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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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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- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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