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Tsubaki Yayoi |
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Overview
Drive: Install
Pressing 5D, 2D, or j.D will cause her to “charge” her install meter. Holding the button on 5D, 2D, or j.D will cause this meter to fill at a specific rate. Gaining and using charges effectively is key to being successful with Tsubaki. The D versions of her specials have properties that can lead to new mix-up options, higher damage, and combos which will be explained later. She can only hold a maximum of 5 charges at any time during a round and any left over charges will not be carried over to the next round. Some of Tsubaki's normals can be "charge-cancelled". Doing this replaces the recovery of the normals with the recovery of charging her install gauge, effectively altering the frame advantage of most of these moves in Tsubaki's favor. The normals that can be charge cancelled, along with their regular and altered frame advantage are listed below.
- 5A(-2) > 5D = -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
Take note that normals with recovery shorter than the recovery of charging such as 5A and 2B do not benefit from charge cancelling frame advantage-wise.
In the game's code, each charge is subdivided into 10,000 points to allow the game to store partial charges.
Overdrive: Second Install
After activating overdrive, Tsubaki automatically gains charges at a set rate for however long OD will last when used depending on her health. For example, if you choose to use her OD in the beginning of a match, you will gain, at most, 2 charges before it ends. Charge cancelling recovery is shortened during OD 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. .
If you try to activate her distortion drive "Macto Maledictus" aka Tsubaki Mugen/Install (214214D) and then OD to gain the benefits of both, Mugen will take priority. This means that her charge bar will start to drain instead of gaining charges. However! Her charge bar will drain at half the speed during Mugen in OD which can allow for longer Mugen combos while short on charge.
Strengths/Weaknesses
- Drive mechanic allows for smooth and seamless interaction with Central Fiction's new system mechanics and resource cycle.
- Special overhead hammer that hops forward over foot attribute moves and is plus on block makes pressure very scary.
- Combos are ridiculously straightforward, have consistent damage and get a ton of corner carry.
- Oki and spacing after knockdowns are very reliable 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 gauge specials and cross-through attribute special shield bash grant remarkable control over the end positioning of combos and can be used to annoy the opponent in neutral.
- 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.
Normal Moves
- Notes
- 5A and 2A can only be done up to three times in any string, even on whiff.
- All of Tsubaki's normals, besides 5A/2A, are air unblockable.
- Tsubaki's fatal counters are 6A, 3C, 3CC and 5CC.
5A
5A |
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5B
5B |
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5BB
5BB |
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5C
5C |
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5CC
5CC |
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2A
2A |
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2B
2B |
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2BB
2BB |
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2C
2C |
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2CC
2CC |
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6A
6A |
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6B
6B |
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6BB
6BB |
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6C
6C |
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6CC
6CC |
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3C
3C |
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3CC
3CC |
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j.A
j.A |
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j.B
j.B |
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j.BB
j.BB |
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j.C
j.C |
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j.CC
j.CC |
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Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
5D
5D |
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2D
2D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
- Notes
- All D versions of specials require one charge unless in Mugen/Install (214214D).
- 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.214A/B/C/D but you cannot cancel to non-D specials.
Sanctus Aequum
Sanctus Aequum 236A/B/C/D |
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Sanctus Veritas
Sanctus Veritas 214B/D |
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Agnus Dei
Agnus Dei 22B/D |
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Benedictus Rex
Benedictus Rex 623C/D |
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Aequum Elesion
Aequum Elesion j.236A/D |
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Lux Aeterna
Lux Aeterna j.214A/B/C/D |
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Lux Aeterna (aura)
Lux Aeterna (Aura) j.236D > j.214D (Aura) |
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Lux Macto
Lux Macto 421A/D |
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Sanctus Aequum (Aura)
Sanctus Aequum (Aura) 421D > 236D (Aura) |
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Sanctus Aerolata
Sanctus Aerolata 63214C |
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Distortion Drives
Confutatis Maledictis
Confutatis Maledictis 236236C/D |
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Macto Maledictis
Macto Maledictis 214214D |
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Requiem Maledictus
Requiem Maledictus 632146B |
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Exceed Accel
Macto Lux Kyrie ABCD during Overdrive |
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Astral Heat
Requiem Aeternam 632146C |
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External References
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
Navigation
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