to note that it does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire as it is her best poking tool, but it should not be abused. The slow recovery easily makes it a punishable normal when used up close, though it is very difficult to punish from max range. On CH 5B you can combo into 6C. If you find you're too far on CH 5B you can charge cancel after it and then dash 5C for a better hit confirm and it will connect, otherwise you may have to followup with a special.

Some characters can even avoid 5B by using a normal which allows them to go under it, such as Noel's 3C, and so it is not recommended to become heavily reliant on this normal. Due to how unsafe this normal is, it advised you followup or jump cancel.

5BB

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 144 100 89 11 3 19 -5 Click!

Has a slight vacuuming effect. Can whiff if 5B hits too far which can leave you open to be attacked. Again you have the high/low mixup here so it is decent as a pressure tool. Another thing to note is that you can frame trap the opponent by delaying 5BB, however players can opt to backdash out of 5BB. 5BB is also much better as a combo starter than 5B, so it may be worth using it for frame traps at times.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 320 90 89 8 3 23 -9 Click!

Less range than 5B, good filler in blockstrings and combos; charge and special-cancellable. Only really usable in 5A range. Air-unblockable. Now a better normal in CSX as the changes has given it increased speed and a bigger hitbox. This makes it much easier to frame trap players. e.g 2B > 5C. Not only that but it's also one of Tsubaki's better combo starters, as it leads into very good damage provided you have stock to assist you. As a pressure tool, it kinda lacks the strength to provide a low and high mix-up, but it does provide you with options to jump cancel as a retreat for charge or apply further pressure, as it gatlings into 2C/6C. On CH you can followup with 6C for a better combo so it makes 5C a decent punish.

5CC

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 223 100 92 13 3 27 -11 Click!

Standard filler on combos. You can also frame trap your opponent by delaying 5CC, and again 5CC would make a much better combo starter than 5C, but it is usually very unlikely you will score a hit. Be observant when using this move. Barrier blocking can easily push Tsubaki out causing this to whiff, leaving her vulnerable to an attack. Again this can be delayed from 5C to provide another frame trap for really good damage.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 108 80 82 7 2 8 0 Click!

Standard crouching jab which is very good when used to initiate pressure/jab out at point blank range since it is 0 on block. It is extremely useful in pressuring opponents who barrier block too. Dashing in between 2A pressure can very much help you to stay on top of your opponent. This can also be used for tick throws.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 144 80 86 13 3 12 -1 Click!

Low hit, standard filler in BnBs. Can chain to overhead or additional low, but can be interrupted during the process. It can also be used to OTG opponents. For example, at the end of your combos, if your opponent opts to stay on the ground, you can attempt to reset them with this normal. The recovery on this normal is not so bad, so you can either opt to use it to reset pressure, or use it to end pressure if you feel your opponent is trying to use a reversal.

2BB

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 172 70 86 10 3 18 -7 Click!

Low hit. Can gatling into 5C so it does slight provide a nice hitconfirm where 2B may not hit and 2BB does, but it's not very useful outside of combos. The reason being is that it can be a bad normal to use to hitconfirm with as the proration severely limits your combo potential. This is also quite unsafe to use as a blockstring ender.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 237 80 89 13 5 18 -6 Click!

This is one of the better Anti airs in the game, and is definately what you will using when players are trying to jump in on you. 2C has some upper-body invincibility, think crouching fierce from most SF characters.

On a CH, this move provides alot of untechable time on both ground and air hit for you to dash in and continue the combo with 5C . On a normal air hit however, you can only followup into 2CC or an air combo, and even then the window is not exactly large enough for many to followup with normal 2C hits. Be careful not to leave it too late otherwise 2CC will whiff and leave you vulnerable to an attack. This is also not particularly useful for a pressure option because 2C limits your options only leaving you to a special cancel or jump cancel as it cannt be charge cancelled and only gatlings into 2CC.

2CC

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680 244 80 89 16 3 24 -10 Click!

Followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. Usually combo-filler. Be careful when trying to catch players with 2C AA. If you fail to notice that they blocked it and you followup with 2CC it will whiff on crouching opponents and you will leave yourself wide open for an attack. This should not be used outside of combos however, as during blockstrings it will whiff on crouching opponents (Except Tager), and you will be left vulnerable.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 223 70 89 26 2 24 -9 Click!

Tsubaki's overhead is one of the slowest overheads which does not make it completely effective as a mixup tool, though it may confuse some players since the starting animation is similar to 6B. It gatlings to 5C or specials, and has very small range. Because of this, there are times where you may be too far to followup the combo with 5C. A more positive note is that it can deliver a fatal counter which allows you to do 6A > 5CC > 6CC, but it is inferior to 3C for a FC punish. The most you can do with one stock on a FC is 6A > 5CC > 6CC > 214D > IAD combo.

The proration is this move severely limits your combo paths so try not to get all fancy with it. It also forces crouch, is air-unblockable and knocks down on airborne hit. Use this move, but do so sparingly. Due to the slow startup, she can easily be interrupted with either a normal, or even a throw if the player is highly alert. The player could also backdash out of it. Although it can be difficult to react to once used meaty on a player's wakeup, and it does prove to be a nice reset after a 236D or a very long combo.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 144 80 92 21 3 15 +1 Click!

A move where Tsubaki spins then does a low kick. The beginning looks similar to 6A so it can be used for an ambigious mix-up. Hits low, gatlings to 6BB and + on block. You can special canel this into 22C to break and primer and keep your opponents honest in blocking. If they attempt to outpoke you or jump they'll get hit and this allows a 6CC link in the corner. When they're honest enough, you can use 6B to extend into further 2A/5A further for example. This can also be used as a frame trap after 5CC for instance, and the CH window is big enough for you to use dash 5C. However it is important to note that it can easily be anticipated and can be avoided by simply jumping out . It is not advised that you use this alot in your pressure. You would only use this normal in combos where your opponent was crouching beforehand i.e 6A - 5CC - 6B. Again this normal is not so good to use as a combo starter.

6BB

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420 151 80 92 15 4 20 -5 Click!

Low hit, followup to 6B. Usually used during combos only where your opponent is crouching. Not generally used in blockstrings unless you plan to followup with a special.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
250×6 90×6 100 90(once) 23 1×6 38 -15 Click!

Whip-based attack, hits multiple times, special (on hit) and jump-cancellable. It can help close gaps in pressure suchas when you're opponent is barrier blocking, and leads into excellent damage when used as a combo starter. Other than that, there is not much use outside of combos. Due to the slow startup it can be extremely risky using this at point blank range because you can easily be thrown out. There is also an interesting way to special cancel this move on block. To do so, input 2147X or 2369X. If you hold 7/9, 214X/236X will activate. If you do not hold it, j.214X/j.236X will activate. Bear in mind this is not particularly easy to grasp, and the usefulness varies with the type of opponent you are playing. 6C > 2147D (hold) for instance can be used to frame trap opponents or those who usually opt to jump in the air after a 6C, whilst 6C > 2369 (hold) can allow for additional pressure.

6CC

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300×3 108×3 100 94(once) 22 1×3 35 -15 Click!

Followup to 6C where she shoots a sword upwards from the ground. It cannot be cancelled into anything. It is usually used as combo filler after a successful 6C hit and it launches on hit. Removes 1 guard primer on block. Do not use it on block as it is highly unsafe, but in the instance where it is used on block, it's useful in catching mashers or those who are opting to jump out. It does lose to reversals however. The recovery of this normal is also extremely bad on whiff, so be sure initiate the right input for combos as this may come out accidentally sometimes if you're not careful.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 259 80 92 18 10 22 -13 Click!

Standard slide, although it does not go under anything. Not that reliable of a move to use so it's usage is limited. However, it does allow Tsubaki to travel pretty far for a sliding low. In addition, this can even be followed up from a 5BB hit where your opponent is crouching, but it can not gatling into any other move other than it's followup unless unless rapid cancelled. Can deliver a fatal counter which can lead into combos without rapid cancelling, and it does provide an excellent corner carry. You can also use this and it's follow-up for oki after a knock down. This is explained more in the "Offense" section. This should not be used as a blockstring as it has no use and it unsafe on block. On FC, the 3C will connect to 6C without having to use a rapid cancel.

3CC

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980 352 100 92 17 2 43 -26 Click!

Followup to 3C. One of Tsubaki’s launchers. Not that reliable of a move outside of combos, but can be used for a fatal counter punish. Can not gatling into any other move unless rapid cancelled and is highly unsafe on block. Again there is no reason to use this normal on block. On the plus side, it rewards you with 120% bonus proration, which will maximize the amount of damage you do for the remainder of the combo. This is Tsubaki's best combo starter, and ways to land it are explained in the "Offense" section.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 108 90 84 8 2 6 - Click!

Her standard anti-air jab. Not to be used in an air to air battle due to the lack of range. On block however it is useful for applying air pressure and you could opt to go into a tick throw.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 201 90 86 8 4 12 - Click!

Horizontal normal, used in air combos. This makes a better air to air normal to use than j.A because it has slightly more range, and is better to use than j.C because it's faster, but even then, it's used very rarely. If you are attempting to play air to air with your opponent, this should be one of your options.

j.BB

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 172 90 86 7 3 24 - Click!

Downward poking attack which is only really used in combos. It is also very rarely used in anti-air instances.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680 244 90 89 13 5 20 - Click!

Best ranged air normal and has the best vertical hitbox out of all her normals. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, and 5C. It does not happen often but if it does it's an option. On CH j.C and you're close enough to the ground, you can land > 2CC > IAD combo. However, it still doesn't have much priority over other character's air normals and so it can be more disrespected because of the slower startup it has. On block however, you can delay this into a j.CC to add more overhead pressure, or you could jump cancel the j.C. The j.CC delay can be beat with reversals however, but the jump cancel is also useful for applying further air pressure or baiting a counter assault or reversal.

j.CC

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 172 90 89 10 2 31 - Click!

Whip-based attack, used in combos mostly, or after j.C hit confirms. Can be used for movement to make Tsubaki "glide" a bit during air dashing. If close enough to the ground, you can go into 5A and 5B. This usually happens if you jump-in on your opponent first with j.C and then delay the j.CC a little bit as if you were doing the IAD combo and then land to continue. Since Tsubaki's air normals are pretty bad, you should be careful approaching your opponents this way but if it does happen those are a few options to work with.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 10 4 39 -24 Click!

Has the same animation as her 22X. It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure. Remember Counter Assaults remove a primer now, so it's probably best to avoid becoming reliant on this. You have a better way for using the heat, such as for Mugen.


Drive Moves

Notes
  • Tsubaki will be in a CH state when charging
  • In terms of recovery: 2D > 5D > j.D
  • In terms of charging speed: j.D > 5D > 2D



5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
- - 100 - - - total 18~50F -24 Click!

Gives about 0.5 stock of charge on tap. When held down, charges up to 1.5 stock, then stops. The best way to charge in matches overall, and this will be your standard way of charging. This is also your standard method of charge cancelling during pressure, but it is best to use it sparingly and not become over reliant, as you would only be giving more opportunities for your opponent to poke you out. It is very useful in cancelling unsafe normals such as 5C(C).

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
- - 100 - - - total 18~96F -24 Click!

Charges the slowest at first, then accelerates quickly over time. Best used if your opponent is, for whatever reason, doing nothing to approach you. Another time to use it, for example is when you use 22D to hit your opponent away. The untechable time of 22D should reward you with at least 2 stocks.

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
- - 100 - - - total 14F -24 Click!

Balance of charging speed and recovery, also decreases her falling speed, and so it can be good for avoiding AAs. You can only use this once per jump. If you stop charging and then land after using this move, the recovery will be faster than if you land while still charging. It is also important to note that if you are charging and landing from a double jump, just before you touch the ground, you will unable to block regardless of whether you are holding back or the barrier block button. Double jumping also limits your offensive options after a j.D, which includes either j.C, j.214X or j.236X, all of which can be stuffed with a well timed AA. Because of the lack of options after a double jump, it is not advised to charge so long in the air, and this includes when using j.214C in combos. This can easily be avoided by jumping only once in combos. Not only will you have the above options, but you have retained the ability to airdash either back or forward.


Throws

Notes
  • In CS2 you had to have at least one charge to follow-up for a throws. This is no longer the case as throws can be special and super cancelled now in Extend. This means you can do throw > 236C > etc and it will connect as well as throw > Mugen (214214D) or throw > 236236C/D and it will connect. 236236C will only connect if you are in the corner but 236236D will work both at midscreen and the corner.
  • You can "kara throw" for the ground throws from 6B or 6C. This allows you to have better range when aiming to grab someone during pressure. You will know when it is done correctly when you hear Tsubaki start the dialogue for either 6B or 6C but then a throw comes out instead. The 6C kara throw has more range too. It will be explained more in the offense section.



Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1300 0,468 90 100,55 7 3 19 - Click!

Tsubaki is one of the few characters in CSE who has fantastic corner carry from a throw no matter where she is on the screen, from a 236C followup. However, getting the furthest distance requires one stock, but since it is quite easy for her to gain charges, it is well worth using due to the fact that the combo will more than likely corner carry your opponent. You can combo after this using 236D > Dash 5C, and it's easier to followup with 5C rather than 5B. Following up into 5C also deals a little more damage. In the corner you can combo into 6CC > fun life.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1300 0,468 90 100,55 7 3 19 - Click!

The same as her forward throw though she turns and throws you backwards instead. The timing for the 236D, or 6CC if you back throw them into the corner, afterwards is a little bit more lax compared to her forward throw.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1400 0,504 100 100,55 7 3 17 - Click!

When going into the air with your opponent, this is usually your best option. The air grab provides you with multiple ways of following up such as using 6CC, 2B, 5C, or even an air special.

Special Moves

Notes
  • When reading the frame data for the D version of her specials: if there is a parenthesis around the value, that is the value for when she is in Mugen/Install (214214D).
  • All D versions of specials require one charge.
  • A version has a blue aura.
  • B version has a green aura.
  • C version has a red aura.
  • All specials can be cancelled to D specials on block or whiff with the exception of 22x and j.214x but you cannot cancel to non-D specials.
  • The specials that break a guard primer are 214C, 22C, j.236D (orb) > j.214D.


Sanctus Aequum

236X

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A Version 600 216 75 70 18 6 18 -7 Click!
B Version 650 234 75 70 18 10 20 -13 Click!
C Version 700 252 75 70 19 10 20 -13 Click!
D Version 800(900) 288(324) 75 89(92) 16 10 24 -4 Click!

Charges forward with shield in front, each version charges forward a bit more, C moves the farthest, D about 2/3 of the screen. It is no longer safe on block even if spaced properly but it can be used to easily close the gap between players. The D-version is special in that it goes through the opponent creating a ghetto crossover, but it is not safe on block. C-version can combo into 2A on hit if used from far away. This special can chained into the 214x and 22x series on hit and only into the D specials on block. The D-version will always OTG.

Sanctus Veritas

214X

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A Version 600 216 70 70 17 3 23 -7 Click!
A Version (Follow-up) 600 216 70 70 17 3 23 -7 Click!
B Version 650 234 75 70 22 3 23 -7 Click!
B Version (Follow-up) 650 234 75 70 22 3 23 -7 Click!
C Version 700 252 80 70 30 3 24 -7 Click!
C Version (Follow-up) 700 252 80 70 28 3 24 -7 Click!
D Version 900(1000) 324(360) 80 92(94) 22 3 23 -7 Click!
D Version (Follow-up) 900(1000) 324(360) 80 92(94) 17 3 23 -7 Click!

Tsubaki moves forward while swinging her sword upwards. Which version you use determines startup frames and distance traveled, but D version is faster than C version. Launches on CH but the D version launches on initial hit. All versions have some head/upper-body invincibility, and the D-version has it until the hit. 214B can be used in place of 214C in midscreen combo enders to make the opponent float behind you. This is beneficial if you're using a combo from your back to the corner and you want to place the opponent into the corner. All versions are air unblockable and can be used to get past projectiles, timed correctly, but her C/D versions are more reliable since they have more invincibility frames than her A/B versions.

Sanctus Decus

22X

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A Version 600 216 70 70 10 4 30 -9 Click!
A Version (Charged) 600 216 70 70 40 4 30 -9 Click!
A Version (Follow-up) 600 216 70 55 10 4 30 -9 Click!
A Version (Charged followup) 600 216 70 55 40 4 30 -9 Click!
B Version 650 234 70 70 17 4 26 -5 Click!
B Version (Charged) 650 234 70 70 43 4 22 -5 Click!
B Version (Follow-up) 650 234 70 55 17 4 26 -5 Click!
B Version (Charged followup) 650 234 70 55 43 4 22 -5 Click!
C Version 700 252 70 70 19 4 26 -5 Click!
C Version (Charged) 700 252 70 70 45 5 26 -5 Click!
C Version (Follow-up) 700 252 70 55 19 4 26 -5 Click!
C Version (Charged followup) 700 252 70 55 45 4 26 -5 Click!
D Version 750(850) 270(306) 80 89(92) 14 4 20 -7 Click!
D Version (Charged) 750(850) 270(306) 80 94(92) 39 4 20 - Click!
D Version (Follow-up) 750(850) 270(306) 80 89(92) 14 4 26 -7 Click!
D Version (Charged followup) 750(850) 270(306) 80 94(92) 39 4 20 - Click!

All versions can be held down to charge the attack for more untechable time, but each version will do the same damage regardless of how long it was charged for i.e 22A will do the same damage as a fully charged 22A. The untech time for each version is different and in order from most untech time to least: D version > B version > C version > A version. Keep in mind switching between 22B and 22C as your combo ender is dependent on whether or not you used either earlier in the combo and what you want to do afterwards due to the difference in untech time. Although the frame data says that 22B and 22C have the same untechable time, it is noticeable that 22B has slightly more untech time in a combo.

The D version causes the opponent to do a floor slide. Can be comboed after in the corner, or by using charge during midscreen. D version is unblockable when fully charged and is probably her best mix-up option. 22C can be used as a pressure ender because it removes a primer.

You should only use 22X where you plan to hit with it at max range so that it is difficult to punish, but even this may place you on the defensive as it suffers from slow recovery. If used when you are directly in your opponent's face, they will not have a hard time punishing you for it.

  • Lvl 1 charge – immediate release
  • Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded. Hakumen cannot even parry the unblockable normally or with his parry distortion, but he can still catch you with his astral.

There are also a number of unblockable setups you can use with 22D, and for more information on that, please refer to the Unblockable Setups Compilation

Benedictus Rex

623X

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A Version 600 216 70 74 10 7 24+15F landing -13 Click!
B Version 700 252 70 74 10 7 30+15F landing -18 Click!
C Version 800 288 70 84 10 - total 60F -17 Click!
D Version 470×3 (522×3) 169×3 (187×3) 70 92(once) (94(once)) 10 9* 24+23F landing -10 Click!

Tsubaki's DP. All versions are projectile-based except for D version. A version has some startup invincibility, B has it in the middle once it gets off the ground, D has it until the hit. All versions except for D can break/neutralize lvl 1 projectiles since the DP itself is a lvl 1 projectile.

The D version actually combines all three of her other versions into it (sword-wise). C sword comes out first, then B, then A and follow one after another and the C hit will disappear first, then B, then A. It's not exactly simultaneous hence why there's a "dead zone" which allows the opponent to air grab her if they are able to avoid the first hit. It's not only her D version unfortunately. She can also be grabbed out of her A DP.

The A, B, C version swords also very slightly come out of different areas on the ground. A version sword seems to come out more forward than B, B seems to come out a little closer to Tsubaki, and C is in the middle of them. It's a really small margin of how far away they're spaced though.

  • Here are rough ideas of how the hitbox for the move looks. They are not entirely accurate due to the fact that her move hitbox and Tsubaki's actual hitbox are separated but it gives a rough idea of how the move is done. In the D version, the letters refer to which version of her sword comes out and the numbers is the order they come out. Refer to the little paragraph above about her D version if you're still confused.
A,B,C versions (basically)
D version (roughly)

Aequum Elesion

j.236X

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A Version 600 216 60 85 13 3 9F after landing - Click!
A Version (Follow-up) 600 216 60 85 13 3 9F after landing - Click!
B Version 650 234 60 85 21 5 12F after landing - Click!
B Version (Follow-up) 400 144 60 85 21 5 12F after landing - Click!
C Version 700 252 100 85 21 5 12F after landing - Click!
C Version (Follow-up) 450 162 100 85 21 5 12F after landing - Click!
D Version 750, 300 (850, 300) 270, 72 (306, 108) 100, 90 92, 90 (94, 90) 17 3(6) total 67F - Click!
D Version (Follow-up) 750, 300 (850, 300) 270, 108 (306, 108) 100, 90 92, 90 (94, 90) 17 3(6) 5F after landing - Click!

D version creates a very slow downward angled fireball which can amplify your j.214 series if you dive through them. This move can be chained to j.214 series on hit. The A version moves you diagonally upwards a bit. B version moves you downwards. C version moves you forward. The C version can be used to cross the opponent up. j.236X might have slow startup, but it's Tsubaki's best air to air attack in terms of its hitbox. j.236X also has massive untechable time on counter hit, to where you can almost always follow up off of it by landing then 2C. j.236C is the best version of the move to use as an air to air because of its superior proration values. j.236D can also be used to control space with its orb, and provides similar reward on hit as j.236C.

Lux Aeterna

j.214X

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A Version 700 252 100 85 17 till landing 21F after landing* - Click!
A Version (Follow-up) 300 108 100 85 9 till landing 21F after landing* - Click!
B Version 750 270 100 85 15 till landing 21F after landing* - Click!
B Version (Follow-up) 300 108 100 85 9 till landing 21F after landing* - Click!
C Version 800 288 100 85 15 till landing 21F after landing* - Click!
C Version (Follow-up) 300 108 100 85 9 till landing 21F after landing - Click!
D Version 850 (950) 306 (342) 90 92(94) 9 till landing 21F after landing* - Click!
D Version (Follow-up) 850 (950) 306 (342) 90 92(94) 9 till landing 21F after landing - Click!

D creates a floor bounce, can be combed after; C version is used as a combo ender. The CH C version and normal D version of this move causes a floating untechable knockdown which allows you to combo afterwards. On hit and block, Tsubaki bounces a bit away from the opponent, but it is not safe on block at all. Due to the knockback, not alot of characters have an easy time punishing this.

This move can be useful for 2 main situations. It can be used to close the gaps between you and your opponent by allowing you an easy way to get in. However, bear in mind that if you're quite near to your opponent and the ground, it can be disrespcted with an AA or even an air grab. The other method is to use it after charging in the air for example, so you can actually get away from your opponent and get some space to acquire more charge or play the footsie game from a neutral and safe range. Against Tao for instance, as she finishes using the air combo filler in the corner, you can use this as a safe getaway to escape her air pressure.

Aequum Elesion

j.236D > j.214D (aura)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
100×7 (200×7) 36×7 (72×7) 80 99 1F after contact till landing 21F after landing - Click!

Makes viewers go "oooooh" when used. This move is when you use 236D which releases a small ball projectile. Immediately after inputting the 236D you use 214D for Tsubaki to connect with the ball which lets her hit her opponent multiple times compared to her regular 214D series which only hits once. Since this move uses 236D as well as 214D, you will always use two charges when doing this particular move. You can also leave the projectile alone to somewhat stop your opponent from approaching since it falls in a downward diagonal fashion. An unblockable set-up can be done from this though it requires another charge to do and 50 heat. You use this move, rapid cancel, then 22D unblockable. If done correctly, it will always guarantee the 22D will connect unless the opponent bursts. You must rapid cancel because you will not recover in time to land and charge up the 22D without doing so since the recovery from the move doesn't start until she lands from the hits.

Also, in mugen, this special provides 110% bonus proration which guarantees alot of damage to be dealt. Because of the bonus proration, it is possible to use 623D > j.236D > j.214D repeatedly, even when using 4 or 5 stock, as you will not be penalized for any damage scaling. The heat gain this provides is extremely good, and with 4 or 5 stocks used, you can add the other distortion drive to increase the damage dealt. You are guaranteed at least 6k of any starter.



Distortion Drives


Confutatis Maledictis

236236C/D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
C Version 300, 2600 0 100 92 5+4 15 26 -22 Click!
D Version 300, n 0 100 92 5+0 15 26 -22 Click!

C-version does the super without using charge and has invincibility until the first hitting frame. Can be used as a reversal-super. D-version does not have invincibility and uses all remaining charge, with damage done by the second hit depending on how many bars of charge you have when used. If the D-version is used during mugen (214214D), it will use the amount of charge stock that Tsubaki had on mugen activation. This should only really be used for combo killers because the minimum damage is very small, and plus there are much more efficient ways of using the heat, such as using it for 3CC RC and mugen. It does however super knock the opponent away from you, which allows you time to charge.

Macto Maledictis

214214D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
- - - - - - total 7F+0 +3 Click!

Tsubaki install, works like mugen but for charge meter. You must have at least one bar of charge before it can be activated. It will gradually drain your charge meter until it reaches 0, and then the super will end when it does. After activating this move, opponents have to wait 3F after the superflash before any of their inputs will register. Usually should only be used in a situation where you can actually "spam" D specials, like in a corner combo situation since it will not consume 1 charge bar for each move. This distortion boosts the damage of the drive specials used in the combo. Because of this, your opponent may feel more motivated to burst which will cause you to waste all your charge so choose when to use this with caution. In Extend, it is possible to bait burst after using Mugen with 214D, or after a FC 3C. Can also be used to make viewers go "ooooh" and "ahhhh."



Astral Heat

Requiem Aeternam

632146C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death 0 - - 3+9 10 24 -20 Click!

Tsubaki’s Astral heat, can be comboed from 22x, j.214D, and other various methods. Has many frames of invincibility as well as a very long speech and animation after it hits.

Strategy

Offense

Tsubaki has a good okizeme option with her 3C(C) especially now that it fatals. This is usually done mid-screen after a knockdown from 22X with a followup dash, though it can also be done in the corner. However, it's not as ambiguous as if it were done at mid-screen. Be wary of your meter to ensure you can still rapid cancel if you make a mistake due to it still being highly unsafe when blocked. You can also feint the second hit of 3CC to block DPs/reversals. Here's a good tutorial of her 3C(C) okizeme from BatousaiJ:

3C(C) Okizeme Tutorial


Tsubaki also has another decent oki option in the corner known as the "Tsubaki Matrix." This requires you to combo into a charged 22B > 6A in the corner, then link (not chain) 5B/5C after the 6A. This will result in the normal hitting either meaty in the case of 5C, or very close to meaty for 5B. Doing either 5B or 5C will beat out all mashing and jump-out attempts. If your opponent starts trying to late tech to avoid the situation, you can react and use 2B instead of 5C. If they delay their tech too much the 2B should hit them out of it, and you can confirm into 2CC > IAD from there but a really well timed roll will avoid the 2B. You can also do a throw after 6A, or just cancel the 6A into an unblockable. The 22B > 6A link should work with pretty much any combo still, as long as you aren’t using 22B twice.


Tsubaki also has a safejump option from 214B. This requires you to combo into 214B on an airborne opponent, then jump and use j.C whilst holding down-back. If your opponent DPs, the j.C will whiff, and you will be able to block it in time. If your opponent mashes, you will score a CH, and they’ll get hit out of their jump start-up should they try to jump out of it. If you opponent blocks, you can apply further pressure. However, this can be avoided by a well timed delayed tech > roll. This setup also works midscreen but is less effective due to the fact that it's easier for the opponent to escape, and bear in mind that this does not work on every character. Despite that, this is an especially nice setup once your opponent starts respecting it. Once you know your opponent is just going to block it, then you can start throwing in mix-ups like air dashing in and instead of actually doing the j.C, do j.C > delay > j.C/2B shenanigans, empty jumping then throwing, or basically whatever you want.


Blockstrings

  • 2A > 5B - Standard. Just a quick jab into 5B to start pressuring.
  • 2A > throw (time for green) - Easy setup for a throw given you've got the timing down to do it quick without it being pink.
  • 2A > 6A - Quick chain into an overhead but all three of those are more or less a setup so you can condition your opponent to fall for the 2A > 2B which will punish them for tying to either trying throw/hit you in between the 2A > overhead/throw attempt as it has a very small space for them to try to do something but it will get CH by the 2B unless they DP.
  • 2A > 2B
  • 5BB > 6A - standard chain into overhead.
  • 5BB > 2B > 6A - added low before transitining into overhead
  • 5BB > throw - Actually incredibly deceptive to spot and sets up below link nicely
  • 5BB > 5(C) delayed - to easily punish people trying to throw or press buttons anticipating throw/over head gap
  • 5BB > 2B > 5C > 6B - two low continuation ending in + frames for quick dash 5A/2A pressure
  • 5BB > 2B > 5C(C) delayed - if they try to to dp or press buttons after IB 5C or not, they'll get CH if you time the delay correctly
  • 5BB > 2C > j.C
  • 5B > j.C
  • 5B > 5C > 6C > j.C


After j.C you can opt to do j.C(C) delay which will hit them as they block the first and then adjust their blocking to low as you look as though you're going to land. The delayed hit will hit them low to the ground and if they get hit by it, it goes into a full combo of your choice. If they block it, continue the pressure with 2A/5A. Another option is to jc and hit them with the first hit of j.C late and then immediately transition into 2B when you land which will amount to overhead into low in a quick pace.


Some tighter blockstrings are:

  • 5A x 3/2A x 3
  • 5B > 2B > 5C(C)
  • 5B > 5C(C) > 2C
  • 2B > 5B > 5C
  • 2B > 5C > 2C
  • 2A > 5C(C) > 2C
  • 5A > 5C(C) > 2C
  • 5C > 2C


Resets

Tsubaki has alot of really good resets both midscreen and in the corner. The majority of it requires at least one stock. One of the most famous resets Tsubaki possess are those of unblockable resets. This can be done either in blockstrings or you could even deliberately drop a combo to use this, but be advised that it is unsafe. 5B and 5C provide the most ambigious unblockable setups in blockstrings. Remember that her unblockable can even be followed up from any ground special. As for combos, some unblockable resets include:

  • 5BB - 5CC - unblockable
  • any combo ender with 22B > 6A > unblockable (In the corner)
  • 236b > 214B > Delay unblockable (In a combo ender)


Adelheid Stark has showcased some possible unblockable set-ups.

A Simple Guide to Unblockable Set-ups


Other resets Tsubaki has include that of 236D used in combos. The untechable time is quite short but you have the oppurtunity to reset the combo into a overhead or even a low. So for example: 5BB > 5CC > 236D > 5BB > 6A will force a reset if the opponent is not on their toes. Additionally, you can even do this: 5BB > 5CC > 236D > 5BB > Delay 2B which would work on those who may anticipate the overhead. In addition you can resort to an unblockable setup, or even charge cancel to go into a throw.

Tsubaki Install/Mugen

This is more beneficial to Tsubaki now as it maximizes her damage output with her drive specials. Because of this, it is very likely that you're opponent could burst right after you active it to waste your meter and damage opportunity. This can easily be avoided by using 214D right after Mugen. It'll evade the burst hit and you are free to hit them with 623D which can lead into the j.236D > j.214D combo. For Mugen combos, check out this video by Level5 - Chan:

Install/Mugen combo video

Be sure check out this important note regarding mugen combos by BatousaiJ:

1 Charge Mugen Showcase



Defense

Tsubaki is one of the few characters that posseses a very reliable AA (2C), which makes her a huge threat to players who like to jump in. Even if it is blocked, you have the ability to jump cancel the normal to pressure the opponent, or simply to jump away.

Under pressure however, Tsubaki is unfortunately very weak. She does not have a reliable reversal, and her 623A/D are risky to use because of the lack of priority and invulnerability frames. This can lead to several trades, or even have you beat out clean. You may find it very useful to barrier block to push the player out. Use counter assaults sparingly. Tsubaki's lack of defense makes her an easy target for opponent's to remove her primers, and by using a counter assault, you may be making it much easier for them. Try to instant block too. It will easily help you to escape most pressure situations and you can also use it to have an easier time punishing the gaps in opponent's strings. In addition, use her great mobility to move around the stage to avoid being placed in disadvantageous positions. This involves alot of backdashing, jumps and air dashes.

Remember to be mindful of how long you charge for. If you charge for long you will most likely be forced to undergo the opponent's assault and will have to block, and if you charge for too long you will get punished and then you will most likely have to block the later onslaught. In a neutral position, either backdashing or a simple 5D tap suffices.


Charge Setups

Tsubaki does around average or low damage without charge (average of 1500-2000 damage per combo) with a few exceptions. However, whenever you charge, you make the sacrifice of not having an oki game and you lose all pressure/momentum you had on your opponent. In Extend, 2D and 5D are slower compared to how they were in CS2. However, j.D is pretty much the same and is the fastest way to gain charge in this iteration. Here are some setups in order to gain time/space to charge.

  • Ending combos with a 22x hit (any 22x hit for that matter).
  • After an air combo ending in j.214D.
  • After a 236236C super.
  • After a burst (offensive and defensive).
  • After a dead angle.
  • When the game goes in neutral. (Tap 5D sparingly.)
  • Against Noel, if they mash out an air super you can charge while you wait for them to come down lol.
  • After a guard break.
  • Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent.



Charge Cancelling

Charge cancelling allows Tsubaki to charge cancel the following normals: 5A, 2A, 5B, 2B, 2BB, 5C and 5CC. Charge cancelling is beneficial in reducing the recovery of the normals by a small amount and to give her a bit of charge. Remember you don't always have to charge cancel for pressure resets, but it also serves two other functions. Not only can you bait reversals and DPs with charge cancelling, but remember it's another way for you to slowly acquire more charge. Try to take note of the following points:


  • 2D charge cancel is slightly inferior to 5D charge cancel.
  • Charge cancelling 5A, 2A, and 2B, makes them even more unsafe than they are usually.
  • 5B, 5BB, 5C charge cancels are arguably the best ones.
  • Do not abuse charge cancelling, she is never safe from any of them aside from charge cancelled 5CC.


In addition, Surfeit managed to compile charge cancel frame data. The first set of numbers for each different normal indicates the frame advantage you are at without a charge cancel. The following set of numbers indicates the frame advanatage you are at using 5D on block, and on hit for both a standing (S) and crouching (C) opponent. These numbers are all under the condition that:

  • The opponent is normal blocking on the ground (No Barrier/IB)
  • You are charge cancelling as early as possible (After the first active frame)
  • You are charge cancelling with 5D and simply tapping it, not holding down.


  • 5A = -2
  • 5A > 5D = -9
  • S = -9 C = -6


  • 2A = 0
  • 2A > 5D = -8
  • S = -7 C = -5


  • 5B = -5
  • 5B > 5D = -2
  • S = -1 C = +1


  • 5BB = -5
  • 5BB > 5D = -2
  • S = -1 C = +1


  • 2B = -1
  • 2B > 5D = -5
  • S = -4 C = -2


  • 2BB = -7
  • 2BB > 5D = -5
  • S = -4 C = -2


  • 5C = -9
  • 5C > 5D = -2
  • S = -1 C = +1


  • 5CC = -11
  • 5CC > 5D = 0
  • S = +1 C = +3

Combos

Notes

Tsubaki is one of the few who have extremely flexible combos in BB, so there are a lot of variations to each combo that are listed here. Also refer to the CS:EX Tsubaki Yayoi Combo Compilation Thread for more of her combos though new variations are being found so try things out!

  • The Instant Air Dash (IAD) combos are execution heavy though it is not very difficult to learn. This usually involves launching the opponent in the air (e.g. using 214D > 2CC), hitting them in the air (e.g. CH j.C and close enough to the ground > 2CC) or simply anti-airing them with 2C > 2CC then jump cancel the 2CC to IAD j.CC > 5B.
Ex: 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22C.
- This combo is height specific in that if it's too low the IAD j.CC may not connect and if done too high you will not land in time for the 5C to connect. The times you can mess up are not inputting the IAD correctly, not delaying the j.CC long enough, not hitting the 5B fast enough after the j.CC, and hitting your opponent too high or low from the 2CC. As with the DP whiff combos, the timings may be slightly altered depending your opponent character's hitbox. These combos allow corner carry from midscreen and can also be done in the corner and leaves her in a positional advantage after the combo is finished. Some tips for learning this combo is learning when you can jump cancel from the 2CC (the time you can cancel to the IAD is pretty late) and delaying the j.CC as long as you can without landing.


Tips and Tricks
  • Learn when it is best to charge (see charge setups for some ideas) and when it is best to use those charges. For instance, using two stocks for a combo which you started off with 6A may be a waste of stock depending on your combo (e.g you end a combo with j.214D which gives you plenty of untechable time to gain more stock).
  • You can replace any combo that has 5C > 2CC > 236B > 214B > 22B with 5C > 2CC > hjc j.C > jc dj.CC > j.236A > 214C for more damage, but it sacrifices positioning and charge time.
  • Anything that ends with 22B in a corner situation can usually be followed up by 6C > 236236C
  • Some combos that work on everyone else may not work on Jin due to his hitbox such as 6CC > 214D.
  • For some visual aid, have a look at the combos in this tutorial.
-Part 1 shows basic midscreen and corner combos and corner Combo Ender Variations (236X > 214X > 22X)
-Part 2 shows charge cancel tips and variations and revises all the combos at the end.
In-depth Tsubaki Combo Tutorial Part 1
In-depth Tsubaki Combo Tutorial Part 2

Midscreen


No charges
  • (5A/2A) > 5BB > 2BB > 5CC > 214A > 22C
  • 5B/5C CH > 6CC > 236C > 214B > dash 5C > 2C > 236B > 214B > 22B
  • 6A > 5CC > 6BB > 236C > 214C > 22C
  • 2C/JC (Air CH) > (dash 5C) > 2CC > IAD j. CC > 5C > 2CC > 236C > 214C > 22C [2713 damage, 28% heat gained]
  • 3CC > RC > (5C) > 2CC > IAD j. CC > 5C > 2CC > 236C > 214C > 22C
  • Throw > 236C > 214C > 22B
  • air throw > 2B/5C > 2CC > 236B > 214B > 22B
  • air throw > 5C > 2CC > IAD > j.CC > land > 5C > 2C > hjc j.CC > j.236A > j.214C [2942 damage, 28% heat gained]
  • air throw > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C [2970 damage 33% heat gained]



1 charge
  • (5A/2A) > 5C > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [3044 damage, 32% heat gained]
  • 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6CC > 236B > 214B > 22B [3486 damage]
  • 6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [3237 damage]
  • 6C(C) > 214D > 2CC > IAD j.CC > land > 5C > 2CC > 236C > 214C > 22C
  • 3CC FC > 5C > 2CC > 236D > dash 2CC > IAD > j.CC > land > 5C > 2CC > 236C > (5C > 2C if corner carries) 214C > 22C
  • 236D > Dash 5C > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B [2508 Damage, 29% meter gained]
  • 236D (air hit) > Dash (5C) 2CC > IAD j.CC > land > 5C > 2CC > 236C > 214C > 22C [2723 damage, 28% heat gained]
  • 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C [2713 Damage, 28% heat gained]
  • 214D > (5C) > 2CC > IAD > j.CC > land > 5C > 2CC > 236C > 214C > 22C [2944 damage, 26% heat gained, With (5C): 3021 damage, 29% heat gained]

  • 22D CH > 5C > 2CC > IAD > j.CC > land > 5C > 2CC > 236C > 214C > 22C [2917 damage, 28% heat gained]
  • throw > 236D > dash 5C > 2CC > 236C > 214C > 22C [2449 damage, 22% heat gained]
  • air throw > 6CC > 236D > 5C > 2CC > 236C > 214C > 22C [3074 damage, 27% heat gained]
  • air throw > 6CC > 214D > 2CC > IAD > j.CC > land > 5C > 2C > hjc j.CC > j.236A > j.214C [3714 damage]



2 charges
  • 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6CC > 214D > walk forward 5C > 2CC > 236C > 214C > 22B [4.1k damage, 41% Meter gained]
  • 3CC RC > 2CC > 236D > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B
  • 22D > 236D > Dash 5C > 2CC > 236C > 214C > 22C [2500 damage, 20% heat gained]
  • 22D > 236D > Dash 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [2883 damage, 29% heat gained]
  • 236D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C

Corner


No charges
  • (5A) > 5BB > 2BB > 5CC > 22C > 6C > 236C > 214B > 22C
  • (5A) > 5CC > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2672 damage, 34% heat gained]
  • 5CC > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2847 damage, 30% heat gained]
  • 6A > 5CC > 6BB > 22C > 6C > 236C > 214B > 22B [2271 damage]
  • 6BB > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2322 damage, 31% heat gained]
  • 2CC AA > IAD j.CC > 5B > 2CC > 22[C] > 5C 2C > 236C > 214C > 22B
  • CH 5C > 5D Tap > 5B > 5CC > 22B > 5C > 2C > 236C > 214C > 22C
  • CH 5C > 6CC > 236C > 214A > 5C > 2C > 236C > 214C > 22B
  • (air) throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22C



1 charge
  • (5A) > 5CC > 623C > j.214A(w) > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [3.8K Damage, 38% heat gained]
  • 5BB > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B
  • 5BB > 5CC > 22D > (5D) > 6CC > 236C > 5C > 2C > 236C > 214B > 22B
  • 6A > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2986 damage, 26% heat gained]
  • 6BB > 22C > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2C > 236C > 214C > 22C [2646 damage, 32% heat gained]
  • 22D > (5D) > 6CC > 236C > 5C > 2CC > 236C > 214C > 22B
  • 22D > 2B > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B
  • throw > 6CC > 623C > j.236A(w) > j.214D > Dash 5C > 2CC > 236C > 214C > 22C [3218 damage, 33% heat gained]



2 charges
  • 22D > (5D) > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > Dash 5C > 2C > 236C > 214C > 22B [3941 damage, 38% heat gained]
  • 22D > (5D) > 3CC RC > (delay) 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > Dash 5C > 2C > 236C > 214C > 22B [4593 damage, 25% heat gained]


Install/Mugen Combos

All combos here will require at least 1 charge and 50 meter

Note:

  • The combos listed here are organized under how many charges are needed when you use Install/Mugen (214214D) itself, not the total amount since some starters may use a D move. Example: A combo starts with 22D and is listed under 1 charge, so that would be 2 charges. However, you only need 1 charge for the Mugen portion of the combo which is why it's listed under 1 charge.
  • When you're at the bare minimum of 1 stock and activate Mugen, the Mugen effect itself will end before you complete the entire 3-D series (623D > j.236D > j.214D) at the point where you won't get the bonus proration of the j.214D. It is possible to connect all three hits with 1 charge mugen but the timing is tight and character specific so be careful. However, Mugen's effects ending before completing all the hits is not a problem if you have 2+ stocks of charge.
  • The 5 stock midscreen combos can also be done in the corner, but bear in mind that it doesn't work doesn't work against characters with weird/big hitboxes such as Bang, Rachel, Tager and Relius. Even if you do the 2 hit variation of 623D, it will not work, so in the corner in that situation, you're better off doing regular 2-3 charge combos without Mugen.


For visual aid on the Mugen effect for one charge, check out this video from BatousaiJ:

1 Charge Mugen Showcase

Midscreen


1 charge
  • 5C CH > 6CC > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [5187 damage, 33% heat gained]
  • 6C(C) > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [5105 damage]
  • air throw: 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3659 damage, 27% heat gained]
  • air throw: 6C > 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3940 damage, 22% heat gained]7
  • air throw: 214214D > 623D > j.236D > j.214D > dash 5C > 2C > j.C > j.CC > j.236A > j.214C [4001 damage, 33% heat gained]



2 charges
  • Throw > 214214D > 236D > Dash 623D > j.236D > j.214D > 214D > 6A > 5C > 2C > 236C > 214C > 22C [3542 Damage, 33% Heat Gained / 3842 Damage, 38% Heat gained]



5 charges
  • Anything > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6685 Damage]
  • 3C(w)C > 214214D > 623D > j.236D > j.214D > 22D > 236D > (carries to corner) 623C > j.214D > 5C(w)C > 2CC > 214D > 5C > 2CC > j.C > j.CC > j.236A > j.214C [7766 damage]
  • Throw > 214214D > 236D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236236D [6520 Damage]

Corner


1 charge
  • 22D > 5D > 6C > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C [4850, 39 meter back, charge back dependent on air charge length]
  • Corner throw > 6CC > Mugen > 623D > j.236D > j.214D > 5C > 2C > 236C > 214C > 2CC [3.6k]

2 charges
  • j.C > j.214214D > J.214D > 623D > j.236D > j.214D > 22D > (5D) > 6CC > 236C > 5C > 2C > 236C > 214C > 22C [5029 damage 41% heat gained]

Credits: All the Tsubaki players over at Dustloop as well as the other members of Dustloop who helped translate the frame data and obtain the sprites.

Navigation

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

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Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc