BBCF/Tsubaki Yayoi: Difference between revisions

From Dustloop Wiki
(→‎Astral Heat: added tested methods 5BC 4BC 236D)
(→‎{{clr|B|5BB}}: Added plinking input technique)
 
(373 intermediate revisions by 38 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Tsubaki Yayoi
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBCF_Tsubaki_Portrait.png|350px|center]]
|content=Tsubaki is a '''well-rounded character''' with potent rushdown capabilities and several tools enhanced by her Drive. After charging her install gauge, Tsubaki can perform enhanced versions of her specials which can be used to extend combos or pressure, or strengthen her already solid neutral game. She has a good poke, great mobility with her extremely fast run and huge airdash, and specials that allow her call out a variety of attacks from her opponent. On offense Tsubaki has very powerful stagger pressure. She has whiff cancels that move her forward, large stagger windows on most of her normals, and a multitude of good lows complimented by an unreactable command throw. Tsubaki does good average damage without resources, but can do incredible amounts of damage off of most hits with stocks available.
|-
 
||
All of Tsubaki's {{clr|B|B}} and {{clr|C|C}} normals are two-stage attacks, after using any of these normals, you can input the same normal again and get a second attack. You can do this on hit or block as you'd expect, but you can still cancel for up to 8F after the previous move's active frames end, even if you missed. This allows most of Tsubaki's normals to be potential frame traps with delayed cancels.
{{CharData-BBCF
 
|health=11,000
Tsubaki is '''very beginner friendly''' with a low execution barrier to start playing, and the ability to run a very simple gameplan. This '''does not come at the cost of depth''' as optimized Tsubaki combos can still be very difficult and her overall gameplan is very flexible for more experienced players.
|comboRate=70%
|jumpStartup=4
|backdashTime=20
|backdashInv=1-5
}}
}}
;Movement Options
{{BBCF/Infobox
:Double Jump, 1 Airdash, Dash type: Run
| fastestAttack = [[#5A|5A]] (6F)
;Play-style
| reversal = [[#Benedictus Rex|623C/D]] (10F)<br/>[[#Confutatis Maledictis|236236C]] (13F)
:Balanced; Rush-down, Mix-up\
| fatalStarter = [[#5CC|5CC]]<br/>[[#6A|6A]]<br/>[[#3C|3C]]<br/>[[#3CC|3CC]]
|}
{{CharNav |charMainPage=BBCF/Tsubaki Yayoi
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TS.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/91-tsubaki-yayoi/  
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Install
</div>
|content=
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
Tsubaki has a unique resource called the Install Gauge. She starts each round at 0 charges (usually called stocks) and can hold a maximum of 5 charges. Pressing {{clr|D|5D}}, {{clr|D|2D}}, or {{clr|D|j.D}} will cause her to charge this gauge. Tapping the D button will charge it by about 1/5th of a stock. Holding the D button continues the charge. It takes 2/3 second (40 frames) to fully charge a stock.
<div style="height:225px; width:1px;">
  &nbsp;
</div>
==Overview==
Devoted to training from an early age, she possesses 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 Calamity Trigger, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate and best friend Noel for deserting the NOL.<br/>
<br/>
===Drive: Install===
Pressing 5D, 2D, or j.D will cause her to “charge” her install meter. Holding the button on 5D, 2D, or j.D will cause this meter to fill at a specific rate. 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, higher 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 over to the next round. Some of Tsubaki's normals can be "charge-cancelled". Doing this replaces the recovery of the normals with the recovery of charging her install gauge, effectively altering the frame advantage of most of these moves in Tsubaki's favor. The normals that can be charge cancelled, along with their regular and altered frame advantage are listed below.<br/>


*5A(-2) > 5D = -7
Certain situations will affect the charge rate. Using {{clr|D|j.D}} at certain heights will slow down the charge rate after gaining about 1/2 a stock. After using certain specials, Tsubaki can charge at a briefly increased rate for a short burst of stock gain.
*2A(-1) > 5D = -7
*5B(-5) > 5D = -2
*2B(-1) > 5D = -5
*5BB(-8) > 5D = -5
*2BB(-7) > 5D = -5
*5C(-9) > 5D = -2
*5CC(-11) > 5D = 0


Take note that normals with recovery shorter than the recovery of charging such as 5A and 2B do not benefit from charge cancelling frame advantage-wise.
Tsubaki can spend a charge (also called a "stock) of this meter to perform enhanced versions of her specials with the D button. The D versions of her specials have properties that can lead to new mix-up options, higher damage, and combos. Gaining and using stocks effectively is key to success with Tsubaki.


<br/>
Internally, stocks are subdivided into 10,000 units per stock.


===Overdrive: Second Install===
|header2= Overdrive: Second Install
After activating overdrive, Tsubaki automatically gains charges at a set rate for however long OD will last when used depending on her health. For example, if you choose to use her OD in the beginning of a match, you will gain, at most, 2 charges before it ends. Charge cancelling recovery is shortened during OD which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except 3C and 3CC. When under 10% health, her OD lasts the longest in the game at 13 seconds total.<br/>
|content2=
<br/>
Tsubaki automatically charges the Install Gauge at a set rate during OD. Stocks charge at about ~1 stock per second (166 units per frame). Charging the Install Gauge manually will add to this as normal.
If you try to activate her distortion drive "Macto Maledictus" aka Tsubaki Mugen/Install (214214D) and then OD to gain the benefits of both, Mugen will take priority. This means that her charge bar will start to drain instead of gaining charges. However! Her charge bar will drain at half the speed during Mugen in OD which can allow for longer Mugen combos while short on charge. <br/>
<br/>
===Pros/Strengths===
*Drive mechanic allows for smooth and seamless interaction with Central Fiction's new system mechanics and resource cycle.<br/>
*Special overhead hammer that hops forward over foot attribute moves and is plus on block makes pressure very scary.<br/>
*Combos are ridiculously straightforward, have consistent damage and get a ton of corner carry.<br/>
*Oki and spacing after knockdowns are very reliable anywhere on the screen which benefits an aggressive rushdown playstyle.<br/>
*Charge cancelling, delay-able whiff-followup normals and the ability to cancel specials into other specials provide pressure, frame trap, and mix up flexibility.<br/>
*Install gauge specials and cross-through attribute special shield bash grant remarkable control over the end positioning of combos and can be used to annoy the opponent in neutral.<br/>
*Has a command grab that fills her install gauge.<br/>
*Fireballs and blade super provide good neutral control and setups.<br/>
*DP that can be made 'safe' by using the install gauge.<br/>


===Cons/Weaknesses===
Charge cancelling recovery is shortened during OD, which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except {{clr|C|3C}} and {{clr|C|3CC}}.
*Built as a 'standard' character so matchups where the opponent can fill the screen with fodder or are able to mitigate risk in neutral will feel restricting to fight.
*That's actually it.


<br/>
Tsubaki must balance between pressing early advantages or saving comeback potential with her Overdrive. However, this is mitigated by Active Flow.
For a list of changes that Tsubaki received in Chrono Phantasma and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]'''<br/>
}}
<br clear=all/>
</div>


==Normal Moves==
==Normal Moves==
;Notes
;Notes
*5A and 2A can only be done up to three times in any string, even on whiff.
*All of Tsubaki's normals, besides {{clr|A|5A}}/{{clr|A|2A}}, are air unblockable.  
*All of Tsubaki's normals, besides 5A/2A, are air unblockable.  
*All followups are available on hit, whiff, and block.
*Tsubaki's fatal counters are 6A, 3C, 3CC and 5CC.  
===<big>{{clr|A|5A}}</big>===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{BBCF Move Card
{{MoveData
|input=5A
|image=BBCS_Tsubaki_5A.png
|description=
|caption=
*Cancels into itself up to 3 times, even on whiff
|name=5A
Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Also, delay-cancelling {{clr|A|5A}} into any of her other fast normals ({{clr|B|5B}}, {{clr|B|2B}}, or {{clr|B|5C}}) is a great way to frame trap against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt.
|data=
 
{{AttackData-BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
|damage=300
|cancel=CSOJR
|p1=100
|p2=75
|starter=S
|guard=all
|level=1*
|startup=6
|active=3
|recovery=11*
|frameAdv=-2
|attribute=B
|hitbox=tsubaki/5A
|description=
Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Remember you can only do this up to 3 times max consecutively. Also, 5A > 5B is a good frame trap to consider against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt.
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup with {{clr|A|6A}} and {{clr|B|6B}}, which provides a max-range confirm, though damage is low without a stock for {{clr|D|22D}}.  Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's {{clr|C|3C}}, Bullet's {{clr|B|2B}}, Taokaka's {{clr|B|2B}} (She can also crawl under it) and Platinum's {{clr|B|2B}}. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5BB}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|B|5BB}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_5B.png
|input=5BB
|caption=
|description=
|name=5B
Follow-up to {{clr|B|5B}} that moves Tsubaki forward; Delay-able, so it's useful for frame traps. It can whiff if {{clr|B|5B}} hits too far which can leave you open to an attack. It's difficult hit confirming with {{clr|B|5BB}} since you're unlikely to hit with {{clr|B|5BB}} 'raw'. {{clr|B|5BB}} still offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so you will want to use {{clr|B|5B}} > {{clr|B|6B}} when uncertain if {{clr|B|5BB}} will connect. {{clr|B|5BB}} adds some proration to combos, so if you can master the hitconfirm, it can be better to use {{clr|B|5B}} alone or followup into {{clr|C|5CC}}.
|data=
 
{{AttackData-BBCF
Inputting {{clr|B|5B}} {{clr|B|6B}} quickly will prevent 5BB from coming out on whiff, while still gatling into 6B on hit, which is useful for avoiding unwanted {{clr|B|5BB}} whiffs
|damage=550
 
|cancel=SOJR
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
|p1=100
|p2=84
|starter=N
|guard=HL
|level=3
|startup=10*
|active=5
|recovery=17
|frameAdv=-5
|attribute=B
|hitbox=tsubaki/5B
|description=
*Followup possible even on whiff.
<br/>
Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup from this starter so it is a good pressure tool; As of Central Fiction, you can combo out of this move directly into 6B, which provides a max-range confirm, though damage is low without a stock for 22D.  Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's 3C, Bullet's 2B, Taokaka's 2B (She can also crawl under it) and Platinum's 2B. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool.
}}
}}
===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
{{clr|C|5C}} has less range than {{clr|B|5B}} and is not jump cancellable (even on hit) so is less used in neutral, but it shares {{clr|B|5B}}'s traits of being charge cancellable, special cancellable and air unblockable. It mostly serves as blockstring/combo filler, but can also be used as a frame trap by delaying it after {{clr|B|5B}}/{{clr|B|5BB}}/{{clr|B|2B}}, and is a strong punish normal, being quick, with good proration, and comboing into {{clr|C|6C}} on CH.
As it only has 8F of startup, it can be a strong punish normal after using Overdrive Raid through an opponent's slow attack.
ODR → {{clr|C|5CC}} → {{clr|B|6BB}} takes long enough for you to gain 1 stock, opening up the option for a {{clr|D|623D}} confirm or Mugen confirm (if you have the meter for it).
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5CC}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


====== <font style="visibility:hidden" size="0">5BB</font> ======
===<big>{{clr|C|5CC}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_5BB.png
|input=5CC
|caption=
|description=
|name=5BB
*Fatal Counter
|data=
Followup to {{clr|C|5C}} and often used as combo/pressure filler. Delay-able, which makes it a strong frame trap that confirms nicely into {{clr|C|6C}} on CH for huge damage. Remember {{clr|C|5C}}(C) → {{clr|C|6C}} can only be done on hit, so a nice OS you can use is {{clr|C|5CC}} → {{clr|C|6C}}+{{clr|B|B}}. On block you get 6B, and if {{clr|C|5CC}} hits - {{clr|C|6C}} comes out, but be aware that it's only a combo on CH. This is also Tsubaki's heaviest normal with varied cancel options: it's neutral on block when charge cancelled, and the {{clr|B|6B}} cancel leaves no gap unless IB'd.
{{AttackData-BBCF
 
|damage=300
The Fatal Counter is quite difficult to hit in neutral, since it requires 5C to whiff and takes a total of 23 frames to come out.
|cancel=SO(J)R
 
|p1=100
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}
|p2=80
|starter=N
|guard=HL
|level=2
|startup=11
|active=3
|recovery=19
|frameAdv=-8
|attribute=B
|hitbox=tsubaki/5BB
|description=
Follow-up to 5B and has a slight vacuuming effect; Delay-able, so it's useful for frame traps. It can whiff if 5B hits too far which can leave you open to an attack. It's difficult hit confirming with 5BB since you're unlikely to hit with 5BB 'raw'. 5BB still offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so you will want to use 5B > 6B when uncertain if 5BB will connect. 5BB adds some proration to combos, so if you can master the hitconfirm, it can be better to use 5B alone or followup into 5CC.
}}
}}
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
*Cancels into itself 3 times, even on whiff
Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than {{clr|A|5A}} so it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use {{clr|A|2A}} to begin your mixup or fish for hits if you're using stagger pressure.
{{clr|A|2A}} can be used to pick up knocked down opponents, which has a variety of applications, such as using {{clr|D|j.214D}} to extend air combos midscreen.  The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCS_Tsubaki_5C.png
|caption=
|name=5C
|data=
{{AttackData-BBCF
|damage=680
|cancel=SOR
|p1=100
|p2=89
|starter=N
|guard=HL
|level=3
|startup=8
|active=3
|recovery=23
|frameAdv=-9
|attribute=B
|hitbox=tsubaki/5C
|description=
*Followup possible even on whiff.
<br/>
5C has less range than 5B and is not jump cancellable (even on hit) so is less used in neutral, but it shares 5B's traits of being charge cancellable, special-cancellable & air-unblockable. It mostly serves as a blockstring/combo filler, but can also be used as a frame trap by delaying it after 5B/5BB/2B, and is a strong punish normal, being quick, with good proration, and comboing into 6C on CH.
}}
}}


====== <font style="visibility:hidden" size="0">5CC</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_5CC.png
|input=2B
|caption=
|description=
|name=5CC
Hits low and is a standard blockstring/combo filler that gatlings into {{clr|B|2BB}}, {{clr|A|6A}}, {{clr|C|6C}} (no use), {{clr|C|2C}} and {{clr|C|5C}} on hit and block. Not especially fast considering its short range but short recovery and good hitbox structure makes it a viable counterpoke in neutral, especially against opponents that try to target {{clr|B|5B}}. You can chain to the overhead {{clr|A|6A}} or to {{clr|B|2BB}} as an additional low as a simple mixup. Good cancel options, short hitstop and being -1 on block makes {{clr|B|2B}} a good pressure reset point. {{clr|B|2B}} does not scale damage very well, and should generally not be used as combo fodder for that reason.
|data=
 
{{AttackData-BBCF
After ending a combo with a hard knockdown, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup {{clr|B|2B}} into an air combo and extend the corner carry.
|damage=580
|cancel=SO(J)R
|p1=100
|p2=87
|starter=N
|guard=HL
|level=4
|startup=12
|active=3
|recovery=27
|frameAdv=-11
|attribute=B
|hitbox=tsubaki/5CC
|description=
Followup to 5C and is mainly combo filler. Delay-able, which makes it a strong good frame trap that confirms nicely into 6C on CH. Remember 5C(C) > 6C can only be done on hit. A nice OS you can use is 5CC > 6C~B. If 5CC hits you can confirm nicely into 6C, but be aware that it only works on CH. Tsubaki's options after 5CC are somewhat limited - 6B, charge or special cancel but 6B, Hammer, Fireball, and Charge cancel between them address most of an opponent's options.


As of CF, 5CC is also a fatal counter, but this is difficult to use, since usually an opponent will be hit by 5C before 5CC.
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBCS_Tsubaki_2A.png
|caption=
|name=2A
|data=
{{AttackData-BBCF
|damage=300
|cancel=CSOR
|p1=100
|p2=75
|starter=S
|guard=all
|level=1
|startup=7
|active=2
|recovery=11
|frameAdv=-1
|attribute=F
|hitbox=tsubaki/2A
|description=
Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than 5A so it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use 2A to begin your mixup or fish for hits if you're using stagger pressure.


2A can be used to pick up knocked down opponents, which has a variety of applications, such as using j.214D to extend air combos midscreen.  The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2BB}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|B|2BB}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_2B.png
|input=2BB
|caption=
|description=
|name=2B
An additional low hit, moves Tsubaki forward and can be delayed slightly to provide another frame trap with decent reward, or cancelled into immediately to target movement or reversal attempts. Useful as a threat of a second fast low to back up {{clr|B|2B}}'s potency as a pressure reset/mixup point, while also keeping you relatively close to the opponent. The forward movement on {{clr|B|2BB}} gives it more effective range than {{clr|B|2B}} alone, when {{clr|B|5B}} gets blocked just outside of {{clr|B|2B}}'s range, it's possible to whiff cancel {{clr|B|2B}} into {{clr|B|2BB}} to preserve some strong gatling options and maybe confuse the opponent. Like {{clr|B|5BB}}, {{clr|B|2BB}} reduces overall combo damage as compared to confirming into {{clr|C|5C}}, which is something to keep in mind after confirming a previous hit. Gatlings into {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|6C}} and {{clr|C|2C}}.
|data=
{{AttackData-BBCF
|damage=400
|cancel=SOR
|p1=90
|p2=80
|starter=N
|guard=L
|level=2
|attribute=F
|startup=11*
|active=3
|recovery=12
|frameAdv=-1*
|hitbox=tsubaki/2B
|description=
*Followup possible even on whiff.
<br/>
Hits low and is a standard filler in BnBs that gatlings into 2BB, 6A, 6C (no use), 2C and 5C on hit and block. No longer as slow as it used to be, but still not especially fast considering its short range. You can chain to the overhead 6A or to 2BB as an additional low as a simple mixup. Due to its low recovery, it is only -1 on block, and thus can be a decent point to reset pressure. 2B is generally not a good combo starter unless you manage to confirm it into 5C rather than 2BB.


When ending a combo with 22B on a juggled opponent, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup 2B into an air combo and extend the corner carry.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2BB</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_2BB.png
|input=2C
|caption=
|description=
|name=2BB
*Tsubaki's dedicated Anti-air.
|data=
 
{{AttackData-BBCF
Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a falling {{clr|C|j.C}} after jump cancelling {{clr|C|2C}}. Can be confirmed easily on air hit with the followup {{clr|C|2CC}}, 236/214 series or by jumping/super jumping and using an air normal depending on the height. {{clr|C|2C}} only gatlings into {{clr|C|2CC}} on block so it's better to jump/special cancel or avoid the followup entirely as it's mainly used for combo filler. Decent recovery, crouching state can make it hard to punish from the air.
|damage=300
|cancel=SOR
|p1=90
|p2=80
|starter=N
|guard=L
|level=2
|attribute=F
|startup=10
|active=3
|recovery=18
|frameAdv=-7
|hitbox=tsubaki/2BB
|description=
An additional low hit, and can be delayed slightly to provide another frame trap, though the reward isn't very strong. Mostly only useful as a threat of a second low if you are attempting an overhead after 2B. Like 5BB, 2BB reduces overall combo damage as compared to confirming into 5C, but this confirm is rather difficult. Gatlings into 5B, 5C and 2C.
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
{{clr|C|2C}} is a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is sometimes useless against characters that have air moves that allow them to hit from directly above or behind you as {{clr|C|2C}} will whiff easily, unless it clips a very extended hurtbox.
{{MoveData
|image=BBCS_Tsubaki_2C.png
|caption=
|name=2C
|data=
{{AttackData-BBCF
|damage=660
|cancel=SJOR
|p1=90
|p2=87
|starter=N
|guard=HL
|level=4
|attribute=B
|startup=13
|active=3
|recovery=22
|frameAdv=-6
|invul=8-14H
|hitbox=tsubaki/2C
|description=
*Followup possible even on whiff.
<br/>
Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a falling j.C after jump cancelling 2C. Can be confirmed easily on air hit with the followup 2CC or by jumping/super jumping and using an air normal depending on the height. 2C only gatlings into 2CC on block so it's better to jump cancel or avoid the followup entirely as it's mainly used for combo filler. Fairly long recovery on whiff, and will leave you in a crouching position if you're hit.


2C is a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is completely useless against characters that have air moves that allow them to hit from directly above or behind you as 2C will whiff easily. Jin's j.2C with its amazing vertical hitbox and Azrael's j.B with its ridiculous crossup hitbox come to mind.
If {{clr|C|2C}} is used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with {{clr|A|421A}}/{{clr|D|D}} or the blade super and proper safejumps in the corner with correct jump cancel and {{clr|C|j.C}} timing.


If 2C is used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with 421A/D or the blade super and proper safejumps in the corner with correct jump cancel and j.C timing.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|2CC}}
}}
}}
===<big>{{clr|C|2CC}}</big>===
{{BBCF Move Card
|input=2CC
|description=
Followup to {{clr|C|2C}} that launches both grounded and airborn opponents, hitbox is very vertical, so be careful of whiffing it. Gatlings into {{clr|C|5C}} if {{clr|C|5C}} has not already been used. Can catch an opponent falling into it after {{clr|C|2C}} whiffs, but the lack of any head invul may become a liability when directly contested. Jump and special cancels makes {{clr|C|2CC}} safe on block, but the 29 frames of recovery on top of the narrow hitbox make this normal very punishable when misused.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}
}}
}}


====== <font style="visibility:hidden" size="0">2CC</font> ======
{{MoveData
|image=BBCS_Tsubaki_2CC.png
|caption=
|name=2CC
|data=
{{AttackData-BBCF
|damage=680
|cancel=S(J)OR
|p1=100
|p2=87
|starter=N
|guard=HL
|level=4
|attribute=B
|startup=13
|active=3
|recovery=29
|frameAdv=-13
|hitbox=tsubaki/2CC
|description=
Followup to 2C which can lead to air combo on anti-air 2C hit or ground hit 2C if you confirm close enough to the opponent. Gatlings into 5C if 5C has not already been used to gatling into 2C. Jump-cancellabe on hit but you need to be very observant when you hit with 2C because 2CC whiffs on crouching opponents, leaving you vulnerable. As a result, it serves no purpose in blockstrings.
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_6A.png
|input=6A
|caption=
|description=
|name=6A
*110% Bonus Proration
|data=
{{AttackData-BBCF
|damage=620
|cancel=SOR
|p1=80
|p2=89
|starter=N
|guard=H
|level=3
|attribute=B
|startup=26*
|active=2
|recovery=24
|frameAdv=-9
|hitbox=tsubaki/6A
|description=
*Fatal counters.
*Fatal counters.
*Forces crouch.
*Forces crouch.
<br/>
 
Tsubaki's standing overhead, 6A leads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If 6A is blocked it gatlings into 5C which is air tight even on IB, so even if the 6A is blocked you can charge cancel the 5C which gives you another chance to open up the opponent. 6A is a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do 6A > 5CC > 6CC into a variety of followups, with IAD j.CC being the most common option.
Tsubaki's standing overhead, {{clr|A|6A}} leads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If {{clr|A|6A}} is blocked it gatlings into {{clr|C|5C}} which is air tight even on IB, so even if the {{clr|A|6A}} is blocked you can charge cancel the {{clr|C|5C}} which gives you another chance to open up the opponent. {{clr|A|6A}} is a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do {{clr|A|6A}} → {{clr|C|5CC}} → {{clr|C|6CC}} into a variety of followups, with IAD {{clr|C|j.CC}} being the most common option.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}
}}
}}
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
*Standing Low
*Steps forward a lot during its early frames, making it good for kara-throws, but {{clr|C|6C}} is better.
Tsubaki spins then does an advancing low kick which unsurprisingly, hits low, making it a standing low. The slow startup of this normal makes it a natural frametrap from {{clr|B|5B}}, {{clr|B|5BB}} and {{clr|C|5C}}. On CH, it causes the opponent to trip, which can be confirmed into a full combo with {{clr|B|2B}} or {{clr|B|6BB}} → {{clr|B|214B}}.
This normal's greatest new feature in BBCF, is converting from {{clr|B|5B}} at any range on any grounded hit, and allowing it to catch people trying to jump out after {{clr|B|5B}}/{{clr|C|5C}};  However, it is no longer plus on block, making it a somewhat riskier place to reset pressure. Cancel options are limited to only {{clr|B|6BB}} and specials, which still lets you play threaten and reset pressure, but also opens up more opportunities for the opponnent to contest, especially with good IB usage. In general, the safest way to end pressure after comitting to 6B is {{clr|B|6BB}} → {{clr|A|421A}}.
{{clr|B|6B}} can be used to catch backward rolls after {{clr|B|22B}} and {{clr|A|j.236A}} → {{clr|A|j.214A}} enders. A common roll catch route would be {{clr|B|6BB}} → {{clr|B|214B}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6BB}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|B|6BB}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_6B.png
|input=6BB
|caption=
|description=
|name=6B
The followup to {{clr|B|6B}} and another low attack. {{clr|B|6BB}} mostly serves as a threat to deter mashing after {{clr|B|6B}}. Unsafe if blocked but difficult to punish if used at max range. Only cancels into specials.
|data=
 
{{AttackData-BBCF
On air hit, {{clr|B|6BB}} causes a long float state than can be confirmed with {{clr|B|214B}}, {{clr|B|22B}}, {{clr|D|623D}} for damaging combos. Mostly happens after CH 6B or roll catch.
|damage=480
|cancel=SOR
|p1=90
|p2=92
|starter=N
|guard=L
|level=4
|attribute=F
|startup=17*
|active=4
|recovery=16
|frameAdv=-3*
|hitbox=tsubaki/6B
|description=
*Followup possible even on whiff.
<br/>
Tsubaki spins then does a low kick which unsurprisingly, hits low, making it a standing low. The beginning looks slightly similar to 6A so it can be used for an ambiguous mix-up against players who are not too familiar with Tsubaki's normals. On CH, it causes the opponent to trip, but in CF, 6BB is fast enough to catch the falling opponent, allowing a short combo, or a longer one with charge.


This normal has changed substantially in CF - it comes out much faster now, allowing it to combo from 5B without needing a counter hit, and allowing it to catch people trying to jump out after 5B/5C;  However, it is no longer plus on block, making it a somewhat riskier place to reset pressure.  However, the threat of 6BB, Fireball, and Hammer can be enough to keep the opponent guessing here and allow a pressure reset if you aren't too predictable.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}


====== <font style="visibility:hidden" size="0">6BB</font> ======
{{MoveData
|image=BBCS_Tsubaki_6BB.png
|caption=
|name=6BB
|data=
{{AttackData-BBCF
|damage=560
|cancel=SOR
|p1=90
|p2=92
|starter=N
|guard=L
|level=4
|attribute=F
|startup=15
|active=4
|recovery=20
|frameAdv=-6
|hitbox=tsubaki/6BB
|description=
The followup to 6B and also a low attack. 6BB mostly serves as a threat to deter mashing after 6B.  Unsafe if blocked but difficult to punish if used at max range. It can even be used to reset pressure if the opponent usually suspects you to go into 22B/D/Fireball but this relies on unpredictability.


6BB causes a slide-state when it hits an opponent that was in the air making certain followups possible, such as a full charge 22B/D or CT in the corner. Using the slide on air hit after a CH 6B can be followed up with 236D midscreen if you have the resources to do so which makes the confirm out of the CH much easier. It's also a staple normal to use where you want to followup with [4]6D > 236D, such as during OD corner combos.
===<big>{{clr|C|6C}}</big>===
}}
{{BBCF Move Card
|input=6C
|description=
*High damage combo tool, key for some of Tsubaki's most dangerous routes.
*Steps forward a lot during its early frames, making it good for kara-throws.
 
Whip-based attack that hits multiple times. Cancels into {{clr|C|6CC}} and specials on block, jump cancelable on hit. The single best combo starter on normal hit, about tied with 5CC on counterhit. {{clr|C|6C}}'s combo prowess comes from its large base damage, low damage scaling and massive hitstun. Slow startup means {{clr|C|6C}} connects from a few specific moves, notably CH {{clr|B|5B}}/{{clr|C|5C}}, {{clr|D|421D}} → {{clr|D|236D}}, air throw and other combo routes that set it up correctly.
 
This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into {{clr|A|421A}} or {{clr|B|22B}}. Cancelling into {{clr|A|421A}} can be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while {{clr|C|6C}} lands.
 
You can perform kara throws with this move by inputting {{clr|C|6C}}~{{clr|B|B}} in quick succession (A 3 frame window). Tsubaki will say the voice line for {{clr|C|6C}} and will appear to step forward and perform a grab. Kara throws allow Tsubaki to threaten grabs outside of normal range.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6CC}}
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
===<big>{{clr|C|6CC}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_6C.png
|input=6CC
|caption=
|description=
|name=6C
*110% Bonus Proration
|data=
{{AttackData-BBCF
|damage=200*6
|cancel=SO(J)R
|p1=100
|p2=94(once)
|starter=N
|smp=2
|guard=HL
|level=5
|attribute=B
|startup=24*
|active=1x6
|recovery=38
|frameAdv=-18
|hitbox=tsubaki/6C
|description=
*Followup possible even on whiff.
<br/>
Whip-based attack that hits multiple times. OD, jump, and special cancellable on hit. The absolute best of Tsubaki's combo starting normals and also a very nicely prorating move when used in combos. One of the best moves to go into Mugen out of which usually involves a CH 5B/C > 6C since 421D > 236D is possible after exiting the Mugen animation due to 6C's large amount of hitstun. Downs the opponent on air hit.


This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into 421A or 22B. Cancelling into 421A can be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while 6C lands. Gatlings into 6CC.
Followup to {{clr|C|6C}} where a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except rapid cancel, so avoid using in a blockstring. There is a small gap between {{clr|C|6C}} and {{clr|C|6CC}}, so it can be used as a frame trap, but there are definitely much better options.
}}
}}


====== <font style="visibility:hidden" size="0">6CC</font> ======
Can be used after {{clr|C|6C}} to continue the combo. If done at the beginning of a combo, the amount of untech time after the launch guarantees that {{clr|C|j.C}} will connect after an IAD for good damage and corner carry. {{clr|C|6CC}} will not always boost combo damage, since its base damage is not the best and the launch is not always desireable after 6C, varies per combo.
{{MoveData
|image=BBCS_Tsubaki_6CC.png
|caption=
|name=6CC
|data=
{{AttackData-BBCF
|damage=200*3
|cancel=(S)O(J)R
|p1=100
|p2=84(once)
|starter=N
|guard=HL
|level=5
|attribute=B
|startup=22
|active=1x3
|recovery=35
|frameAdv=-15
|hitbox=tsubaki/6CC
|description=
Followup to 6C where a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except to rapid or OD cancel, so avoid using in a blockstring. There is a small gap between 6C and 6CC, so it can be used as a frame trap, but it is very risky as a pressure tool as mentioned already.


Used as combo filler after a successful 6C hit and launches on hit. The amount of untech time after the launch guarantees that j.C will connect after an IAD which leads to huge damage and corner carry through the IAD juggle combo.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|C|3C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_3C.png
|input=3C
|caption= vroom
|description=
|name=3C
|data=
{{AttackData-BBCF
|damage=720
|cancel=R
|p1=95
|p2=94
|starter=N
|guard=L
|level=5
|attribute=F
|startup=18*
|active=10
|recovery=23
|frameAdv=-12
|hitbox=tsubaki/3C
|description=
*Fatal counters.
*Fatal counters.
*Followup possible even on whiff.
*Followup possible from the start of the move until 8F after active frames end. Can even cancel before this move goes active
<br/>
 
Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Does not gatling into anything other than its followup, but as of CF can be followed up into a combo meterless.  The range of 3C varies depending on when it is cancelled into 3CC. No/late cancelling results in the furthest range but cancelling early will provide very little horizontal range. Similarly, how far Tsubaki travels before making contact with the opponent influences how easy it will be to punish you on block since she will recover faster in the later active frames of the slide.
Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Can only cancel into {{clr|C|3CC}}, but it can be done at any point during {{clr|C|3C}}, even before it goes active. The many active frames mean that getting blocked near the end of the slide is often safe. Can combo with no requirements, leads into good damage.
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3CC}}
}}
}}


====== <font style="visibility:hidden" size="0">3CC</font> ======
 
{{MoveData
===<big>{{clr|C|3CC}}</big>===
|image=BBCS_Tsubaki_3CC.png
{{BBCF Move Card
|caption=R
|input=3CC
|name=3CC
|description=
|data=
{{AttackData-BBCF
|damage=980
|cancel=R
|p1=95
|p2=84
|starter=N
|guard=HL
|level=5
|attribute=B
|startup=17
|active=4
|recovery=35
|frameAdv=-18
|invul=1-17H
|hitbox=tsubaki/3CC
|description=
*Fatal counters.
*Fatal counters.
*In the air 23~31F.
*In the air 23~31F.
<br/>
Launches the opponent into the air after 3C. This can be used to trick your opponent into thinking they can punish you after 3C, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse.


Important combo filler to launch opponents after 3C to confirm into combos.
Launches the opponent into the air after {{clr|C|3C}}. Head invul from the very first frame until the first active makes {{clr|C|3CC}} a legitimate anti air, on top of the very tall hitbox. This can be used to trick your opponent into thinking they can punish you after {{clr|C|3C}}, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse.
 
Important combo filler to launch opponents after {{clr|C|3C}} to confirm into combos.
 
Ending a combo with this normal gives you enough time to set up a safejump.


Ending a combo with this normal gives you enough time to set up a safejump, though this can only be done practically in the corner.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
Small air jab. Used for its speed that makes up for the small size. On block, it's useful for applying air pressure or setting up aerial tick throws/throw reject misses.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
 
{{MoveData
===<big>{{clr|B|j.B}}</big>===
|image=BBCS_Tsubaki_jA.png
{{BBCF Move Card
|caption=
|input=j.B
|name=j.A
|description=
|data=
Horizontal normal, used in air combos and neutral. This makes a better air to air normal than {{clr|A|j.A}} to contest air space, since it has more range and comparable speed. Not bad as a jumpin either, good balance of speed, size and hitstun.
{{AttackData-BBCF
 
|damage=300
Plays a very important role in confirming off random anti air hits thanks to its speed. Usually cancelled into {{clr|B|j.BB}} or {{clr|C|j.C}} for pressure and combos.
|cancel=CSOJR
 
|p1=90
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.BB}}, {{clr|C|j.C}}, {{clr|D|j.D}}
|p2=77
|starter=S
|guard=HA
|level=1
|attribute=H
|startup=7
|active=2
|recovery=6
|frameAdv=-
|hitbox=tsubaki/j.A
|description=
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 or setting up aerial tick throws/throw reject misses.
}}
}}
===<big>{{clr|B|j.BB}}</big>===
{{BBCF Move Card
|input=j.BB
|description=
Followup to {{clr|B|j.B}}. Can be delayed, and has a hitbox above Tsubaki. Lifts the opponent above Tsubaki so it is great for adjusting relative air spacing during air combos for the sake of advantageous knockdowns. Also a good air-to-air since it covers an uncommon angle and comes out quickly after {{clr|B|j.B}}, but you still need to be quick on the draw to get this to win.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBCS_Tsubaki_jB.png
|caption=
|name=j.B
|data=
{{AttackData-BBCF
|damage=420
|cancel=SOJR
|p1=90
|p2=80
|starter=N
|guard=HA
|level=2
|attribute=H
|startup=8
|active=4
|recovery=12
|frameAdv=-
|hitbox=tsubaki/j.B
|description=
*Followup possible even on whiff.
<br/>
Horizontal normal, used in air combos. This makes a better air to air normal than j.A because it has slightly more range, but it still has pretty awful hitbox structure. It also might be more favorable to use over j.C in some cases because it is faster so keep that in mind.


Plays a very very important part in confirming off of random non-2C ground-to-air hits with 5B for example after a super jump or after catching a roll with 2A and confirming into 5B. It is also required in conjunction with j.C for her juggle extensions to work off of jump cancelling 2C instead of 2CC. It lifts the opponent up higher than j.C so it can be used to alter the opponent's position during air combos.
===<big>{{clr|C|j.C}}</big>===
}}
{{BBCF Move Card
|input=j.C
|description=
The go to normal for air to ground offense. This is Tsubaki's longest range air normal and sports the best downward hitbox out of all them, except {{clr|C|j.CC}}. Can combo after {{clr|B|j.B}} and its followup. If you're close enough to the ground, {{clr|C|j.C}} can connect to {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|C|5C}}. With a CH {{clr|C|j.C}} landed on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. As an air-to air, its slightly slower speed and standard size make it kind of average, but its strength comes when you're above the opponent or score a hit. On block, you can delay the followup {{clr|C|j.CC}} to add more overhead pressure, but this can worsen your frame advantage due to {{clr|C|j.CC}}'s halted momentum.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.CC}}, {{clr|D|j.D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.BB</font> ======
{{MoveData
|image=BBCS_Tsubaki_jBB.png
|caption=
|name=j.BB
|data=
{{AttackData-BBCF
|damage=570
|cancel=SO(J)R
|p1=90
|p2=84
|starter=N
|guard=HA
|level=3
|attribute=H
|startup=7
|active=3
|recovery=24
|frameAdv=-
|hitbox=tsubaki/j.BB
|description=
Followup to j.B. Can be delayed, and has a hitbox above Tsubaki. Lifts the opponent above Tsubaki so it is great for adjusting relative air spacing during air combos for the sake of advantageous knockdowns.
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|C|j.CC}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Tsubaki_jC.png
|input=j.CC
|caption=
|description=
|name=j.C
Followup attack to {{clr|C|j.C}}. It is mostly used in combos after {{clr|C|j.C}}, or for an added overhead after a blocked {{clr|C|j.C}}. The short hop that she does can be used as both a mixup and a frame trap after a {{clr|C|j.C}} that is done very close to the ground, but can be dangerous at other times as it can be low profiled due to the lack of a deep reach like {{clr|C|j.C}} . It can also be used in neutral to cover a {{clr|C|j.C}} whiff using {{clr|C|j.CC}}'s sweeping hitbox. Has the most blockstun out of every air normal, but the extra air time can severely limit pressure/combo options when pressed from too high up.
|data=
High attack level works well with charge cancel, which lets you frame trap with falling {{clr|A|j.A}} or {{clr|B|j.B}}.
{{AttackData-BBCF
 
|damage=530
On hit, if you cannot land in time, combo into {{clr|B|j.214B}} instead.
|cancel=SOJR
|p1=90
|p2=84
|starter=N
|guard=HA
|level=3
|attribute=H
|startup=11
|active=4
|recovery=23
|frameAdv=-
|hitbox=tsubaki/j.C
|description=
*Followup possible even on whiff.
<br/>
The go to normal for air to ground offense. This is Tsubaki's longest ranged air normal and sports the best vertical hitbox out of all them. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, or 5C. With a CH j.C landed on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. However, it isn't that great compared to other characters' strong air normals due to its hitbox structure and slower startup and can be heavily disrespected because of this. On block however, you can delay the followup j.CC to add more overhead pressure, but this can be beaten by reversals, so consider jump cancelling j.C instead to apply further air pressure or attempt to bait a counter assault or reversal.
}}
}}


====== <font style="visibility:hidden" size="0">j.CC</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}
{{MoveData
|image=BBCS_Tsubaki_jCC.png
|caption=
|name=j.CC
|data=
{{AttackData-BBCF
|damage=680
|cancel=SOR
|p1=90
|p2=87
|starter=N
|guard=HA
|level=4
|attribute=H
|startup=10
|active=2
|recovery=31
|frameAdv=-
|hitbox=tsubaki/j.CC
|description=
Delay-able followup attack to j.C, Tsubaki attacks with the pages of her book. It is mostly used in combos, after j.C hit confirms, or for an added overhead after a blocked j.C. Using j.CC actually cancels out Tsubaki's downward momentum in the air and makes her float momentarily. The short hop that she does can be used as both a mixup and a frame trap after a j.C that is done very close to the ground. It can also be used as a movement tool, as it causes Tsubaki to "glide" a bit during an air dash because of this attribute.  If close enough to the ground, you can combo into 5A, 5B, or 5C. 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 an IAD combo and then land to continue.
}}
}}
}}
<br style="clear:both;"/>
<br clear=all/>


==Drive Moves==
==Drive Moves==
;Notes
Numbers in brackets indicate values during Overdrive.
*Tsubaki will be in a CH state when charging.
===<big>{{clr|D|5D}}</big>===
====== <font style="visibility:hidden" size="0">5D</font> ======
{{BBCF Move Card
{{MoveData
|input=5D
|image=BBCS_Tsubaki_5D.png
|description=
|caption=
*CH state for the duration of the move
|name=5D
*Hold D to continue charging
|data=
*After the minimum duration, charging returns to the normal rate.
{{AttackData-BBCF
 
|version=Normal
Aside from Overdrive and {{clr|C|63214C}}, this is the main way to charge stocks. While Tsubaki does not need stocks to play her game, the fast charge gain and short recovery let you use this frequently in neutral. This often comes at the cost of space control, so avoid charging when in immediate danger or when the opponent can use that time to start pressuring you.
|damage=-
 
|p1=-
The fastest possible charge cancel will build 1/4th of a stock. On hit, some specials can be charge cancelled as well, which lasts slightly longer and builds half a stock instead.
|p2=-
 
|startup=-
Tsubaki can cancel into this move from many of her normals. This is commonly called a "charge cancel". Charge cancelling allows Tsubaki to effectively improve the frame advantage of her stronger attacks with higher blockstun and longer recovery, allowing for stronger and safer stagger pressure. The minimum total duration of {{clr|D|5D}} is 18 frames, which is short enough to make her punishable attacks safer, or 14 frames during OD, which can allow her to even be plus off certain attacks.
|active=-
 
|recovery=18T
Below is a comparison of each attack's advantage with and without charge cancelling:
|frameAdv=-
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;">
|hitbox=tsubaki/5D
<tr><th colspan="4"; style="text-align: center>Charge Cancel Advantage</th></tr>
|description=
<tr><th>Attack</th><th>Normal</th><th>Charge canceled</th><th>Charge canceled (OD)</th></tr>
<tr><td>{{MMC|input=5A|label={{clr|A|5A}}}}</td><td>-2</td><td>{{clr|A|-7}}</td><td>{{clr|A|-3}}</td></tr>
<tr><td>{{MMC|input=2A|label={{clr|A|2A}}}}</td><td>-1</td><td>{{clr|A|-7}}</td><td>{{clr|A|-3}}</td></tr>
<tr><td>{{MMC|input=5B|label={{clr|B|5B}}}}</td><td>-5</td><td>{{clr|C|-2}}</td><td>{{clr|D|+2}}</td></tr>
<tr><td>{{MMC|input=5BB|label={{clr|B|5BB}}}}</td><td>-8</td><td>{{clr|C|-5}}</td><td>{{clr|C|-1}}</td></tr>
<tr><td>{{MMC|input=2B|label={{clr|B|2B}}}}</td><td>-1</td><td>{{clr|A|-5}}</td><td>-1</td></tr>
<tr><td>{{MMC|input=2BB|label={{clr|B|2BB}}}}</td><td>-7</td><td>{{clr|C|-5}}</td><td>{{clr|C|-1}}</td></tr>
<tr><td>{{MMC|input=5C|label={{clr|C|5C}}}}</td><td>-9</td><td>{{clr|C|-2}}</td><td>{{clr|D|+2}}</td></tr>
<tr><td>{{MMC|input=5CC|label={{clr|C|5CC}}}}</td><td>-11</td><td>{{clr|C|0}}</td><td>{{clr|D|+4}}</td></tr>
</table>
}}
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=14T
|frameAdv=-
|hitbox=tsubaki/5D
|description=
*Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time.
*For specifics see the [[Tsubaki_Frame_Data_(BBCP)|Tsubaki Full Frame Data]] page.
<br/>
Appears to have the same charge rate as 2D. By holding 5D, Tsubaki will begin to charge her install gauge. The charge rate starts at the standard "10% of a stock per tap" rate and then steadily accelerates over the time the button is held. If charging is started with an empty bar, from 0 to 1 stocks will take ~44 frames (~3/4 of a second) while 4 to 5 takes nearly half the time at ~26 frames (~3/7 of a second).


This is the main method of charging (or using charge cancels) you will use and it's necessary to make a balance between using this to gain resources and rushdown. Notice that you should be focused on gaining charge when you are quite far from your opponent, or when you have knocked them down, as Tsubaki is vulnerable in this state. If you're pressuring your opponent, the emphasis should be on giving yourself more mixup opportunities and staying on your opponent. Charging for too long will make it easier for the opponent to strike you and they will get notable reward since you will be in a counter hit state.
===<big>{{clr|D|2D}}</big>===
}}
{{BBCF Move Card
|input=2D
|description=
*Behaves the same as {{clr|D|5D}}, but crouching.
{{clr|D|2D}} sees much less use than {{clr|D|5D}} because getting hit will result in a crouching counter hit, often extending the opponent's combos.
 
{{clr|D|2D}} can be used to low profile certain projectiles such as Jin's {{clr|A|j.236A}}. In theory, this can also make certain jabs whiff when used as a charge cancel. However, it runs a much bigger risk for not much more reward when used this way.
}}
}}


====== <font style="visibility:hidden" size="0">2D</font> ======
 
{{MoveData
===<big>{{clr|D|j.D}}</big>===
|image=BBCS_Tsubaki_2D.png
{{BBCF Move Card
|caption=
|input=j.D
|name=2D
|description=
|data=
*Causes forced landing recovery, which is applied even after pressing buttons or blocking in the air.
{{AttackData-BBCF
*Charges 1/2 a stock at an accelerated rate, then very slowly for the other 1/2 charge, then charge rate becomes inversely proportional to height.
|version=Normal
*Stops Tsubaki's movement and momentum.
|damage=-
|cancel=
|p1=-
|p2=-
|startup=-
|active=-
|recovery=18T
|frameAdv=-
|hitbox=tsubaki/2D
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=14T
|frameAdv=-
|hitbox=tsubaki/2D
|description=
*Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time.
*For specifics see the [[Tsubaki_Frame_Data_(BBCP)|Tsubaki Full Frame Data]] page.
<br/>
<br/>
Appears to have the same charge rate as 5D. 2D can be used to low profile certain projectiles such as Jin's j.236A. Take caution while charging, as getting hit will result in a crouching counter hit, often extending the opponent's combos.
{{clr|D|j.D}} decreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. Even if started high in the air, Tsubaki's charge speed will increase as she descends.


Can be used during charge cancel pressure to mess with your opponent's head by shifting your hitbox. May make them misjudge distance or unconsciously continue to block low just from the visual cues. It seems to make running up and grabbing or command grabbing after the charge cancel a lot more surprising for some reason. Since she is around as short as her crouching state while using 2D, certain jabs may actually whiff if the opponent attempts to smack you while you are doing charge cancels instead of upbacking away or using a reversal. Can also be used to instigate jump-ins if tapped repeatedly in neutral. Be sure to time things right so you can 2C, DP, or air grab if the opponent takes the bait.
Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancelling {{clr|C|j.C}} or {{clr|C|j.CC}} and then linking {{clr|A|j.A}} or {{clr|B|j.B}} directly after {{clr|D|j.D}}'s recovery ends. In Overdrive, the reduced recovery allows {{clr|C|j.C}} and {{clr|C|j.CC}} to be linked to another {{clr|C|j.C}} which slightly increases combo damage. This requires tight spacing and can only be utilized if you haven't used an air option. However, it does get you lots of charge mid-combo.
}}
}}


====== <font style="visibility:hidden" size="0">j.D</font> ======
J.D also sees some use in optimized corner combos after {{clr|A|j.236A}} and {{clr|C|j.214C}}, totalling to a whole stock being generated.
{{MoveData
|image=BBCS_Tsubaki_jD.png
|caption=
|name=j.D
|data=
{{AttackData-BBCF
|version=Normal
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=14T+9L
|frameAdv=-
|hitbox=tsubaki/j.D
|description=
}}
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=10T+9L
|frameAdv=-
|hitbox=tsubaki/j.D
|description=
*Charge rate depends on how high off the ground D is pressed with rate being inversely proportional to height.
*For specifics see the [[Tsubaki_Frame_Data_(BBCP)|Tsubaki Full Frame Data]] page.
<br/>
Balance of charging speed and recovery. This decreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. The charge rate depends on how high off the ground you start to charge. If done from higher on the screen she barely gets any charge compared to if she tries to use it closer to the ground.


Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancelling j.C or j.CC and then linking j.A or j.B directly after j.D's recovery ends. When in Overdrive, the reduced recovery allows j.C and j.CC to be linked to another j.C which slightly increases combo damage. Requires special spacing in the air usually involving super jumps and can only really be fully utilized for extra damage if your air option has not already been used so that you can jump again after j.B/A, but it does get you a tiny bit of charge mid-combo and a slightly more corner carry if you do pull it off. There is even a super secret corner combo route that can be used by cancelling into j.D after j.236A that nets an even larger fraction of an install stock.
<br style="clear:both;"/>
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|image=BBCS_Tsubaki_FThrow.png
{{BBCF Move Card
|caption=
|name=Forward Throw
|input=B+C
|input=B+C
|data=
|description=
{{AttackData-BBCF
*100% minimum damage: 1500
|damage=0,1400
 
|cancel=-,SOR
Tsubaki throws her opponent forward, causing a wallbounce. A delayed {{clr|B|214B}} is the easiest way to followup from this midscreen. You can also followup with micro dash {{clr|C|5C}} → {{clr|C|2C}} but the timing on it is quite strict. {{clr|B|236B}} is also an option, but if you {{clr|B|214B}} to continue from there it may whiff. In the corner, if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage.
|p1=100
|p2=100,60
|guard=70
|starter=S
|startup=7
|active=3
|recovery=19
|frameAdv=-
|attribute=T
|hitbox=tsubaki/groundThrow
|description=
*100% minimum damage (1400).
<br/>
Tsubaki throws her opponent forward, causing a wallbounce. A delayed 214B is the easiest way to followup from this midscreen, but if you have charge, then it's max charge 22D. You can also followup from a throw with micro dash 5C > 2C but the timing on it is quite strict. Using 236B is also an option but the 214B can whiff depending on how far away the opponent is during the wallbounce. In the corner, a throw can be followed up with a fully charged 22B since it wallsticks, but if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage.


What makes her forward throw threatening is that Tsubaki has a Kara throw which is pretty useful for her mixup. By inputting 6C~B, you can increase the range of the throw making it a little more difficult to see. You'll know when you have performed this correctly because Tsubaki will not only move forward slightly but say something as if she were using 6C. Can be OD cancelled to allow 6C followups.
By inputting {{clr|C|6C}}~{{clr|B|B}}, you can increase the range of the throw making it a little more difficult to see. You'll know when you have performed this correctly because Tsubaki will not only move forward slightly but say something as if she were using {{clr|C|6C}}. Can be OD cancelled to allow {{clr|C|6C}} followups.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
===<big>Back Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
|image=BBCS_Tsubaki_BThrow.png
{{BBCF Move Card
|caption=
|name=Back Throw
|input=4B+C
|input=4B+C
|data=
|description=
{{AttackData-BBCF
*100% minimum damage: 1500
|damage=0,1400
*Staggers opponent
|cancel=-,SOR
|p1=100
|p2=100,60
|guard=70
|starter=S
|startup=7
|active=3
|recovery=19
|frameAdv=-
|attribute=T
|hitbox=tsubaki/groundThrow
|description=
*100% minimum damage (1400).
<br/>
<br/>
Tsubaki turns and pushes the opponent backwards, but this causes a stagger which can allow for various resets if the opponent opts to tech immediately. You can mix up between 6A/2B, command grab, or even another throw. When following up from a back throw, 236B > 214B > 22B is the weakest but easiest option, but if you want to use charge, you can use 214D > IAD j.CC(delay) > 5C > 2CC > j.C > j.CC > j.214A. Back throws are generally less rewarding than forward throws combo-wise so avoid unless necessary. 214B followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. Can be OD cancelled allowing 6C followups just like forward throw.
The stagger opens up various resets if the opponent opts to tech immediately. You can mix up between {{clr|A|6A}}/{{clr|B|2B}}, command grab, or even another throw. However, it's best to just followup with an actual combo. The most common followup from Back Throw is {{clr|B|214B}}. The {{clr|B|214B}} followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. If you want to use charge, you can use {{clr|D|214D}} or {{clr|D|623D}} for stronger combos. Back throw is generally less rewarding than forward throw unless it puts the opponent in the corner. You can ODC for a {{clr|C|6C}} followup, just like forward throw.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Air Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
|image=BBCS_Tsubaki_AThrow.png
{{BBCF Move Card
|caption=
|name=Air Throw
|input=j.B+C
|input=j.B+C
|data=
|description=
{{AttackData-BBCF
*100% minimum damage: 1500
|damage=0,1400
 
|cancel=-,SOR
Tsubaki throws the opponent onto the ground which causes a slight bounce. When going into the air with your opponent, this is usually your best option in terms of speed and priority, but the recovery is more harsh than other air moves. The best way to followup from an air grab is always into {{clr|C|6C}}. This can also be OD cancelled and is useful for trapping your opponents burst and going for the kill.  
|p1=100
|p2=100,60
|guard=100
|starter=S
|startup=7
|active=2
|recovery=17+3 after landing
|frameAdv=-
|attribute=T
|hitbox=tsubaki/airThrow
|description=
*100% minimum damage (1400).
<br/>
Tsubaki throws the opponent onto the ground which causes a slight bounce. When going into the air with your opponent, this is usually your best option if you're close since her other air-to-air options are awful. The best way to followup from an air grab is always into 6C. This can also be OD cancelled and is useful for trapping your opponents burst and going for the kill.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
===<big>Counter Assault</big>===
{{MoveData
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
|image=BBCS_Tsubaki_Decus.png
{{BBCF Move Card
|caption=
|name=Counter Assault
|input=6A+B
|input=6A+B
|data=
|description=
{{AttackData-BBCF
Has the same animation as her Sanctus Decus from the older games. Has a good hitbox and legitimate consistency in working as intended. It is quite fast and is a good option when you're caught in heavy pressure, especially if you don't have the charge to followup a DP with a D special.
|damage=-
|cancel=R
|p1=50
|p2=87
|starter=VS
|startup=-
|guard=all
|level=4
|attribute=B
|startup=13
|active=4
|recovery=35
|frameAdv=-20
|invul=1-20 All
|hitbox=tsubaki/counterAssault
|description=
Has the same animation as her Sanctum Decus from CP and is actually something that Tsubaki can take pride in over other characters due to its legitimate consistency in working as intended. It is quite fast and is a good option when you're caught in heavy pressure, especially if you don't have the charge to followup a DP with.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|image=BBCF_Tsubaki_CT.png
{{BBCF Move Card
|caption=
|input=5A+B,5[A+B] |versioned=input
|name=Crush Trigger
|description=
|input=5A+B
|data=
{{AttackData-BBCF
|damage=1000
|cancel=R
|p1=80
|p2=100 *ignores character combo rate
|starter=N
|smp=3
|guard=B
|level=3
|attribute=B
|startup=30-59
|active=1
|recovery=26
|frameAdv=+2
|hitbox=tsubaki/
|description=
*Costs 25% Heat.
*Costs 25% Heat.
*180F Heat Gauge Cooldown.
*180F Heat Gauge Cooldown.
*Possible to charge.
*Possible to charge.
*Causes hard knockdown on air hit.
<br/>
<br/>
Tsubaki swings her book over her head to guard crush the opponent. Has comparatively short range for a Crush Trigger, but is positive on block. Massive untechable time on CH, staggers on ground hit, and grounds on air hit. A key part of Tsubaki's more damaging combos utilizing 214D's jump cancellability. Non-followup 214D can be cancelled straight into Crush Trigger using a special technique which leads into massive damage from both the hit itself and the fact that it allows for a link to 6C.
Tsubaki swings her book over her head to guard crush the opponent. Has comparatively short range for a Crush Trigger, but is useful for combos and neutral on barrier block. Massive untechable time on CH, staggers on ground hit, and grounds on air hit. A key part of Tsubaki's more damaging combos utilizing {{clr|D|214D}}'s jump cancellability. Non-followup {{clr|D|214D}} can be cancelled straight into Crush Trigger using a special technique which leads into massive damage from both the hit itself and the fact that it allows for a link to {{clr|C|6C}}.
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
;Notes
;Notes
*All D versions of specials require one charge unless in Mugen/Install (214214D).
*Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo.
*Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo.
*All specials can be cancelled to D specials on block or whiff with the exception of 22B/D and j.214A/B/C/D but you <i>cannot</i> cancel to non-D specials.
*Certain specials have follow up options, normal versions of each follow up can only be executed on hit, and D versions may also be executed on block and whiff
====== <font style="visibility:hidden" size="0">Sanctus Aequum</font> ======
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Ground Rekka Sequence" data-collapsetext="Hide Ground Rekka Sequence">
{{MoveData
<gallery class="center">
|image=BBCS_Tsubaki_Aequum.png
BBCS_Tsubaki_Aequum.png|200px|thumb|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}} Sanctus Aequum
|caption= CHARGING STAR!
</gallery>
|name=Sanctus Aequum
<div style="text-align: center;">All versions cancel into the following on hit or block</div>
|input=236A/B/C/D
<gallery class="center">
|data=
BBCF_Tsubaki_Veritas2.png|200px|thumb|{{clr|B|214B}}/{{clr|D|D**}} Sanctus Veritas *
{{AttackData-BBCF
BBCP Tsubaki Hammer.png|200px|thumb|{{clr|B|22B}}/{{clr|D|D**}} Angus Dei *
|version=A Version
</gallery>
|damage=600
<div style="text-align: center;">Both Sanctus Veritas versions cancel into the following on hit or block</div>
|cancel=R
<gallery class="center">
|p1=80
BBCP Tsubaki Hammer.png|200px|thumb|{{clr|B|22B}}/{{clr|D|D**}} Angus Dei *
|p2=67
</gallery>
|starter=N
<gallery class="center">
|smp=2
</gallery>
|guard=all
<div style="text-align: center;">* Non-{{clr|D|D}} followup version can also be cancelled into {{clr|D|5/2D}} <br>** {{clr|D|D}} version can be cancelled into even if the previous special missed or was blocked</div>
|level=4
</div>
|startup=13*
 
|active=6
 
|recovery=18
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Air Rekka Sequence" data-collapsetext="Hide Air Rekka Sequence">
|frameAdv=-8*
<gallery class="center">
|attribute=B
BBCS Tsubaki BenedictusRex.png|200px|thumb|{{clr|C|623C}}/{{clr|D|D}} Benedictus Rex
|hitbox=tsubaki/236A
</gallery>
|description=
<div style="text-align: center;">Both versions cancel into the following on hit or block</div>
}}
<gallery class="center">
{{AttackData-BBCF
BBCF Tsubaki AequumElesion.png|200px|thumb|{{clr|A|j.236A}}/{{clr|D|D**}} Aequum Elesion *
|header=no
BBCS_Tsubaki_LuxAeterna.png|200px|thumb|{{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D**}} Lux Aeterna *
|version=B Version
</gallery>
|damage=700
<div style="text-align: center;">Both Aequum Elesion versions cancel into the following on hit or block</div>
|cancel=R
<gallery class="center">
|p1=80
BBCS_Tsubaki_LuxAeterna.png|200px|thumb|{{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D**}} Lux Aeterna *
|p2=72
</gallery>
|starter=N
<gallery class="center">
|smp=2
</gallery>
|guard=all
<div style="text-align: center;">* Followup Non-{{clr|D|D}} versions can also be cancelled into {{clr|D|5/2/jD}} <br>** {{clr|D|D}} version can be cancelled into even if the previous special missed or was blocked</div>
|level=4
</div>
|startup=18*
<br>
|active=8
===<big>Sanctus Aequum</big>===
|recovery=18
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}}}}
|frameAdv=-9*
{{BBCF Move Card
|attribute=B
|input=236A,236B,236C,236D |versioned=input
|hitbox=tsubaki/236A
|description=
|description=
*C Version passes through opponent on hit or block.
}}
*All versions can cancel into {{clr|B|214B}}/{{clr|D|D}} or {{clr|B|22B}}/{{clr|D|D}} on hit and {{clr|D|214D}} or {{clr|D|22D}} on block or whiff.
{{AttackData-BBCF
|header=no
|version=C Version
|damage=800
|cancel=R
|p1=80
|p2=82
|starter=N
|smp=2
|guard=all
|level=4
|startup=18*
|active=10
|recovery=18
|frameAdv=-9*
|attribute=B
|hitbox=tsubaki/236A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=900
|cancel=R
|p1=80
|p2=89
|starter=N
|smp=2
|guard=all
|level=5
|startup=20*
|active=10
|recovery=24
|frameAdv=+2*
|attribute=B
|hitbox=tsubaki/236A
|description=
{{ColumnList |text=
*All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff.
*D version can cancel into 22B or 214B on whiff.
*C version passes through opponent on hit or block.
*D version launches on hit.
*D version launches on hit.
*D version has 110% bonus proration while in 214214D.
*D version shares Same Move Proration with {{clr|D|412D ~ 236D}}
}}<br/>
Charges forward with shield in front, each version moves her forward a bit more. All versions are unsafe and should not be relied upon when trying to get in from afar, as telegraphed approaches can be dealt with on startup or punished if blocked. It serves mainly as a combo filler, and different versions can be used in combo so that SMP is not activated. You can followup with 214D and then/or 22D to catch people trying to punish you in the recovery of the moves.


The A version is only used where the combo is heavily prorated and where 236B might not work as it has the fastest startup. Covers small ground.
Charges forward with the shield. The A version travels a little less than half screen, the B and C versions travel about 3/4 screen, and the D version travels slightly farther than them. The stockless versions do not function as gap closers. Instead, they're usually combo filler. Different versions can be used in combos so that SMP is not activated. You can followup with {{clr|D|214D}} and then/or {{clr|D|22D}} to catch people trying to punish you in the recovery of the moves.
{{clr|A|A}}, {{clr|B|B}} and {{clr|C|C}} versions have a static active time, and get safer when blocked later into their travel time. The {{clr|D|D}} version by contrast, is proximity based and cuts to its recovery as soon as it connects which means its frame advantage will always be +2 on normal block.


The B version is the main version you'll be using in combos. Slightly slower than the A version but covers more ground.
The {{clr|A|A}} version has the fastest startup. It's only used late in combos where {{clr|B|236B}} might not work. Covers small ground, shorter recovery and travel makes it the safest on block bar {{clr|D|236D}}.


The C version crosses straight through the opponent and allows you to switch sides at any time during a combo. It also covers a lot of ground and leaves you about a 5B's length behind your opponent on block.
The {{clr|B|B}} version deals more combo damage and leaves smaller gaps when cancelled. Slightly slower than the A version but travels about 1/2 screen.


The D version launches the opponent into spinning knockback which can be followed up with a dashing 5B/C if the opponent is hit off the ground or even 6C if the opponent is being juggled after 2C for example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a 5B's length in front of your opponent.
The {{clr|C|C}} version crosses straight through the opponent and allows you to switch sides at any time during a combo. It travels the same distance as the B version. It leaves you a little farther than {{clr|B|2B}}'s length behind your opponent on block. On hit, it crumples the opponent. In pressure, you can rapid cancel at different points to create a left/right mixup


There is also a way you can move a little further with each attack. This is done by inputting either 2366X, or 412366X. The benefit is that it has a little more range and this allows you to link the reversal super 236236C and continue into a fairly damaging combo.
The {{clr|D|D}} version launches the opponent and can be followed up with a dash {{clr|B|5B}}/{{clr|C|C}} if the opponent is hit off the ground or even {{clr|C|6C}} if the opponent is being juggled after {{clr|C|2C}} for example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a {{clr|B|5B}}'s length in front of your opponent.
}}
 
You can microdash into these specials to give them more effective range. This is done by inputting either 2366X, or 412366X. This also makes it somewhat easier to link {{clr|C|236236C}}.
}}
}}


====== <font style="visibility:hidden" size="0">Sanctus Veritas</font> ======
===<big>Sanctus Veritas</big>===
{{MoveData
{{InputBadge|{{clr|B|214B}}/{{clr|D|D}}}}
|image=BBCS_Tsubaki_Veritas.png
{{BBCF Move Card
|caption=
|input=214B,214D,Followup 214B,Followup 214D |versioned=input
|name=Sanctus Veritas
|description=
|input=214B/D
*All versions can cancel into {{clr|B|22B}}/{{clr|D|D}} on hit and {{clr|D|22D}} on block or whiff.
|data=
{{AttackData-BBCF
|version=B Version
|damage=650
|cancel=R
|p1=75
|p2=75
|starter=N
|smp=2A
|guard=HL
|level=4
|startup=21*
|active=3
|recovery=29
|frameAdv=-8
|attribute=B
|invul=11-20B
|hitbox=tsubaki/214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=B Version (Follow-up)
|damage=450
|cancel=R
|p1=75
|p2=75
|starter=N
|smp=2A
|guard=HL
|level=4
|startup=17
|active=5
|recovery=36
|frameAdv=-17
|attribute=B
|invul=8-16B
|hitbox=tsubaki/214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=800
|cancel=(J)R
|p1=75
|p2=87
|starter=N
|smp=2B
|guard=HL
|level=4
|startup=21*
|active=3
|recovery=25
|frameAdv=-4
|attribute=B
|invul=11-23B
|hitbox=tsubaki/214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version (Follow-up)
|damage=700
|cancel=(J)R
|p1=75
|p2=87
|starter=N
|smp=2B
|guard=HL
|level=4
|startup=16
|active=5
|recovery=25
|frameAdv=-6
|attribute=B
|invul=7-20B
|hitbox=tsubaki/214A
|description=
{{ColumnList |text=
*All versions can cancel into 22B/D on hit and 22D on block or whiff.
*Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
*Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
*D version is jump cancellable when not used as a followup.
*D version is jump cancellable when not used as a followup.
*Both D versions have 110% bonus proration while in 214214D.
<br/>
The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability. Unsafe on block from close up, but delivers a sufficient amount of pushback to make you harder to punish. The invul frames are not immediate, but good guesses let you phase through and punish plenty of moves at all phases of the round. Just like with the 236X series, you can follow up with {{clr|D|22D}} on block to catch people trying to punish you and/or hold onto your turn.


}}<br/>
----'''{{clr|B|B}} Versions'''
The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability a few frames into its startup that last until around until the move becomes active. Unsafe on block, but deliver a sufficient amount of pushback to make you harder to punish. Too slow to be used reactively or in neutral, so it is mostly just combo fodder. Just like with the 236X series, you can followup with 22D on block to catch people trying to punish you in recovery.
The regular {{clr|B|B}} version flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with {{clr|B|5B}}/{{clr|C|C}} or {{clr|C|623C}} and go into a juggle or air combo. However, confirming into this move requires a couching confirm or the opponent to already be juggled.
Body invul ends by the first active frame, so contesting an active move results in a trade, which may let you come out with a combo thanks to the long juggle.


The regular B version flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect.
The followup {{clr|B|B}} version does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into {{clr|B|22B}}/{{clr|D|D}} in order to continue. Using both the regular and followup versions in a combo will not trigger SMP.


The followup B version does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into 22B/D in order to continue. Using both the regular and followup versions in a combo is perfectly fine and will not trigger SMP.
----'''{{clr|D|D}} Versions'''
The regular {{clr|D|D}} version flips the opponent when it launches them and is jump cancellable on hit. The jump cancel opens up a variety of combo paths that all lead to great damage and corner carry. By jump cancelling the move, you can go into a simple air combo with {{clr|C|j.C}}. By either preforming an IAD {{clr|C|j.C}} or delaying {{clr|C|j.C}} until you are near the ground, you can get a juggle combo going by connecting {{clr|C|5C}} after touching the ground. The jump cancel can even be used to cancel {{clr|D|214D}} into a Crush Trigger or raw OD. This technique known as a "jump cancel cancel" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like the B version, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching.
Unlike the {{clr|B|B}} version, the body invul lasts through the active frames, and also starts 3 frames earlier, which makes {{clr|D|214D}} more effective than 214D at times.


The regular D version flips the opponent when it launches them and is jump cancellable on hit. The jump cancellability of the move opens up a variety of combo paths that all lead to great damage and corner carry. By conventionally jump cancelling the move, you can go into a simple air combo with j.C. By either preforming an IAD j.C or delaying j.C until you are near the ground, you can get a juggle combo going by connecting 5C after touching the ground. The jump cancellability can even be used to cancel 214D into a Crush Trigger or raw OD. This technique known as a "jump cancel cancel" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like the B version, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching.
The followup {{clr|D|D}} version does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike the B version, it can still be followed up with {{clr|C|5C}} even after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with {{clr|B|5B}}/{{clr|C|C}} or {{clr|C|623C}} and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of just before. Follows the same rules concerning SMP exemption.
This version does '''not''' have invul frames.
}}


The followup D version does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike the B version, it can still be followed up with 5C even after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of right before the active frames begin. Not nearly as unsafe on block compared to the B version. Follows the same rules concerning SMP exemption.
===<big>Agnus Dei</big>===
}}
{{InputBadge|{{clr|B|22B}}/{{clr|D|D}}}}
}}
{{BBCF Move Card
|input=22B,22D,Followup 22B,Followup 22D |versioned=input
|description=
*Same startup for both versions, but {{clr|D|22D}} has greater range and damage.
*Considered airborn and has foot invul, but can be interrupted if predictable due to high startup
 
A new version of the 3rd attack of Tsubaki's 'rekka' combo introduced in CF. It is a versatile special added in CF that helps Tsubaki maintain close-range for pressure while also being a relatively safe potential starter on its own.
 
The final attack in Tsubaki's string of special attacks that bounces or knocks the opponent down. Tsubaki leaps forward and swings a hammer overhead, forcing the opponent to block high while avoiding potential lows. the {{clr|D|D}} version has advantage on block, making it a great way to continue pressure as it leaves you close to the opponent. Due to its high startup it can be interrupted by a wary opponent, but because of the many options it can be canceled from, an opponent might be hesitant to call it out.
 
----'''{{clr|B|B}} Versions'''
The {{clr|B|B}} version hits once with the hammer, bouncing the opponent off the ground. It can be followed up easily with a  large variety of normals with the most common one being {{clr|C|5C}}. While using it as a way to close distance has its advantages, the opponent may learn to start expecting it. If the opponent respects Tsubaki's close-range pressure, it may be useful to throw out as a potential mixup at a closer distance.
 
The followup B version knocks the opponent to the ground. Without meter it cannot be followed up as the opponent can quickly tech once knocked down. As followups are unlikely, it is typically canceled with {{clr|D|5D}}/{{clr|D|2D}}. Cancelling into {{clr|D|5D}}/{{clr|D|2D}} after knocking the opponent down with it speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo, though this can only be done after the B version. As this cancel can be done at the end of a {{clr|B|22B}} starter combo, it is only recommended for the followup. The accelerated charge speed caused by cancelling this move into {{clr|D|5D}}/{{clr|D|2D}} generates a minimum of 0.5 charges before going back to the regular charge rate.  
 
----'''{{clr|D|D}} Versions'''
The {{clr|D|D}} version hits twice with the hammer, bouncing the opponent off the ground like the B version, but deals slightly more damage and leaps almost twice the distance. It is roughly the same as {{clr|B|22B}} in terms of combo routes as the bounce caused is identical, but where it is unique is in how it can be used to make 236X or 214X safe. As these specials are punishable and cannot be canceled into {{clr|B|22B}} on block, {{clr|D|22D}} may be able to catch or trade with an opponent looking to punish them.


====== <font style="visibility:hidden" size="0">Agnus Dei</font> ======
The followup {{clr|D|D}} version deals less damage than the regular D version but otherwise functions mostly the same, causing the opponent to bounce off the ground. When used after 214X, the knockup allows {{clr|D|22D}} to bounce the opponent slightly higher, allowing a unique followup of {{clr|C|3CC}} for optimal damage in some combos. In some instances, the opponent may be knocked up such that an immediate {{clr|D|22D}} after 214X will cause {{clr|D|22D}} to hit only once, but in such a case {{clr|D|22D}} can be slightly delayed to get in both hits for optimal damage.
{{MoveData
|image=BBCP_Tsubaki_Hammer.png
|caption=The hammer of justice.
|name=Agnus Dei
|input=22B/D
|data=
{{AttackData-BBCF
|version= B Version
|damage=800
|cancel=R
|p1=
|p2=
|starter=
|smp=
|level=
|guard=H
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|description=
}}
{{AttackData-BBCF
|header=no
|version= D Version
|damage=660*2
|cancel=R
|p1=
|p2=
|starter=
|smp=
|level=
|guard=H
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|description=
}}
}}
}}


====== <font style="visibility:hidden" size="0">Benedictus Rex</font> ======
===<big>Benedictus Rex</big>===
{{MoveData
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}}}}
|image=BBCS_Tsubaki_BenedictusRex.png
{{BBCF Move Card
|caption=
|input=623C,623D |versioned=input
|name=Benedictus Rex
|description=
|input=623C/D
|data=
{{AttackData-BBCF
|version=C Version
|damage=850
|cancel=R
|p1=60
|p2=84
|starter=S
|smp=2
|guard=HL
|level=5
|startup=10
|active=till end of screen*
|recovery=total 64
|frameAdv=-21
|attribute=B
|invul=1-10 All
|hitbox=tsubaki/623C
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=450x3
|cancel=R
|p1=70
|p2=82(once)
|starter=S
|smp=2
|guard=HL
|level=4
|startup=10
|active=9
|recovery=55
|frameAdv=-21
|attribute=B
|invul=1-14 All
|hitbox=tsubaki/623D
|description=
{{ColumnList |text=
*Active frames calculated off 1st hit.
*Active frames calculated off 1st hit.
*Both versions can cancel into j.236A/D or j.214A/B/C/D on hit.
*Both versions can cancel into {{clr|A|j.236A}}/{{clr|D|D}} or {{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}} on hit.
*Both versions can cancel into j.236D or j.214D on block or whiff.
*Both versions can cancel into {{clr|D|j.236D}} or {{clr|D|j.214D}} on block or whiff.
*D version has 110% bonus proration while in 214214D.
*Projectile(s) fired by this attack continue upwards until offscreen.
}}<br/>
Tsubaki's reversal option to get out of pressure. It has a lot of recovery making it very easy to punish, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they don't barrier block, but this should not be abused as it is horrible if whiffed or barrier blocked. Not very good to use as an anti air because of the awkward hitbox and the deadzone between Tsubaki and the actual hitbox which allows opponents to sometimes hop over the active portion of the DP and hit Tsubaki who will be stuck in the animation of the DP.


The C version fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specials j.236A and j.214A on hit in order to get a knockdown immediately in front of Tsubaki when she lands. If the move is whiffed or blocked, it can be cancelled into the D versions of those moves in order to make the reversal somewhat safer if called by the opponent. Using j.214D completely prevents a the opponent from scoring a counterhit on you since it replaces the recovery of the DP, but they can still punish you if they are competent, so do not rely on the followups to save you 100% of the time. Using j.236D will move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground.
<br/>
Tsubaki's reversal option to get out of pressure. It has a lot of recovery making it very easy to punish, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they don't barrier block, but this should not be abused as it is risky if whiffed or barrier blocked. Can be used as an anti air at the right angle, but be wary of the awkward hitbox and the deadzone between Tsubaki and the projectile.
In CF, the combo routes stemming from this special are emphasized since it can be consistently followed up thanks to it launching both Tsubaki and the opponent fairly low off the ground. For more details, see the [[#PAGENAME/Combo| Combo Section]]


The D version fires three small pillars out of the ground and deals slightly more damage than the C version. It is really only used in Mugen combos, but it has utility outside of them. It has slightly more invulnerability and slightly less recovery compared to the C version. It also allows for proper followups after the reversal when cancelling to the D versions of the air specials which are not possibly by using the C version.
----'''{{clr|C|C}} Version'''
The C version fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specials {{clr|A|j.236A}} and {{clr|A|j.214A}} on hit in order to get a knockdown immediately in front of Tsubaki when she lands.
Despite the projectiles insanely long active time, it leaves Tsubaki's side and the invul frames only overlap with a single active frame, so delayed attacks will trade or flat out beat {{clr|C|623C}}.
If the move is whiffed or blocked, it can be cancelled into the D versions of those moves in order to make the reversal harder to punish. Using {{clr|D|j.214D}} completely prevents the opponent from scoring a counterhit on you since it replaces the counterhit recovery of the DP with normal recovery, but they can still punish you with a solid close-range starter. Using {{clr|D|j.236D}} will move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground and be punishable. Cancelling into {{clr|D|j.236D}} → {{clr|D|j.214D}} is a knowledge check and sometimes legitimately difficult to deal with, depending on character.


In this iteration of the game in particular, the combo route stemming from this special is emphasized since it can be consistently followed up thanks to it launching both Tsubaki and the opponent fairly low off the ground. By getting rid of the landing recovery of the DP through either immediately cancelling into a whiffed j.214A/B or late cancelling into a whiffed j.236A as Tsubaki is about to touch the ground 5A, 5B, or 5C can be used as a followup to catch the falling opponent. The most popular route is the delayed j.236A route as it is the least execution heavy, the most consistent, and allows the strongest followup, 5C to be used properly. The reason why this is such a powerful combo route is the fact that it allows you to start up a juggle without requiring a crouching confirm or an anti-air hit. This allows Tsubaki to get in a larger number of her more damaging normals and carry to the corner more effectively. Some of her chargeless and meterless combos off of normals like 5B can break 3000 damage midscreen thanks to this route, so this special is of the utmost importance.
----'''{{clr|D|D}} Version'''
}}
The D version fires three small pillars out of the ground and deals slightly more damage than the C version. It's a key part of Tsubaki's most damaging meterless combos. It has slightly more invulnerability and slightly less recovery compared to the C version, and can be treated as a moderately priced, more reliable DP.
}}
}}


====== <font style="visibility:hidden" size="0">Aequum Elesion</font> ======
===<big>Aequum Elesion</big>===
{{MoveData
{{InputBadge|{{clr|A|j.236A}}/{{clr|D|D}}}}
|image=BBCF_Tsubaki_AequumElesion.png
{{BBCF Move Card
|caption=
|input=j.236A,j.236D,Followup j.236A,Followup j.236D |versioned=input
|name=Aequum Elesion
|description=
|input=j.236A/D
*Can cancel into {{clr|D|j.D}} on hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards.
|data=
*Followup A version can cancel into {{clr|D|j.D}} from 31F onwards.
{{AttackData-BBCF
|version=A Version
|damage=800,300
|cancel=R
|p1=100,75
|p2=89,90
|starter=N
|smp=2E,-
|guard=all
|level=3
|startup=16
|active=3
|recovery=till landing
|frameAdv=-
|attribute=H,HBFP*
|hitbox=tsubaki/j.236A
|description=
}}
{{AttackData-BBCF
|header=no
|version=A Version (Follow-up)
|damage=700
|cancel=R
|p1=100
|p2=89
|starter=S
|smp=2E
|guard=all
|level=3
|startup=16
|active=3
|recovery=till landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.236A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=800,450
|cancel=R
|p1=100,75
|p2=92,100
|starter=N
|smp=2F,-
|guard=all
|level=4,3
|startup=16
|active=3
|recovery=till landing
|frameAdv=-
|attribute=H,HBFP*
|hitbox=tsubaki/j.236A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version (Follow-up)
|damage=700,450
|cancel=R
|p1=100,75
|p2=92,100
|starter=S,N
|smp=2F,-
|guard=all
|level=4,3
|startup=16
|active=3
|recovery=till landing
|frameAdv=-
|attribute=H,HBFP*
|hitbox=tsubaki/j.236A
|description=
{{ColumnList |text=
*All versions except for the followup A version have projectile startup of 25F.
*All versions except for the followup A version have projectile startup of 25F.
*A version can cancel into j.D on hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards.
*All versions can cancel into {{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}} on hit without the projectile landing.
*Followup A version can cancel into j.D from 31F onwards.
*{{clr|D|D}} version can be cancelled into {{clr|D|j.214D}} on whiff.
*All versions can cancel into j.214A/B/C/D on hit without the projectile landing.
*Following up either {{clr|D|D}} version with {{clr|D|j.214D}} activates the aura.
*D version can be cancelled into j.214D on whiff.
 
*Following up either D version with j.214D activates the aura.
<br/>
*Both D versions have 110% bonus proration while in 214214D.
Tsubaki's aerial projectile special. It also happens to be the second part of her "rekka" out of {{clr|C|623C}}. The projectile is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and it has long recovery. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input ({{clr|A|2369A}}) which makes the special happen right out of jump startup and very close to the ground.
}}<br/>
 
Tsubaki's aerial projectile-releasing special which also happens to be the second part of her "rekka" out of 623C. The orb released by this special is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and its recovery lasts until Tsubaki touches the ground. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input (2369A) which makes the special happen right out of jump startup and very close to the ground.
----'''{{clr|A|A}} Versions'''
*Can be cancelled into {{clr|D|j.D}} to generate a minimum of 0.5 stocks


The A version fires a pink orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Using this move before one of the j.214X series to end an air combo changes the properties of the knockdown since the followup versions are used instead of the regular ones. Has combo potential in the corner in conjunction with j.D by linking j.B while the opponent is still in hitstun from the orb. The accelerated charge speed caused by cancelling this move into j.D generates a minimum of 0.5 charges before going back to the regular charge rate.
The A version fires the orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Has combo potential in the corner in conjunction with {{clr|D|j.D}} by linking {{clr|B|j.B}} while the opponent is still in hitstun from the orb.
Air recovery lasts until landing, which is the main risk factor


The followup A version does not launch a projectile. You will only really see this version after a DP since it is the only way to access the followup version. Nothing really that special about it aside from it doing less damage. The accelerated charge speed caused by cancelling this move into j.D generates a minimum of 0.25 charges before going back to the regular charge rate.
The followup A version does not launch a projectile. It's only accessible after a DP, so Tsubaki uses it exclusively as part of a combo ender.


The D version fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like the A version's projectile, it costs a charge so it really isn't worth it. Just like 623D, it sees most of its use while under the influence of Mugen, but when used together, a decent followup combo can come out of a successful reversal. If j.214D is used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo than j.214D by itself.
----'''{{clr|D|D}} Versions'''
The D version fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like the A version's projectile, it costs a stock and has unique benefits. This version's recovery can end in the air, letting you block, press or use remaining movement options, the projectile also does not disappear if Tsubaki gets hit. If {{clr|D|j.214D}} is used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo than {{clr|D|j.214D}} by itself.


The followup D version still launches a projectile. You will see the followup version of this special after a whiffed or blocked DP and it may seem to save you form taking a counter hit to the face after getting called on your DP, but an attentive opponent will run right under the projectile that is released and punish you if they are fast enough.
The followup D version still launches a projectile. You will see the followup version of this special after a whiffed or blocked DP. It has the same weakness as using {{clr|A|236A}} high in the air, though; attentive opponents will run right under the projectile and punish you if they are fast enough.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Lux Aeterna </font> ======
===<big>Lux Aeterna </big>===
{{MoveData
{{InputBadge|{{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}}}}
|image=BBCS_Tsubaki_LuxAeterna.png
{{BBCF Move Card
|caption=
|input=j.214A,j.214B,j.214C,j.214D,Followup j.214X,Followup j.214D |versioned=input
|name=Lux Aeterna
|description=
|input=j.214A/B/C/D
*All versions except {{clr|D|D}} can cancel into {{clr|D|5D}}/{{clr|D|2D}} on hit.
|data=
*{{clr|D|D}} version always causes hard knockdown.
{{AttackData-BBCF
*Non install versions only have hard knockdown on ground hit, or when used as part of her air "rekka" of 623X and j.236X.
|version=A Version
 
|damage=600
<br/>
|cancel=R
Tsubaki's air combo ender and final part of her string of specials starting from {{clr|C|623C}}. It nets a knockdown and leaves her right in front of the opponent when she lands. In BnBs, this special often follows j.236X. Cancelling into {{clr|D|5D}} or {{clr|D|2D}} after grounding the opponent speeds up charge generation for a few frames. This guarantees about 1/2 a stock before going to the regular charge rate. Just like the 22X series, this cannot be done after the D version of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent.
|p1=90
 
|p2=67
The A version travels at a -60° angle and covers the least distance, it is usually unpunishable on block except by jabs at close range. The B and C versions travel at a -45° angle and a -30° angle respectively and are extremely punishable on block.
|starter=N
 
|smp=2G
The regular C version pauses for a moment, then descends. On air hit it wallbounces in the corner but causes soft knockdown. You can use this to set up different oki situations.
|guard=all
|level=4
|startup=13
|active=till landing
|recovery=28 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=A Version (Follow-up)
|damage=600
|cancel=R
|p1=90
|p2=82
|starter=S
|smp=2G
|guard=all
|level=4
|startup=9
|active=till landing
|recovery=28 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=B Version
|damage=700
|cancel=R
|p1=90
|p2=72
|starter=N
|smp=2H
|guard=all
|level=4
|startup=15
|active=till landing
|recovery=31 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=B Version (Follow-up)
|damage=600
|cancel=R
|p1=90
|p2=82
|starter=S
|smp=2H
|guard=all
|level=4
|startup=10
|active=till landing
|recovery=31 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=C Version
|damage=800
|cancel=R
|p1=90
|p2=82
|starter=N
|smp=2I
|guard=all
|level=4
|startup=17
|active=till landing
|recovery=34 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=C Version (Follow-up)
|damage=600
|cancel=R
|p1=90
|p2=82
|starter=S
|smp=2I
|guard=all
|level=4
|startup=11
|active=till landing
|recovery=34 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=900
|cancel=R
|p1=90
|p2=92
|starter=N
|smp=2J
|guard=all
|level=4
|startup=13
|active=till landing
|recovery=26 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version (Follow-up)
|damage=800
|cancel=R
|p1=90
|p2=92
|starter=S
|smp=2J
|guard=all
|level=4
|startup=9
|active=till landing
|recovery=26 after landing
|frameAdv=-
|attribute=H
|hitbox=tsubaki/j.214A
|description=
{{ColumnList |text=
*All versions can cancel into 5D/2D on hit.
*Both D versions have 110% bonus proration while in 214214D.
}}<br/>
Tsubaki's air combo ender and final part of her string of specials starting from 623C that nets a knockdown and leaves her right in front of the opponent when she lands. Cancelling into 5D or 2D after grounding the opponent speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo just like 22B. Just like the 22X series, this cannot be done after the D version of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent. Not that great of an idea to use in neutral as an approach or in pressure unless you have the meter to cancel its recovery.


The A version travels at a -60° angle from your position in the air during the dive and covers the least distance with the B and C versions travelling at a -45° angle and a -30° angle respectively. It is the primary way to end a combo because of its fast startup and the fact that the damage tacked on by a non-super ender in the combo does not make much of a difference to the overall combo damage. Causes knockdown that has an emergency tech window which will force neutral tech if the opponent is holding A, B, or C regardless of which direction they are holding. Opponents that delay their tech by not holding a button in order to roll or quick tech run the risk of getting hit with 2A and allowing Tsubaki to continue with a combo and get more corner carry. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.5 charges before going back to the regular charge rate.
The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. These versions are one of Tsubaki's main combo enders. After getting a hard knockdown, Tsubaki can call out delay techs with {{clr|A|2A}} to continue a combo and net some corner carry.  


The followup A, B, and C versions cause a bit of slide and hard knockdown instead of having an emergency tech window which encourages most opponents to roll after you end a combo in this fashion. The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.25 charges before going back to the regular charge rate.
----'''{{clr|D|D}} Version'''
The regular D version descends at the C version's angle. It will always hard knockdown and has long untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen. {{clr|B|2B}} after the post-landing dash is the simplest way to follow up the special, but stricter options like {{clr|B|6BB}}, {{clr|C|3C}} and {{clr|C|6C}} can yield higher reward.


The D version knocks the opponent down and delivers a slight bounce that extends their untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen. 2A after the post-landing dash is the simplest way to follow up the special, but it doesn't do that much damage and and prorates the combo pretty badly, so if you have trust in your execution you can go for 623C and catch with 5C to continue the combo. Of course, 623C prorates the combo nearly as bad as 5A, but it deals nearly triple the damage that 5A deals.
This move is extremely useful in neutral due to its travel speed and angle, as well as how low its recovery is. While not positive on block on average, in general you will be not be punishable, so the threat of {{clr|C|623C}}, {{clr|B|214X}}, or {{clr|B|22X}} will almost always be there for the opponent. The frame advantage of this move, like most divekicks is based on the angle and at what point the opponent blocked it, so it can be extremely plus if the opponent blocks it crouching in the late (near ground) active frames, but it can also become potentially punishable if the opponent blocks it standing in the frames where you are not close to landing. On average, imagine the move as being somewhere between -2 and +2 depending on crouching or standing block, so make sure to confirm how the opponent blocked it. Do not become overly reliant on this as a way to "skip neutral" since it is easy to call out, but if you have 50 meter, go nuts since you can turn the blocked dive into a mixup.


The followup D version descends at an angle similar to the regular A version and does not deliver a long enough knockdown to be followed up. Though rare to witness this lack of untech time in combos, this effect can be seen very often when autopiloted 623C > j.214D confirmed instead of blocked.
The followup {{clr|D|D}} version descends at an angle similar to the regular A version and recovers much slower, so she can't followup on knockdown. There isn't any use currently known for this version This effect is often seen when Tsubaki autopilots {{clr|C|623C}} → {{clr|D|j.214D}} without confirming the {{clr|C|623C}} hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Aequum Elesion (aura)</font> ======
===<big>Lux Aeterna (Aura)</big>===
{{MoveData
{{InputBadge|{{clr|D|j.236D}} ~ {{clr|D|j.214D}} (Aura)}}
|image=BBCS_Tsubaki_AequumElesionD.png
{{BBCF Move Card
|image2=BBCP_Tsubaki_AequumElesionD2.png
|input=j.236D j.214D
|caption=There should be a ball of sparkles between the two moves and she goes through the ball
|description=
|name=Aequum Elesion (Aura)
*Starts up when {{clr|D|j.214D}} comes into contact with {{clr|D|j.236D}}'s projectile.
|input=j.236D > j.214D (Aura)
*Even though they look the same, cannot be caused by colliding with the {{clr|D|421D}} Projectile
|data=
<br/>
{{AttackData-BBCF
Costs 2 stocks in total. This combination special goes through projectiles and contributes a lot to combo damage. This is the trickiest followup to punish after a blocked/whiffed {{clr|C|623C}}, considering its delay and safety on block. Can be used to continue combos with {{clr|C|3C}} midscreen easily since it grounds the opponent and causes hard knockdown for a long period of time.
|damage=220*9
The weird angle and slow total startup makes this move hard to use in neutral, and the combo damage it adds is seldom worth the 2nd stock, but it's a staple in {{clr|D|214214D}} combos.
|cancel=R
|p1=90
|p2=92,100*8
|starter=N
|smp=2
|guard=all
|level=5
|startup=-
|active=till landing
|recovery=26 after landing
|frameAdv=-
|attribute=HBFP
|hitbox=tsubaki
|description=
{{ColumnList |text=
*Starts up when j.214D comes into contact with j.236D's projectile.
*Has 110% bonus proration while in 214214D.
}}<br/>
Makes viewers go "oooooh" when used. This combination special prorates amazingly and does a lot of damage, so the earlier it is used in a combo, the better. Since this move uses j.236D as well as j.214D, you will always use two charges when doing this particular move. This is really only combo filler, but is it often used when trying to cover up for a whiffed or blocked 623C if you are afraid of getting punished even after spending a charge to cancel into j.236D. Can be used to continue combos with 6C midscreen easily since it grounds the opponent and has a ton of untech time.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Lux Macto</font> ======
===<big>Lux Macto</big>===
{{MoveData
{{InputBadge|{{clr|A|421A}}/{{clr|D|D}}}}
|image=BBCP_Tsubaki_Shingi.png
{{BBCF Move Card
|caption=
|input=421A,421D |versioned=input
|name=Lux Macto
|description=
|input=421A/D
*D version can cancel into {{clr|D|236D}} at any time after startup.
|data=
<br/>
{{AttackData-BBCF
Tsubaki's ground projectile. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just like {{clr|A|j.236A}}. It can be used for oki and pressure as well.
|version=A Version
|damage=300
|cancel=R
|p1=75
|p2=90
|starter=N
|guard=all
|level=3
|startup=25
|active=70
|recovery=total 56
|frameAdv=-2
|attribute=HBFP*
|hitbox=tsubaki/
|description=
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=450
|cancel=R
|p1=75
|p2=100
|starter=N
|guard=all
|level=3
|startup=13
|active=-
|recovery=total 47
|frameAdv=-7
|attribute=HBFP*
|hitbox=tsubaki/
|description=
{{ColumnList |text=
*D version can cancel into 236D at any time after startup.
}}<br/>
Tsubaki's ground projectile-releasing special. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just like j.236A. It can be used for oki or pressure as well.


The A version sends out a pink orb that travels around 3/4 of the screen before disappearing. It has fairly slow startup, so just like j.236A, it should only be used in neutral when you are a comfortable distance from your opponent. Since this is a special move, you can cancel into it at any time during your pressure to act as a ghetto pressure reset. Cancelling it for the sake of pressure should be reserved for high attack level moves like 6C or 6B so you don't get mashed out as easily because there will be a gap between the blockstun caused by even the highest attack level normal and the startup of the projectile. After attaining a knockdown by conventional methods, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in. This is especially useful after a 2C ender midscreen if the opponent neutral techs.
----'''{{clr|A|A}} Version'''
The {{clr|A|A}} version sends out a pink orb that travels almost fullscreen screen before disappearing. It has fairly slow startup, so just like {{clr|A|j.236A}}, it should only be used in neutral when you are a comfortable distance from your opponent. You can also use it against passive opponents to reset pressure. When used this way, you should cancel into it from high attack level moves like {{clr|C|6C}} or {{clr|B|6B}} so you don't get mashed on as easily. On most knockdowns, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in.


The D version sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar to Carl's Volante. The projectile's size compared to the A version's along with its variable acceleration attribute make it even better at doing nearly everything the A version's can do. The projectile being slow at the beginning protects the space directly in front of you when it is called out and can be used as a shield. The fact that the projectile stays in the same place for a while after startup makes it better than the A version's for oki as well. Avoiding the projectile in neutral is much more difficult and risky due to its size and late lightning-speed acceleration for characters that don't have very good movement options. All of this utility actually makes the D version a very acceptable use of charge outside of combos and pressure. The only thing that this projectile doesn't have over the A version's is its ability to be used alone in pressure is lacking and a waste of charge. If 236D is used directly after this special, it will active the aura and change the properties of the move just like the air aura and allow for a stronger followup than off of 236D by itself.
----'''{{clr|D|D}} Version'''
}}
*Lasts about a screen and a half
The {{clr|D|D}} version sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar to Carl's Volante. Notably, it also persists if Tsubaki gets hit. The large size and its new acceleration make it even better at doing nearly everything the A version's can do. The fast startup and slow initial travel protects the space directly in front of you when it is called out and can be used as a shield. It's also an excellent oki/pressure/scramble tool, as the projectile will cause you to trade with just about anything that doesn't directly negate projectiles.
 
All of this utility makes the {{clr|D|D}} version a very acceptable use of charge over {{clr|A|421A}} when the added benefits are desired. If {{clr|D|236D}} is used directly after this special, it will active the aura and change the properties of {{clr|D|236D}}, similarly to the air versions.
}}
}}


====== <font style="visibility:hidden" size="0">Lux Macto (Aura)</font> ======
===<big>Sanctus Aequum (Aura)</big>===
{{MoveData
{{InputBadge| {{clr|D|421D}} ~ {{clr|D|236D}} (Aura)}}
|image=BBCP_Tsubaki_ShingiAura.png
{{BBCF Move Card
|caption=There should be a ball of sparkles between the two moves and she goes through the ball
|input=421D 236D
|name=Lux Macto (Aura)
|description=
|input= 421D > 236D (Aura)
*19-40 Projectile Guard Point.
|data=
*Starts up when {{clr|D|236D}} comes into contact with {{clr|D|421D}}'s projectile. Will not interact with the projectile from {{clr|D|j.214D}}.
{{AttackData-BBCF
*GP calculated on whiff.
|damage=220x7
*Possible to cancel into {{clr|B|214B}}/{{clr|D|D}} or {{clr|B|22B}}/{{clr|D|D}}.
|cancel=R
*Considered part of {{clr|D|236D}} without the Aura, so shares its same move proration.
|p1=80
 
|p2=99
The ground version of Tsubaki's aura using {{clr|D|421D}} and {{clr|D|236D}}. It has projectile Guard Point, making it very useful in a handful of matchups that pit you vs telegraphed projectiles. It also places you at a good advantage if blocked so you can apply pressure, but the slow total startup can get you hit before the GP kicks in. If the opponent is wary of this combination special, you can send out only {{clr|D|421D}}'s projectile without whiff cancelling into {{clr|D|236D}} and go for an IAD to punish them trying to bait it. This is a very powerful combo starter, as it scales very well and also links into {{clr|C|6C}} for strong combos, however it's harder to use mid-combo since it requires proper spacing and there often are cheaper alternatives. The charge cost and awkward combo applicability mean this move is mostly used as a neutral threat or a {{clr|D|214214D}} combo piece.
|starter=N
|smp=2
|guard=all
|level=5
|startup=-
|active=9
|recovery=24
|frameAdv=+6
|attribute=B, HBFP(2)
|invul=1-28P after projectile contact
|hitbox=tsubaki
|description=
{{ColumnList |text=
*1-28 Projectile Invul.
*Starts up when 236D comes into contact with 421D's projectile.
*Invul calculated on whiff.
*Possible to cancel into 214B/D or 22B/D.
*110% bonus proration while in 214214D.
}}<br/>
The ground version of Tsubaki's aura using her new ground projectile and 236D. It is projectile invulnerable, making it very useful in a handful of matchups such as Nu-13 and Rachel. It also places you at a good advantage if blocked so you can apply pressure, but you can still lose to DPs and some characters may be able to use their backdash to make it whiff. If the opponent is wary of this combination special, you can send out only 421D's projectile without whiff cancelling into 236D and go for an IAD to punish them trying to bait it. This is also a really good special to use in combos, especially if used in the beginning or in mugen combos as it prorates just as amazingly as the air aura. However, since there are very few opportunities to use this attack, it is not considered so much. When you do come in contact with an opponent they will be launched high enough for you to catch them with 6C even if they were originally on the ground.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Sanctus Aerolata</font> ======
===<big>Sanctus Aerolata</big>===
{{MoveData
{{InputBadge|{{clr|C|63214C}}}}
|image=BBCF_Tsubaki_Shinsa.png
{{BBCF Move Card
|caption=
|name=Sanctus Aerolata
|input=63214C
|input=63214C
|data=
|description=
{{AttackData-BBCF
Tsubaki's command throw. When it successfully connects, it will give her two stocks, but deal very minimal damage. It can be rapid cancelled during startup in order to go into a combo although she will not acquire exactly two charges if the move is rapid cancelled before it is over since stocks are gained based on the number of hits dealt. Since this move scales its damage with every hit, you must decide if you want to RC early to do more damage but get fewer stocks, or vice-versa.
|damage=0x2,100x12 (1200 guaranteed)
 
|cancel=-,Rx13
Without rapid cancel, you don't deal much damage but still recover noticeably before they do, allowing you to maintain pressure with your newly earned stocks, particularly in the corner. The startup is very fast, matching her {{clr|B|2B}} so it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup or during blockstrings they can avoid it by jumping, and this is why you would mix it up by using meaties and frame traps for effective punishes, It's all about conditioning your opponent. There are many setups you can use with this command throw so please check out the strategy guide.  
|p1=90
|p2=100,80x13
|starter=-, Sp,VSx12
|smp=2
|level=0,1,3x12
|guard=c.T (80)
|startup=9
|active=3
|recovery=30
|frameAdv=-
|attribute=T
|hitbox=tsubaki/
|description=
Tsubaki's command throw. When it successfully connects, it will give her two charges guaranteed when the move ends. It can be rapid cancelled during startup in order to go into a combo. She will not acquire exactly two charges if the move is RC'd before it is over. However, you will be able to keep the amount that you gained before rapid-cancelling. You do maintain oki after this attack especially in the corner and it plays a useful role in Tsubaki's mixup game. The startup is very fast, matching her 5C so it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup they can avoid it by jumping, and this is why you would mix it up by using 5C. 5C is a great combo starter and will hit if opponent try to jump on their wakeup. It's all about conditioning your opponent. There are many setups you can use with this command grab so please check out the strategy guide.  


If you do RC this attack and need to followup, your most common options would be 2C > 214B, 22[D] > 6C, and CT > 6C.
Though this command throw is a very strong tool that gives access to a frightening strike/throw game, it has a long, CH state recovery so a wary opponent will be able to punish you heavily for misusing this move.
}}
 
Like the normal throw, it's possible to kara cancel {{clr|C|6C}} into this move to give it extra range by inputting {{clr|C|63216~4C}} or walk it forwards slightly with {{clr|C|632146~C}}. Keep in mind this technique is tricky and strict, and carries the risk of letting out an unintended move.
 
If you do RC this attack and need to followup, your most common options would be {{clr|C|2C}} → {{clr|B|214B}}, {{clr|A|6A}}, and [CT] → {{clr|C|6C}}.
}}
}}


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Confutatis Maledictis </font> ======
===<big>Confutatis Maledictis </big>===
{{MoveData
{{InputBadge|{{clr|C|236236C}}/{{clr|D|D}}}}
|image=BBCS_Tsubaki_ConfutatisMaledictis.png‎
{{BBCF Move Card
|caption=
|input=236236C,236236D |versioned=input
|name=Confutatis Maledictis
|description=
|input=236236C/D
'''{{clr|C|C}} version'''
|data=
*Minimum Damage:600 [750]
{{AttackData-BBCF
|version=C Version
|damage=300,700*3
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+7
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
|invul=1-14 All
|description=
*Costs 50% Heat.
*180F Heat Gauge Cooldown.
*20% minimum damage (480).
*Only possible to Rapid Cancel on block.
*Only possible to Rapid Cancel on block.
Can be used as a reversal option because it has invincibility, but it has awful horizontal range and costs 50 meter,  {{clr|C|623C}}/{{clr|D|D}} are ironically better reversals overall. The upside is the damage potential, as {{clr|C|236236C}} links into {{clr|D|2366D}} (shortcut for microdashing during the input), and also {{clr|C|3CC}} in the corner, leading into much higher damage than that of meterless DP combos.
Good frame advantage on hit, 600 minimum damage (750 in OD).
Does not consume any charge.


The C version can be used as a reversal option because it has invincibility, but it has awful horizontal range and will sometimes even trade with your opponent's attacks if they have sufficient active frames so it's inferior to her DP. You can link with 236D after the super ends for a short combo, and in other rare cases you can use 3CC or even 6C. The C version does not consume any charge.
The OD version is also invincible on startup, but Tsubaki ends this version with a shield charge that floats the opponent into the air allowing for followup combos. If you have the meter+stocks, combo {{clr|C|236236C}} into {{clr|D|236236D}} for burst safe damage
}}
----
{{AttackData-BBCF
'''{{clr|D|D}} Version'''
|version=D Version
*Minimum Damage: Lv0: 525; Lv1: 600; Lv2: 750; Lv3: 900; Lv4: 1050; Lv5: 1500
|damage=300,2000
*OD Minimum Damage: Lv0: 600; Lv1: 748; Lv2: 895; Lv3: 1042; Lv4: 1360; Lv5: 1740
|cancel=R
*OD with Mugen Minimum Damage: Lv0: 628; Lv1: 792; Lv2: 958; Lv3: 1119; Lv4: 1470; Lv5: 1880
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=D Version (1 charge)
|damage=300,2250
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=D Version (2 charge)
|damage=300,2630
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=D Version (3 charge)
|damage=300, 3150
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=D Version (4 charge)
|damage=300,900x5
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=D Version (5 charge)
|damage=300, 690x9
|cancel=R
|p1=100
|p2=92
|starter=D
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
|description=
*First attack has 20% minimum damage, projectile has 30% minimum damage.
*Minimum Damage Lv0 = 660; Lv1 = 735; Lv2 = 849; Lv3 = 1005; Lv4 = 1410; Lv5 = 1923.
*180F Heat Gauge Cooldown.
*Only possible to Rapid Cancel on block.
*Only possible to Rapid Cancel on block.
}}
{{AttackData-BBCF
|version=OD D Version
|damage=300,620x4
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=OD D Version (1 charge)
|damage=300,750x4
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=OD D Version (2 charge)
|damage=300,590x7
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=OD D Version (3 charge)
|damage=300,720x7
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=OD D Version (4 charge)
|damage=300,680x10
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
}}
{{AttackData-BBCF
|version=OD D Version (5 charge)
|damage=300,810x10
|cancel=R
|p1=100
|p2=92
|starter=S
|guard=all
|level=4
|attribute=
|startup=5+0
|active=15
|recovery=26
|frameAdv=-22
|attribute=B,HBFPr (2)
|hitbox=tsubaki/236236C
|description=
*First attack has 20% minimum damage, projectile has 25% minimum damage.
*Minimum Damage Lv0 = 730; Lv1 = 858; Lv2 = 1080; Lv3 = 1304; Lv4 = 1760; Lv5 = 2080.
*180F Heat Gauge Cooldown.
*Only possible to Rapid Cancel on block.
*110% bonus proration while in 214214D.


The D version is your main combo ender because its minimum damage is higher than the C version, and Tsubaki moves forward during the animation making it easier to connect. The D version will consume all the charge you have and have no control over the amount used. If this version is used used during Macto Maledictus (214214D), it will use the amount of charge stock that Tsubaki had on Macto's activation. It does however knock the opponent away from you, which allows you time to charge. If you were facing the corner when the combo ended, you will still have oki since the super knocks them back to the corner and leaves you near them after while in OD.
{{clr|D|D}} Version cannot be extended by any means, weaker knockdown and deals less damage than {{clr|C|236236C}} unless you have stocks.
}}
 
The {{clr|D|D}} version is your main combo ender since it catches up to {{clr|C|C}}'s damage with just 1 stock, is much faster and reaches much farther. The D version will consume all the stock you have. If this version is used used during Macto Maledictus ({{clr|D|214214D}}), it will use the amount of charge stock that Tsubaki had on Macto's activation (indicated by the digit next to the gauge).  
With a high stock count and especially in OD, this super is a powerful round ender from any combo thanks to its insane damage potential.
It does however knock the opponent away from you, which gives up any oki.
}}
}}


====== <font style="visibility:hidden" size="0">Macto Maledictis</font> ======
===<big>Macto Maledictis</big>===
{{MoveData
{{InputBadge|{{clr|D|214214D}} (Air OK)}}
|image=BBCS_Tsubaki_MactoMaledictis.png
{{BBCF Move Card
|caption= Hallelujah.
|name=Macto Maledictis
|input=214214D
|input=214214D
|data=
|description=
{{AttackData-BBCF
*Also nicknamed Mugen.
|version=Ground
|damage=-
|cancel=
|p1=-
|p2=-
|guard=-
|level=-
|attribute=-
|startup=-
|active=-
|recovery=total 7+0
|frameAdv=-
|hitbox=tsubaki/214214D
}}
{{AttackData-BBCF
|version=Air
|damage=-
|cancel=
|p1=-
|p2=-
|guard=-
|level=-
|attribute=-
|startup=-
|active=-
|recovery=total 7+0
|frameAdv=-
|hitbox=tsubaki/214214D
|description=
*Costs 50% Heat.
*180F Heat Gauge Cooldown.
*Possible to move 3F before opponent after super flash.
*Possible to move 3F before opponent after super flash.
*Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
*Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
*Allows unlimited use of D moves without spending any charge; When the gauge is empty, the effect ends.
*Allows unlimited use of {{clr|D|D}} moves without spending any charge; When the gauge is empty, the effect ends.
*You can only activate this move if you have at least one charge.
*Requires at least one stock to activate this move.
*Technically invulnerable on frame 7 (the frame before the superflash), but the invuln runs out during the superflash meaning Tsubaki is effectively invulnerable for less than 1 frame. Tsubaki enters the install state during the superflash before the invuln runs out, meaning the install will not be stopped by attacks that would connect on what is effectively frame 7.


This distortion is an important aspect of Tsubaki since it gives her access to ridiculously high damage even if she is low on charge. The bonus proration from the free D specials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Very risky to use when your opponent has Burst stocked since the super's animation is a visual indication of certain death for them which will usually end up with you across the screen with 50 less meter and no charges. If you are in OD, however there is no escape and OD benefits Macto by making it last longer. Can also be used to make viewers go "ooooh" and "ahhhh."
This super is an important aspect of Tsubaki since it gives her access to ridiculously high damage in many scenarios. The bonus damage from the free D specials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Potential libility when the opponent has burst available, since Mugen takes your resources upfront before any damage is dealt, forcing bursts is very strong in BBCF, but it comes at the cost of momentum. If you are in OD, there is no escape and the gauge will deplete at half-speed.
}}
Off your best starters with stocked (pun not intended) resources, provides Tsubaki's peak damage that breaks 7-9K with surprisingly simple combos.
}}
}}


====== <font style="visibility:hidden" size="0">Requiem Maledictus</font> ======
===<big>Requiem Maledictus</big>===
{{MoveData
{{InputBadge|{{clr|B|632146B}}}}
|image=BBCP_Tsubaki_Shinpatsu.png‎
{{BBCF Move Card
|caption=BANANA KITAA
|name=Requiem Maledictus
|input=632146B
|input=632146B
|data=
|description=
{{AttackData-BBCF
*Nicknamed Banana Super.
|version=Normal
*Minimum damage: 90*8 (720) OD: 120*8 (960)
|damage=450x8
 
|p1=60
Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into a combo for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out, so don't use it like a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible.
|p2=96 (per hit)
 
|starter=VS
While in Overdrive, the summoned projectiles change their appearance and fire off slightly slower, effectively locking down the opponent longer. Additionally, they actually hold the opponent in place like Rachel's Tempest Dahlia even if they are in the air or using barrier.
|guard=all
With proper timing, it's possible to jump over and completely avoid this super when used in neutral, this can be nullified by using it when the opponent is locked in movement/recovery and does not have time to avoid the projectiles. Some characters can use unique movement options to quickly and easily avoid this super as well.
|level=2
|attribute=
|startup=1+51
|active=-
|recovery=total 1+58
|frameAdv=-
|attribute=HBFP*(2)
|invul=16-59 All
|hitbox=tsubaki/632146B
|description=
*Costs 50% Heat.
*180F Heat Gauge Cooldown.
*20% minimum damage (720).
Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into j.C for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out so it is not recommended to be used as if it were a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible.
}}
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=
|p1=
|p2=
|starter=
|guard=all
|level=
|attribute=
|startup=
|active=-
|recovery=
|frameAdv=-
|attribute=HBFP*(2)
|invul=
|hitbox=tsubaki/632146B
|description=


While in Overdrive, the summoned projectiles change their appearance and instead of knocking the opponent back, they actually hold the opponent in place like Rachel's Tempest Dahlia even if they are in the air or barriering.
<br style="clear:both;"/>
}}
}}
<br clear=all/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Macto Lux Kyrie</big>===
|image=BBCF_Tsubaki_ExceedAccel.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive
{{BBCF Move Card
|caption=Ryuu ga waga teki wo kurau!
|input=ABCD
|name=Macto Lux Kyrie
|data=
{{AttackData-BBCF
|version=Normal
|damage= 2040
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|invul=
|hitbox=Terumi/ABCD
|description=
|description=
*300/610 Minimum Damage.
[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]] It has very long range compared to most Exceed Accels.
}}
}}
{{AttackData-BBCF
 
|header=no
==Astral Heat==
|version=Active Flow
===<big>Requiem Aeternam</big>===
|damage=4020
{{InputBadge|{{clr|C|632146C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|cancel=
{{BBCF Move Card
|p1=
|input=632146C
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|hitbox=
|description=
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
Tsubaki dashes nearly full screen at her opponent. Despite the somewhat slow startup, Tsubaki can combo into this from most standard combos:
*Becomes stronger and flashier with Active Flow.


'''Commonly set up from:'''
* Forward/back/air throw .
* Air hit {{clr|C|2C}}.
* {{clr|C|6C/6CC}}.
* Air hit {{clr|B|6BB}}.
* Various counterhit starters.


For more combos please visit the [[/Combos|Combo Page]]
}}
}}
}}


==Astral Heat==
<br style="clear:both;"/>
{{MoveData
 
|image=BBCS_Tsubaki_RequiemAeternam.png
==Colors==
|caption=Nibelung Valesti! Oh wait wrong game...
{{BBCFColors|Size=120|Character=Tsubaki}}
|name=Requiem Aeternam
<br style="clear:both;"/>
|input=632146C
|data=
{{AttackData-BBCF
|damage=DESTROY
|cancel=
|heatgain=0
|p1=-
|p2=-
|guard=all
|level=4
|attribute=
|startup=3+17
|active=10
|recovery=24
|frameAdv=-20
|counterHit=-
|untech=-
|attribute=B
|invul=1-29 All
|hitbox=tsubaki/632146C
|description=
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Costs 100% Heat.
*180F Cooldown.
</div><br/>
Can be combo'd into using methods such as:
* forward throw
* back throw
* D version Sanctus Aqueuum


For more combos please look at the Tsubaki Combo Thread on Dustloop forums.
==Navigation==
}}
<center>{{Character Label|BBCF|Tsubaki Yayoi|size=42px}}</center>
}}
{{BBCF/CharacterLinks}}
<br clear=all/>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


==External References==
{{BBCF/Navigation}}
*Japanese Name: ツバキ=ヤヨイ
*[http://www40.atwiki.jp/tsubakiyayoi/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1360809484/ Japanese BBS]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=tb&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
{{CharLinks
|charMainPage=BBCF/Tsubaki Yayoi
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TS.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/91-tsubaki-yayoi/
}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]

Latest revision as of 01:05, 13 January 2024

Overview

Overview

Tsubaki is a well-rounded character with potent rushdown capabilities and several tools enhanced by her Drive. After charging her install gauge, Tsubaki can perform enhanced versions of her specials which can be used to extend combos or pressure, or strengthen her already solid neutral game. She has a good poke, great mobility with her extremely fast run and huge airdash, and specials that allow her call out a variety of attacks from her opponent. On offense Tsubaki has very powerful stagger pressure. She has whiff cancels that move her forward, large stagger windows on most of her normals, and a multitude of good lows complimented by an unreactable command throw. Tsubaki does good average damage without resources, but can do incredible amounts of damage off of most hits with stocks available.

All of Tsubaki's B and C normals are two-stage attacks, after using any of these normals, you can input the same normal again and get a second attack. You can do this on hit or block as you'd expect, but you can still cancel for up to 8F after the previous move's active frames end, even if you missed. This allows most of Tsubaki's normals to be potential frame traps with delayed cancels.

Tsubaki is very beginner friendly with a low execution barrier to start playing, and the ability to run a very simple gameplan. This does not come at the cost of depth as optimized Tsubaki combos can still be very difficult and her overall gameplan is very flexible for more experienced players.
BBCF Tsubaki Yayoi Nameplate.png


BBCF Tsubaki Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 2~15 airborne)
Fastest Attack
5A (6F)
Reversals
623C/D (10F)
236236C (13F)
Fatal Starters
5CC
6A
3C
3CC
Drive: Install

Tsubaki has a unique resource called the Install Gauge. She starts each round at 0 charges (usually called stocks) and can hold a maximum of 5 charges. Pressing 5D, 2D, or j.D will cause her to charge this gauge. Tapping the D button will charge it by about 1/5th of a stock. Holding the D button continues the charge. It takes 2/3 second (40 frames) to fully charge a stock.

Certain situations will affect the charge rate. Using j.D at certain heights will slow down the charge rate after gaining about 1/2 a stock. After using certain specials, Tsubaki can charge at a briefly increased rate for a short burst of stock gain.

Tsubaki can spend a charge (also called a "stock) of this meter to perform enhanced versions of her specials with the D button. The D versions of her specials have properties that can lead to new mix-up options, higher damage, and combos. Gaining and using stocks effectively is key to success with Tsubaki.

Internally, stocks are subdivided into 10,000 units per stock.
Overdrive: Second Install

Tsubaki automatically charges the Install Gauge at a set rate during OD. Stocks charge at about ~1 stock per second (166 units per frame). Charging the Install Gauge manually will add to this as normal.

Charge cancelling recovery is shortened during OD, which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except 3C and 3CC.

Tsubaki must balance between pressing early advantages or saving comeback potential with her Overdrive. However, this is mitigated by Active Flow.

Normal Moves

Notes
  • All of Tsubaki's normals, besides 5A/2A, are air unblockable.
  • All followups are available on hit, whiff, and block.

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 11 -2 B
  • Cancels into itself up to 3 times, even on whiff

Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Also, delay-cancelling 5A into any of her other fast normals (5B, 2B, or 5C) is a great way to frame trap against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D


5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Mid 10 5 17 -5 B

Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup with 6A and 6B, which provides a max-range confirm, though damage is low without a stock for 22D. Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's 3C, Bullet's 2B, Taokaka's 2B (She can also crawl under it) and Platinum's 2B. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool.

Gatling options: 6A, 5BB, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D

5BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 Mid 11 3 19 -8 B

Follow-up to 5B that moves Tsubaki forward; Delay-able, so it's useful for frame traps. It can whiff if 5B hits too far which can leave you open to an attack. It's difficult hit confirming with 5BB since you're unlikely to hit with 5BB 'raw'. 5BB still offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so you will want to use 5B > 6B when uncertain if 5BB will connect. 5BB adds some proration to combos, so if you can master the hitconfirm, it can be better to use 5B alone or followup into 5CC.

Inputting 5B 6B quickly will prevent 5BB from coming out on whiff, while still gatling into 6B on hit, which is useful for avoiding unwanted 5BB whiffs

Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
660 Mid 8 3 23 -9 B

5C has less range than 5B and is not jump cancellable (even on hit) so is less used in neutral, but it shares 5B's traits of being charge cancellable, special cancellable and air unblockable. It mostly serves as blockstring/combo filler, but can also be used as a frame trap by delaying it after 5B/5BB/2B, and is a strong punish normal, being quick, with good proration, and comboing into 6C on CH. As it only has 8F of startup, it can be a strong punish normal after using Overdrive Raid through an opponent's slow attack. ODR → 5CC6BB takes long enough for you to gain 1 stock, opening up the option for a 623D confirm or Mugen confirm (if you have the meter for it).

Gatling options: 6B, 5CC, 2C, 5D, 2D

5CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 12 3 27 -11 B
  • Fatal Counter

Followup to 5C and often used as combo/pressure filler. Delay-able, which makes it a strong frame trap that confirms nicely into 6C on CH for huge damage. Remember 5C(C) → 6C can only be done on hit, so a nice OS you can use is 5CC6C+B. On block you get 6B, and if 5CC hits - 6C comes out, but be aware that it's only a combo on CH. This is also Tsubaki's heaviest normal with varied cancel options: it's neutral on block when charge cancelled, and the 6B cancel leaves no gap unless IB'd.

The Fatal Counter is quite difficult to hit in neutral, since it requires 5C to whiff and takes a total of 23 frames to come out.

Gatling options: 6B, 6C, 2C, 5D, 2D


2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 2 11 -1 F
  • Cancels into itself 3 times, even on whiff

Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than 5A so it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use 2A to begin your mixup or fish for hits if you're using stagger pressure.

2A can be used to pick up knocked down opponents, which has a variety of applications, such as using j.214D to extend air combos midscreen. The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D


2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 11 3 12 -1 F

Hits low and is a standard blockstring/combo filler that gatlings into 2BB, 6A, 6C (no use), 2C and 5C on hit and block. Not especially fast considering its short range but short recovery and good hitbox structure makes it a viable counterpoke in neutral, especially against opponents that try to target 5B. You can chain to the overhead 6A or to 2BB as an additional low as a simple mixup. Good cancel options, short hitstop and being -1 on block makes 2B a good pressure reset point. 2B does not scale damage very well, and should generally not be used as combo fodder for that reason.

After ending a combo with a hard knockdown, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup 2B into an air combo and extend the corner carry.


Gatling options: 6A, 2BB, 5C, 2C, 6C, 3C, 5D, 2D

2BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 Low 10 3 18 -7 F

An additional low hit, moves Tsubaki forward and can be delayed slightly to provide another frame trap with decent reward, or cancelled into immediately to target movement or reversal attempts. Useful as a threat of a second fast low to back up 2B's potency as a pressure reset/mixup point, while also keeping you relatively close to the opponent. The forward movement on 2BB gives it more effective range than 2B alone, when 5B gets blocked just outside of 2B's range, it's possible to whiff cancel 2B into 2BB to preserve some strong gatling options and maybe confuse the opponent. Like 5BB, 2BB reduces overall combo damage as compared to confirming into 5C, which is something to keep in mind after confirming a previous hit. Gatlings into 5B, 5C, 6C and 2C.

Gatling options: 5B, 5C, 2C, 3C, 5D, 2D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
660 Mid 13 3 22 -8 B 8~15 H
  • Tsubaki's dedicated Anti-air.

Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a falling j.C after jump cancelling 2C. Can be confirmed easily on air hit with the followup 2CC, 236/214 series or by jumping/super jumping and using an air normal depending on the height. 2C only gatlings into 2CC on block so it's better to jump/special cancel or avoid the followup entirely as it's mainly used for combo filler. Decent recovery, crouching state can make it hard to punish from the air.

2C is a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is sometimes useless against characters that have air moves that allow them to hit from directly above or behind you as 2C will whiff easily, unless it clips a very extended hurtbox.

If 2C is used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with 421A/D or the blade super and proper safejumps in the corner with correct jump cancel and j.C timing.

Gatling options: 2CC

2CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
740 Mid 12 3 29 -15 B

Followup to 2C that launches both grounded and airborn opponents, hitbox is very vertical, so be careful of whiffing it. Gatlings into 5C if 5C has not already been used. Can catch an opponent falling into it after 2C whiffs, but the lack of any head invul may become a liability when directly contested. Jump and special cancels makes 2CC safe on block, but the 29 frames of recovery on top of the narrow hitbox make this normal very punishable when misused.

Gatling options: 5C


6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High 26 2 24 -9 B
  • 110% Bonus Proration
  • Fatal counters.
  • Forces crouch.

Tsubaki's standing overhead, 6A leads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If 6A is blocked it gatlings into 5C which is air tight even on IB, so even if the 6A is blocked you can charge cancel the 5C which gives you another chance to open up the opponent. 6A is a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do 6A5CC6CC into a variety of followups, with IAD j.CC being the most common option.

Gatling options: 5C

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Low 17 3 17 -3 F
  • Standing Low
  • Steps forward a lot during its early frames, making it good for kara-throws, but 6C is better.

Tsubaki spins then does an advancing low kick which unsurprisingly, hits low, making it a standing low. The slow startup of this normal makes it a natural frametrap from 5B, 5BB and 5C. On CH, it causes the opponent to trip, which can be confirmed into a full combo with 2B or 6BB214B.

This normal's greatest new feature in BBCF, is converting from 5B at any range on any grounded hit, and allowing it to catch people trying to jump out after 5B/5C; However, it is no longer plus on block, making it a somewhat riskier place to reset pressure. Cancel options are limited to only 6BB and specials, which still lets you play threaten and reset pressure, but also opens up more opportunities for the opponnent to contest, especially with good IB usage. In general, the safest way to end pressure after comitting to 6B is 6BB421A.

6B can be used to catch backward rolls after 22B and j.236Aj.214A enders. A common roll catch route would be 6BB214B.

Gatling options: 6BB

6BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Low 11 4 20 -7 F

The followup to 6B and another low attack. 6BB mostly serves as a threat to deter mashing after 6B. Unsafe if blocked but difficult to punish if used at max range. Only cancels into specials.

On air hit, 6BB causes a long float state than can be confirmed with 214B, 22B, 623D for damaging combos. Mostly happens after CH 6B or roll catch.

Gatling options: None


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
200×6 Mid 23 1×6 38 -18 B
  • High damage combo tool, key for some of Tsubaki's most dangerous routes.
  • Steps forward a lot during its early frames, making it good for kara-throws.

Whip-based attack that hits multiple times. Cancels into 6CC and specials on block, jump cancelable on hit. The single best combo starter on normal hit, about tied with 5CC on counterhit. 6C's combo prowess comes from its large base damage, low damage scaling and massive hitstun. Slow startup means 6C connects from a few specific moves, notably CH 5B/5C, 421D236D, air throw and other combo routes that set it up correctly.

This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into 421A or 22B. Cancelling into 421A can be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while 6C lands.

You can perform kara throws with this move by inputting 6C~B in quick succession (A 3 frame window). Tsubaki will say the voice line for 6C and will appear to step forward and perform a grab. Kara throws allow Tsubaki to threaten grabs outside of normal range.

Gatling options: 6CC

6CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
200×3 Mid 20 1×3 35 -15 B
  • 110% Bonus Proration

Followup to 6C where a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except rapid cancel, so avoid using in a blockstring. There is a small gap between 6C and 6CC, so it can be used as a frame trap, but there are definitely much better options.

Can be used after 6C to continue the combo. If done at the beginning of a combo, the amount of untech time after the launch guarantees that j.C will connect after an IAD for good damage and corner carry. 6CC will not always boost combo damage, since its base damage is not the best and the launch is not always desireable after 6C, varies per combo.

Gatling options: None

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Low 18 10 23 -12 F
  • Fatal counters.
  • Followup possible from the start of the move until 8F after active frames end. Can even cancel before this move goes active

Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Can only cancel into 3CC, but it can be done at any point during 3C, even before it goes active. The many active frames mean that getting blocked near the end of the slide is often safe. Can combo with no requirements, leads into good damage.

Gatling options: 3CC


3CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 17 4 17+18L -18 B 1~17 H
  • Fatal counters.
  • In the air 23~31F.

Launches the opponent into the air after 3C. Head invul from the very first frame until the first active makes 3CC a legitimate anti air, on top of the very tall hitbox. This can be used to trick your opponent into thinking they can punish you after 3C, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse.

Important combo filler to launch opponents after 3C to confirm into combos.

Ending a combo with this normal gives you enough time to set up a safejump.

Gatling options: None


j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 2 9 H


j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 8 4 12 H

Horizontal normal, used in air combos and neutral. This makes a better air to air normal than j.A to contest air space, since it has more range and comparable speed. Not bad as a jumpin either, good balance of speed, size and hitstun.

Plays a very important role in confirming off random anti air hits thanks to its speed. Usually cancelled into j.BB or j.C for pressure and combos.

Gatling options: j.BB, j.C, j.D


j.BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High/Air 7 3 24 H

Followup to j.B. Can be delayed, and has a hitbox above Tsubaki. Lifts the opponent above Tsubaki so it is great for adjusting relative air spacing during air combos for the sake of advantageous knockdowns. Also a good air-to-air since it covers an uncommon angle and comes out quickly after j.B, but you still need to be quick on the draw to get this to win.

Gatling options: j.C, j.D


j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High/Air 11 4 23 H

The go to normal for air to ground offense. This is Tsubaki's longest range air normal and sports the best downward hitbox out of all them, except j.CC. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, or 5C. With a CH j.C landed on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. As an air-to air, its slightly slower speed and standard size make it kind of average, but its strength comes when you're above the opponent or score a hit. On block, you can delay the followup j.CC to add more overhead pressure, but this can worsen your frame advantage due to j.CC's halted momentum.

Gatling options: j.CC, j.D


j.CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High/Air 10 2 29 H

Followup attack to j.C. It is mostly used in combos after j.C, or for an added overhead after a blocked j.C. The short hop that she does can be used as both a mixup and a frame trap after a j.C that is done very close to the ground, but can be dangerous at other times as it can be low profiled due to the lack of a deep reach like j.C . It can also be used in neutral to cover a j.C whiff using j.CC's sweeping hitbox. Has the most blockstun out of every air normal, but the extra air time can severely limit pressure/combo options when pressed from too high up. High attack level works well with charge cancel, which lets you frame trap with falling j.A or j.B.

On hit, if you cannot land in time, combo into j.214B instead.

Gatling options: j.D


Drive Moves

Numbers in brackets indicate values during Overdrive.

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
7 [4] 4+Hold 9
  • CH state for the duration of the move
  • Hold D to continue charging
  • After the minimum duration, charging returns to the normal rate.

Aside from Overdrive and 63214C, this is the main way to charge stocks. While Tsubaki does not need stocks to play her game, the fast charge gain and short recovery let you use this frequently in neutral. This often comes at the cost of space control, so avoid charging when in immediate danger or when the opponent can use that time to start pressuring you.

The fastest possible charge cancel will build 1/4th of a stock. On hit, some specials can be charge cancelled as well, which lasts slightly longer and builds half a stock instead.

Tsubaki can cancel into this move from many of her normals. This is commonly called a "charge cancel". Charge cancelling allows Tsubaki to effectively improve the frame advantage of her stronger attacks with higher blockstun and longer recovery, allowing for stronger and safer stagger pressure. The minimum total duration of 5D is 18 frames, which is short enough to make her punishable attacks safer, or 14 frames during OD, which can allow her to even be plus off certain attacks.

Below is a comparison of each attack's advantage with and without charge cancelling:

Charge Cancel Advantage
AttackNormalCharge canceledCharge canceled (OD)
5ABBCS Tsubaki 5A.pngGuardAllStartup6Recovery11Advantage-2-2-7-3
2ABBCS Tsubaki 2A.pngGuardAllStartup7Recovery11Advantage-1-1-7-3
5BBBCS Tsubaki 5B.pngGuardMidStartup10Recovery17Advantage-5-5-2+2
5BBBBCS Tsubaki 5BB.pngGuardMidStartup11Recovery19Advantage-8-8-5-1
2BBBCS Tsubaki 2B.pngGuardLowStartup11Recovery12Advantage-1-1-5-1
2BBBBCS Tsubaki 2BB.pngGuardLowStartup10Recovery18Advantage-7-7-5-1
5CBBCS Tsubaki 5C.pngGuardMidStartup8Recovery23Advantage-9-9-2+2
5CCBBCS Tsubaki 5CC.pngGuardMidStartup12Recovery27Advantage-11-110+4

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
7 [4] 4+Hold 9
  • Behaves the same as 5D, but crouching.

2D sees much less use than 5D because getting hit will result in a crouching counter hit, often extending the opponent's combos.

2D can be used to low profile certain projectiles such as Jin's j.236A. In theory, this can also make certain jabs whiff when used as a charge cancel. However, it runs a much bigger risk for not much more reward when used this way.


j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4 4+Hold 8+5L [3+5L]
  • Causes forced landing recovery, which is applied even after pressing buttons or blocking in the air.
  • Charges 1/2 a stock at an accelerated rate, then very slowly for the other 1/2 charge, then charge rate becomes inversely proportional to height.
  • Stops Tsubaki's movement and momentum.


j.D decreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. Even if started high in the air, Tsubaki's charge speed will increase as she descends.

Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancelling j.C or j.CC and then linking j.A or j.B directly after j.D's recovery ends. In Overdrive, the reduced recovery allows j.C and j.CC to be linked to another j.C which slightly increases combo damage. This requires tight spacing and can only be utilized if you haven't used an air option. However, it does get you lots of charge mid-combo.

J.D also sees some use in optimized corner combos after j.236A and j.214C, totalling to a whole stock being generated.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values

  • Values in [] are in OD
  • Active time refers to when Install gauge increases
  • First 4 frames charge at 500 units frame normally
  • If special cancelled, the rate is 1250 for the first 4 frames
  • Afterwards the rate varies on height: 50/f above 500,000 units, 200/f if above 400,000, 250/f if above 200,000 and 350 otherwise.
  • Landing recovery is applied when move reaches frame 4


Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T
  • 100% minimum damage: 1500

Tsubaki throws her opponent forward, causing a wallbounce. A delayed 214B is the easiest way to followup from this midscreen. You can also followup with micro dash 5C2C but the timing on it is quite strict. 236B is also an option, but if you 214B to continue from there it may whiff. In the corner, if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage.

By inputting 6C~B, you can increase the range of the throw making it a little more difficult to see. You'll know when you have performed this correctly because Tsubaki will not only move forward slightly but say something as if she were using 6C. Can be OD cancelled to allow 6C followups.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T
  • 100% minimum damage: 1500
  • Staggers opponent


The stagger opens up various resets if the opponent opts to tech immediately. You can mix up between 6A/2B, command grab, or even another throw. However, it's best to just followup with an actual combo. The most common followup from Back Throw is 214B. The 214B followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. If you want to use charge, you can use 214D or 623D for stronger combos. Back throw is generally less rewarding than forward throw unless it puts the opponent in the corner. You can ODC for a 6C followup, just like forward throw.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T
  • 100% minimum damage: 1500

Tsubaki throws the opponent onto the ground which causes a slight bounce. When going into the air with your opponent, this is usually your best option in terms of speed and priority, but the recovery is more harsh than other air moves. The best way to followup from an air grab is always into 6C. This can also be OD cancelled and is useful for trapping your opponents burst and going for the kill.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 4 35 -20 B 1~20 All

Has the same animation as her Sanctus Decus from the older games. Has a good hitbox and legitimate consistency in working as intended. It is quite fast and is a good option when you're caught in heavy pressure, especially if you don't have the charge to followup a DP with a D special.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Costs 25% Heat.
  • 180F Heat Gauge Cooldown.
  • Possible to charge.
  • Causes hard knockdown on air hit.


Tsubaki swings her book over her head to guard crush the opponent. Has comparatively short range for a Crush Trigger, but is useful for combos and neutral on barrier block. Massive untechable time on CH, staggers on ground hit, and grounds on air hit. A key part of Tsubaki's more damaging combos utilizing 214D's jump cancellability. Non-followup 214D can be cancelled straight into Crush Trigger using a special technique which leads into massive damage from both the hit itself and the fact that it allows for a link to 6C.


Special Moves

Notes
  • Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo.
  • Certain specials have follow up options, normal versions of each follow up can only be executed on hit, and D versions may also be executed on block and whiff
All versions cancel into the following on hit or block
Both Sanctus Veritas versions cancel into the following on hit or block
* Non-D followup version can also be cancelled into 5/2D
** D version can be cancelled into even if the previous special missed or was blocked


Both versions cancel into the following on hit or block
Both Aequum Elesion versions cancel into the following on hit or block
* Followup Non-D versions can also be cancelled into 5/2/jD
** D version can be cancelled into even if the previous special missed or was blocked


Sanctus Aequum

236A/B/C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 600 All 13 4 18 -7 B
236B 800 All 18 9 18 -8 B
236C 800 All 18 9 18 -8 B
236D 900 {990} All 19 10 10 +2 B
  • C Version passes through opponent on hit or block.
  • All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff.
  • D version launches on hit.
  • D version shares Same Move Proration with 412D ~ 236D

Charges forward with the shield. The A version travels a little less than half screen, the B and C versions travel about 3/4 screen, and the D version travels slightly farther than them. The stockless versions do not function as gap closers. Instead, they're usually combo filler. Different versions can be used in combos so that SMP is not activated. You can followup with 214D and then/or 22D to catch people trying to punish you in the recovery of the moves. A, B and C versions have a static active time, and get safer when blocked later into their travel time. The D version by contrast, is proximity based and cuts to its recovery as soon as it connects which means its frame advantage will always be +2 on normal block.

The A version has the fastest startup. It's only used late in combos where 236B might not work. Covers small ground, shorter recovery and travel makes it the safest on block bar 236D.

The B version deals more combo damage and leaves smaller gaps when cancelled. Slightly slower than the A version but travels about 1/2 screen.

The C version crosses straight through the opponent and allows you to switch sides at any time during a combo. It travels the same distance as the B version. It leaves you a little farther than 2B's length behind your opponent on block. On hit, it crumples the opponent. In pressure, you can rapid cancel at different points to create a left/right mixup

The D version launches the opponent and can be followed up with a dash 5B/C if the opponent is hit off the ground or even 6C if the opponent is being juggled after 2C for example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a 5B's length in front of your opponent.

You can microdash into these specials to give them more effective range. This is done by inputting either 2366X, or 412366X. This also makes it somewhat easier to link 236236C.

Sanctus Veritas

214B/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B 800 Mid 21 3 23 -7 B 9~20 B
Followup 214B 700 Mid 17 3 23 -7 B
214D 1000 {1100} Mid 20 3 23 -7 B 6-22 B
Followup 214D 900 {990} Mid 17 3 23 -7 B
  • All versions can cancel into 22B/D on hit and 22D on block or whiff.
  • Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
  • D version is jump cancellable when not used as a followup.


The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability. Unsafe on block from close up, but delivers a sufficient amount of pushback to make you harder to punish. The invul frames are not immediate, but good guesses let you phase through and punish plenty of moves at all phases of the round. Just like with the 236X series, you can follow up with 22D on block to catch people trying to punish you and/or hold onto your turn.


B Versions

The regular B version flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, confirming into this move requires a couching confirm or the opponent to already be juggled. Body invul ends by the first active frame, so contesting an active move results in a trade, which may let you come out with a combo thanks to the long juggle.

The followup B version does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into 22B/D in order to continue. Using both the regular and followup versions in a combo will not trigger SMP.


D Versions

The regular D version flips the opponent when it launches them and is jump cancellable on hit. The jump cancel opens up a variety of combo paths that all lead to great damage and corner carry. By jump cancelling the move, you can go into a simple air combo with j.C. By either preforming an IAD j.C or delaying j.C until you are near the ground, you can get a juggle combo going by connecting 5C after touching the ground. The jump cancel can even be used to cancel 214D into a Crush Trigger or raw OD. This technique known as a "jump cancel cancel" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like the B version, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching. Unlike the B version, the body invul lasts through the active frames, and also starts 3 frames earlier, which makes 214D more effective than 214D at times.

The followup D version does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike the B version, it can still be followed up with 5C even after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of just before. Follows the same rules concerning SMP exemption. This version does not have invul frames.

Agnus Dei

22B/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22B 800 High/Air 28 6 1+10L 0 H 7~38 F
Followup 22B 700 High/Air 22 6 5+12L -6 H 7~32 F
22D 660×2 High/Air 28 3,3 3+10L +3 H 5~36 FT
Followup 22D 660×2 High/Air 22 3,3 4+9L +3 H 5~37 FT
  • Same startup for both versions, but 22D has greater range and damage.
  • Considered airborn and has foot invul, but can be interrupted if predictable due to high startup

A new version of the 3rd attack of Tsubaki's 'rekka' combo introduced in CF. It is a versatile special added in CF that helps Tsubaki maintain close-range for pressure while also being a relatively safe potential starter on its own.

The final attack in Tsubaki's string of special attacks that bounces or knocks the opponent down. Tsubaki leaps forward and swings a hammer overhead, forcing the opponent to block high while avoiding potential lows. the D version has advantage on block, making it a great way to continue pressure as it leaves you close to the opponent. Due to its high startup it can be interrupted by a wary opponent, but because of the many options it can be canceled from, an opponent might be hesitant to call it out.


B Versions

The B version hits once with the hammer, bouncing the opponent off the ground. It can be followed up easily with a large variety of normals with the most common one being 5C. While using it as a way to close distance has its advantages, the opponent may learn to start expecting it. If the opponent respects Tsubaki's close-range pressure, it may be useful to throw out as a potential mixup at a closer distance.

The followup B version knocks the opponent to the ground. Without meter it cannot be followed up as the opponent can quickly tech once knocked down. As followups are unlikely, it is typically canceled with 5D/2D. Cancelling into 5D/2D after knocking the opponent down with it speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo, though this can only be done after the B version. As this cancel can be done at the end of a 22B starter combo, it is only recommended for the followup. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.5 charges before going back to the regular charge rate.


D Versions

The D version hits twice with the hammer, bouncing the opponent off the ground like the B version, but deals slightly more damage and leaps almost twice the distance. It is roughly the same as 22B in terms of combo routes as the bounce caused is identical, but where it is unique is in how it can be used to make 236X or 214X safe. As these specials are punishable and cannot be canceled into 22B on block, 22D may be able to catch or trade with an opponent looking to punish them.

The followup D version deals less damage than the regular D version but otherwise functions mostly the same, causing the opponent to bounce off the ground. When used after 214X, the knockup allows 22D to bounce the opponent slightly higher, allowing a unique followup of 3CC for optimal damage in some combos. In some instances, the opponent may be knocked up such that an immediate 22D after 214X will cause 22D to hit only once, but in such a case 22D can be slightly delayed to get in both hits for optimal damage.

Benedictus Rex

623C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 850 Mid 10 40 Total 45+19L -21 B 1~10 All
623D 650×3 Mid 10 3,3,3 Total 50+23L -21 B 1~14 All
  • Active frames calculated off 1st hit.
  • Both versions can cancel into j.236A/D or j.214A/B/C/D on hit.
  • Both versions can cancel into j.236D or j.214D on block or whiff.
  • Projectile(s) fired by this attack continue upwards until offscreen.


Tsubaki's reversal option to get out of pressure. It has a lot of recovery making it very easy to punish, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they don't barrier block, but this should not be abused as it is risky if whiffed or barrier blocked. Can be used as an anti air at the right angle, but be wary of the awkward hitbox and the deadzone between Tsubaki and the projectile. In CF, the combo routes stemming from this special are emphasized since it can be consistently followed up thanks to it launching both Tsubaki and the opponent fairly low off the ground. For more details, see the Combo Section


C Version

The C version fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specials j.236A and j.214A on hit in order to get a knockdown immediately in front of Tsubaki when she lands. Despite the projectiles insanely long active time, it leaves Tsubaki's side and the invul frames only overlap with a single active frame, so delayed attacks will trade or flat out beat 623C. If the move is whiffed or blocked, it can be cancelled into the D versions of those moves in order to make the reversal harder to punish. Using j.214D completely prevents the opponent from scoring a counterhit on you since it replaces the counterhit recovery of the DP with normal recovery, but they can still punish you with a solid close-range starter. Using j.236D will move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground and be punishable. Cancelling into j.236Dj.214D is a knowledge check and sometimes legitimately difficult to deal with, depending on character.


D Version

The D version fires three small pillars out of the ground and deals slightly more damage than the C version. It's a key part of Tsubaki's most damaging meterless combos. It has slightly more invulnerability and slightly less recovery compared to the C version, and can be treated as a moderately priced, more reliable DP.

Aequum Elesion

j.236A/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.236A 800, 500 All 16 3(6)P Until L+5 H, P1
Followup j.236A 700 All 13 5 Until L H
j.236D 800 {880}, 600 {600} All 16 3(6)P 37 H, P1
Followup j.236D 700 {770}, 600 {600} All 16 3(6)P Until L H, P1
  • Can cancel into j.D on hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards.
  • Followup A version can cancel into j.D from 31F onwards.
  • All versions except for the followup A version have projectile startup of 25F.
  • All versions can cancel into j.214A/B/C/D on hit without the projectile landing.
  • D version can be cancelled into j.214D on whiff.
  • Following up either D version with j.214D activates the aura.


Tsubaki's aerial projectile special. It also happens to be the second part of her "rekka" out of 623C. The projectile is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and it has long recovery. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input (2369A) which makes the special happen right out of jump startup and very close to the ground.


A Versions
  • Can be cancelled into j.D to generate a minimum of 0.5 stocks

The A version fires the orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Has combo potential in the corner in conjunction with j.D by linking j.B while the opponent is still in hitstun from the orb. Air recovery lasts until landing, which is the main risk factor

The followup A version does not launch a projectile. It's only accessible after a DP, so Tsubaki uses it exclusively as part of a combo ender.


D Versions

The D version fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like the A version's projectile, it costs a stock and has unique benefits. This version's recovery can end in the air, letting you block, press or use remaining movement options, the projectile also does not disappear if Tsubaki gets hit. If j.214D is used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo than j.214D by itself.

The followup D version still launches a projectile. You will see the followup version of this special after a whiffed or blocked DP. It has the same weakness as using 236A high in the air, though; attentive opponents will run right under the projectile and punish you if they are fast enough.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.236A Long 100, 90 79, 89 3
Followup j.236A Long 100 89 3
j.236D Long 100, 90 92, 89 4, 3
Followup j.236D Long 100, 90 92, 89 4, 3

j.236A:

  • P in active frames represents a projectile spawned


j.236D:

  • Values in {} are during Macto Maledictis
  • P in active frames represents a projectile spawned
  • Crumple Duration 50F, Crumple Fall 78F


Followup j.236D:

  • Values in {} are during Macto Maledictis
  • P in active frames represents a projectile spawned
  • Crumple Duration 50F, Crumple Fall 78F

Lux Aeterna

j.214A/B/C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.214A 600 All 9 Until L 22 -5~-10 H
j.214B 700 All 11 Until L 24 -6~-15 H
j.214C 800 All 17 Until L 33 -14~-24 H
Followup j.214X 1000 All 9 Until L 26 H
j.214D 900 {990} All 13 Until L 16 +4~-4 H
Followup j.214D 800 {880} All 9 Until L 29 -12~-17 H
  • All versions except D can cancel into 5D/2D on hit.
  • D version always causes hard knockdown.
  • Non install versions only have hard knockdown on ground hit, or when used as part of her air "rekka" of 623X and j.236X.


Tsubaki's air combo ender and final part of her string of specials starting from 623C. It nets a knockdown and leaves her right in front of the opponent when she lands. In BnBs, this special often follows j.236X. Cancelling into 5D or 2D after grounding the opponent speeds up charge generation for a few frames. This guarantees about 1/2 a stock before going to the regular charge rate. Just like the 22X series, this cannot be done after the D version of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent.

The A version travels at a -60° angle and covers the least distance, it is usually unpunishable on block except by jabs at close range. The B and C versions travel at a -45° angle and a -30° angle respectively and are extremely punishable on block.

The regular C version pauses for a moment, then descends. On air hit it wallbounces in the corner but causes soft knockdown. You can use this to set up different oki situations.

The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. These versions are one of Tsubaki's main combo enders. After getting a hard knockdown, Tsubaki can call out delay techs with 2A to continue a combo and net some corner carry.


D Version

The regular D version descends at the C version's angle. It will always hard knockdown and has long untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen. 2B after the post-landing dash is the simplest way to follow up the special, but stricter options like 6BB, 3C and 6C can yield higher reward.

This move is extremely useful in neutral due to its travel speed and angle, as well as how low its recovery is. While not positive on block on average, in general you will be not be punishable, so the threat of 623C, 214X, or 22X will almost always be there for the opponent. The frame advantage of this move, like most divekicks is based on the angle and at what point the opponent blocked it, so it can be extremely plus if the opponent blocks it crouching in the late (near ground) active frames, but it can also become potentially punishable if the opponent blocks it standing in the frames where you are not close to landing. On average, imagine the move as being somewhere between -2 and +2 depending on crouching or standing block, so make sure to confirm how the opponent blocked it. Do not become overly reliant on this as a way to "skip neutral" since it is easy to call out, but if you have 50 meter, go nuts since you can turn the blocked dive into a mixup.

The followup D version descends at an angle similar to the regular A version and recovers much slower, so she can't followup on knockdown. There isn't any use currently known for this version This effect is often seen when Tsubaki autopilots 623Cj.214D without confirming the 623C hit.

Lux Aeterna (Aura)

j.236D ~ j.214D (Aura)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
250×N {275xN} All 9 Until L 29 -5~-1 H 11~Until L P
  • Starts up when j.214D comes into contact with j.236D's projectile.
  • Even though they look the same, cannot be caused by colliding with the 421D Projectile


Costs 2 stocks in total. This combination special goes through projectiles and contributes a lot to combo damage. This is the trickiest followup to punish after a blocked/whiffed 623C, considering its delay and safety on block. Can be used to continue combos with 3C midscreen easily since it grounds the opponent and causes hard knockdown for a long period of time. The weird angle and slow total startup makes this move hard to use in neutral, and the combo damage it adds is seldom worth the 2nd stock, but it's a staple in 214214D combos.

Lux Macto

421A/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
421A 500 All 25 70 Total 54 -2 P1
421D 600 All 13 95 Total: 47 -7 P1
  • D version can cancel into 236D at any time after startup.


Tsubaki's ground projectile. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just like j.236A. It can be used for oki and pressure as well.


A Version

The A version sends out a pink orb that travels almost fullscreen screen before disappearing. It has fairly slow startup, so just like j.236A, it should only be used in neutral when you are a comfortable distance from your opponent. You can also use it against passive opponents to reset pressure. When used this way, you should cancel into it from high attack level moves like 6C or 6B so you don't get mashed on as easily. On most knockdowns, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in.


D Version
  • Lasts about a screen and a half

The D version sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar to Carl's Volante. Notably, it also persists if Tsubaki gets hit. The large size and its new acceleration make it even better at doing nearly everything the A version's can do. The fast startup and slow initial travel protects the space directly in front of you when it is called out and can be used as a shield. It's also an excellent oki/pressure/scramble tool, as the projectile will cause you to trade with just about anything that doesn't directly negate projectiles.

All of this utility makes the D version a very acceptable use of charge over 421A when the added benefits are desired. If 236D is used directly after this special, it will active the aura and change the properties of 236D, similarly to the air versions.

Sanctus Aequum (Aura)

421D ~ 236D (Aura)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
250×7 {275×7} All 19 10 [2×6] 18 +6 B 19~End of Active Guard P
  • 19-40 Projectile Guard Point.
  • Starts up when 236D comes into contact with 421D's projectile. Will not interact with the projectile from j.214D.
  • GP calculated on whiff.
  • Possible to cancel into 214B/D or 22B/D.
  • Considered part of 236D without the Aura, so shares its same move proration.

The ground version of Tsubaki's aura using 421D and 236D. It has projectile Guard Point, making it very useful in a handful of matchups that pit you vs telegraphed projectiles. It also places you at a good advantage if blocked so you can apply pressure, but the slow total startup can get you hit before the GP kicks in. If the opponent is wary of this combination special, you can send out only 421D's projectile without whiff cancelling into 236D and go for an IAD to punish them trying to bait it. This is a very powerful combo starter, as it scales very well and also links into 6C for strong combos, however it's harder to use mid-combo since it requires proper spacing and there often are cheaper alternatives. The charge cost and awkward combo applicability mean this move is mostly used as a neutral threat or a 214214D combo piece.

Sanctus Aerolata

63214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 100×12 Throw(90) 11 3 30 T

Tsubaki's command throw. When it successfully connects, it will give her two stocks, but deal very minimal damage. It can be rapid cancelled during startup in order to go into a combo although she will not acquire exactly two charges if the move is rapid cancelled before it is over since stocks are gained based on the number of hits dealt. Since this move scales its damage with every hit, you must decide if you want to RC early to do more damage but get fewer stocks, or vice-versa.

Without rapid cancel, you don't deal much damage but still recover noticeably before they do, allowing you to maintain pressure with your newly earned stocks, particularly in the corner. The startup is very fast, matching her 2B so it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup or during blockstrings they can avoid it by jumping, and this is why you would mix it up by using meaties and frame traps for effective punishes, It's all about conditioning your opponent. There are many setups you can use with this command throw so please check out the strategy guide.

Though this command throw is a very strong tool that gives access to a frightening strike/throw game, it has a long, CH state recovery so a wary opponent will be able to punish you heavily for misusing this move.

Like the normal throw, it's possible to kara cancel 6C into this move to give it extra range by inputting 63216~4C or walk it forwards slightly with 632146~C. Keep in mind this technique is tricky and strict, and carries the risk of letting out an unintended move.

If you do RC this attack and need to followup, your most common options would be 2C214B, 6A, and [CT] → 6C.

Distortion Drives

Confutatis Maledictis

236236C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236C 1000×4 [1000×5] All 5+(30 Flash)+7 21? Total 51 -21 B 1~14 All
236236D 1000, See notes
[1000, See notes, 1000]
All 5+(34 Flash)+1 18? Total 51 -28 B 5~7 All

C version

  • Minimum Damage:600 [750]
  • Only possible to Rapid Cancel on block.

Can be used as a reversal option because it has invincibility, but it has awful horizontal range and costs 50 meter, 623C/D are ironically better reversals overall. The upside is the damage potential, as 236236C links into 2366D (shortcut for microdashing during the input), and also 3CC in the corner, leading into much higher damage than that of meterless DP combos. Good frame advantage on hit, 600 minimum damage (750 in OD). Does not consume any charge.

The OD version is also invincible on startup, but Tsubaki ends this version with a shield charge that floats the opponent into the air allowing for followup combos. If you have the meter+stocks, combo 236236C into 236236D for burst safe damage


D Version

  • Minimum Damage: Lv0: 525; Lv1: 600; Lv2: 750; Lv3: 900; Lv4: 1050; Lv5: 1500
  • OD Minimum Damage: Lv0: 600; Lv1: 748; Lv2: 895; Lv3: 1042; Lv4: 1360; Lv5: 1740
  • OD with Mugen Minimum Damage: Lv0: 628; Lv1: 792; Lv2: 958; Lv3: 1119; Lv4: 1470; Lv5: 1880
  • Only possible to Rapid Cancel on block.

D Version cannot be extended by any means, weaker knockdown and deals less damage than 236236C unless you have stocks.

The D version is your main combo ender since it catches up to C's damage with just 1 stock, is much faster and reaches much farther. The D version will consume all the stock you have. If this version is used used during Macto Maledictus (214214D), it will use the amount of charge stock that Tsubaki had on Macto's activation (indicated by the digit next to the gauge). With a high stock count and especially in OD, this super is a powerful round ender from any combo thanks to its insane damage potential. It does however knock the opponent away from you, which gives up any oki.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236C Long 80 65 4
236236D Long 80 65 4

236236C:

  • Values in [] are during OD
  • Minimum Damage 15%: 600 [750]
  • reversal but 623C/D is superior unless there is confidence it will hit


236236D:

  • Invuln ends
  • Values in [] are during OD
  • Values in {} are during Macto Maledictis
  • Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
  • [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
  • {[Minimum Damage 15% Lv0: 628 Lv1: 792 Lv2: 958 Lv3: 1119 Lv4: 1470 Lv5: 1880]}
  • Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200×5 Lv5: 1000×9
  • [Base Damage of projectile Lv0: 500×4, Lv1: 750×4, Lv2: 570×7, Lv3: 710×7, Lv4: 710×10 Lv5: 960×10]
  • {[Base Damage of projectile Lv0: 550×4, Lv1: 825×4, Lv2: 627×7, Lv3: 781×7, Lv4: 781×10 Lv5: 1056×10]}

Macto Maledictis

214214D (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
7+(125 Flash)+4
  • Also nicknamed Mugen.
  • Possible to move 3F before opponent after super flash.
  • Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
  • Allows unlimited use of D moves without spending any charge; When the gauge is empty, the effect ends.
  • Requires at least one stock to activate this move.
  • Technically invulnerable on frame 7 (the frame before the superflash), but the invuln runs out during the superflash meaning Tsubaki is effectively invulnerable for less than 1 frame. Tsubaki enters the install state during the superflash before the invuln runs out, meaning the install will not be stopped by attacks that would connect on what is effectively frame 7.

This super is an important aspect of Tsubaki since it gives her access to ridiculously high damage in many scenarios. The bonus damage from the free D specials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Potential libility when the opponent has burst available, since Mugen takes your resources upfront before any damage is dealt, forcing bursts is very strong in BBCF, but it comes at the cost of momentum. If you are in OD, there is no escape and the gauge will deplete at half-speed. Off your best starters with stocked (pun not intended) resources, provides Tsubaki's peak damage that breaks 7-9K with surprisingly simple combos.

Requiem Maledictus

632146B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
450×8 [600×8] All 1+40 Total 1+57 P2* 16~End All
  • Nicknamed Banana Super.
  • Minimum damage: 90*8 (720) OD: 120*8 (960)

Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into a combo for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out, so don't use it like a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible.

While in Overdrive, the summoned projectiles change their appearance and fire off slightly slower, effectively locking down the opponent longer. Additionally, they actually hold the opponent in place like Rachel's Tempest Dahlia even if they are in the air or using barrier. With proper timing, it's possible to jump over and completely avoid this super when used in neutral, this can be nullified by using it when the opponent is locked in movement/recovery and does not have time to avoid the projectiles. Some characters can use unique movement options to quickly and easily avoid this super as well.


Exceed Accel

Macto Lux Kyrie

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 120×20
{600, 160×32}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Astral Heat

Requiem Aeternam

632146C when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 9000 All 3+(127 Flash)+17 10 23 -19 B 1~29 All

Tsubaki dashes nearly full screen at her opponent. Despite the somewhat slow startup, Tsubaki can combo into this from most standard combos:

Commonly set up from:

  • Forward/back/air throw .
  • Air hit 2C.
  • 6C/6CC.
  • Air hit 6BB.
  • Various counterhit starters.

For more combos please visit the Combo Page


Colors

BBCF Tsubaki color 1.png
BBCF Tsubaki color 2.png
BBCF Tsubaki color 3.png
BBCF Tsubaki color 4.png
BBCF Tsubaki color 5.png
BBCF Tsubaki color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Tsubaki color 7.png
BBCF Tsubaki color 8.png
BBCF Tsubaki color 9.png
BBCF Tsubaki color 10.png
BBCF Tsubaki color 11.png
BBCF Tsubaki color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Tsubaki color 13.png
BBCF Tsubaki color 14.png
BBCF Tsubaki color 15.png
BBCF Tsubaki color 16.png
BBCF Tsubaki color 17.png
BBCF Tsubaki color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Tsubaki color 19.png
BBCF Tsubaki color 20.png
BBCF Tsubaki color 21.png
BBCF Tsubaki color 22.png
BBCF Tsubaki color 23.png
BBCF Tsubaki color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Navigation

 Tsubaki Yayoi


To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data.


System Pages
Mechanics
Application & Advanced Information
Archived Information