BBCF/Tsubaki Yayoi

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Revision as of 00:51, 22 March 2018 by 82.27.253.107 (talk)
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
  

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

Strengths Weaknesses
  • 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.
  • 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 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 Mid 10 5 17 - B -
5BB
5BB
BBCS Tsubaki 5BB.png
300 Mid 11 3 19 - B -
5C
5C
BBCS Tsubaki 5C.png
680 Mid 8 3 23 - B -
5CC
5CC
BBCS Tsubaki 5CC.png
580 Mid 12 3 27 - B -
2A
2A
BBCS Tsubaki 2A.png
300 all 7 2 11 - F -
2B
2B
BBCS Tsubaki 2B.png
400 Low 11 3 12 - F -
2BB
2BB
BBCS Tsubaki 2BB.png
300 Low 10 3 18 - F -
2C
2C
BBCS Tsubaki 2C.png
660 Mid 13 3 22 - B -
2CC
2CC
BBCS Tsubaki 2CC.png
740 Mid 12 3 29 - B -
6A
6A
BBCS Tsubaki 6A.png
800 High 26 2 24 - B -
6B
6B
BBCS Tsubaki 6B.png
600 Low 17 3 17 - F -
6BB
6BB
BBCS Tsubaki 6BB.png
600 Low 11 4 15 - F -
6C
6C
BBCS Tsubaki 6C.png
200*6 Mid 23 1x6 38 - B -
6CC
6CC
BBCS Tsubaki 6CC.png
200*3 Mid 20 1x3 35 - B -
3C
3C
BBCS Tsubaki 3C.png
vroom
800 Low 18 8 24 - F -
3CC
3CC
BBCS Tsubaki 3CC.png
R
800 Mid 17 4 17+18L - B -
j.A
j.A
BBCS Tsubaki jA.png
300 High/Air 7 2 9 - H -
j.B
j.B
BBCS Tsubaki jB.png
600 High/Air 8 4 12 - H -
j.BB
j.BB
BBCS Tsubaki jBB.png
750 High/Air 7 3 24 - H -
j.C
j.C
BBCS Tsubaki jC.png
700 High/Air 11 4 23 - H -
j.CC
j.CC
BBCS Tsubaki jCC.png
800 High/Air 10 2 29 - 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
0,1500 Throw(70) 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCS Tsubaki BThrow.png
0,1500 Throw(70) 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCS Tsubaki AThrow.png
0,1500 Throw(100) 7 3 23+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 Barrier 20 1 25 - B - 1000 Barrier 30-61 1 25 - 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 4 18 - B - 800 all 18 9 18 - B - 800 all 18 9 18 - B - 900 all 19 10 10 - B -
Sanctus Veritas
Sanctus Veritas
214B/D
BBCS Tsubaki Veritas.png
800 Mid 21 3 23 - B - 1000 Mid 20 3 23 - B - 900 Mid 17 3 23 - B -
Agnus Dei
Agnus Dei
22B/D
BBCP Tsubaki Hammer.png
The hammer of justice.
800 High 28 6 1+10L - H - 660*2 High 28 3,3 3+10L - H - 660*2 High 22 3,3 4+9L - H -
Benedictus Rex
Benedictus Rex
623C/D
BBCS Tsubaki BenedictusRex.png
850 Mid 10 40 total 45+19L - B - 450x3 Mid 10 3,3,3 50+23L - B -
Aequum Elesion
Aequum Elesion
j.236A/D
BBCF Tsubaki AequumElesion.png
800,500 all 16 3 (6) 90 until landing+5 - H,P1* - 700,600 all 16 3 (6) 180 37 - H,P1* - 700,600 all 16 3 (6) 180 until landing - H,P1* -
Lux Aeterna
Lux Aeterna
j.214A/B/C/D
BBCS Tsubaki LuxAeterna.png
600 all 9 till landing 22 after landing - H - 700 all 11 till landing 24 after landing - H - 800 all 17 till landing 33 after landing - H - 900 all 9 till landing 29 after landing - H - 800 all 9 till landing 29 after landing - H -
Lux Aeterna (aura)
Lux Aeterna (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
250*7 all 9 till landing 29 after landing - H -
Lux Macto
Lux Macto
421A/D
BBCP Tsubaki Shingi.png
500 all 25 70 total 54 - P1* - 600 all 13 95 total 47 - P1* -
Sanctus Aequum (Aura)
Sanctus Aequum (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
900, 250x6 all 19 10,2*6 18 - B -
Sanctus Aerolata
Sanctus Aerolata
63214C
BBCF Tsubaki Shinsa.png
0x2,100x12 (1200 guaranteed) Throw(80) 9 3 30 - T -

Distortion Drives

Confutatis Maledictis
Confutatis Maledictis
236236C/D
BBCS Tsubaki ConfutatisMaledictis.png
1000*4 all 5+7 21 Total 51 - B* - 300, see notes all 5+0 18 Total 51 - B* - 1000*5 all 5+7 21 Total 51 - B - 300, see notes, 1000 all 5+0 18 Total 51 - B* -
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 - 1+40 - total 1+57 - P2* - 600*8 - 1+40 - total 1+57 - P2* -


Exceed Accel

Macto Lux Kyrie
ABCD during Overdrive
BBCF Tsubaki ExceedAccel.png
Ryuu ga waga teki wo kurau!
600, 120*20 All Fast: 10
Slow: 20
3 34 - B - 600, 160*32 All Fast: 10
Slow: 20
3 34 - B -

Astral Heat

Requiem Aeternam
632146C
BBCS Tsubaki RequiemAeternam.png
Tsubaki Airlines
DESTROY all 3+17 10 24 - B -


External References