Tsubaki Yayoi (BBCP)
- 1 Overview
- 2 Move List
- 3 Strategy
- 4 Combos
- 5 Install/Mugen Combos
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.
Play-style: Balanced; Rush-down, Mix-up
Movement Options: 1 double-jump/airdash, run-dash
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. Longest Overdrive in game.
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.
- Charge cancels provides flexibility.
- Mugen provides big damage combos.
- Longest Overdrive in game (when at less than 10% health).
- Fireball and blade super provides good neutral control/oki.
- Variety of frame traps.
- DP that can be made 'safe' with install gauge.
- Low damage output outside of specific starters, charge and CHs.
- Reliant on charge for overall play. (Combos & neutral).
- Bad air to air game. Air normals either lack range or are slow.
- Easy to disrespect. Blockstrings have many gaps, even without instant block.
- A lot of difficult matchups.
- Sub par normals.
- Some advanced combos are character specific.
For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- See also: Tsubaki Full Frame Data
- 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 can fatal counter.
| Counter Assault
| Crush Trigger
- Tsubaki will be in a CH state when charging.
| Forward Throw
| Back Throw
| Air Throw
- 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 22B/D and j.214A/B/C/D but you cannot cancel to non-D specials.
| Sanctus Aequum
| Sanctus Veritas
| Sanctum Decus
| Benedictus Rex
| Aequum Elesion
| Lux Aeterna
| Aequum Elesion (aura)
j.236D > j.214D (aura)
| Lux Macto
| Lux Macto (Aura)
421D > 236D (aura)
| Sanctus Aerolata
| Confutatis Maledictis
| Macto Maledictis
| Requiem Maledictus
| Requiem Aeternam
I'm gonna divide this into 3 different parts to consider.
This is the stage that most Tsubaki players will start off doing. It will be a textbook blockstring using 5BB > 2BB/6A > 5CC > 6BB. Now this will work against players who can't block, but against those who can block, you would be getting yourself nowhere, with no success in opening up your opponent. Understand that all the opponent needs to do is hold down back, and they will successfully block common 6A patterns.
This is where you may incorporate charge cancels in your pressure. It's useful for pressure resets, and throwing your opponents offguard. You may also throw more at this stage, especially since Tsubaki has a very useful kara throw. The charge cancels will generally make your blockstrings shorter as well. This consists of using strings like, 5C > CC > Throw and using a lot of 5As. It's much more useful than the Stage 1 blockstrings because you're using a variety of options to try and open up your opponent, whereas with the above it's the same blockstring you're relying on. Incorporating charge cancels is also quite risky because it's liable to mashing. Here's a list of the frame advantage of the charge cancels.
- 5A > 5D = -9
- 2A > 5D = -9
- 5B > 5D = -2
- 2B > 5D = -5
- 5BB > 5D = -5
- 2BB > 5D = -5
- 5C > 5D = -2
- 5CC > 5D = 0
This is where using the charge cancels can occasionally cost you your pressure momentum because the opponent is now comfortable with how to tackle Tsubaki. In addition to this, it's difficult to open up your opponent because they can react to 6A, they can tech throws and they IB 6B and poke you out of what you're going to do next. At this stage they will realise it is not very difficult to disrespect Tsubaki's pressure and they may mash more. This is why you will need to include blockstrings from all 3 stages. You may even fall upon the textbook blockstring because you don't want the opponent mashing. At this point you may start to add a little more gimmicks in your gameplay (see tricks and gimmicks below) and stuff like TRMs (Throw reject Misses, e.g 5A > Dash 5A > Purple Throw), throw baits if you want, frame traps (delaying followup gatlings slowly) and using throws and command grabs more.
- 2A > 5B - Standard. Just a quick jab into 5B to start pressuring.
- 2A > throw (time for green) - Easy setup for a throw given you've got the timing down to do it quick without it being pink.
- 2A > 6A - Quick chain into an overhead but all three of those are more or less a setup so you can condition your opponent to fall for the 2A > 2B which will punish them for tying to either trying throw/hit you in between the 2A > overhead/throw attempt as it has a very small space for them to try to do something but it will get CH by the 2B unless they DP.
- 2A > 2B
- 5BB > 6A - standard chain into overhead.
- 5BB > 2B > 6A - added low before transitining into overhead
- 5BB > throw/command throw - Actually incredibly deceptive to spot and sets up below link nicely
- 5BB > 5(C) delayed - to easily punish people trying to throw or press buttons anticipating throw/over head gap
- 5BB > 2B > 5C > 6B - two low continuation ending in + frames for quick dash 5A/2A pressure
- 5BB > 2B > 5C(C) delayed - if they try to to dp or press buttons after IB 5C or not, they'll get CH if you time the delay correctly
- 5BB > 2C > j.C
- 5B > j.C
- 5B > 5C > 6C > j.C
After j.C you can opt to do j.C(C) delay which will hit them as they block the first and then adjust their blocking to low as you look as though you're going to land. The delayed hit will hit them low to the ground and if they get hit by it, it goes into a full combo of your choice. If they block it, continue the pressure with 2A/5A. Another option is to jc and hit them with the first hit of j.C late and then immediately transition into 2B when you land which will amount to overhead into low in a quick pace.
Some tighter blockstrings are:
- 5A x 3/2A x 3
- 5B > 2B > 5C(C)
- 5B > 5C(C) > 2C
- 2B > 5B > 5C
- 2B > 5C > 2C
- 2A > 5C(C) > 2C
- 5A > 5C(C) > 2C
- 5C > 2C
This is done with Tsubaki's back throw only, because it causes stagger. Rather than following up with the usual combo you simply dash and then do one of the following: [LIST]
- 6A overhead
- Crush Trigger
- Command Grab
- You can then go for 2B if they start opting to block high or jump out.
There are two ways of going about this. The first and most reliable method is to use 236D near the end of a combo and then going for an immediate reset such as throw, command grab or 6A. The opponent needs to tech in order for this to work however. if they don't tech you can severely damage the proration more by using 5A xN and make the reset easier.
The other method involves 2 charges for 236D. The reason this is, is because you need the SMP from the 2nd 236D hit, which really cuts your combo potential. That's what you're aiming for. Depending on the matchup it can be a little impractical. I think it's pretty safe to use against DPs but I'll need to test that. You don't even have to go for a throw and you can opt for a high, low or even command grab reset. You don't really need the second 236D if you're opting for a 6A reset.
Tsubaki has a particularly interesitng and useful oki which she can take advantage of in the corner without using any resources. This is the j.236A oki which is done from 22B knockdowns. You followup with 5C > 2CC > j.7 > j.236A and the fireball is supposed to come out. As you initiate the attack use j.D to not only gain charge, but it helps you to time a falling j.C in case the opponent rolls forward. If they do neutral tech and block the orb, go for a quick 6A. Alternatively you may wish to wait until the last active frames of the attack so you can either bait a DP, or go for a throw or command grab. If they don't tech, then you'll get the standard oki but you will have at least gain 2 charges with no disadvantage. For information you can view the strategy guide on Dustloop forums, or you can watch this video:
|Tsubaki j.236A Orb Oki Tutorial|
Tsubaki also has a few other interesting oki setups which you may be interested in. Another one is to use the 6C fireball after a 22B knockdown. It has the benefit of keeping opponents on the defensive but remember you have to sacrifice charge. The effectiveness of this setup ranges from each character. Some characters can jump out to avoid it whilst others will not be able to. Additionally you could opt to whiff the 22B on juggled opponents and go straight into 6C which forces opponents to block; they cannot jump out. Both setups do lose to fast DPs and reversals however so take caution.
|Tsubaki Option Selects & Setups|
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. All Mugen combos will require at least 50 meter and 1 charge.
Similar to CSE and despite SMP, Tsubaki can use 6D > 236D twice consecutively in a mugen combo to deal a lot of damage before following up with 623D > j.236D > j.214D. Provided you haven't badly prorated the combo you can use this anytime from any starter. With 1 charge mugen combos, from any starter involving a combo into 6C > Mugen, you can use the 6D > 236D [x2] route or 6D > 236D > 623D > j.236D > j.214D into your choice of ender. If you're using 5BB > 5CC > mugen will you have to followup with 623D > j.236D > j.214D instead as the 6D will not work. With 2+ charge mugen combos, you can use the 6D > 236D [x2] > 623D > j.236D > j.214D. As previously stated before the mugen combos will lead into the same combo ender and so all of them will not be listed. It is just to give you an idea of what you can do with varying amounts of stock. For a visual idea on mugen combos, check out this video by Kazu:
|Tsubaki Combo Movie 「衣-koromo-」|
Tsubaki has a decent anti air AA (2C), which makes her a threat to players who like to jump in. Even if it is blocked, you can jump cancel 2C to pressure the opponent, or jump away.
Under pressure, Tsubaki isn't too bad. Her 623C is more reliable in CP because it has more range, invincibility and is no longer a projectile. However, it is heavily punishable on block or whiff, so it's advised to use this more when you have the charge to try and make it 'safe'. 623D is not needed as a reversal because 623C suffices, so it's not worth the charge. On the other hand, you can opt to barrier block to push the player out. Due to how much more useful Tsubaki's DP is you do not really need to fallback on her counter assualt unless you are under severe pressure. Remember the heat gain in CP is more severe so use the 50 heat sparingly. Try to instant block too, as it will easily help you to escape most pressure situations and you can also use it to have an easier time punishing the gaps in opponent's strings. In addition, use her great mobility to move around the stage to avoid being placed in disadvantageous positions. This involves alot of backdashing, jumps and air dashes.
Remember to be mindful of how long you charge for. If you charge for long you will most likely be forced to undergo the opponent's assault and will have to block, and if you charge for too long you will get punished and then you will most likely have to block the later onslaught. In a neutral position, backdashing whether it's on the air or ground.
Whenever you charge, you sacrifice oki game and you lose all pressure/momentum you had on your opponent, but it's necessary in most cases in order to deal more damage later. Here are some setups in order to gain time/space to charge.
- Ending combos with a 22B knockdown.
- After an air combo ending in j.214A/B/C.
- After a 236236C/D super.
- During 632146B.
- After a burst.
- After a counter assault.
- In neutral.
- During a CT CH.
- Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent.
Tsubaki is one of the few who has extremely flexible combos in BB, so there are a lot of variations to each combo listed here. The combos provided below are really basic so please check out the CP Tsubaki Yayoi Combo Compilation Thread for more of her combos though new variations are being found so try things out!
Alternatively you may wish to check out the following videos:
|Tsubaki Basic Combo Tutorial|
|Tsubaki Throw Combo Compilation|
|Tsubaki OD Combo Tutorial|
|Tsubaki OD Combo Compilation|
- No charges
- (5A) > 5BB > (2BB) > 5CC > 236B > 214B > 22B
- 6A > 5CC > 6BB > 236C > 214B > 22B
- 6A > 5CC > 6BB > 214B > 5C > 2CC > j.CC > j.214A
- Throw > 236C > 214B > 22B
- Air Throw > 6CC > 236B > 214B > 22B
- 1 charge
- 5BB > 5CC > 236B > 214B > 22D > 6CC > j.CC > j.214A
- 6A > 5CC > 6BB > 214D > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B
- Throw > 22D > Dash 6CC > 236B > 214B > 22B
- 2 charges
- (5A) > 5BB > 5C > 623C > j.236D > j.214D > 6CC > 236C > 214B > 22B
- 5CC > 623C > j.236D > j.214D > 6CC > 214B > 5C > 2CC > j.C > dj.CC > j.214A
- 6A > 5CC > 6B > 6D > 236D > 6CC > 236C > 214B > 22B
- Throw > 6D > 236D > 6CC > 236C > 214B > 22B
- No charges
- 5BB/6A > 5CC > (6BB) > 236B > 214B > 22B > 5C > 2CC > j.CC > j.214A
- Throw > 214B > 5C > 2CC > j.CC > j.214B
- 1 charge
- 5BB > 5CC > 22D > 6CC > 236B > 214B > 22B
- Throw > 22D > 6CC > 236B > 214B > 22B
- 2 charges
- Throw > CT > 6CC > tk.236D > j.214D > 236C > 214B > 22B
- Back to Wall 236D > 5CC > 22D > 6C > CT > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B
- All combos here will require at least 1 charge and 50 meter
- 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.
- 1 charge
- 5BB > 5CC > 214214D > 623D > j.236D > j.214D > 6CC > 236C > 214B > 22B
- 6A > 5CC > 6B > 214214D > 6D > 236D > 214D > 22D > Dash 6CC > 236B > 214B > 22B
- 2 charges
- CH 5B/5C > 6C > 214214D > 6D > 236D > 623D > j.236D > j.214D > (Dash) 5C > 2C > 236B > 214B > 22B
- 6A > 5C(C) > 214214D > 623D > j.236D > j.214D > 6C > 6D > 236D > (Dash) 5C > 2C > 236B > 214B > 22B
- CH 236D > 6C > 214214D > 6D > 236D > 214D > 22D > Dash 5C > 623C > j.236A > j.214A