Line 76: | Line 76: | ||
|hitbox=tsubaki/5A | |hitbox=tsubaki/5A | ||
|description= | |description= | ||
Standard jab which hits crouching opponents. Used as a basic jab attack but lacks range. Not an anti-air. 5A however is extremely useful where you're opting for tick throws. It's also very useful for scoring throw reject misses, or for lengthening blockstrings, as it is not too unsafe on block. Remember you can only do this up to 3 times max consecutively. 5A > 5B also provides you with a frame trap in case players try to outpoke you out of your pressure. | |||
5A however is extremely useful where you're opting for tick throws. It's also very useful for scoring throw reject misses, or for lengthening blockstrings, as it is not too unsafe on block. Remember you can only do this up to 3 times max consecutively. 5A > 5B also provides you with a frame trap in case players try to outpoke you out of your pressure. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_5B.png | |image=BBCP_Tsubaki_5B.png | ||
Line 105: | Line 102: | ||
|hitbox=tsubaki/5B | |hitbox=tsubaki/5B | ||
|description= | |description= | ||
Tsubaki's best-ranged normal. Pokes far, and because of the range, it does have good priority. She gains a high/low mixup from this starter and so it is excellent when used as a pressure tool; It is important to note that it does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire as it is her best poking tool. | |||
She gains a high/low mixup from this starter and so it is excellent when used as a pressure tool; It is important to note that it does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire as it is her best poking tool. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_5BB.png | |image=BBCP_Tsubaki_5BB.png | ||
Line 134: | Line 128: | ||
|hitbox=tsubaki/5BB | |hitbox=tsubaki/5BB | ||
|description= | |description= | ||
Follow-up to 5B and has a slight vacuuming effect; Delay-able. It can whiff if 5B hits too far which can leave you open to an attack. You can frame trap the opponent by delaying 5BB, however players can opt to backdash out of 5BB. | |||
It can whiff if 5B hits too far which can leave you open to an attack. You can frame trap the opponent by delaying 5BB, however players can opt to backdash out of 5BB. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_5C.png | |image=BBCP_Tsubaki_5C.png | ||
Line 163: | Line 154: | ||
|hitbox=tsubaki/5C | |hitbox=tsubaki/5C | ||
|description= | |description= | ||
It has less range than 5B, charge and special-cancellable, air-unblockable. Only really usable in 5A range but it is a good filler in blockstrings and combos. | |||
Only really usable in 5A range but it is a good filler in blockstrings and combos. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_5CC.png | |image=BBCP_Tsubaki_5CC.png | ||
Line 192: | Line 180: | ||
|hitbox=tsubaki/5CC | |hitbox=tsubaki/5CC | ||
|description= | |description= | ||
Follow-up to 5C and is a standard filler in combos; Delay-able. Barrier blocking can easily push Tsubaki out causing this to whiff, leaving her vulnerable to an attack. Again this can be delayed from 5C to provide another frame trap for really good damage. | |||
Barrier blocking can easily push Tsubaki out causing this to whiff, leaving her vulnerable to an attack. Again this can be delayed from 5C to provide another frame trap for really good damage. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_2A.png | |image=BBCP_Tsubaki_2A.png | ||
Line 221: | Line 206: | ||
|hitbox=tsubaki/2A | |hitbox=tsubaki/2A | ||
|description= | |description= | ||
Standard crouching jab which is very good when used to initiate pressure/jab out. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_2B.png | |image=BBCP_Tsubaki_2B.png | ||
Line 250: | Line 232: | ||
|hitbox=tsubaki/2B | |hitbox=tsubaki/2B | ||
|description= | |description= | ||
Low hit, standard filler in BnBs. You can chain to overhead or additional low, but it can be interrupted during the process. | |||
You can chain to overhead or additional low, but it can be interrupted during the process. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_2BB.png | |image=BBCP_Tsubaki_2BB.png | ||
Line 277: | Line 256: | ||
|hitbox=tsubaki/2BB | |hitbox=tsubaki/2BB | ||
|description= | |description= | ||
Low hit. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_2C.png | |image=BBCP_Tsubaki_2C.png | ||
Line 306: | Line 282: | ||
|hitbox=tsubaki/2C | |hitbox=tsubaki/2C | ||
|description= | |description= | ||
Tsubaki crouches low and hits upwards. Great anti-air, can be OD cancelled. This is one of the better anti-airs in the game but it doesn't float enough for you to followup UNLESS you input 2CC. Even a slight delay will cause the follow-up to whiff. | |||
This is one of the better anti-airs in the game but it doesn't float enough for you to followup UNLESS you input 2CC. Even a slight delay will cause the follow-up to whiff. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_2CC.png | |image=BBCP_Tsubaki_2CC.png | ||
Line 335: | Line 308: | ||
|hitbox=tsubaki/2CC | |hitbox=tsubaki/2CC | ||
|description= | |description= | ||
Followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_6A.png | |image=BBCP_Tsubaki_6A.png | ||
Line 369: | Line 340: | ||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_6B.png | |image=BBCP_Tsubaki_6B.png | ||
Line 393: | Line 363: | ||
|hitbox=tsubaki/6B | |hitbox=tsubaki/6B | ||
|description= | |description= | ||
Tsubaki spins then does a low kick which unsurprisingly, hits low. It can be OD cancelled. The beginning looks similar to 6A so it can be used for an ambigious mix-up. On CH, it causes the opponent to trip. | |||
The beginning looks similar to 6A so it can be used for an ambigious mix-up. On CH, it causes the opponent to trip. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_6BB.png | |image=BBCP_Tsubaki_6BB.png | ||
Line 422: | Line 389: | ||
|hitbox=tsubaki/6BB | |hitbox=tsubaki/6BB | ||
|description= | |description= | ||
Low hit, followup to 6B and can be OD cancelled. It causes a slide-state when it hits an opponent that was in the air. | |||
It causes a slide-state when it hits an opponent that was in the air. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_6C.png | |image=BBCP_Tsubaki_6C.png | ||
Line 452: | Line 416: | ||
|hitbox=tsubaki/6C | |hitbox=tsubaki/6C | ||
|description= | |description= | ||
Whip-based attack that hits multiple times. Special (on hit), OD and jump cancellable. It downs the opponent and can help close gaps in pressure such as when you're opponent is barrier blocking, but other than that it's use is very limited and it's mostly a combo filler. It is interesting to know that it does allow for a full charge 22B/22D followup, though the use of this is limited midscreen. | |||
It downs the opponent and can help close gaps in pressure such as when you're opponent is barrier blocking, but other than that it's use is very limited and it's mostly a combo filler. It is interesting to know that it does allow for a full charge 22B/22D followup, though the use of this is limited midscreen. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_6CC.png | |image=BBCP_Tsubaki_6CC.png | ||
Line 481: | Line 442: | ||
|hitbox=tsubaki/6CC | |hitbox=tsubaki/6CC | ||
|description= | |description= | ||
Followup to 6C where she shoots a sword upwards from the ground. It can be OD cancelled. Usually used as combo filler after a successful 6C hit and it launches on hit. | |||
Usually used as combo filler after a successful 6C hit and it launches on hit. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_3C.png | |image=BBCP_Tsubaki_3C.png | ||
Line 516: | Line 474: | ||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_3CC.png | |image=BBCP_Tsubaki_3CC.png | ||
Line 543: | Line 500: | ||
*Fatal counters. | *Fatal counters. | ||
<br/> | <br/> | ||
Placeholder | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_jA.png | |image=BBCP_Tsubaki_jA.png | ||
Line 570: | Line 526: | ||
|hitbox=tsubaki/j.A | |hitbox=tsubaki/j.A | ||
|description= | |description= | ||
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 and you could opt to go into a tick throw. | |||
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 and you could opt to go into a tick throw. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_jB.png | |image=BBCP_Tsubaki_jB.png | ||
Line 599: | Line 552: | ||
|hitbox=tsubaki/j.B | |hitbox=tsubaki/j.B | ||
|description= | |description= | ||
*Horizontal normal, used in air combos. | *Horizontal normal, used in air combos. This makes a better air to air normal to use than j.A because it has slightly more range. It is better to use than j.C because it's faster, but even then, it is rarely used. If you are attempting to play air to air with your opponent, this should be one of your options. | ||
This makes a better air to air normal to use than j.A because it has slightly more range. It is better to use than j.C because it's faster, but even then, it is rarely used. If you are attempting to play air to air with your opponent, this should be one of your options. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_jBB.png | |image=BBCP_Tsubaki_jBB.png | ||
Line 628: | Line 578: | ||
|hitbox=tsubaki/j.BB | |hitbox=tsubaki/j.BB | ||
|description= | |description= | ||
*Follow-up to j.B. A downward poking attack that can be delayed. | *Follow-up to j.B. A downward poking attack that can be delayed. Only really used in combos. It is also very rarely used in anti-air instances. | ||
Only really used in combos. It is also very rarely used in anti-air instances. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_jC.png | |image=BBCP_Tsubaki_jC.png | ||
Line 657: | Line 604: | ||
|hitbox=tsubaki/j.C | |hitbox=tsubaki/j.C | ||
|description= | |description= | ||
Best ranged air normal and has the best vertical hitbox out of all her normals. Jump-cancellable. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, and 5C. On CH j.C and you're close enough to the ground, you can land > 2CC > IAD combo. However, it still doesn't have much priority over other character's air normals, so it can be more disrespected because of its slower startup. On block however, you can delay this into a j.CC to add more overhead pressure, or you could jump cancel the j.C. The j.CC delay can be beat with reversals however, but the jump cancel is also useful for applying further air pressure or baiting a counter assault or reversal. | |||
Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, and 5C. On CH j.C and you're close enough to the ground, you can land > 2CC > IAD combo. However, it still doesn't have much priority over other character's air normals, so it can be more disrespected because of its slower startup. On block however, you can delay this into a j.CC to add more overhead pressure, or you could jump cancel the j.C. The j.CC delay can be beat with reversals however, but the jump cancel is also useful for applying further air pressure or baiting a counter assault or reversal. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_jCC.png | |image=BBCP_Tsubaki_jCC.png | ||
Line 686: | Line 630: | ||
|hitbox=tsubaki/j.CC | |hitbox=tsubaki/j.CC | ||
|description= | |description= | ||
Whip-based attack that is a follow-up attack to j.C. Delay-able and can be OD cancelled. It is mostly used in combos or after j.C hit confirms. It can also be used for movement to make Tsubaki "glide" a bit during air dashing.If close enough to the ground, you can go into 5A and 5B. 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 the IAD combo and then land to continue. | |||
It is mostly used in combos or after j.C hit confirms. It can also be used for movement to make Tsubaki "glide" a bit during air dashing.If close enough to the ground, you can go into 5A and 5B. 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 the IAD combo and then land to continue. | |||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_Decus.png | |image=BBCP_Tsubaki_Decus.png | ||
Line 715: | Line 656: | ||
|hitbox=tsubaki/counterAssault | |hitbox=tsubaki/counterAssault | ||
|description= | |description= | ||
* | *Costs 50% Heat | ||
<br/> | <br/> | ||
Has the same animation as her 22X. It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure. | Has the same animation as her 22X. It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure. | ||
}} | }} | ||
}} | }} | ||
{{MoveData-P4M | {{MoveData-P4M | ||
|image=BBCP_Tsubaki_CT.png | |image=BBCP_Tsubaki_CT.png | ||
Line 746: | Line 686: | ||
|hitbox=tsubaki/ | |hitbox=tsubaki/ | ||
|description= | |description= | ||
* | *Costs 25% Heat | ||
<br/> | <br/> | ||
Can be used in combos as an extender and to help with damage. | Tsubaki swings her book over her head. If it hits while the opponent is barrier guarding, it will eat up a portion of their barrier gauge. Can be used in combos as an extender and to help with damage. | ||
}} | }} | ||
}} | }} | ||
===Drive Moves=== | ===Drive Moves=== |
Revision as of 05:18, 28 July 2013
Overview
Devoted to training from an early age, she possesses tremendous combat ability despite being a woman. 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.
Health: 11,000
Play-style: Balanced; Rush-down, Mix-up
Movement Options: 1 double-jump/airdash, run-dash
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 charging to accelerate 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, 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 to the next round. Some of Tsubaki's normals can be "charge-cancelled" which is used to cancel the recovery of those moves. The normals that can be charge cancelled are noted below.
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 are faster during OD. Her normals 6A, 6B, 6BB, 6C, 6CC, 2C, j.CC can be OD canceled.
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 slower during Mugen in OD.
Some general information on overdrive (OD) as it is a new system mechanic in Chrono Phantasma:
- You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
- The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
- Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
- The lower your health, the longer OD will last and the match timer will also freeze while OD is active.
- You can NOT burst out of combos during OD.
Pros/Strengths:
- Easy to use.
- Mugen provides big damage combos.
- Fireball and blade super provides good neutral control/oki.
- Can get around zoners with [4]6D > 236D.
Cons/Weaknesses:
- Has to rely on charge to deal any real damage.
- Pressure and mixup is lacking a little.
- Usefulness of DP is questionable - Can be hit out of it.
- Bad air to air game. Air normals either lack range or are slow.
- Blockstrings have many gaps, even if they are not instant blocked.
- Usually has difficult match-ups.
For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!
External References:
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Tsubaki Full Frame Data
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.
- 6A, 3C, and 3CC are her only normals that have a chance to fatal counter.
5A |
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5B |
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5BB |
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5C |
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5CC |
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2A |
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2B |
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2BB |
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2C |
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2CC |
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6A |
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6B |
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6BB |
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6C |
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6CC |
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3C |
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3CC |
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j.A |
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j.B |
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j.BB |
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j.C |
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j.CC |
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Counter Assault 6A+B |
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Crush Trigger 5A+B |
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Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
5D |
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2D |
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j.D |
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Throws
Forward Throw B+C |
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Back Throw 4B+C |
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Air Throw j.B+C |
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Special Moves
- Notes
- When reading the frame data for the D version of her specials: if there is a parenthesis around the value, that is the value for when she is in Mugen/Install (214214D).
- All D versions of specials require one charge unless in Mugen/Install (214214D).
- All specials can be cancelled to D specials on block or whiff with the exception of 22x and j.214x but you cannot cancel to non-D specials.
Sanctus Aequum 236X |
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Sanctus Veritas 214X |
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Sanctum Decus 22X |
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Benedictus Rex 623X |
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Aequum Elesion j.236X |
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Lux Aeterna j.214X |
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Aequum Elesion (aura) j.236D > j.214D (aura) |
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Shingi: Yami wo Ugatsu Agari [4]6X |
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Shingi: Yami wo Ugatsu Agari (Aura) [4]6C/D > 236D (aura) |
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Shinsa: Mu he Izanau Kusari 63214C |
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Distortion Drives
Confutatis Maledictis 236236C/D |
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Macto Maledictis 214214D |
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Shinpatsu: Chi wo Hofuru Yaiba 632146B |
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Astral Heat
Requiem Aeternam 632146C |
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Strategy
Offense
Tsubaki has a good okizeme option with her 3C(C). This is usually done mid-screen after a knockdown from 22X with a followup dash, though it can also be done in the corner. However, it's not as ambiguous as if it were done at mid-screen. Be wary of your meter to ensure you can still rapid cancel if you make a mistake due to it still being highly unsafe when blocked. You can also feint the second hit of 3CC to block DPs/reversals.
Her ability to delay many of her gatlings is actually quite useful for punishing IB specialists and mashing alike, you just have to know what options are available to you at the given time and predict the move of your opponent that you can punish.
Blockstrings
Resets
Tsubaki Install/Mugen
This is more beneficial to Tsubaki now as it maximizes her damage output with her drive specials as well as her charge meter not going down during hit-stop.
Defense
Charge Setups
Combos
Combo Notation Guide: |
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|
- Notes
Tsubaki is one of the few who have extremely flexible combos in BB, so there are a lot of variations to each combo that are listed here. Also refer to the CP Tsubaki Yayoi Combo Compilation Thread for more of her combos though new variations are being found so try things out!
- Tips and Tricks
- For some visual aid, have a look at the combos in this video.
Tsubaki Yayoi Combo Movie [Izayoi...] |
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Midscreen
- No charges
- 1 charge
- 2 charges
Corner
- No charges
- 1 charge
- 2 charges
Install/Mugen Combos
- All combos here will require at least 1 charge and 50 meter
Note:
- The combos listed here are organized under how many charges are needed when you use Mugen itself, not the total amount since some starters may use a D move. Example: A combo starts with 22D and is listed under 1 charge, so that would be 2 charges. However, you only need 1 charge for the Mugen portion of the combo which is why it's listed under 1 charge.
Midscreen
- 1 charge
- 2 charges
Corner
- 1 charge
- 2 charges
Credits: All the Tsubaki players over at Dustloop as well as the other members of Dustloop who helped translate the frame data and obtain the sprites.