BBCF/Tsubaki Yayoi

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Overview
Overview

Tsubaki is a well-rounded character with several tools enhanced by her Drive. After charging her install gauge, Tsubaki can perform enhanced versions of her specials which can be used to extend combos or pressure, or strengthen her already solid neutral game. She has a good poke, great mobility with her extremely fast run and huge airdash, and specials that allow her call out a variety of attacks from her opponent. On offense Tsubaki has very powerful stagger pressure. She has whiff cancels that move her forward, large stagger windows on most of her normals, and a multitude of good lows complimented by an unreactable command throw. Tsubaki does good average damage without resources, but can do incredible amounts of damage off of most hits with stocks available.

Tsubaki is very beginner friendly with a low execution barrier to start playing, and the ability to run a very simple gameplan. This does not come at the cost of depth as fully optimized Tsubaki combos can still be very difficult and her overall gameplan is very flexible for more experienced players.

Playstyle
BBCF Tsubaki Yayoi Icon.png Tsubaki Yayoi is a good all arounder with familiar mechanics for fighting game veterans, as well as a Drive that enhances her attacks.
Pros Cons
  • Drive allows for smooth and seamless interaction with system mechanics and resource cycle.
  • Several strike invuln specials to make pressure scarier
  • Straightforward combos with consistent damage and a ton of corner carry.
  • Reliable oki and spacing after knockdowns anywhere on the screen which benefits an aggressive rushdown playstyle.
  • Charge cancelling, delay-able whiff-followup normals and the ability to cancel specials into other specials provide pressure, frame trap, and mix up flexibility.
  • Install specials function as useful neutral tools and ways to adjust positioning at the end of combos.
  • Has a command grab that fills her install gauge.
  • Fireballs and blade super provide good neutral control and setups.
  • DP that can be made 'safe' by using the install gauge.
  • Built as a 'standard' character so matchups where the opponent can fill the screen with fodder or are able to mitigate risk in neutral will feel restricting to fight.
  • Rather resource dependent for her more damaging extensions.
  • Frame traps and overall blockstring pressure can be easily disrespected and require enough prior-conditioning to apply correctly.
Drive: Install
Tsubaki has a unique resource called the Install Gauge. She starts each round at 0 charges (usually called stocks) and can hold a maximum of 5 charges. Pressing 5D, 2D, or j.D will cause her to charge this gauge. Tapping the D button will charge it by about 1/5th of a stock. Holding the D button continues the charge. It takes about 2/3 second (approximately 40 frames) to fully charge a stock.

Certain situations will affect the charge rate. Using j.D at certain heights will slow down the charge rate after gaining about 1/2 a stock. After using certain specials, Tsubaki can charge at a briefly increased rate for a short burst of stock gain.

Tsubaki can spend a charge (also called a "stock) of this meter to perform enhanced versions of her specials with the D button. The D versions of her specials have properties that can lead to new mix-up options, higher damage, and combos. Gaining and using stocks effectively is key to success with Tsubaki.
Overdrive: Second Install
Tsubaki automatically charges the Install Gauge at a set rate during OD. Stocks charge at about ~1 stock per second. Charging the Install Gauge manually will increase the rate.

Charge cancelling recovery is shortened during OD, which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except 3C and 3CC.

Tsubaki must balance between pressing early advantages or saving comeback potential with her Overdrive. However, this is mitigated by Active Flow.


Normal Moves

Notes
  • All of Tsubaki's normals, besides 5A/2A, are air unblockable.
  • All followups are available on hit, whiff, and block.

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 11 -2 B -

  • Cancels into itself up to 3 times, even on whiff

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. 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.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
550 Mid 10 5 17 -5 B -

  • Followup possible even on whiff.


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; As of Central Fiction, you can combo out of this move directly into 6B, which provides a max-range confirm, though damage is low without a stock for 22D. Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's 3C, Bullet's 2B, Taokaka's 2B (She can also crawl under it) and Platinum's 2B. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool.

5BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500 Mid 11 3 19 -8 B -

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 you will want to use 5B > 6B when uncertain if 5BB will connect. 5BB adds some proration to combos, so if you can master the hitconfirm, it can be better to use 5B alone or followup into 5CC.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
660 Mid 8 3 23 -9 B -

  • Followup possible even on whiff.


5C has less range than 5B and is not jump cancellable (even on hit) so is less used in neutral, but it shares 5B's traits of being charge cancellable, special-cancellable & air-unblockable. It mostly serves as a blockstring/combo filler, but can also be used as a frame trap by delaying it after 5B/5BB/2B, and is a strong punish normal, being quick, with good proration, and comboing into 6C on CH. As it only has 8F of startup, it can be a strong punish normal after using Overdrive Raid through an opponent's slow attack. ODR > 5CC > 6BB takes long enough for you to gain 1 stock, opening up the option for a 623D confirm or Mugen confirm (if you have the meter for it).

5CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Mid 12 3 27 -11 B -

  • Fatal Counter

Followup to 5C and is mainly combo filler. Delay-able, which makes it a strong good frame trap that confirms nicely into 6C on CH. Remember 5C(C) > 6C can only be done on hit. A nice OS you can use is 5CC > 6C~B. If 5CC hits you can confirm nicely into 6C, but be aware that it only works on CH. Tsubaki's options after 5CC are limited to 6B, charge or special cancel. However, these cover most of an opponent's options.

The Fatal Counter is quite difficult to hit.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 7 2 11 -1 F -

  • Cancels into itself 3 times, even on whiff

Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than 5A so it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use 2A to begin your mixup or fish for hits if you're using stagger pressure.

2A can be used to pick up knocked down opponents, which has a variety of applications, such as using j.214D to extend air combos midscreen. The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox.

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
550 Low 11 3 12 -1 F -

  • Followup possible even on whiff.


Hits low and is a standard filler in BnBs that gatlings into 2BB, 6A, 6C (no use), 2C and 5C on hit and block. No longer as slow as it used to be, but still not especially fast considering its short range. You can chain to the overhead 6A or to 2BB as an additional low as a simple mixup. Due to its low recovery, it is only -1 on block, and thus can be a decent point to reset pressure. 2B is generally not a good combo starter unless you manage to confirm it into 5C rather than 2BB.

When ending a combo with 22B on a juggled opponent, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup 2B into an air combo and extend the corner carry.

2BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500 Low 10 3 18 -7 F -

An additional low hit, moves Tsubaki forward and can be delayed slightly to provide another frame trap with decent reward, or cancelled into immediately to target movement or reversal attempts. Useful as a threat of a second fast low to back up 2B's potency as a pressure reset/mixup point, while also keeping you relatively close to the opponent. The forward movement on 2BB gives it more effective range than 2B alone, when 5B gets blocked just outside of 2B's range, it's possible to whiff cancel 2B into 2BB to preserve some strong gatling options and maybe confuse the opponent. Like 5BB, 2BB reduces overall combo damage as compared to confirming into 5C, which is something to keep in mind after confirming a previous hit. Gatlings into 5B, 5C and 2C.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
660 Mid 13 3 22 -8 B 8~15 H

  • Followup possible even on whiff.
  • Antiair


Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a falling j.C after jump cancelling 2C. Can be confirmed easily on air hit with the followup 2CC or by jumping/super jumping and using an air normal depending on the height. 2C only gatlings into 2CC on block so it's better to jump cancel or avoid the followup entirely as it's mainly used for combo filler. Fairly long recovery on whiff, and will leave you in a crouching position if you're hit.

2C is a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is completely useless against characters that have air moves that allow them to hit from directly above or behind you as 2C will whiff easily. Jin's j.2C with its amazing vertical hitbox and Azrael's j.B with its ridiculous crossup hitbox come to mind.

If 2C is used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with 421A/D or the blade super and proper safejumps in the corner with correct jump cancel and j.C timing.

2CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
740 Mid 12 3 29 -15 B 1~17 H

Followup to 2C which can lead to air combo on anti-air 2C hit or ground hit 2C if you confirm close enough to the opponent. Gatlings into 5C if 5C has not already been used to gatling into 2C. Jump-cancellabe on hit but you need to be very observant when you hit with 2C because 2CC whiffs on crouching opponents, leaving you vulnerable. As a result, it serves no purpose in blockstrings.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 High 26 2 24 -9 B -

  • Fatal counters.
  • Forces crouch.


Tsubaki's standing overhead, 6A leads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If 6A is blocked it gatlings into 5C which is air tight even on IB, so even if the 6A is blocked you can charge cancel the 5C which gives you another chance to open up the opponent. 6A is a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do 6A > 5CC > 6CC into a variety of followups, with IAD j.CC being the most common option.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Low 17 3 17 -3 F -

  • Followup possible even on whiff.


Tsubaki spins then does a low kick which unsurprisingly, hits low, making it a standing low. The beginning looks slightly similar to 6A so it can be used for an ambiguous mix-up against players who are not too familiar with Tsubaki's normals. On CH, it causes the opponent to trip, but in CF, 6BB is fast enough to catch the falling opponent, allowing a short combo, or a longer one with charge.

This normal has changed substantially in CF - it comes out much faster now, allowing it to combo from 5B without needing a counter hit, and allowing it to catch people trying to jump out after 5B/5C; However, it is no longer plus on block, making it a somewhat riskier place to reset pressure. However, the threat of 6BB, 421X, and 22X can be enough to keep the opponent guessing here and allow a pressure reset if you aren't too predictable.

6B can be used to catch backward rolls after 22B and j.214C enders. A common roll catch route would be 6BB > 214B.

6BB

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
200*6 Mid 23 1*6 38 -18 B -

  • Followup possible even on whiff.
  • Punish tool/high damage combo filler


Whip-based attack that hits multiple times. OD, jump, and special cancellable on hit. The absolute best of Tsubaki's combo starting normals and also a very nicely prorating move when used in combos. One of the best moves to go into Mugen out of which usually involves a CH 5B/C > 6C since 421D > 236D is possible after exiting the Mugen animation due to 6C's large amount of hitstun. Downs the opponent on air hit.

This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into 421A or 22B. Cancelling into 421A can be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while 6C lands. Gatlings into 6CC.

You can perform kara throws with this move by inputting 6C~B in quick succession (A 3 frame window). Tsubaki will say the voice line for 6C and will appear to step forward and perform a grab. Kara throws allow Tsubaki to threaten grabs outside of normal range.

6CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
200*3 Mid 20 1*3 35 -15 B -

Followup to 6C where a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except to rapid or OD cancel, so avoid using in a blockstring. There is a small gap between 6C and 6CC, so it can be used as a frame trap, but it is very risky as a pressure tool as mentioned already.

Used as combo filler after a successful 6C hit and launches on hit. The amount of untech time after the launch guarantees that j.C will connect after an IAD which leads to huge damage and corner carry through the IAD juggle combo.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 Low 18 10 23 -12 F -

  • Fatal counters.
  • Followup possible even on whiff.


Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Does not gatling into anything other than its followup, but as of CF can be followed up into a combo meterless. The range of 3C varies depending on when it is cancelled into 3CC. No/late cancelling results in the furthest range but cancelling early will provide very little horizontal range. Similarly, how far Tsubaki travels before making contact with the opponent influences how easy it will be to punish you on block since she will recover faster in the later active frames of the slide.

3CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 Mid 17 4 17+18L -18 B 1~17 H

  • Fatal counters.
  • In the air 23~31F.


Launches the opponent into the air after 3C. This can be used to trick your opponent into thinking they can punish you after 3C, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse.

Important combo filler to launch opponents after 3C to confirm into combos.

Ending a combo with this normal gives you enough time to set up a safejump, though this can only be done practically in the corner.

j.A

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 High/Air 8 4 12 - H -

  • Followup possible even on whiff.


Horizontal normal, used in air combos. This makes a better air to air normal than j.A because it has slightly more range, but it still has pretty awful hitbox structure. It also might be more favorable to use over j.C in some cases because it is faster so keep that in mind.

Plays a very very important part in confirming off of random non-2C ground-to-air hits with 5B for example after a super jump or after catching a roll with 2A and confirming into 5B. It is also required in conjunction with j.C for her juggle extensions to work off of jump cancelling 2C instead of 2CC. It lifts the opponent up higher than j.C so it can be used to alter the opponent's position during air combos.

j.BB

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700 High/Air 11 4 23 - H -

  • Followup possible even on whiff.


The go to normal for air to ground offense. This is Tsubaki's longest ranged air normal and sports the best vertical hitbox out of all them. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, or 5C. With a CH j.C landed on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. However, it isn't that great compared to other characters' strong air normals due to its hitbox structure and slower startup and can be heavily disrespected because of this. On block however, you can delay the followup 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 attempt to bait a counter assault or reversal.

j.CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 High/Air 10 2 29 - H -

Delay-able followup attack to j.C, Tsubaki attacks with the pages of her book. It is mostly used in combos, after j.C hit confirms, or for an added overhead after a blocked j.C. Using j.CC actually cancels out Tsubaki's downward momentum in the air and makes her float momentarily. The short hop that she does can be used as both a mixup and a frame trap after a j.C that is done very close to the ground. It can also be used as a movement tool, as it causes Tsubaki to "glide" a bit during an air dash because of this attribute. If close enough to the ground, you can combo into 5A, 5B, or 5C. This usually happens if you jump-in on your opponent first with j.C and then delay the j.CC a little bit as if you were doing an IAD combo and then land to continue.


Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - 18 [14] While held 9 - - -

  • CH state for the duration of the move
  • Hold D to continue charging


Aside from charge cancels, this is the main way to charge stocks. It's necessary to make a balance between using this to gain resources and rushdown. You should focus on charging stocks when you are far from the opponent or after knockdown.

In pressure, Tsubaki can cancel into this move to increase frame advantage of some of her attacks. These are called charge cancels. Charge cancels give Tsubaki more pressure resets on many of her stronger attacks.

Below is a list of common moves; Their normal frame advantage is in parentheses.

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

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - 18 [14] While held 9 - - -

  • Behaves the same as 5D, but crouching.

2D sees much less use than 5D because getting hit will result in a crouching counter hit, often extending the opponent's combos.

2D can be used to low profile certain projectiles such as Jin's j.236A. In theory, this can also make certain jabs whiff when used as a charge cancel. However, it runs a much bigger risk for not much more reward when used this way.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - 13 [9] While held 5L - - -

  • Only causes Landing recovery if held when touching the ground
  • Charges 1/2 a stock at normal rate, then charge rate becomes inversely proportional to height.
  • Stops Tsubaki's horizontal movement and slows Tsubaki's descent


j.D decreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. Even if started high in the air, Tsubaki's charge speed will increase as she descends.

Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancelling j.C or j.CC and then linking j.A or j.B directly after j.D's recovery ends. In Overdrive, the reduced recovery allows j.C and j.CC to be linked to another j.C which slightly increases combo damage. This requires tight spacing and can only be utilized if you haven't used an air option. However, it does get you a tiny bit of charge mid-combo and slightly more corner carry if you do pull it off.

J.D also sees some use in optimized corner combos after j.236A.


Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw(70) 7 3 23 - T -

  • 100% minimum damage (1500).


Tsubaki throws her opponent forward, causing a wallbounce. A delayed 214B is the easiest way to followup from this midscreen. You can also followup with micro dash 5C > 2C but the timing on it is quite strict. 236B is also an option, but if you 214B to continue from there it may whiff. In the corner, if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage.

Tsubaki By inputting 6C~B, you can increase the range of the throw making it a little more difficult to see. You'll know when you have performed this correctly because Tsubaki will not only move forward slightly but say something as if she were using 6C. Can be OD cancelled to allow 6C followups.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw(70) 7 3 23 - T -

  • 100% minimum damage (1500).
  • Staggers opponent


The stagger opens up various resets if the opponent opts to tech immediately. You can mix up between 6A/2B, command grab, or even another throw. However, it's best to just followup with an actual combo. The most common followup from Back Throw is 214B. The 214B followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. If you want to use charge, you can use 214D > IAD j.CC(delay) > 5C > 2CC > j.C > j.CC > j.214A. Back throw is generally less rewarding than forward throw combo-wise so avoid unless necessary. You can ODC for a 6C followup, just like forward throw.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw(120) 7 3 23+3L - T -

  • 100% minimum damage (1500).


Tsubaki throws the opponent onto the ground which causes a slight bounce. When going into the air with your opponent, this is usually your best option if you're close since her other air-to-air options are awful. The best way to followup from an air grab is always into 6C. This can also be OD cancelled and is useful for trapping your opponents burst and going for the kill.

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B -

  • Costs 25% Heat.
  • 180F Heat Gauge Cooldown.
  • Possible to charge.
  • Causes hard knockdown on air hit.


Tsubaki swings her book over her head to guard crush the opponent. Has comparatively short range for a Crush Trigger, but is useful for combos and positive on barrier block. Massive untechable time on CH, staggers on ground hit, and grounds on air hit. A key part of Tsubaki's more damaging combos utilizing 214D's jump cancellability. Non-followup 214D can be cancelled straight into Crush Trigger using a special technique which leads into massive damage from both the hit itself and the fact that it allows for a link to 6C.


Special Moves

Notes
  • Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo.
  • All specials can be cancelled to D specials on block or whiff with the exception of 22B/D and j.214X but you cannot cancel to non-D specials.

Sanctus Aequum

236A/B/C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236A 600 All 13 4 18 -7 B -
236B 800 All 18 9 18 -8 B -
236C 800 All 18 9 18 -8 B -
236D 900 All 19 10 10 +2 B -

  • C Version passes through opponent on hit or block.
  • All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff.
  • D version launches on hit.
  • D version has 110% bonus proration while in 214214D.


Charges forward with the shield. The A version travels a little less than half screen, the B and C versions travel about 3/4 screen, and the D version travels slightly farther than them. The stockless versions do not function as gap closers. Instead, they're usually combo filler. Different versions can be used in combos so that SMP is not activated. You can followup with 214D and then/or 22D to catch people trying to punish you in the recovery of the moves.

The A version has the fastest startup. It's only used when the combo is heavily prorated and 236B might not work. Covers small ground.

The B version is the main version you'll be using in combos. Slightly slower than the A version but travels about 1/2 screen.

The C version crosses straight through the opponent and allows you to switch sides at any time during a combo. It travels the same distance as the B version. It leaves you a little farther than 2B's length behind your opponent on block. On hit, it crumples the opponent. In pressure, you can rapid cancel at different points to create a left/right mixup

The D version launches the opponent and can be followed up with a dash 5B/C if the opponent is hit off the ground or even 6C if the opponent is being juggled after 2C for example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a 5B's length in front of your opponent.

You can microdash into these specials to give them more effective range. This is done by inputting either 2366X, or 412366X. This also makes it somewhat easier to link 236236C.

Sanctus Veritas

214B/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214B 800 Mid 21 3 23 -7 B 9~20 B
214D 1000 [900] Mid [All] 20 [17] 3 23 -7 B 6~22 B [-]

  • All versions can cancel into 22B/D on hit and 22D on block or whiff.
  • Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
  • D version is jump cancellable when not used as a followup.
  • Both D versions have 110% bonus proration while in 214214D.


The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability a few frames into its startup that last until around until the move becomes active. Unsafe on block, but delivers a sufficient amount of pushback to make you harder to punish. It's too slow to be used reactively or in neutral, so it is mostly just combo fodder. Just like with the 236X series, you can followup with 22D on block to catch people trying to punish you and/or hold onto your turn.


B Versions

The regular B version flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect.

The followup B version does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into 22B/D in order to continue. Using both the regular and followup versions in a combo will not trigger SMP.


D Versions

The regular D version flips the opponent when it launches them and is jump cancellable on hit. The jump cancel opens up a variety of combo paths that all lead to great damage and corner carry. By cjump cancelling the move, you can go into a simple air combo with j.C. By either preforming an IAD j.C or delaying j.C until you are near the ground, you can get a juggle combo going by connecting 5C after touching the ground. The jump cancel can even be used to cancel 214D into a Crush Trigger or raw OD. This technique known as a "jump cancel cancel" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like the B version, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching.

The followup D version does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike the B version, it can still be followed up with 5C even after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of just before. Not nearly as unsafe on block compared to the B version. Follows the same rules concerning SMP exemption.

Agnus Dei

22B/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
22B 800 High/Air 28 6 1+10L 0 H 7~38 F
22D 660*2 High/Air 28 3,3 3+10L +3 H 5~36 FT
Followup 22D 660*2 High/Air 22 3,3 4+9L +3 H 5~37 FT

  • Same startup for both versions, but 22D has greater range and can have different followups
  • Jumps over lows, but can be interrupted if predictable due to high startup

A new version of the 3rd attack of Tsubaki's 'rekka' combo introduced in CF. It is a versatile special added in CF that helps Tsubaki maintain close-range for pressure while also being a relatively safe potential starter on its own.

The final attack in Tsubaki's string of special attacks that bounces or knocks the opponent down. Tsubaki leaps forward and swings a hammer overhead, forcing the opponent to block high while avoiding potential lows. It has frame advantage on block and can be used on almost all of Tsubaki's normals, making it a great way to continue pressure as it allows her to close distance relatively easily. Due to its high startup it can be interrupted by a wary opponent, but because of the many options it can be canceled off of, an opponent might be hesitant to call it out.


B Versions

The B version hits once with the hammer, bouncing the opponent off the ground. It can be followed up easily with a large variety of normals with the most common one being 5C. While using it as a way to close distance has its advantages, the opponent may be expectant of this. If the opponent respects Tsubaki's close-range pressure, it may be useful to throw out as a potential mixup at a closer distance.

The followup B version knocks the opponent to the ground. Without meter it cannot be followed up as the opponent can quickly tech once knocked down. As followups are unlikely, it is typically canceled with 5D/2D. Cancelling into 5D/2D after knocking the opponent down with it speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo, though this can only be done after the B version. As this cancel can be done at the end of a 22B starter combo, it is only recommended for the followup. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.5 charges before going back to the regular charge rate.


D Versions

The D version hits twice with the hammer, bouncing the opponent off the ground like the B version, but deals slightly more damage and leaps almost twice the distance. It is roughly the same as 22B in terms of combo routes as the bounce caused is identical, but where it is unique is in how it can be used to make 236X or 214X safe. As these specials are punishable and cannot be canceled into 22B on block, 22D may be able to catch or trade with an opponent looking to punish them.

The followup D version deals less damage than the regular D version but otherwise functions mostly the same, causing the opponent to bounce off the ground. When used after 214X, the knockup allows 22D to bounce the opponent slightly higher, allowing a unique followup of 3CC for optimal damage in some combos. In some instances, the opponent may be knocked up such that an immediate 22D after 214X will cause 22D to hit only once, but in such a case 22D can be slightly delayed to get in both hits for optimal damage.

Benedictus Rex

623C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
623C 850 Mid 10 40 Total 45+19L -21 B 1~10 All
623D 650*3 Mid 10 3,3,3 Total 50+23L -21 B 1~14 All

  • Active frames calculated off 1st hit.
  • Both versions can cancel into j.236A/D or j.214A/B/C/D on hit.
  • Both versions can cancel into j.236D or j.214D on block or whiff.
  • D version has 110% bonus proration while in 214214D.


Tsubaki's reversal option to get out of pressure. It has a lot of recovery making it very easy to punish, 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 don't 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 which allows opponents to sometimes hop over the active portion of the DP and hit Tsubaki who will be stuck in the animation of the DP.

In CF, the combo routes stemming from this special are emphasized since it can be consistently followed up thanks to it launching both Tsubaki and the opponent fairly low off the ground. For more details, see the Combo Section


C Version

The C version fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specials j.236A and j.214A on hit in order to get a knockdown immediately in front of Tsubaki when she lands. If the move is whiffed or blocked, it can be cancelled into the D versions of those moves in order to make the reversal somewhat safer if called by the opponent. Using j.214D completely prevents a the opponent from scoring a counterhit on you since it replaces the recovery of the DP, but they can still punish you if they are competent, so do not rely on the followups to save you 100% of the time. Using j.236D will move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground.


D Version

The D version fires three small pillars out of the ground and deals slightly more damage than the C version. It is really only used in Mugen combos, but it has utility outside of them. It has slightly more invulnerability and slightly less recovery compared to the C version. It also allows for proper followups after the reversal when cancelling to the D versions of the air specials which are not possibly by using the C version.

Aequum Elesion

j.236A/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.236A 800, 500 All 16 3(6)X Until L+5 - H, P1 -
j.236D 800, 600 All 16 3(6)X 37 - H, P1 -
Followup j.236D 700, 600 All 16 3(6)X Until L - H, P1 -

  • Can cancel into j.D on hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards.
  • Followup A version can cancel into j.D from 31F onwards.
  • All versions except for the followup A version have projectile startup of 25F.
  • All versions can cancel into j.214A/B/C/D on hit without the projectile landing.
  • D version can be cancelled into j.214D on whiff.
  • Following up either D version with j.214D activates the aura.
  • Both D versions have 110% bonus proration while in 214214D.


Tsubaki's aerial projectile special. It also happens to be the second part of her "rekka" out of 623C. The projectile is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and it has long recovery. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input (2369A) which makes the special happen right out of jump startup and very close to the ground.


A Versions
  • Can be cancelled into j.D to generate a minimum of 0.5 stocks

The A version fires the orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Has combo potential in the corner in conjunction with j.D by linking j.B while the opponent is still in hitstun from the orb.

The followup A version does not launch a projectile. It's only accessible after a DP, so Tsubaki uses it exclusively as part of a combo ender.


D Versions

The D version fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like the A version's projectile, it costs a charge so it really isn't worth it. Just like 623D, it sees most of its use while under the influence of Mugen, but when used together, a decent followup combo can come out of a successful reversal. If j.214D is used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo than j.214D by itself.

The followup D version still launches a projectile. You will see the followup version of this special after a whiffed or blocked DP. It has the same weakness as using 236A high in the air, though; attentive opponents will run right under the projectile and punish you if they are fast enough.

Lux Aeterna

j.214A/B/C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.214A 600 All 9 Until L 22 - H -
j.214B 700 All 11 Until L 24 - H -
j.214C 800 All 17 Until L 33 - H -
j.214D 900 All 13 Until L 16 - H 11~Until L P
Followup j.214D 800 All 9 Until L 29 - H 11~Until L P

  • All versions can cancel into 5D/2D on hit.
  • Install version always has hard knockdown
  • Non install versions only have hard knockdown on ground hit, or when used as part of her air "rekka" of 623X and j.236X.
  • Both D versions have 110% bonus proration while in 214214D.


Tsubaki's air combo ender and final part of her string of specials starting from 623C. It nets a knockdown and leaves her right in front of the opponent when she lands. In BnBs, this special often follows j.236X. Cancelling into 5D or 2D after grounding the opponent speeds up charge generation for a few frames. This guarantees about 1/2 a stock before going to the regular charge rate. Just like the 22X series, this cannot be done after the D version of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent. Not that great of an idea to use in neutral as an approach or in pressure unless you have the meter to cancel its recovery.

The A version travels at a -60° angle and covers the least distance. The B and C versions travel at a -45° angle and a -30° angle respectively.

The regular C version pauses for a moment, then descends. On air hit it wallbounces in the corner but causes soft knockdown. You can use this to set up different oki situations.

The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. These versions are one of Tsubaki's main combo enders. After getting a hard knockdown, Tsubaki can call out delay techs with 2A to continue a combo and net some corner carry.


D Version

The regular D version descends at the C version's angle. It will always hard knockdown and has longer untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen. 2A after the post-landing dash is the simplest way to follow up the special, but it doesn't do that much damage and and prorates the combo pretty badly, so if you have trust in your execution you can go for 623C and catch with 5C to continue the combo. Of course, 623C prorates the combo nearly as bad as 5A, but it deals nearly triple the damage that 5A deals.

The followup D version descends at an angle similar to the regular A version and recovers much slower, so she can't followup on knockdown. This effect is often seen when Tsubaki autopilots 623C > j.214D without confirming the 623C hit.

Lux Aeterna (Aura)

j.236D > j.214D (Aura)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
250*N All 9 Until L 29 - H 11~Until L P

  • Starts up when j.214D comes into contact with j.236D's projectile.
  • Has 110% bonus proration while in 214214D.


Makes viewers go "oooooh" when used. This combination special prorates amazingly and does a lot of damage, so the earlier it is used in a combo, the better. 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 if you are afraid of getting punished even after spending a charge to cancel into j.236D. Can be used to continue combos with 6C midscreen easily since it grounds the opponent and has a ton of untech time.

Lux Macto

421A/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
421A 500 All 25 70 Total 54 -2 P1 -
421D 600 All 13 95 Total: 47 -7 P1 -

}}

  • D version can cancel into 236D at any time after startup.


Tsubaki's ground projectile. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just like j.236A. It can be used for oki or pressure as well.


A Version

The A version sends out a pink orb that travels about fullscreen screen before disappearing. It has fairly slow startup, so just like j.236A, it should only be used in neutral when you are a comfortable distance from your opponent. You can also use it against passive opponents to reset pressure. When used this way, you should cancel into it from high attack level moves like 6C or 6B so you don't get mashed out as easily. This reduces the gap of time where you can get mashed. On most knockdowns, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in. This is especially useful after a 2C ender midscreen if the opponent neutral techs.


D Version
  • Lasts about a screen and a half

The D version sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar to Carl's Volante. The large size and its new acceleration make it even better at doing nearly everything the A version's can do. The slow start speed protects the space directly in front of you when it is called out and can be used as a shield. This also improves its use as oki. In neutral, avoiding the projectile is much more difficult and risky for characters that don't have very good movement options.

All of this utility makes the D version a very acceptable use of charge outside of combos and pressure. In those situations, you are better off using charge on something else. If 236D is used directly after this special, it will active the aura and change the properties of 236D, similarly to the air versions.

Sanctus Aequum (Aura)

421D > 236D (Aura)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
250*7 All 19 10 [2*6] 18 +6 B 19~End of Active Guard P

  • 19-40 Projectile Guard Point.
  • Starts up when 236D comes into contact with 421D's projectile.
  • Invul calculated on whiff.
  • Possible to cancel into 214B/D or 22B/D.
  • 110% bonus proration while in 214214D.


The ground version of Tsubaki's 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, but you can still lose to DPs and some characters may be able to use their backdash to make it whiff. If the opponent is wary of this combination special, you can send out only 421D's projectile without whiff cancelling into 236D and go for an IAD to punish them trying to bait it. This is also a really good special to use in combos, especially if used in the beginning or in mugen combos as it prorates just as amazingly as the air aura. However, since there are very few opportunities to use this attack, it is not considered so much. When you do come in contact with an opponent they will be launched high enough for you to catch them with 6C even if they were originally on the ground.

Sanctus Aerolata

63214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 100*12 Throw(90) 11 3 30 - T -

Tsubaki's command throw. When it successfully connects, it will give her two charges guaranteed when the move ends. It can be rapid cancelled during startup in order to go into a combo. 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 2B 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 or during blockstrings they can avoid it by jumping, and this is why you would mix it up by using meaties and frame traps for effective punishes, It's all about conditioning your opponent. There are many setups you can use with this command throw so please check out the strategy guide.

Though this command throw is a very strong tool that gives access to a frightening strike/throw game, it has a long, CH state recovery so a wary opponent will be able to punish you heavily for misusing this move.

Like the normal throw, it's possible to kara cancel 6C into this move to give it extra range by inputting 63216C4. Keep in mind this technique is tricky and strict, and carries the risk of letting out an unintended move.

If you do RC this attack and need to followup, your most common options would be 2C > 214B, 6A, and [CT] > 6C.

Distortion Drives

Confutatis Maledictis

236236C/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236236C 1000*4 [1000*5] All 5+(30 Flash)+7 21? Total 51 -21 B 1~14 All
236236D 1000, See notes
[1000, See notes, 1000]
All 5+(34 Flash)+1 18? Total 51 -28 B 5~5 All

The C version can be used as a reversal option because it has invincibility, but it has awful horizontal range and will sometimes even trade with your opponent's attacks if they have sufficient active frames so it's inferior to her DP. You can link with 236D after the super ends for a short combo, and in other rare cases you can use 3CC or even 6C. The C version does not consume any charge.

The OD version is also invincible on startup, but Tsubaki ends this version with a shield charge that floats the opponent into the air allowing for followup combos. If you have the meter+stocks, combo 236236C into 236236D for massive damage


D Version

  • Projectile damage depends on charge level: Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200*5, Lv5: 1000*9
  • OD Projectile damage depends on charge level: Lv0: 500*3, Lv1: 750*4, Lv2: 570*7, Lv3: 710*7, Lv4: 710*10 Lv5: 960*10
  • Minimum Damage Lv0 = 525; Lv1 = 600; Lv2 = 750; Lv3 = 900; Lv4 = 1050; Lv5 = 1500.

195+

  • OD Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740
  • 110% bonus proration while in 214214D.
  • Only possible to Rapid Cancel on block.

Default super for big damage.

The D version is your main combo ender because its minimum damage is higher than the C version, and Tsubaki moves forward during the animation making it easier to connect. The D version will consume all the charge you have and have no control over the amount used. If this version is used used during Macto Maledictus (214214D), it will use the amount of charge stock that Tsubaki had on Macto's activation. It does however knock the opponent away from you, which allows you time to charge. If you were facing the corner when the combo ended, you will still have oki since the super knocks them back to the corner and leaves you near them after while in OD.

Macto Maledictis

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 7+(125 Flash)+4 - - 7~7 All

  • Also known as Mugen
  • Costs 50% Heat.
  • 180F Heat Gauge Cooldown.
  • Possible to move 3F before opponent after super flash.
  • Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
  • Allows unlimited use of D moves without spending any charge; When the gauge is empty, the effect ends.
  • Requires at least one charge to activate this move.

This distortion is an important aspect of Tsubaki since it gives her access to ridiculously high damage even if she is low on charge. The bonus proration from the free D specials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Very risky to use when your opponent has Burst stocked since the super's animation is a visual indication of certain death for them which will usually end up with you across the screen with 50 less meter and no charges. If you are in OD, however there is no escape and OD benefits Macto by making it last longer. Can also be used to make viewers go "ooooh" and "ahhhh."

Requiem Maledictus

632146B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
450*7 [600*8] All 1+40 - Total 1+57 - P2* 16~58 All

  • Costs 50% Heat.
  • 180F Heat Gauge Cooldown.
  • 20% minimum damage (720).

Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into j.C for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out, so don't use it like a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible.

While in Overdrive, the summoned projectiles change their appearance and fire off slightly slower, effectively locking down the opponent longer. Additionally, they actually hold the opponent in place like Rachel's Tempest Dahlia even if they are in the air or using barrier.


Exceed Accel

Macto Lux Kyrie

ABCD during Overdrive

Astral Heat

Requiem Aeternam

632146C


External References


Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data.