|
|
Line 1,213: |
Line 1,213: |
| 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 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, causeing 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. | | 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. |
| }} | | }} |
| }} | | }} |
Tsubaki Yayoi
|
|
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
5B
5BB
5C
5CC
2A
2B
2BB
2C
2CC
6A
6B
6BB
6C
6CC
3C
3CC
j.A
j.B
j.BB
j.C
j.CC
Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
5D
5D
|
-
|
-
|
-
|
-
|
18T
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
14T
|
-
|
-
|
-
|
|
2D
2D
|
-
|
-
|
-
|
-
|
18T
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
14T
|
-
|
-
|
-
|
|
j.D
j.D
|
-
|
-
|
-
|
-
|
14T+5L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
10T+5L
|
-
|
-
|
-
|
|
Universal Mechanics
Forward Throw
Back Throw
Air Throw
Air Throw j.B+C
|
0,1400
|
100
|
7
|
2
|
17+3 after landing
|
-
|
T
|
-
|
|
Counter Assault
Crush Trigger
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
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
|
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
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
|
850
|
HL
|
10
|
till end of screen*
|
total 64
|
-
|
B
|
-
|
450x3
|
HL
|
10
|
9
|
55
|
-
|
B
|
-
|
|
Aequum Elesion
Aequum Elesion j.236A/D
|
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
|
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)
There should be a ball of sparkles between the two moves and she goes through the ball
|
220*9
|
all
|
-
|
till landing
|
26 after landing
|
-
|
HBFP
|
-
|
|
Lux Macto
Lux Macto 421A/D
|
300
|
all
|
25
|
70
|
total 56
|
-
|
HBFP*
|
-
|
450
|
all
|
13
|
-
|
total 47
|
-
|
HBFP*
|
-
|
|
Lux Macto (Aura)
Lux Macto (Aura) 421D > 236D (Aura)
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
|
0x2,100x12 (1200 guaranteed)
|
c.T (80)
|
9
|
3
|
30
|
-
|
T
|
-
|
|
Distortion Drives
Confutatis Maledictis
Confutatis Maledictis 236236C/D
|
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
Hallelujah.
|
-
|
-
|
-
|
-
|
total 7+0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
total 7+0
|
-
|
-
|
-
|
|
Requiem Maledictus
Requiem Maledictus 632146B
BANANA KITAA
|
450x8
|
all
|
1+51
|
-
|
total 1+58
|
-
|
HBFP*(2)
|
-
|
|
all
|
|
-
|
|
-
|
HBFP*(2)
|
-
|
|
Exceed Accel
Macto Lux Kyrie ABCD during Overdrive
Ryuu ga waga teki wo kurau!
|
2040
|
All
|
|
|
|
-
|
|
-
|
4020
|
All
|
|
|
|
-
|
|
-
|
|
Astral Heat
Requiem Aeternam 632146C
Nibelung Valesti! Oh wait wrong game...
|
DESTROY
|
all
|
3+17
|
10
|
24
|
-
|
B
|
-
|
|
External References
Click [★] for character's full frame data