Line 21: | Line 21: | ||
*Oki and spacing after knockdowns are very reliable anywhere on the screen which benefits an aggressive rushdown playstyle. | *Oki and spacing after knockdowns are very reliable anywhere on the screen which benefits an aggressive rushdown playstyle. | ||
*Charge cancelling, delay-able whiff-followup normals and the ability to cancel specials into other specials provide pressure, frame trap, and mix up flexibility. | *Charge cancelling, delay-able whiff-followup normals and the ability to cancel specials into other specials provide pressure, frame trap, and mix up flexibility. | ||
*Install gauge specials and | *Install gauge specials and crossup shield bash special grant remarkable control over the end positioning of combos and can be used to annoy the opponent in neutral. | ||
*Has a command grab that fills her install gauge. | *Has a command grab that fills her install gauge. | ||
*Fireballs and blade super provide good neutral control and setups. | *Fireballs and blade super provide good neutral control and setups. |
Revision as of 21:01, 28 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
Overview
- Drive mechanic allows for smooth and seamless interaction with Central Fiction's new system mechanics and resource cycle.
- Special overhead hammer that hops forward over foot attribute moves and is plus on block makes pressure very scary.
- Combos are ridiculously straightforward, have consistent damage and get a ton of corner carry.
- Oki and spacing after knockdowns are very reliable anywhere on the screen which benefits an aggressive rushdown playstyle.
- Charge cancelling, delay-able whiff-followup normals and the ability to cancel specials into other specials provide pressure, frame trap, and mix up flexibility.
- Install gauge specials and crossup shield bash special grant remarkable control over the end positioning of combos and can be used to annoy the opponent in neutral.
- Has a command grab that fills her install gauge.
- Fireballs and blade super provide good neutral control and setups.
- DP that can be made 'safe' by using the install gauge.
- 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.
- Rather resource dependent for her more damaging extensions.
- Frame traps and overall blockstring pressure can be easily disrespected and require enough prior-conditioning to apply correctly.
Pressing 5D, 2D, or j.D will cause her to “charge” her install meter, which she uses for the D version of her speicals. Holding the button on 5D, 2D, or j.D will continue to charge meter - each button at a unique 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. She starts each round at 0 charges and can hold a maximum of 5 charges.Tsubaki automatically gains charges at a set rate during OD. Since OD lasts longer the less life you have, you must decide wheter early OD is worth using to give .
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.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 |
Template:AttackDataHeader-BBCF
|
---|
5B
5B |
Template:AttackDataHeader-BBCF
|
---|
5BB
5BB |
Template:AttackDataHeader-BBCF
|
---|
5C
5C |
Template:AttackDataHeader-BBCF
|
---|
5CC
5CC |
Template:AttackDataHeader-BBCF
|
---|
2A
2A |
Template:AttackDataHeader-BBCF
|
---|
2B
2B |
Template:AttackDataHeader-BBCF
|
---|
2BB
2BB |
Template:AttackDataHeader-BBCF
|
---|
2C
2C |
Template:AttackDataHeader-BBCF
|
---|
2CC
2CC |
Template:AttackDataHeader-BBCF
|
---|
6A
6A |
Template:AttackDataHeader-BBCF
|
---|
6B
6B |
Template:AttackDataHeader-BBCF
|
---|
6BB
6BB |
Template:AttackDataHeader-BBCF
|
---|
6C
6C |
Template:AttackDataHeader-BBCF
|
---|
6CC
6CC |
Template:AttackDataHeader-BBCF
|
---|
3C
3C |
Template:AttackDataHeader-BBCF
|
---|
3CC
3CC |
Template:AttackDataHeader-BBCF
|
---|
j.A
j.A |
Template:AttackDataHeader-BBCF
|
---|
j.B
j.B |
Template:AttackDataHeader-BBCF
|
---|
j.BB
j.BB |
Template:AttackDataHeader-BBCF
|
---|
j.C
j.C |
Template:AttackDataHeader-BBCF
|
---|
j.CC
j.CC |
Template:AttackDataHeader-BBCF
|
---|
Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
5D
5D |
Template:AttackDataHeader-BBCF
|
---|
2D
2D |
Template:AttackDataHeader-BBCF
|
---|
j.D
j.D |
Template:AttackDataHeader-BBCF
|
---|
Universal Mechanics
Forward Throw
Forward Throw B+C |
Template:AttackDataHeader-BBCF
|
---|
Back Throw
Back Throw 4B+C |
Template:AttackDataHeader-BBCF
|
---|
Air Throw
Air Throw j.B+C |
Template:AttackDataHeader-BBCF
|
---|
Counter Assault
Counter Assault 6A+B |
Template:AttackDataHeader-BBCF
|
---|
Crush Trigger
Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF
|
---|
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 |
Template:AttackDataHeader-BBCF
|
---|
Sanctus Veritas
Sanctus Veritas 214B/D |
Template:AttackDataHeader-BBCF
|
---|
Agnus Dei
Agnus Dei 22B/D |
Template:AttackDataHeader-BBCF
|
---|
Benedictus Rex
Benedictus Rex 623C/D |
Template:AttackDataHeader-BBCF
|
---|
Aequum Elesion
Aequum Elesion j.236A/D |
Template:AttackDataHeader-BBCF
|
---|
Lux Aeterna
Lux Aeterna j.214A/B/C/D |
Template:AttackDataHeader-BBCF
|
---|
Lux Aeterna (aura)
Lux Aeterna (Aura) j.236D > j.214D (Aura) |
Template:AttackDataHeader-BBCF
|
---|
Lux Macto
Lux Macto 421A/D |
Template:AttackDataHeader-BBCF
|
---|
Sanctus Aequum (Aura)
Sanctus Aequum (Aura) 421D > 236D (Aura) |
Template:AttackDataHeader-BBCF
|
---|
Sanctus Aerolata
Sanctus Aerolata 63214C |
Template:AttackDataHeader-BBCF
|
---|
Distortion Drives
Confutatis Maledictis
Confutatis Maledictis 236236C/D |
Template:AttackDataHeader-BBCF
|
---|
Macto Maledictis
Macto Maledictis 214214D |
Template:AttackDataHeader-BBCF
|
---|
Requiem Maledictus
Requiem Maledictus 632146B |
Template:AttackDataHeader-BBCF
|
---|
Exceed Accel
Macto Lux Kyrie ABCD during Overdrive |
Template:AttackDataHeader-BBCF
|
---|
Astral Heat
Requiem Aeternam 632146C |
Template:AttackDataHeader-BBCF
|
---|
External References
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
Navigation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- 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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •