BBCF/Tsubaki Yayoi

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Tsubaki Yayoi
BBCF Tsubaki Portrait.png

Health: 11,000
Combo Rate: 70%
Prejump:
Backdash Time 20 / Invul: 1-5


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced; Rush-down, Mix-up\
  

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.

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.


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.

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.

Pros/Strengths

  • 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 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.
  • 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.

Cons/Weaknesses

  • 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.


For a list of changes that Tsubaki received in Chrono Phantasma 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
BBCS Tsubaki 5A.png
300 all 6 3 11 - B -
5B
5B
BBCS Tsubaki 5B.png
550 HL 10 5 17 - B -
5BB
5BB
BBCS Tsubaki 5BB.png
300 HL 11 3 19 - B -
5C
5C
BBCS Tsubaki 5C.png
680 HL 8 3 23 - B -
5CC
5CC
BBCS Tsubaki 5CC.png
580 HL 12 3 27 - B -
2A
2A
BBCS Tsubaki 2A.png
300 all 7 2 11 - F -
2B
2B
BBCS Tsubaki 2B.png
400 L 11 3 12 - F -
2BB
2BB
BBCS Tsubaki 2BB.png
300 L 10 3 18 - F -
2C
2C
BBCS Tsubaki 2C.png
660 HL 13 3 22 - B -
2CC
2CC
BBCS Tsubaki 2CC.png
680 HL 13 3 29 - B -
6A
6A
BBCS Tsubaki 6A.png
620 H 26 2 24 - B -
6B
6B
BBCS Tsubaki 6B.png
480 L 17 4 16 - F -
6BB
6BB
BBCS Tsubaki 6BB.png
560 L 15 4 20 - F -
6C
6C
BBCS Tsubaki 6C.png
200*6 HL 24 1x6 38 - B -
6CC
6CC
BBCS Tsubaki 6CC.png
200*3 HL 22 1x3 35 - B -
3C
3C
BBCS Tsubaki 3C.png
vroom
720 L 18 10 23 - F -
3CC
3CC
BBCS Tsubaki 3CC.png
R
980 HL 17 4 35 - B -
j.A
j.A
BBCS Tsubaki jA.png
300 HA 7 2 6 - H -
j.B
j.B
BBCS Tsubaki jB.png
420 HA 8 4 12 - H -
j.BB
j.BB
BBCS Tsubaki jBB.png
570 HA 7 3 24 - H -
j.C
j.C
BBCS Tsubaki jC.png
530 HA 11 4 23 - H -
j.CC
j.CC
BBCS Tsubaki jCC.png
680 HA 10 2 31 - H -


Drive Moves

Notes
  • Tsubaki will be in a CH state when charging.
5D
5D
BBCS Tsubaki 5D.png
- - - - 18T - - - - - - - 14T - - -
2D
2D
BBCS Tsubaki 2D.png
- - - - 18T - - - - - - - 14T - - -
j.D
j.D
BBCS Tsubaki jD.png
- - - - 14T+5L - - - - - - - 10T+5L - - -


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Tsubaki FThrow.png
0,1400 70 7 3 19 - T -
Back Throw
Back Throw
4B+C
BBCS Tsubaki BThrow.png
0,1400 70 7 3 19 - T -
Air Throw
Air Throw
j.B+C
BBCS Tsubaki AThrow.png
0,1400 100 7 2 17+3 after landing - T -
Counter Assault
Counter Assault
6A+B
BBCS Tsubaki Decus.png
- all 13 4 35 - B -
Crush Trigger
Crush Trigger
5A+B
BBCF Tsubaki CT.png
1000 B 30-59 1 26 - B -


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
BBCS Tsubaki Aequum.png
CHARGING STAR!
600 all 13* 6 18 - B - 700 all 18* 8 18 - B - 800 all 18* 10 18 - B - 900 all 20* 10 24 - B -
Sanctus Veritas
Sanctus Veritas
214B/D
BBCS Tsubaki Veritas.png
650 HL 21* 3 29 - B - 450 HL 17 5 36 - B - 800 HL 21* 3 25 - B - 700 HL 16 5 25 - B -
Agnus Dei
Agnus Dei
22B/D
BBCP Tsubaki Hammer.png
The hammer of justice.
800 H 28 6 1+10L - H - 660*2 H 28 3,3 3+10L - H -
Benedictus Rex
Benedictus Rex
623C/D
BBCS Tsubaki BenedictusRex.png
850 HL 10 till end of screen* total 64 - B - 450x3 HL 10 9 55 - B -
Aequum Elesion
Aequum Elesion
j.236A/D
BBCF Tsubaki AequumElesion.png
800,300 all 16 3 till landing - H,HBFP* - 700 all 16 3 till landing - H - 800,450 all 16 3 till landing - H,HBFP* - 700,450 all 16 3 till landing - H,HBFP* -
Lux Aeterna
Lux Aeterna
j.214A/B/C/D
BBCS Tsubaki LuxAeterna.png
600 all 13 till landing 28 after landing - H - 600 all 9 till landing 28 after landing - H - 700 all 15 till landing 31 after landing - H - 600 all 10 till landing 31 after landing - H - 800 all 17 till landing 34 after landing - H - 600 all 11 till landing 34 after landing - H - 900 all 13 till landing 26 after landing - H - 800 all 9 till landing 26 after landing - H -
Aequum Elesion (aura)
Aequum Elesion (Aura)
j.236D > j.214D (Aura)
BBCS Tsubaki AequumElesionD.png
There should be a ball of sparkles between the two moves and she goes through the ball
BBCP Tsubaki AequumElesionD2.png
220*9 all - till landing 26 after landing - HBFP -
Lux Macto
Lux Macto
421A/D
BBCP Tsubaki Shingi.png
300 all 25 70 total 56 - HBFP* - 450 all 13 - total 47 - HBFP* -
Lux Macto (Aura)
Lux Macto (Aura)
421D > 236D (Aura)
BBCP Tsubaki ShingiAura.png
There should be a ball of sparkles between the two moves and she goes through the ball
220x7 all - 9 24 - B, HBFP(2) -
Sanctus Aerolata
Sanctus Aerolata
63214C
BBCF Tsubaki Shinsa.png
0x2,100x12 (1200 guaranteed) c.T (80) 9 3 30 - T -

Distortion Drives

Confutatis Maledictis
Confutatis Maledictis
236236C/D
BBCS Tsubaki ConfutatisMaledictis.png
300,700*3 all 5+7 15 26 - B,HBFPr (2) - 300,2000 all 5+0 15 26 - B,HBFPr (2) - 300,2250 all 5+0 15 26 - B,HBFPr (2) - 300,2630 all 5+0 15 26 - B,HBFPr (2) - 300, 3150 all 5+0 15 26 - B,HBFPr (2) - 300,900x5 all 5+0 15 26 - B,HBFPr (2) - 300, 690x9 all 5+0 15 26 - B,HBFPr (2) - 300,620x4 all 5+0 15 26 - B,HBFPr (2) - 300,750x4 all 5+0 15 26 - B,HBFPr (2) - 300,590x7 all 5+0 15 26 - B,HBFPr (2) - 300,720x7 all 5+0 15 26 - B,HBFPr (2) - 300,680x10 all 5+0 15 26 - B,HBFPr (2) - 300,810x10 all 5+0 15 26 - B,HBFPr (2) -
Macto Maledictis
Macto Maledictis
214214D
BBCS Tsubaki MactoMaledictis.png
Hallelujah.
- - - - total 7+0 - - - - - - - total 7+0 - - -
Requiem Maledictus
Requiem Maledictus
632146B
BBCP Tsubaki Shinpatsu.png
BANANA KITAA
450x8 all 1+51 - total 1+58 - HBFP*(2) - all - - HBFP*(2) -


Exceed Accel

Macto Lux Kyrie
ABCD during Overdrive
BBCF Tsubaki ExceedAccel.png
Ryuu ga waga teki wo kurau!
2040 All - - 4020 All - -

Astral Heat

Requiem Aeternam
632146C
BBCS Tsubaki RequiemAeternam.png
Nibelung Valesti! Oh wait wrong game...
DESTROY all 3+17 10 24 - B -


External References