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For a list of changes that Tsubaki received and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]''' | For a list of changes that Tsubaki received and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]''' | ||
{{#lst:BBCF/Tsubaki Yayoi/Data|Links}} | {{#lst:BBCF/Tsubaki Yayoi/Data|Links}} | ||
<br clear=all/> | <br clear=all/> | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=5BB | |name=5BB | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=5CC | |name=5CC | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5CC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=2BB | |name=2BB | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|2BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=2CC | |name=2CC | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|2CC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal counters. | *Fatal counters. | ||
*Forces crouch. | *Forces crouch. | ||
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|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=6BB | |name=6BB | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|6BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=6CC | |name=6CC | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|6CC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal counters. | *Fatal counters. | ||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
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|name=3CC | |name=3CC | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|3CC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal counters. | *Fatal counters. | ||
*In the air 23~31F. | *In the air 23~31F. | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=j.BB | |name=j.BB | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
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|name=j.CC | |name=j.CC | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.CC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5D}} | |||
}} | {{!}}- | ||
{{Description|7|text= | |||
*Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time. | *Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time. | ||
*For specifics see the [[ | *For specifics see the [[BBCF/Tsubaki_Yayoi/Frame_Data|Tsubaki Full Frame Data]] page. | ||
<br/> | <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). | 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). | ||
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|name=2D | |name=2D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|2D}} | |||
}} | {{!}}- | ||
{{Description|7|text= | |||
*Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time. | *Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time. | ||
*For specifics see the [[ | *For specifics see the [[BBCF/Tsubaki_Yayoi/Frame_Data|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. | 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. | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.D}} | |||
}} | {{!}}- | ||
{{Description|7|text= | |||
*Charge rate depends on how high off the ground D is pressed with rate being inversely proportional to height. | *Charge rate depends on how high off the ground D is pressed with rate being inversely proportional to height. | ||
*For specifics see the [[ | *For specifics see the [[BBCF/Tsubaki_Yayoi/Frame_Data|Tsubaki Full Frame Data]] page. | ||
<br/> | <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. | 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. | ||
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|input=B+C | |input=B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage (1500). | *100% minimum damage (1500). | ||
<br/> | <br/> | ||
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|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|4BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage (1500). | *100% minimum damage (1500). | ||
<br/> | <br/> | ||
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|input=j.B+C | |input=j.B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage (1500). | *100% minimum damage (1500). | ||
<br/> | <br/> | ||
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|input=6A+B | |input=6A+B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|input=5A+B | |input=5A+B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Costs 25% Heat. | *Costs 25% Heat. | ||
*180F Heat Gauge Cooldown. | *180F Heat Gauge Cooldown. | ||
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|input=236A/B/C/D | |input=236A/B/C/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|236A}} | |||
{{!}}- | |||
{{AttackVersion|name=B Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|236B}} | |||
{{!}}- | |||
{{AttackVersion|name=C Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|236C}} | |||
{{!}}- | |||
{{AttackVersion|name=D Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff. | *All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff. | ||
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*D version launches on hit. | *D version launches on hit. | ||
*D version has 110% bonus proration while in 214214D. | *D version has 110% bonus proration while in 214214D. | ||
}}<br/> | }} | ||
<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. | 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. | ||
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|input=214B/D | |input=214B/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=B Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|214B}} | |||
{{!}}- | |||
{{ | {{AttackVersion|name=D Version}} | ||
{{#lsth:BBCF/Tsubaki Yayoi/Data|214D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
{{ | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*All versions can cancel into 22B/D on hit and 22D on block or whiff. | *All versions can cancel into 22B/D on hit and 22D on block or whiff. | ||
Line 645: | Line 650: | ||
*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. | *Both D versions have 110% bonus proration while in 214214D. | ||
}} | |||
}}<br/> | <br/> | ||
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 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. | ||
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|input=22B/D | |input=22B/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=B Version}} | |||
}} | {{#lsth:BBCF/Tsubaki Yayoi/Data|22B}} | ||
{{!}}- | |||
{{AttackVersion|name=D Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|22D}} | |||
{{!}}- | |||
{{AttackVersion|name=D Version (Followup)}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|Special > 22D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Cancelable off almost all normals | *Cancelable off almost all normals | ||
*Same startup for both versions, but 22D has greater range and can have different followups | *Same startup for both versions, but 22D has greater range and can have different followups | ||
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|input=623C/D | |input=623C/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=C Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|623C}} | |||
{{!}}- | |||
{{ | {{AttackVersion|name=D Version}} | ||
{{#lsth:BBCF/Tsubaki Yayoi/Data|623CD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Active frames calculated off 1st hit. | *Active frames calculated off 1st hit. | ||
Line 717: | Line 720: | ||
*Both versions can cancel into j.236D or j.214D on block or whiff. | *Both versions can cancel into j.236D or j.214D on block or whiff. | ||
*D version has 110% bonus proration while in 214214D. | *D version has 110% bonus proration while in 214214D. | ||
}}<br/> | }} | ||
<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. | 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. | ||
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|input=j.236A/D | |input=j.236A/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.236A}} | |||
}} | {{!}}- | ||
{{ | {{AttackVersion|name=D Version}} | ||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.236D}} | |||
{{!}}- | |||
{{AttackVersion|name=D Version (Followup)}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|Special > j.236D}} | |||
}} | {{!}}- | ||
{{ | {{Description|8|text= | ||
{{ColumnList |text= | {{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. | ||
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*Following up either D version with j.214D activates the aura. | *Following up either D version with j.214D activates the aura. | ||
*Both D versions have 110% bonus proration while in 214214D. | *Both D versions have 110% bonus proration while in 214214D. | ||
}}<br/> | }} | ||
<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. | 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. | ||
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|input=j.214A/B/C/D | |input=j.214A/B/C/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.214A}} | |||
}} | {{!}}- | ||
{{AttackVersion|name=B Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.214B}} | |||
{{!}}- | |||
{{AttackVersion|name=C Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.214C}} | |||
{{!}}- | |||
{{AttackVersion|name=D Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.214D}} | |||
{{!}}- | |||
{{AttackVersion|name=D Version (Follow-up)}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|Special > j.236D}} | |||
{{!}}- | |||
{{ | {{Description|8|text= | ||
}} | |||
{{ | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*All versions can cancel into 5D/2D on hit. | *All versions can cancel into 5D/2D on hit. | ||
*Both D versions have 110% bonus proration while in 214214D. | *Both D versions have 110% bonus proration while in 214214D. | ||
}}<br/> | }} | ||
<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. | 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. | ||
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|input=j.236D > j.214D (Aura) | |input=j.236D > j.214D (Aura) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|j.236D > j.214D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Starts up when j.214D comes into contact with j.236D's projectile. | *Starts up when j.214D comes into contact with j.236D's projectile. | ||
*Has 110% bonus proration while in 214214D. | *Has 110% bonus proration while in 214214D. | ||
}}<br/> | }} | ||
<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. | 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. | ||
}} | }} | ||
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|input=421A/D | |input=421A/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|421A}} | |||
{{!}}- | |||
{{ | {{AttackVersion|name=D Version}} | ||
{{#lsth:BBCF/Tsubaki Yayoi/Data|421D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*D version can cancel into 236D at any time after startup. | *D version can cancel into 236D at any time after startup. | ||
}}<br/> | }} | ||
<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. | 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. | ||
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|input= 421D > 236D (Aura) | |input= 421D > 236D (Aura) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|421D > 236D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*19-40 Projectile Guard Point. | *19-40 Projectile Guard Point. | ||
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*Possible to cancel into 214B/D or 22B/D. | *Possible to cancel into 214B/D or 22B/D. | ||
*110% bonus proration while in 214214D. | *110% bonus proration while in 214214D. | ||
}}<br/> | }} | ||
<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. | 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. | ||
}} | }} | ||
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|input=63214C | |input=63214C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|63214C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|input=236236C/D | |input=236236C/D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=C Version}} | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|236236C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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 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 236236C into 236236D for massive damage | |||
}} | }} | ||
{{ | {{AttackVersion|name=D Version}} | ||
{{#lsth:BBCF/Tsubaki Yayoi/Data|236236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Projectile damage depends on charge level: Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200*5, Lv5: 1000*9 | |||
*Projectile damage depends on | *OD Projectile damage depends on charge level: Lv0: 500*3, Lv1: 750*4, Lv2: 570*7, Lv3: 710*7, Lv4: 710*10 Lv5: 960*10 | ||
* | |||
*Minimum Damage Lv0 = 525; Lv1 = 600; Lv2 = 750; Lv3 = 900; Lv4 = 1050; Lv5 = 1500. | *Minimum Damage Lv0 = 525; Lv1 = 600; Lv2 = 750; Lv3 = 900; Lv4 = 1050; Lv5 = 1500. | ||
195+ | |||
*OD Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740 | |||
*110% bonus proration while in 214214D. | |||
*Only possible to Rapid Cancel on block. | *Only possible to Rapid Cancel on block. | ||
Default super for big damage | Default super for big damage. | ||
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. | 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. | ||
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|input=214214D | |input=214214D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|214214D}} | |||
}} | {{!}}- | ||
{{Description|7|text= | |||
*Costs 50% Heat. | *Costs 50% Heat. | ||
*180F Heat Gauge Cooldown. | *180F Heat Gauge Cooldown. | ||
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|input=632146B | |input=632146B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|632146B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Costs 50% Heat. | *Costs 50% Heat. | ||
*180F Heat Gauge Cooldown. | *180F Heat Gauge Cooldown. | ||
*20% minimum damage (720). | *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. | 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. | ||
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. | 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. | ||
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|name=Macto Lux Kyrie | |name=Macto Lux Kyrie | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|ABCD}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
| | |||
*Does not cost Heat, but immediately ends Overdrive if used. | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
Line 1,029: | Line 1,002: | ||
|input=632146C | |input=632146C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Tsubaki Yayoi/Data|Astral}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Costs 100% Heat. | *Costs 100% Heat. | ||
*180F Cooldown. | *180F Cooldown. |
Revision as of 03:24, 20 April 2019
Tsubaki Yayoi |
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Overview
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.
- 5A(-2) > 5D = -7
- 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.
In the game's code, each charge is subdivided into 10,000 points to allow the game to store partial charges.
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. .
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.
Strengths/Weaknesses
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For a list of changes that Tsubaki received and discussion check out this thread!
Normal Moves
- Notes
- 5A and 2A can only be done up to three times in any string, even on whiff.
- All of Tsubaki's normals, besides 5A/2A, are air unblockable.
- Tsubaki's fatal counters are 6A, 3C, 3CC and 5CC.
5A
5A |
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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. |
5B
5B |
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5BB
5BB |
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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. |
5C
5C |
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5CC
5CC |
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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. |
2A
2A |
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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. |
2B
2B |
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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. |
2BB
2BB |
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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. |
2C
2C |
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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 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. |
2CC
2CC |
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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. |
6A
6A |
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6B
6B |
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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. |
6BB
6BB |
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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. |
6C
6C |
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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. |
6CC
6CC |
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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. |
3C
3C |
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3CC
3CC |
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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, though this can only be done practically in the corner. |
j.A
j.A |
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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. |
j.B
j.B |
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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. |
j.BB
j.BB |
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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. |
j.C
j.C |
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j.CC
j.CC |
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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. |
Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
5D
5D |
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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. |
2D
2D |
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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. |
j.D
j.D |
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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. |
Universal Mechanics
Forward Throw
Forward Throw B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
- 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.
- 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 cannot cancel to non-D specials.
Sanctus Aequum
Sanctus Aequum 236A/B/C/D |
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Sanctus Veritas
Sanctus Veritas 214B/D |
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Agnus Dei
Agnus Dei 22B/D |
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Benedictus Rex
Benedictus Rex 623C/D |
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Aequum Elesion
Aequum Elesion j.236A/D |
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Lux Aeterna
Lux Aeterna j.214A/B/C/D |
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Lux Aeterna (aura)
Lux Aeterna (Aura) j.236D > j.214D (Aura) |
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Lux Macto
Lux Macto 421A/D |
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Sanctus Aequum (Aura)
Sanctus Aequum (Aura) 421D > 236D (Aura) |
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Sanctus Aerolata
Sanctus Aerolata 63214C |
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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. |
Distortion Drives
Confutatis Maledictis
Confutatis Maledictis 236236C/D |
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Macto Maledictis
Macto Maledictis 214214D |
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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." |
Requiem Maledictus
Requiem Maledictus 632146B |
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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. 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. |
Exceed Accel
Macto Lux Kyrie ABCD during Overdrive |
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Astral Heat
Requiem Aeternam 632146C |
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External References
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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- Izanami [★]
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- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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