BBCPE/Tsubaki Yayoi: Difference between revisions

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Revision as of 09:04, 4 March 2015

Tsubaki Yayoi
BBCP Tsubaki Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced; Rush-down, Mix-up
Full Frame Data
Tsubaki_Frame_Data_(BBCPE)

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.

Drive: Install
Pressing 5D, 2D, or j.D will cause her to “charge” her install meter. Holding the button on 5D, 2D, or j.D will cause this meter to fill at a specific rate. Gaining and using charges effectively is key to being successful with Tsubaki. The D versions of her specials have properties that can lead to new mix-up options, higher damage, and combos which will be explained later. She can only hold a maximum of 5 charges at any time during a round and any left over charges will not be carried over to the next round. Some of Tsubaki's normals can be "charge-cancelled". Doing this replaces the recovery of the normals with the recovery of charging her install gauge, effectively altering the frame advantage of most of these moves in Tsubaki's favor. The normals that can be charge cancelled, along with their regular and altered frame advantage are listed below.

  • 5A(-2) > 5D = -9
  • 2A(0) > 5D = -9
  • 5B(-5) > 5D = -2
  • 2B(-1) > 5D = -5
  • 5BB(-8) > 5D = -5
  • 2BB(-7) > 5D = -5
  • 5C(-9) > 5D = -2
  • 5CC(-11) > 5D = 0

Take note that normals with recovery shorter than the recovery of charging such as 5A and 2B do not benefit from charge cancelling frame advantage-wise.


Overdrive: Second Install
After activating overdrive, Tsubaki automatically gains charges at a set rate for however long OD will last when used depending on her health. For example, if you choose to use her OD in the beginning of a match, you will gain, at most, 2 charges before it ends. Charge cancelling recovery is shortened during OD. Her normals 6A, 6B, 6BB, 6C, 6CC, 2C, j.CC can be OD canceled. When under 10% health, her OD lasts the longest in the game at 13 seconds total.

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.

Pros/Strengths:

  • Charge cancelling provides pressure flexibility.
  • Mugen provides big damage combos.
  • Longest Overdrive in game (when at less than 10% health).
  • Fireball and blade super provide good neutral control/oki.
  • Variety of frame traps.
  • DP that can be made 'safe' with install gauge.


Cons/Weaknesses:

  • Reliant on charge in both combos and neutral.
  • Bad air to air game. Air normals either have terrible hitbox structure and range, or are slow.
  • Easy to disrespect in nearly every way. Not very threatening while applying pressure or during neutral.
  • Blockstrings have many gaps, even without instant block and are easy to jump out of.
  • A lot of difficult matchups.
  • Sub par normals.


For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!

External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

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
5A
BBCP Tsubaki 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 3 9 -2 B -
  • List what the move is used for
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5B
5B
BBCP Tsubaki 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR HL 10 5 17 -5 B -
  • List what the move is used for
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5BB
5BB
BBCP Tsubaki 5BB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SO(J)R HL 11 3 19 -8 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C
5C
BBCP Tsubaki 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SOR HL 8 3 23 -9 B -
  • List what the move is used for
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5CC
5CC
BBCP Tsubaki 5CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SO(J)R HL 13 3 27 -11 B -
  • List what the move is used for
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2A
2A
BBCP Tsubaki 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 2 8 0 F -
  • List what the move is used for
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2B
2B
BBCP Tsubaki 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR L 13 3 12 -1 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2BB
2BB
BBCP Tsubaki 2BB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR L 10 3 18 -7 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCP Tsubaki 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SJOR HL 13 3 22 -6 B 8-14H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2CC
2CC
BBCP Tsubaki 2CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 S(J)OR HL 13 3 29 -13 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCP Tsubaki 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOR H 26 2 24 -9 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCP Tsubaki 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 21 3 15 +1 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6BB
6BB
BBCP Tsubaki 6BB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOR L 15 4 20 -5 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCP Tsubaki 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*6 SO(J)R HL 23 1x6 38 -18 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6CC
6CC
BBCP Tsubaki 6CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 (S)O(J)R HL 22 1x3 35 -15 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C
3C
BBCP Tsubaki 3C.png
vroom
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 R L 18 10 23 -12 F -
  • List what the move is used for
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3CC
3CC
BBCP Tsubaki 3CC.png
R
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
980 R HL 17 4 35 -18 B 1-17H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Tsubaki jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 2 6 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
BBCP Tsubaki jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420 SOJR HA 8 4 12 - H -
  • List what the move is used for
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j.BB
j.BB
BBCP Tsubaki jBB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
570 SO(J)R HA 7 3 24 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
BBCP Tsubaki jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
530 SOJR HA 11 4 23 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.CC
j.CC
BBCP Tsubaki jCC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SOR HA 10 2 31 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

Notes
  • Tsubaki will be in a CH state when charging.
5D
5D
BBCP Tsubaki 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - 18T - - -
Overdrive - - - - - 14T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D
2D
BBCP Tsubaki 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - 18T - - -
Overdrive - - - - - 14T - - -


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.

Can be used during charge cancel pressure to mess with your opponent's head by shifting your hitbox. May make them misjudge distance or unconsciously continue to block low just from the visual cues. It seems to make running up and grabbing or command grabbing after the charge cancel a lot more surprising for some reason. Since she is around as short as her crouching state while using 2D, certain jabs may actually whiff if the opponent attempts to smack you while you are doing charge cancels instead of upbacking away or using a reversal. Can also be used to instigate jump-ins if tapped repeatedly in neutral. Be sure to time things right so you can 2C, DP, or air grab if the opponent takes the bait.

j.D
j.D
BBCP Tsubaki jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - 14T+9L - - -
Overdrive - - - - - 10T+9L - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCP Tsubaki FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -,SOR 70 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
4B+C
BBCP Tsubaki BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -,SOR 70 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
j.B+C
BBCP Tsubaki AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -,SOR 100 7 2 17+3 after landing - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B
BBCP Tsubaki Decus.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R all 13 4 35 -20 B 1-20 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
5A+B
BBCP Tsubaki CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-59 1 26 +2 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Notes
  • 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.
  • A new exception to the rule introduced in BBCP is that 236D can be cancelled into the non-D specials 214B or 22B on whiff.
Sanctus Aequum
Sanctus Aequum
236A/B/C/D
BBCP Tsubaki Aequum.png
CHARGING STAR!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 600 R all 14 6 18 -5 B -
B Version 700 R all 18 8 18 -7 B -
C Version 800 R all 20 10 18 -9 B -
D Version 900 R all 19 10 24 -3 B -
  • Can cancel into 214B/D or 22B/D on hit.
  • D version can cancel into 22B or 214B on whiff.
  • A, B, and C versions can cancel into D version on whiff.
  • C version passes through opponent on hit or block.
  • D version launches on hit.
  • D version has 110% bonus proration while in 214214D

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Sanctus Veritas
Sanctus Veritas
214B/D
BBCP Tsubaki Veritas.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B Version 650 R HL 21 3 29 -8 B 11-20B
B Version (Follow-up) 450 R HL 17 5 36 -17 B 8-16B
D Version 800 (J)R HL 21 3 25 -4 B 11-23B
D Version (Follow-up) 700 (J)R HL 16 5 25 -6 B 7-20B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Sanctum Decus
Sanctum Decus
22B/D
BBCP Tsubaki Decus.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B Version 600 R all 14 3 20 -6 B 13-16GP(P)
B Version (Charged) 720 R all 39 3 20 -4 B 38-41GP(P)
B Version (Follow-up) 500 R all 14 3 20 -6 B 13-16GP(P)
B Version (Charged followup) 600 R all 39 3 20 -4 B 38-41GP(P)
D Version 800 R all 13 3 20 -4 B 13-16GP(P)
D Version (Charged) 960 R all 39 3 14 +8 B 38-41GP(P)
D Version (Follow-up) 700 R all 14 3 20 -4 B 13-16GP(P)
D Version (Charged followup) 840 R all 39 3 14 +8 B 38-41GP(P)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Benedictus Rex
Benedictus Rex
623C/D
BBCP Tsubaki BenedictusRex.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
C Version 850 R HL 10 till end of screen* total 64 -21 B 1-10 All
D Version 450x3 R HL 10 9 55 -21 B 1-14 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Aequum Elesion
Aequum Elesion
j.236A/D
BBCP Tsubaki AequumElesion.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 800,300 R all 16 3 till landing - H,HBFP* -
A Version (Follow-up) 700 R all 16 3 till landing - H -
D Version 800,450 R all 16 3 till landing - H,HBFP* -
D Version (Follow-up) 700, 450 R all 16 3 till landing - H,HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Lux Aeterna
Lux Aeterna
j.214A/B/C/D
BBCP Tsubaki LuxAeterna.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 600 R all 13 till landing 28 after landing - H -
A Version (Follow-up) 600 R all 9 till landing 28 after landing - H -
B Version 700 R all 15 till landing 31 after landing - H -
B Version (Follow-up) 600 R all 10 till landing 31 after landing - H -
C Version 800 R all 17 till landing 34 after landing - H -
C Version (Follow-up) 600 R all 11 till landing 34 after landing - H -
D Version 900 R all 13 till landing 26 after landing - H -
D Version (Follow-up) 800 R all 9 till landing 26 after landing - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Aequum Elesion (aura)
Aequum Elesion (aura)
j.236D > j.214D (aura)
BBCP Tsubaki AequumElesionD.png
There should be a ball of sparkles between the two moves and she goes through the ball
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
220*9 R all - till landing 26 after landing - HBFP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Lux Macto
Lux Macto
421A/D
BBCP Tsubaki Shingi.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 300 R all 25 70 total 56 -2 HBFP* -
D Version 450 R all 13 - total 47 -7 HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Lux Macto (Aura)
Lux Macto (Aura)
421D > 236D (aura)
BBCP Tsubaki ShingiAura.png
There should be a ball of sparkles between the two moves and she goes through the ball
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
220x7 R all - 9 24 +6 B, HBFP(2) 1-28P after projectile contact
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Sanctus Aerolata
Sanctus Aerolata
63214C
BBCP Tsubaki Shinsa.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0x2,80x12 (1200 guaranteed) -,Rx13 c.T (80) 9 3 30 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Confutatis Maledictis
Confutatis Maledictis
236236C/D
BBCP Tsubaki ConfutatisMaledictis.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
C Version 300,700*3 (R) all 5+7 15 26 -22 B,HBFPr (2) 1-14 All
D Version 300,2000 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (1 charge) 300, 2250 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (2 charge) 300, 2630 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (3 charge) 300, 3150 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (4 charge) 300, 900x5 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (5 charge) 300, 690x9 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version 300, 620x4 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (1 charge) 300, 750x4 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (2 charge) 300, 590x7 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (3 charge) 300, 720x7 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (4 charge) 300, 680x10 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (5 charge) 300, 810x10 (R) all 5+0 15 26 -22 B,HBFPr (2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Macto Maledictis
Macto Maledictis
214214D
BBCP Tsubaki MactoMaledictis.png
Hallelujah.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - - - - - total 7+0 - - -
Air - - - - - total 7+0 - - -
  • List what the move is used for
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Requiem Maledictus
Requiem Maledictus
632146B
BBCP Tsubaki Shinpatsu.png
BANANA KITAA
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450x8 - all 1+51 - total 1+58 - HBFP*(2) 16-59 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Requiem Aeternam
632146C
BBCP Tsubaki RequiemAeternam.png
Nibelung Valesti! Oh wait wrong game...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 3+17 10 24 -20 B 1-29 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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. For quick reference, here's a list of the frame advantage of the charge cancels again.


  • 5A > 5D = -9
  • 2A > 5D = -9
  • 5B > 5D = -2
  • 2B > 5D = -5
  • 5BB > 5D = -5
  • 2BB > 5D = -5
  • 5C > 5D = -2
  • 5CC > 5D = 0


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.

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-」



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:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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
Tsubaki Throw Combo Compilation
Tsubaki OD Combo Tutorial
Tsubaki OD Combo Compilation

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.


1 charge


2 charges



BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc