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<br/> | <br/> | ||
'''<big>Pros/Strengths:</big>''' | '''<big>Pros/Strengths:</big>''' | ||
*Charge cancels provides pressure flexibility. | |||
*Charge cancels provides pressure flexibility | |||
*Mugen provides big damage combos. | *Mugen provides big damage combos. | ||
*Longest Overdrive in game (when at less than 10% health). | |||
*Longest Overdrive in game. | |||
*Fireball and blade super provides good neutral control/oki. <br/> | *Fireball and blade super provides good neutral control/oki. <br/> | ||
*Can get around zoners with [4]6D > 236D. | *Can get around zoners with [4]6D > 236D. | ||
* | *Decent mix-up and frame traps, including new command grab. | ||
*DP that can be made safe with install guage.<br/> | *DP that can be made safe with install guage.<br/> | ||
'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
* | *Damage is kinda lacking outside of very specific starters, charge and CHs | ||
*Reliant on charge to help with overall gameplay (Combos or even in neutral).<br/> | |||
*Bad air to air game. Air normals either lack range or are slow.<br/> | *Bad air to air game. Air normals either lack range or are slow.<br/> | ||
*Blockstrings have many gaps, even | *A little easy to disrespect. Blockstrings have many gaps, even without instant block. | ||
*Can | *Can be difficult to win with as she has a lot of difficult matchups. <br/> | ||
*Her DP has quite low priority so it can still lose to or trade with other things. | |||
*Some of her more advanced combos are character specific. | |||
<br/> | <br/> | ||
For a list of changes that Tsubaki received in Chrono Phantasma and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]'''<br/> | For a list of changes that Tsubaki received in Chrono Phantasma and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]'''<br/> | ||
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|hitbox=tsubaki/5A | |hitbox=tsubaki/5A | ||
|description= | |description= | ||
Standard jab which hits crouching | 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. | ||
}} | }} | ||
}} | }} | ||
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*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup from this starter so it is a good pressure tool; It is important to note that it does not combo into other normals at max range, so you have to consider following up with 22B/22D | Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup from this starter so it is a good pressure tool; It is important to note that it does not combo into other normals at max range, so you have to consider following up with 22B/22D, and in the worst cases you may have to air dash. Take care when using this normal however, because there are several characters with normals which can low profile it. Examples include Hazama's 3C, Taokaka's 2B (She can also crawl under it) and Platinum's 2B. A must-use normal in Tsubaki's repertoire as it is her best poking tool. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=tsubaki/5BB | |hitbox=tsubaki/5BB | ||
|description= | |description= | ||
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. | 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 it may be better to just charge cancel from 5B on block. Unfortunately Tsubaki's 5BB is quite damaging to the damage and your followup combo options, but it is very difficult hitconfirming with 5B unless you know for certain it will hit. For combos, it is better to use 5B alone or followup into 5CC. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=tsubaki/2BB | |hitbox=tsubaki/2BB | ||
|description= | |description= | ||
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. | 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. 2BB is also quite damaging to Tsubaki's combo potential so it's better to use 2B > 5C but like 5BB the hitconfirm is rather difficult. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=tsubaki/6BB | |hitbox=tsubaki/6BB | ||
|description= | |description= | ||
The followup to 6B. A low hit, and can be OD cancelled. It causes a slide-state when it hits an opponent that was in the air. It serves very little use in blockstrings | The followup to 6B. A low hit, and can be OD cancelled. It causes a slide-state when it hits an opponent that was in the air. It serves very little use in blockstrings as it is only special cancellable on block but it can be delayed to deter your opponent from mashing out of 6B. | ||
}} | }} | ||
}} | }} | ||
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*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
*Horizontal normal, used in air combos. This makes a better air to air normal than j.A because it has slightly more range | *Horizontal normal, used in air combos. This makes a better air to air normal than j.A because it has slightly more range. It also might be more favourable to use this over j.C because it's faster so it's something to keep in mind. | ||
}} | }} | ||
}} | }} | ||
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*Followup possible even on whiff. | *Followup possible even on whiff. | ||
<br/> | <br/> | ||
Tsubaki's longest rang air normal and sprots the best vertical hitbox out of all her jumping normals | The go to normal for air to ground offencse. This is Tsubaki's longest rang air normal and sprots the best vertical hitbox out of all her jumping normals. 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 even > 2CC > IAD combo if you are low enough. 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, but this can be beaten by reversals, so consider jump cancelling j.C instead to apply further air pressure or bait a counter assault or reversal. | ||
}} | }} | ||
}} | }} | ||
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*For charge rate data see the [[Tsubaki_Frame_Data_(BBCP)|Tsubaki Full Frame Data]] page. | *For charge rate data see the [[Tsubaki_Frame_Data_(BBCP)|Tsubaki Full Frame Data]] page. | ||
<br/> | <br/> | ||
Appears to have the same charge rate as 5D. | Appears to have the same charge rate as 5D. 2D can be used to low profile projectiles for example, such as Jin's j.236A. Take caution while charging, as getting hit will result in a crouching counter hit, often extending the opponent's combos. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
===Throws=== | ===Throws=== | ||
{{MoveData | {{MoveData | ||
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|hitbox=tsubaki/236A | |hitbox=tsubaki/236A | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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|hitbox=tsubaki/236A | |hitbox=tsubaki/236A | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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|hitbox=tsubaki/236A | |hitbox=tsubaki/236A | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=1100 | |damage=1100 | ||
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|hitbox=tsubaki/236A | |hitbox=tsubaki/236A | ||
|description= | |description= | ||
{{ColumnList |text= | |||
* | *Can cancel into 214B/D or 22B/D on hit. | ||
* | *A, B, and C versions can cancel into D version on whiff. | ||
*110% bonus proration while in 214214D | *D version passes through opponent on hit or block. | ||
*D version has 110% bonus proration while in 214214D | |||
}}<br/> | |||
Charges forward with shield in front, each version moves her forward a bit more. All versions are unsafe and should not be relied upon when trying to get in from afar, as telegraphed approaches can be dealt with on startup or punished if blocked. It serves mainly as a combo filler, and different versions can be used in combo so that SMP is not activated. You can followup with 214D and then/or 22D to create a little more mixup. These are also unsafe so take care using it. | Charges forward with shield in front, each version moves her forward a bit more. All versions are unsafe and should not be relied upon when trying to get in from afar, as telegraphed approaches can be dealt with on startup or punished if blocked. It serves mainly as a combo filler, and different versions can be used in combo so that SMP is not activated. You can followup with 214D and then/or 22D to create a little more mixup. These are also unsafe so take care using it. | ||
The A version is only used where the combo is heavily prorated and where 236B might not work. | |||
The B version is the main version you'll be using in combos. | |||
The C version is really only used on crouching opponents (normally from 6BB) or on airborne opponents. | |||
Though there are options for the D version, it is very rarely used. A good option to use it is where you have your back to the corner and you want to get your opponent to the other side. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Tsubaki_Veritas.png | |image=BBCP_Tsubaki_Veritas.png | ||
|caption= | |caption= | ||
|name=Sanctus Veritas | |name=Sanctus Veritas | ||
|input=214B/D | |input=214B/D | ||
Line 964: | Line 965: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=B Version (Follow-up) | |version=B Version (Follow-up) | ||
|damage=750 | |damage=750 | ||
Line 983: | Line 985: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=1100 | |damage=1100 | ||
Line 1,002: | Line 1,005: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version (Follow-up) | |version=D Version (Follow-up) | ||
|damage=1100 | |damage=1100 | ||
Line 1,020: | Line 1,024: | ||
|hitbox=tsubaki/214A | |hitbox=tsubaki/214A | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Possible to cancel into 22B/D. | *Possible to cancel into 22B/D. | ||
*110% bonus proration during 214214D. | *110% bonus proration during 214214D. | ||
*Possible to cancel into D version on whiff. | *Possible to cancel into D version on whiff. | ||
*Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent. | *Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent. | ||
}}<br/> | |||
This launches the opponent on hit making it possible to followup with 5C > 2CC. Unsafe on block and is really used as a combo filler. The D version has more invincibility, scales less, and replacing 214B with it in a combo will still allow you to end your combo in a ground ender since you won't inflict SMP }} | This launches the opponent on hit making it possible to followup with 5C > 2CC. Unsafe on block and is really used as a combo filler. The D version has more invincibility, scales less, and replacing 214B with it in a combo will still allow you to end your combo in a ground ender since you won't inflict SMP, though the charge use may not be worth it. }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Tsubaki_Decus.png | |image=BBCP_Tsubaki_Decus.png | ||
|caption= | |caption= | ||
|name=Sanctum Decus | |name=Sanctum Decus | ||
|input=22B/D | |input=22B/D | ||
Line 1,052: | Line 1,056: | ||
|hitbox=tsubaki/22B | |hitbox=tsubaki/22B | ||
|description= | |description= | ||
}} | |||
{{AttackData-BBCP | |||
|header=no | |||
}} | |||
{{ | |||
|version=B Version (Charged) | |version=B Version (Charged) | ||
|damage=900 | |damage=900 | ||
Line 1,077: | Line 1,076: | ||
|hitbox=tsubaki/22B | |hitbox=tsubaki/22B | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=B Version (Follow-up) | |version=B Version (Follow-up) | ||
|damage=600 | |damage=600 | ||
Line 1,101: | Line 1,096: | ||
|hitbox=tsubaki/22B | |hitbox=tsubaki/22B | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=B Version (Charged followup) | |version=B Version (Charged followup) | ||
|damage=900 | |damage=900 | ||
Line 1,126: | Line 1,116: | ||
|hitbox=tsubaki/22B | |hitbox=tsubaki/22B | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=900 | |damage=900 | ||
Line 1,150: | Line 1,136: | ||
|hitbox=tsubaki/22D | |hitbox=tsubaki/22D | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version (Charged) | |version=D Version (Charged) | ||
|damage=1200 | |damage=1200 | ||
Line 1,175: | Line 1,156: | ||
|hitbox=tsubaki/22D | |hitbox=tsubaki/22D | ||
|description= | |description= | ||
}} | |||
{{AttackData-BBCP | |||
|header=no | |||
}} | |||
{{ | |||
|version=D Version (Follow-up) | |version=D Version (Follow-up) | ||
|damage=900 | |damage=900 | ||
Line 1,200: | Line 1,176: | ||
|hitbox=tsubaki/22D | |hitbox=tsubaki/22D | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version (Charged followup) | |version=D Version (Charged followup) | ||
|damage=1200 | |damage=1200 | ||
Line 1,225: | Line 1,196: | ||
|hitbox=tsubaki/22D | |hitbox=tsubaki/22D | ||
|description= | |description= | ||
{{ColumnList |text= | |||
* | *Hold button to charge. | ||
* | *Guard Point from 1F before active through all active frames | ||
*Guard point located on the sword only. | *Guard point located on the sword only. | ||
* | *Possible to cancel into 5D/2D on hit. | ||
*Both uncharged D versions have 110% bonus proration while in 214214D. | |||
The B version is only used as combo filler on a juggled (aerial) opponent because it delivers the knockdown. Using this on a standing opponent will not cause knockdown and will hit them like a normal attack. 22B is also quite good for scoring CHs in neutral because the damage it can lead too is really good. However, this should not be relied upon as it's unsafe if used up close, or if it whiffs. 22D fully charged is no longer an unblockable. If fully charged and used | *Both charged D versions have 120% bonus proration while in 214214D. | ||
*Both charged D versions guard crush on normal block | |||
}}<br/> | |||
The B version is only used as combo filler on a juggled (aerial) opponent because it delivers the knockdown. Using this on a standing opponent will not cause knockdown and will hit them like a normal attack. 22B is also quite good for scoring CHs in neutral because the damage it can lead too is really good. However, this should not be relied upon as it's unsafe if used up close, or if it whiffs. 22D fully charged is no longer an unblockable. If fully charged and used during mugen it will guard crush the opponent as long as they are not barrier guarding. Both are also charge cancellable. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=tsubaki/623C | |hitbox=tsubaki/623C | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=550x3 | |damage=550x3 | ||
Line 1,282: | Line 1,252: | ||
|hitbox=tsubaki/623D | |hitbox=tsubaki/623D | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Active frames calculated off 1st hit. | *Active frames calculated off 1st hit. | ||
*Attacks 2~ startup only on hit or block. | *Attacks 2~ startup only on hit or block. | ||
*Possible to cancel into j.236A/D or j.214A/B/C/D on hit. | *Possible to cancel into j.236A/D or j.214A/B/C/D on hit. | ||
*Possible to cancel into D version on whiff. | *Possible to cancel into D version on whiff. | ||
*110% bonus proration while in 214214D. | *D version has 110% bonus proration while in 214214D. | ||
*1-14 Invul | *C version is 1-10 Invul, D version is 1-14 Invul | ||
}}<br/> | |||
Tsubaki's reversal option to get out of pressure, and the C version is no longer a projectile, making it more viable to use. However it has a lot of recovery making it very easy to punish Tsubaki, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they dont' barrier block, but this should not be abused as it is horrible if whiffed or barrier blocked. Not very good to use as an anti air because of the awkward hitbox and the deadzone between Tsubaki and the actual hitbox. The D version is really only used in mugen combos, and it's not really worth using charge for this as the 623C is good enough. | Tsubaki's reversal option to get out of pressure, and the C version is no longer a projectile, making it more viable to use. However it has a lot of recovery making it very easy to punish Tsubaki, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they dont' barrier block, but this should not be abused as it is horrible if whiffed or barrier blocked. Not very good to use as an anti air because of the awkward hitbox and the deadzone between Tsubaki and the actual hitbox. The D version is really only used in mugen combos, and it's not really worth using charge for this as the 623C is good enough. | ||
}} | }} | ||
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|hitbox=tsubaki/j.236A | |hitbox=tsubaki/j.236A | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=A Version (Follow-up) | |version=A Version (Follow-up) | ||
|damage=800 | |damage=800 | ||
Line 1,340: | Line 1,305: | ||
|hitbox=tsubaki/j.236A | |hitbox=tsubaki/j.236A | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=950,450 | |damage=950,450 | ||
Line 1,363: | Line 1,324: | ||
|hitbox=tsubaki/j.236A | |hitbox=tsubaki/j.236A | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version (Follow-up) | |version=D Version (Follow-up) | ||
|damage=950, 450 | |damage=950, 450 | ||
Line 1,388: | Line 1,343: | ||
|hitbox=tsubaki/j.236A | |hitbox=tsubaki/j.236A | ||
|description= | |description= | ||
{{ColumnList |text= | |||
* | *A, D, and D (followup) versions projectile startup 25F. | ||
*If 1st attack hits, can into j.D from 33F onwards. On whiff, can cancel into j.D from 59F onwards. | |||
*A (followup) version can cancel into j.D from 31F~ | |||
*Possible to cancel into j.214A/B/C/D regardless if projectile hits or not. | *Possible to cancel into j.214A/B/C/D regardless if projectile hits or not. | ||
*Possible to cancel into D version on whiff. | *Possible to cancel into D version on whiff. | ||
*Following up with j.214D changes attack. | *Following up both D versions with j.214D changes attack. | ||
*110% bonus proration while in 214214D. | *Both D versions have 110% bonus proration while in 214214D. | ||
}}<br/> | |||
The A orb may disappear before it reaches the ground if released high enough. It's also quite good to use it neutral to control your incoming pressure of the opponent's movement. | The A orb may disappear before it reaches the ground if released high enough. It's also quite good to use it neutral to control your incoming pressure of the opponent's movement. The startup of this attack isn't exactly fast so try not to use this when you're close to your opponent as you could get hit out of it, and Tsubaki cannot do anything until she lands. Ending air combos with j.236A > j.214A deals a little more damage than using just j.214A but you lose pressure momentum because it sends the opponent flying. It is usually recommended to end with j.214X to maintain your oki. j.236A is also really good for oki if used in the corner, so long as you can followup 22B enders with 5C > 2CC > j.7 > j.236A. For more details please check out the strategy guide. The D version is only used in mugen combos or if you use 623C > j.236D > j.214D. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=A Version (Follow-up) | |version=A Version (Follow-up) | ||
|damage=1000 | |damage=1000 | ||
Line 1,459: | Line 1,417: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=B Version (Follow-up) | |version=B Version (Follow-up) | ||
|damage=1000 | |damage=1000 | ||
Line 1,496: | Line 1,455: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=C Version (Follow-up) | |version=C Version (Follow-up) | ||
|damage=1000 | |damage=1000 | ||
Line 1,514: | Line 1,474: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=1000 | |damage=1000 | ||
Line 1,531: | Line 1,492: | ||
|hitbox=tsubaki/j.214A | |hitbox=tsubaki/j.214A | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version (Follow-up) | |version=D Version (Follow-up) | ||
|damage=1000 | |damage=1000 | ||
Line 1,552: | Line 1,511: | ||
|hitbox=tsubaki/j.214A | |hitbox=tsubaki/j.214A | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*110% bonus proration while in 214214D. | *Both D versions have 110% bonus proration while in 214214D. | ||
}}<br/> | |||
Can be charge-cancelled once she lands and keep oki. The A and B versions are the preferably ones to use in corner combos, whilst the C version can be used midscreen for better corner carry | Can be charge-cancelled once she lands and keep oki. The A and B versions are the preferably ones to use in corner combos, whilst the C version can be used midscreen for better corner carry, but the C version can occasionally crossup so the B version is more reliable if you want to maintain the positioning. The D version still causes slide on hit and is really only used if you're going for the DD ender in the corner or if used mid combo. It is quite useful to use as an approach tool against certain matchups such as Nu-13, but they are quite unsafe if blocked so use with caution. The C version is especially bad on whiff. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=tsubaki | |hitbox=tsubaki | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Starts up when j.214D comes into contact with j.236D projectile. | *Starts up when j.214D comes into contact with j.236D projectile. | ||
*110% bonus proration while in 214214D. | *110% bonus proration while in 214214D. | ||
*This move occurs when you input the j.214D after j.236D to connect with the projectile ball which lets her hit her opponent multiple times compared to her regular 214D series which only hits once. | *This move occurs when you input the j.214D after j.236D to connect with the projectile ball which lets her hit her opponent multiple times compared to her regular 214D series which only hits once. | ||
}}<br/> | |||
Makes viewers go "oooooh" when used. Since this move uses 236D as well as 214D, you will always use two charges when doing this particular move. | Makes viewers go "oooooh" when used. Since this move uses j.236D as well as j.214D, you will always use two charges when doing this particular move. This is really only combo filler, but is it often used when trying to cover up for a whiffed or blocked 623C. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCP_Tsubaki_Shingi.png | |image=BBCP_Tsubaki_Shingi.png | ||
|caption= | |caption= | ||
|name= | |name=Lux Macto | ||
|input=[4]6C/D | |input=[4]6C/D | ||
|data= | |data= | ||
Line 1,611: | Line 1,570: | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{AttackData-BBCP | ||
|header=no | |||
|version=D Version | |version=D Version | ||
|damage=450 | |damage=450 | ||
Line 1,629: | Line 1,589: | ||
The projectile really benefits Tsubaki overall game by possessing a lot of handy features. Firstly, it can be used in neutral to allow you to get in or control the opponent's movement, just like the air version. The C version travels about 3/4 of the screen whilst the D version will continue to travel down. In this case, it is better to use this from fullscreen away, especially if you're using the C version because it has a smaller hitbox and longer startup, but better recovery than the D version. | The projectile really benefits Tsubaki overall game by possessing a lot of handy features. Firstly, it can be used in neutral to allow you to get in or control the opponent's movement, just like the air version. The C version travels about 3/4 of the screen whilst the D version will continue to travel down. In this case, it is better to use this from fullscreen away, especially if you're using the C version because it has a smaller hitbox and longer startup, but better recovery than the D version. | ||
Secondly, it can be used for oki or pressure. For example | Secondly, it can be used for oki or pressure. For example, you can end combos with 22D > 6C and then go for the C projectile due to the slow startup (the D version will most likely pass them as they are teching). If they don't tech you can try to pick them up with 2B but if they delay tech it'll result in standard oki. If they tech immediately, you have the option to followup with whatever you want, including the command grab. You can also use this after a 22D > 6C midscreen but it's less effective as the opponent can roll away. The former catches rolls and quick techs. You can even bait DPs by blocking as soon as they tech but it means you'll have to go for a faster mixup such as throw, command grab or low. 6A may be too risky to use unless used immediately. | ||
The third ties in with the 1st option. Using this is in neutral also makes it easier for you to obtain more charges, especially against certain characters such as Tager or Valkenhayn. | The third ties in with the 1st option. Using this is in neutral also makes it easier for you to obtain more charges, especially against certain characters such as Tager or Valkenhayn. | ||
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|image=BBCP_Tsubaki_ShingiAura.png | |image=BBCP_Tsubaki_ShingiAura.png | ||
|caption=There should be a ball of sparkles between the two moves and she goes through the ball | |caption=There should be a ball of sparkles between the two moves and she goes through the ball | ||
|name= | |name=Lux Macto (Aura) | ||
|input= [4]6D > 236D (aura) | |input= [4]6D > 236D (aura) | ||
|data= | |data= | ||
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|hitbox=tsubaki | |hitbox=tsubaki | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*1-28 Projectile Invul | *1-28 Projectile Invul | ||
*Starts up when 236D comes into contact with [4]6D projectile. | *Starts up when 236D comes into contact with [4]6D projectile. | ||
Line 1,663: | Line 1,623: | ||
*Possible to cancel into 214B/D or 22B/D. | *Possible to cancel into 214B/D or 22B/D. | ||
*110% bonus proration while in 214214D. | *110% bonus proration while in 214214D. | ||
}}<br/> | |||
The ground version of the above aura using her new ground projectile and 236D. It is projectile invulnerable, making it very useful in a handful of matchups such as Nu-13 and Rachel. It also places you at a good advantage if blocked so you can apply pressure. | The ground version of the above aura using her new ground projectile and 236D. It is projectile invulnerable, making it very useful in a handful of matchups such as Nu-13 and Rachel. It also places you at a good advantage if blocked so you can apply pressure. | ||
}} | }} | ||
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|image=BBCP_Tsubaki_Shinsa.png | |image=BBCP_Tsubaki_Shinsa.png | ||
|caption= | |caption= | ||
|name= | |name=Sanctus Aerolata | ||
|input=63214C | |input=63214C | ||
|data= | |data= | ||
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Tsubaki's command throw. When it successfully connects, it will give her two charges guaranteed when the move ends. Rapid-cancellable. | Tsubaki's command throw. When it successfully connects, it will give her two charges guaranteed when the move ends. Rapid-cancellable. | ||
<br/> | <br/> | ||
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. | 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 or CT > 6C. | |||
}} | }} | ||
}} | }} | ||
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*180F Cooldown | *180F Cooldown | ||
</div><br/> | </div><br/> | ||
Can be comboed from 22D, j.214D, and other various methods | Can be comboed from 22D, j.214D, and other various methods such as: | ||
*Forward/Back throw > OD > Astral | |||
*5BB > 5CC > 236B > 214B > 22D > Astral | |||
*623C > j.236D > j.214D | |||
For more combos please look at the Tsubaki Combo Thread on Dustloop forums. | |||
}} | }} | ||
}} | }} | ||
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*5A > 5C(C) > 2C | *5A > 5C(C) > 2C | ||
*5C > 2C | *5C > 2C | ||
====Resets==== | ====Resets==== | ||
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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. | 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. | ||
====Okizeme==== | |||
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: | |||
{| class="mw-collapsible mw-collapsed wikitable" | |||
|- | |||
! Tsubaki j.236A Orb Oki Tutorial | |||
|- | |||
| {{#ev:youtube|OkrbGdC4El4}} | |||
|} | |||
Tsubaki also has a few other interesting oki setups which you may be interested in. Another one is to use the [4]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 [4]6C which forces opponents to block; they cannot jump out. Both setups do lose to fast DPs and reversals however so take caution. | |||
{| class="mw-collapsible mw-collapsed wikitable" | |||
|- | |||
! Tsubaki Option Selects & Setups | |||
|- | |||
| {{#ev:youtube|WpDoQ79YK2E}} | |||
|} | |||
====Tsubaki Install/Mugen==== | ====Tsubaki Install/Mugen==== | ||
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|} | |} | ||
;Notes | ;Notes | ||
Tsubaki is one of the few who | 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 [http://www.dustloop.com/forums/showthread.php?15344-CP-Tsubaki-Yayoi-Combo-Compilation-%28Updated-12-30-12%29 CP Tsubaki Yayoi Combo Compilation Thread] for more of her combos though new variations are being found so try things out! | ||
<br clear="all"/> | <br clear="all"/> | ||
Alternatively you may wish to check out the following videos: | |||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
|- | |- | ||
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|- | |- | ||
| {{#ev:youtube|nyz7HMxvQzk}} | | {{#ev:youtube|nyz7HMxvQzk}} | ||
|} | |||
{| class="mw-collapsible mw-collapsed wikitable" | |||
|- | |||
! Tsubaki Throw Combo Compilation | |||
|- | |||
| {{#ev:youtube|XV991d75l3g}} | |||
|} | |} | ||
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|- | |- | ||
| {{#ev:youtube|iCAiJ1dn2CM}} | | {{#ev:youtube|iCAiJ1dn2CM}} | ||
|} | |||
{| class="mw-collapsible mw-collapsed wikitable" | |||
|- | |||
! Tsubaki OD Combo Compilation | |||
|- | |||
| {{#ev:youtube|Rs95qtPmnCI}} | |||
|} | |} | ||
Revision as of 11:31, 5 March 2014
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.
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. 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.
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:
- Charge cancels provides pressure 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.
- Can get around zoners with [4]6D > 236D.
- Decent mix-up and frame traps, including new command grab.
- DP that can be made safe with install guage.
Cons/Weaknesses:
- Damage is kinda lacking outside of very specific starters, charge and CHs
- Reliant on charge to help with overall gameplay (Combos or even in neutral).
- Bad air to air game. Air normals either lack range or are slow.
- A little easy to disrespect. Blockstrings have many gaps, even without instant block.
- Can be difficult to win with as she has a lot of difficult matchups.
- Her DP has quite low priority so it can still lose to or trade with other things.
- Some of her more advanced combos are character specific.
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 can 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 22B/D and j.214A/B/C/D but you cannot cancel to non-D specials.
Sanctus Aequum 236A/B/C/D |
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Sanctus Veritas 214B/D |
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Sanctum Decus 22B/D |
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Benedictus Rex 623C/D |
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Aequum Elesion j.236A/D |
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Lux Aeterna j.214A/B/C/D |
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Aequum Elesion (aura) j.236D > j.214D (aura) |
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Lux Macto [4]6C/D |
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Lux Macto (Aura) [4]6D > 236D (aura) |
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Sanctus Aerolata 63214C |
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Distortion Drives
Confutatis Maledictis 236236C/D |
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Macto Maledictis 214214D |
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Requiem Maledictus 632146B |
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Astral Heat
Requiem Aeternam 632146C |
---|
Strategy
Offense
Blockstrings
I'm gonna divide this into 3 different parts to consider.
Stage 1
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.
Stage 2
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.
Stage 3
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
Resets
Throw Resets
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
- Throw
- Command Grab
- You can then go for 2B if they start opting to block high or jump out.
236D Resets
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.
Okizeme
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 [4]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 [4]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 |
---|
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. All Mugen combos will require at least 50 meter and 1 charge.
Similar to CSE and despite SMP, Tsubaki can use [4]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 [4]6D > 236D [x2] route or [4]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 [4]6D will not work.
With 2+ charge mugen combos, you can use the [4]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-」 |
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Defense
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.
Charge Setups
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.
Combos
Combo Notation Guide: |
---|
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- Notes
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 |
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Tsubaki Throw Combo Compilation |
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Tsubaki OD Combo Tutorial |
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Tsubaki OD Combo Compilation |
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Midscreen
- 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 > [4]6D > 236D > 6CC > 236C > 214B > 22B
- Throw > [4]6D > 236D > 6CC > 236C > 214B > 22B
Corner
- 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
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.
- 1 charge
- 5BB > 5CC > 214214D > 623D > j.236D > j.214D > 6CC > 236C > 214B > 22B
- 6A > 5CC > 6B > 214214D > [4]6D > 236D > 214D > 22D > Dash 6CC > 236B > 214B > 22B
- 2 charges
- CH 5B/5C > 6C > 214214D > [4]6D > 236D > 623D > j.236D > j.214D > (Dash) 5C > 2C > 236B > 214B > 22B
- 6A > 5C(C) > 214214D > 623D > j.236D > j.214D > 6C > [4]6D > 236D > (Dash) 5C > 2C > 236B > 214B > 22B
- CH 236D > 6C > 214214D > [4]6D > 236D > 214D > 22D > Dash 5C > 623C > j.236A > j.214A