BBCF/Tsubaki Yayoi/Combos

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 Tsubaki Yayoi


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
w = The move must not hit (Whiff)
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Overview

Tsubaki is a beginner-friendly character with relatively low execution requirements for her easiest combos. She can go into a simple confirm off of almost any hit thanks to 6BB, and many of her combo routes are not heavily dependent on the combo timer, giving her plenty of time to confirm hits into simple combos. With charges of Install (often referred to as Stocks), her damage, corner carry, and okizeme all improve greatly. More advanced combo routes take advantage of her ability to cancel the landing recovery of her DPs by whiffing its follow-ups to grant her access to extended combo routes even without the usage of stocks. This page showcases some of Tsubaki’s core theory and principles that are used to build her combos as well as example combos for many of the most common situations and starters. At the bottom of this page and in the Resource Dump tab, Gura’s combo document and the corresponding visual reference video are linked, which dives deeper into her most optimized routes and includes more examples than are listed here.

Note: For the sake of better readability Tsubaki's common airgatlings are notated in a shortened version. For example j.BB > jc. > j.B > j.CC will simply be shown as j.BB > jc. > j.BCC.

Combo Theory

Normal Confirms

Tsubaki benefits from having normals that lend themselves very well to hit confirming into combos. Since most of her normals are two inputs and cancellable on whiff, block, and hit, giving her plenty of time and options for transitioning from blockstring to combo. These are some of the most common normal gatlings that she can start and extend combos with.

6BB ConfirmSimple and Reliable
Very Easy

(...) > 5B/5C(C) > 6BB > (...)
6BB is a key part of Tsubaki's Bread and Butter Combos. It can be confirmed into off of any starter after nearly any amount of hits, and can always connect to her Rekka Series, another core part of her BnBs. It's also useful in pressure as a way to catch fuzzy jumps from 5B or 5C, and is special cancelable on block as well as hit, allowing for pressure resets if it's blocked.

The most common application of this link is off of a max-range 5B poke, as at that range it is the only way to convert the poke into a combo.

Example: 5B > 6BB > 236A~214B~22B (1855)

5BB 5CC ConfirmClose Range for Higher Damage
Easy

(..) > 5BB > 5CC > (6BB) > (...)
This routing works when Tsubaki is close enough that 5BB will not whiff, and leads into better damage than the 5B > 6BB route which must be utilized when 5BB will whiff. It most commonly will link into the DP Whiff routes, or into the rekka series if the combo has gone for too long or started with an A normal.

Example: 5BB > 5CC > 623C~dl.j.236Aw > 5C > 2CC > 9sjc. > j.BB > 9jc.> j.BCC > j.236A~dl.j.214A (~3107)

6A ConfirmEasiest way to get crouching confirms
Very Easy

6A > 5CC > (...)
6A only gatlings into 5C, which is convenient because it's both a good option for continuing the blockstring as well as the optimal way to confirm a hit. It also forces crouch on hit, allowing for Tsubaki to utilize her crouching confirm routes regardless of the opponent's state when they get hit.

One final note is that it is one of Tsubaki's few Fatal Counters, and the 5CC can be hit confirmed into 6C for a damage spike.

Example: 6A > 5CC > 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3034)

Rekka Routes

Tsubaki's most basic combo extension is going into her rekka series, 236X > 214B > 22X. It is consistent off of most of her normal gatlings, and with stocks, leads into air combos, extra damage, and okizeme.

236A Rekka StarterLowest damage but most consistent
Very Easy


(Normals) > 236A~214B~22X > (...)
236A doesn't deal as much damage as the alternatives, but it has the benefit of the fastest startup. It should be used at higher hitstun decay or ranges where the longer startup of the other options will allow the opponent to recover.

Example: 5AA > 5BB > 5CC > 6BB > 236A~214B~22B

236B Rekka StarterHigher damage when possible
Easy


(Normals) > 236B~214B~22X > (...)
Off of better starters and when closer to the opponent, 236B is the superior option to start the rekkas with.

Example: 5BB > 5CC > 6BB > 236B~214B~22B

236C Rekka StarterConsistent Sideswap Option
Medium


(Normals) > 236C~214B~22X > (...)
236C has the same startup as 236B, meaning it can be used in all of the same situations. It forces a sideswap on the opponent, making it one of Tsubaki's best options for putting opponents in the corner when she gets a hit with bad screen position.

Example: 5B > 6BB > 236C~214B~22B

22D Rekka EnderCommon extension into air combo
Easy

(Normals) > 236X~214B~22D > (3CC) > [5C > 2CC] or [5CC] > (Air Combo)
By spending 1 stock, Tsubaki can extend her Rekka combo into an air combo. This improves her damage output, corner carry, and okizeme. Managing Install to get the most out of hits is one of the key aspects to playing Tsubaki. Notes on 5CC vs. 5C > 2CC

Example: 5B > 6BB > 236A~214B~22D > 3CC > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3433)

5CC vs. 5C > 2CC

Tsubaki most commonly transitions into her air combo in one of two ways: 5CC or 5C > 2CC. However, the two are not completely interchangeable, and sometimes adjustments may need to be made mid-combo to decide which launcher to use.

5C > 2CC has more vertical reach, launches the opponent higher, has slightly more damage, and has slightly more corner carry. All of these reasons lead to it being the preferred option in most situations. However, 5CC has more horizontal reach and also a shorter gap than 5C > 2CC, allowing it to combo at higher hitstun decay when the opponent may tech out of 5C > 2CC. It also can be used for confirming stray hits at long horizontal distances where 2CC would whiff, such as after a DP or a 214X starter. Finally, 5CC may sometimes be the better option in the corner for setting up the Staircase Route.

5C > 2CC ExampleGo-to launcher into aerial routes
Very Easy

(...) > 5C > 2CC > (Air Combo)
As discussed above, 5C > 2CC is usually the preferred way to launch an opponent into an air combo. Use it when:

  • Combo Timer is not a concern
  • Horizontal Distance is not a concern
  • Vertical Distance is a concern

Example: 5B > 6BB > 236A~214B~22D > 3CC > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3433)

5CC ExampleAlternative launcher for specific scenarios
Very Easy

(...) > 5CC > (Air Combo)
As discussed above, 5CC is an alternative way to launch an opponent into an air combo. Use it when:

  • Combo Timer is a concern
  • Horizontal Distance is a concern
  • Vertical Distance is not a concern
  • Setting up the Staircase Route

Example: 5CC > 1 stock 214214D > 623D~j.236D~j.214D > 3CC > 5CC > sjc. > j.BCC > j.236A~dl.j.214A (4695)

DP Whiffs

Tsubaki’s DP Whiff Routes are an important part of getting the most out of her kit. They can be done anywhere on the screen, deal good damage, and can be confirmed into after hitting up to around 5 normals, varying by starter (As a general rule, DP Whiff routes cannot be done off of A button starters). What’s more, the DP whiffs can often directly replace the rekka series in other routes so long as Tsubaki is close enough to the opponent for the DP to connect – most notably, it works off of her central bread and butter 5B > 6BB confirm at close range. More generally, it takes time and practice to understand when this route will or won’t connect, but as a general rule for spacing, 5BB, 2BB, and 6B leave Tsubaki closer to the opponent, and any other will push the opponent further away. Taking advantage of this when structuring blockstrings and the early parts of combos will make it easier to hit confirm into the DP Whiff routes.

623C Whiff routes are the key to improving Tsubaki's damage output and Install management. Mastering these routes allows Tsubaki to hold on to her stocks without sacrificing a significant amount of damage, corner carry, or okizeme.

623D Whiff routes are similarly useful. They cost a stock (though often end up being stock neutral when used in the corner in conjunction with the Staircase Route) but do more damage and can be inserted into more types of combos than its stockless alternative. The timing is different between the two DPs, and the j.214A whiff has more stringent spacing requirements on the 1-stock DP, but with practice, mastering both types of the DP Whiffs greatly increases Tsubaki's potential.

Some routes will require the j.214A whiff over the j.236A whiff, including more optimized side swap combos and some 623D combos, so eventually being able to execute both versions of the DP Whiff is recommended. When first learning, however, it is best to pick whichever feels most comfortable and become consistent with it before practicing the other.

623C j.236A WhiffOne of 2 ways to execute DP Whiff combos
Medium

(Up to ~5 Normals...) > 623C~dl.j.236Aw > 5C > 2CC > (Air Combo)
The j.236A whiff version from 623C. The input must be done just before Tsubaki hits the ground, such that she does not have enough time to complete the startup of the move. This greatly reduces the recovery frames on her landing, allowing her to act quickly enough to pick up a combo.

Example: 5BB > 5CC > 623C~dl.j.236Aw > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3107)

623C j.214A WhiffThe second way to execute DP Whiff combos
Hard

(Up to ~5 Normals...) > 623C~j.214Aw > 5C > 2CC > (Air Combo)
The j.214A alternative for 623C. As opposed to the fireball whiff version, the divekick must be immediately input after the DP connects in order to recover swiftly enough.

Example: 5BB > 5CC > 623C~j.214Aw > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3107)

623D j.236A WhiffSpend a stock for more damage
Hard

(Up to ~5 Normals...) > 623D~dl.j.236Aw > 2CC > (Air Combo)
Spending a stock on the DP gives a decent damage increase but requires some slight changes to the routing due to 623D launching the opponent higher than 623C. In the corner, this can be made stock-neutral by utilizing the Staircase Route.

Example: 5BB > 5CC > 623D~dl.j.236Aw > 2CC > 8sjc.> j.BB > 9jc.> j.BCC > j.236A~dl.j.214A (3459)

623D j.214A WhiffHigher combo potential with tight spacing
Very Hard


(Up to ~5 Normals...) > 623D > j.214Aw > 2CC > (Air Combo)
As mentioned above, it is more difficult to get the kick to whiff properly off of 623D. Usually normals must be delayed in order to increase the distance between Tsubaki and her opponent, else the kick will connect and throw off the height and timing the opponent is launched. The tradeoff, though, is that this version of the DP Whiff allows for the most combo flexibility since Tsubaki recovers faster than is the case with any of her other options.

Example: 5A > 5BB > 5CC > 623D~j.214Aw > 623C~j.236A~j.214A > 662A > 5CC > 9sjc.> j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (2938)

Staircase

The Staircase route is another advanced part of Tsubaki’s combo theory that greatly improves her ability to keep on the offensive in a match. By utilizing the quick charge cancels after special moves, Tsubaki can build a full stock during the course of a combo while increasing the amount of damage dealt and still maintaining oki options. Many corner combos are specifically routed with the Staircase in mind, but plenty of her regular midscreen routes can also take advantage of this if they are executed in the corner.

The basic theory is, after launching the opponent with 5CC or 5C > 2CC, instead of following the normal air combo route, cancel the first set of air normals into j.236A. The recovery of j.236A can then be cancelled into j.D for half a stock of charge and linked into j.B to continue the combo into a knockdown, allowing for another half stock charge.

In practice, there are many different options for the staircase dependent on hitstun decay and relative height. The tables below list the possibilities, as well as the situations where each is best used.

Normals Hitstun Relative Height
j.BCC Low Hitstun Decay Opponent is Much Lower
j.BC Medium Hitstun Decay Opponent is Slightly Lower
j.CC Low Hitstun Decay Opponent is Slightly Higher
j.C High Hitstun Decay Any Height
Normals Relative Height
j.B > jc. > j.BCC Opponent is Similar Height
j.BB > jc. > j.CC Opponent is Slightly Lower
j.BB > jc. > j.BCC Opponent is Much Lower

Staircase CombosOptimal corner routing
Very Hard

(Normals...) > (Launcher) > (s)jc.> j.BCC/j.BC/j.CC/j.C > j.236A~j.D > j.B(B) > (j.B) > j.CC > (Ender...)
The Staircase Combo. One of Tsubaki's most powerful combo pieces, but requires awareness of the combo timer and spacing to execute consistently. Once mastered, makes Tsubaki's corner game incredibly scary.

Example: 5BB > 5CC > 623C~dl.j.236Aw > 5C > 2CC > 9sjc. > j.CC > j.236A~j.D > j.B > 9jc. > j.BCC > j.214C (3173)

j.D Stall

Off of a ground bouncing 6C (most commonly set up from air throw, 236D, or Crush Trigger), Tsubaki can jump cancel the 6C, immediately stall her air momentum with a tapped j.D, and then pick up her opponent with a falling j.C to continue the combo. This allows her to slightly increase her stock gain as well as often increasing her damage output.

However, the j.D stall does not work on characters with small prone hurtboxes. This most commonly applies to Bullet, Amane, and Izayoi, though sometimes at higher hitstun decay the window is very tight for other characters such as Mai. In most situations against these characters, instead of utilizing the stall technique, linking 6C > 214B will connect without too much of a drop off in damage.

j.D Stall exampleBuild some meter mid-combo
Medium

(...) > 6C > jc. > j.D > j.C > (...)
One of the easiest places to utilize the j.D stall is off of Air Throws, since 6C is the best and easiest way to combo it already.

Example: Air Throw > 6C > jc. > j.D > j.C > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3068)

Corner Techniques

The Staircase route is the main improvement to Tsubaki's corner combos, but there are other useful techniques. The first is that off of almost any starter in the corner, the opponent can be picked up with 2A after connecting the dive follow-up to 623C. This allows A starters to go into the air combo extension without having to spend stocks.

The second improvement takes advantage of the closer spacing when comboing in the corner. In the corner, j.214C as the air combo ender in the corner. The long untech time after the wallbounce lets Tsubaki gets to ground before the opponent and act earlier than the midscreen ender, opening up more okizeme options.

Corner Combo Theory2 more concepts to improve combos in the corner
Medium

(Normals) > 623C~dl.j.214A > 2A > (Launcher) > (Air Combo) > j.214C
This combo effectively showcases both of the aforementioned techniques.

Example = 5A > 5BB > 5CC > 623C~dl.j.214A > 2A > 5C > 2CC > 9sjc.> j.BB > 9jc. > j.BCC > j.214C (2470)

Sideswaps

Tsubaki has 2 primary means of side swapping: 236C and 6BB. There are many more ways to sideswap not involving these, but each of those combos is more niche, optimized, and often difficult. In contrast, however, these 2 routes are consistent and can easily be incorporated into standard combo routes without greatly improving their difficulty. For the more optimized routes, check out Gura's Combo Document.

236C Sideswapsimple sideswap option at low hitstun decay
Medium

(Normals) > 236C~214B~22X > (...)
236C has the same startup as 236B, meaning the two can be interchanged in any combo if a side swap is desired.

Example: 5B > 6BB > 236C~214B~22D > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A (3412)

6BBSideswap for higher decay when 236C won't connect
Medium

(Normals) > 236A~214B~22D > 6BB > 214B > (Launcher) > (Air Combo)
At distances/hitstun decay where 236C will not connect, 6BB > 214B can be used after 22D to swap sides. In this combo the rekka series is done before side swapping, so it doesn’t carry the opponent as far after the swap, but it will still take the opponent back to the corner if that is where the combo started.

Example: 5B > 6BB > 236A~214B~22D > 6BB > 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > BCC > j.236A~dl.j.214A (3319)

Example Combos

This section showcases some example combos utilizing the building blocks detailed in the Theory section. This is far from an extensive list, but it covers many of the most common situations and is a good set of combos to fill out a new Tsubaki player's arsenal until they get to the point where they want to incorporate more optimized and specialized combos. For a more comprehensive list, see Gura's Combo Document and the associated Visual Resource.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Bread and Butter

Beginner Core ComboAny distance, any character
Very Easy

5B > 6BB > 236A~214B~22B
This combo is the most important combo to learn when starting with Tsubaki. It’s hit confirmable, works off of jab starters or pokes, and includes the rekka series extension (236A~214B~22B) that is core to many of her more advanced combo options. It also allows for an even greater extension for more damage and better oki with one stock.

1 Stock BnBThe most basic 1-stock combo extension
Easy

5B > 6BB > 236A~214B~22D > 3CC > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Spending a stock to end the rekka series in 22D over 22B extends the combo into the standard air routing. The delay on j.214A is to ensure both hits of j.236A connect.

Throws

Basic Throw ComboWorks in 99% of situations
Very Easy

Forward/Back Throw > (dl.) 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Basic midscreen throw combo. On a midscreen forward throw, delay 214B. Also, when Tsubaki Forward Throws with her back to the corner, the opponent will not wall bounce and the combo will whiff.

1 Stock Throw ExtensionMore damage and corner carry
Easy

Forward/Back Throw > 236B~214B~22D > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Throws can be followed up by the standard rekka series into air combo for a slight damage increase. Not usually worth the stock unless the extra corner carry is desired or the extra damage could kill.

Anti-Air

Basic 2C Anti-AirAA into air combo routing
Very Easy

Anti-Air 2CC > sjc. > j.BB > jc. > j.BCC > j.236A~dl.j.214A
2C is Tsubaki’s primary grounded anti-air, as her least committal option with head invuln. It leads to decent reward on hit as well. However, it does require a little bit of adjustment on the fly – the height and distance 2CC connects at will determine what direction she needs to jump to connect into the air combo. It is also possible to connect into the air combo without the second hit of 2CC, by canceling 2C early with a regular jump rather than a super jump.

Other Starters

3CC Starterhigh-risk callout option with reasonable reward
Easy

3CC > (dl.) 5C > 2C > 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
3CC leads to good combos with or without resources but should be used sparingly as it is a very unsafe option. This is a simple and consistent combo that should work whether the 3C or the 3CC is the first hit, though if done as an anti-air the first 5C will need to be delayed. This route usually sideswaps at the 214B, but it is somewhat dependant on spacing, timing, and the opponent's size, so consider omitting it and going straight into the air combo depending on screen position.

214B StarterBody Invuln Special Starter
Easy


214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
214B has a fair amount of body invuln (though this invulnerability does end before its active frames begin) making it a decent tool in neutral or at round start for beating out an opponent's pokes. 214D can be used for this even more effectively since it has invuln that lasts into the active frames, at the cost of a stock.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

DP Whiffs

j.236A WhiffOne of 2 ways to execute DP Whiff combos
Medium

5BB > 5CC > 623C~dl.j.236Aw > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
The DP Whiff routes are a crucial part of Tsubaki’s kit at higher levels. By cancelling out of her DP either with an immediate dive (j.214A) or a delayed projectile (j.236A), her landing recovery is reduced enough to go into the air combo. This route is very spacing dependent, as 5BB and the DP itself will both whiff if the opponent is too far from Tsubaki.

j.214A WhiffThe second way to execute DP Whiff combos
Hard

5BB > 5CC > 623C~j.214Aw > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
The dive alternative for DP Whiff combo routes. As opposed to the fireball whiff version, the divekick must be immediately input after the DP connects in order to recover swiftly enough. Some routes (mostly ones using 623D) require this follow up instead of the fireball, so it is helpful to eventually learn both.

623D WhiffSpend a stock for more damage
Hard

5BB > 5CC > 623D~dl.j.236Aw > 2CC > 8sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Spending a stock on the DP gives a decent damage increase but requires some slight changes to the routing due to 623D launching the opponent higher than 623C. In the corner this unlocks some potent combo routes and can be made stock-neutral when used in conjunction with the Staircase Combos.

Staircase Combos

Staircase Exampleextra damage and stock gain in the corner
Very Hard

5BB > 5CC > 623C~dl.j.236Aw > 5C > 2CC > 9sjc. > j.CC > j.236A~j.D > j.B > 9jc. > j.BCC > j.214C
An example of the Staircase Route, achieved by utilizing the quick charge cancels after Tsubaki’s specials. A more thorough description of the route and how to incorporate can be found in the Theory section.

1 Stock StaircaseMore damage and stock-neutral
Very Hard

5BB > 5CC > 623D~j.214Aw > 9jc. > j.CC > j.236A~j.D > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
The Staircase route allows Tsubaki’s combos to become stock neutral, increasing her damage output without decreasing her overall resources when she spends a stock on a combo in the corner.

Counter Hit

0 Stock CH punishThe easiest and cheapest route for CH punishing
Easy

CH 5B > 6C > 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
On Counter Hit, 5B and 5C can be directly linked into 6C for big damage even without spending stocks or meter. 6CC causes the combo to sideswap so include or exclude it based on screen position.

IAD CH PunishMore difficult route for more corner carry
Hard

CH 5B > 6CC > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.Cdl.C > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
A more difficult counter hit route that greatly increases corner carry. The IAD can be substited for a regular jump cancel and delayed j.CC to make the combo burst safe for a short period (barrier block during the jump before connecting the j.CC).

214D CH PunishCashing out a stock for extra damage
Hard

CH 5B > 6C > 214D > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.Cdl.C > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.36A~dl.j.214A
Spending a stock grants a reasonable damage increase as well as more corner carry. As is the case with the 6CC IAD route, this combo can be made burst safe for a short period by doing a normal jump cancel rather than an IAD.

236D CH PunishRebuild some stock mid-combo
Very Hard

CH 5B > 6CC > 236D > 6C > jc. > j.D > j.C > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
A more advanced route utilizing the j.D stall to build a small amount of charge mid-combo. Characters with small aerial hurtboxes such as Naoto will fall out of this combo in addition to the normal characters that the j.D stall will not connect on (See the Combo Theory Section for more details).

Spending Meter

j.214D Super EnderSpend some meter to close the round or secure better oki
Medium

5B > 6BB > 236B~214B~22D > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.214D > (6C) > 236236C/236236D/632146B
Spending a stock on j.214D allows for Tsubaki to end her combos with a super. If the opponent is not above Tsubaki when the dive connects, the 6C must be omitted, but the supers can still be OTG'd. In the case of 632146B, the super does not actually connect, but instead sets up okizeme. If the opponent does anything other than instant tech, the super will hit them off the ground for a chunk of damage into a short combo. If they do instant tech, they are locked into blockstun, allowing you to attempt to open them up with a high/low mix.

Rapid Cancel ExtensionExtend any hit without stocks
Medium

5B > 6BB > 236B~214B > Rapid Cancel > 6A > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Tsubaki can RC to extend combos if she does not have stocks. It sees use in momentum-heavy matchups or when the opponent is close to death and Tsubaki does not have the stocks to get a normal extension into the air combo.

Double Super EnderCash out every resource to maximize damage
Hard

5B > 6BB > 236B~214B~22D > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.214D > 6C > ODC > (6C) 236236C > 236236D
In Overdrive, 236236C leaves Tsubaki close to her opponent, allowing for double super confirms if she has the resources. At higher levels of hitstun decay, the second 6C can usually be omitted. This uses all available resources to Tsubaki, however (OD, 100 Heat, and all available stocks), so it is generally not worthwhile unless it will kill.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

DP Starter

DP StarterGet some extra damage off your reversal
Hard

623C~dl.j.236Aw > (dl.) 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Tsubaki can go into the DP Whiff routes from a raw DP, though the scaling is not as good. It is also very dependant on the opponent's distance and status when they get hit by the DP - be prepared to delay, change jump directions, and otherwise adjust as needed.

Mugen

1 Stock MugenShort but sweet
Medium

5CC > 214214D > 623D~j.236D~j.214D > 3CC > 5CC > sjc. > j.BCC > j.236A~dl.j.214A
At 1 stock, Mugen is only really useful off of strong starters due to its short duration. Most Mugen Routes will begin with the 623D series as this one does.

1.75 Stock MugenThe "core" of the Mugen combo
Hard

5A > 5BB > 5CC > 214214D > 623D~j.236D~j.214D > 236D~214D~22D > 6CC > 623C~j.236A~j.214A
At 1.75 stocks, Mugen lasts long enough to add on the 236D rekka series. At this point, it's worthwhile to go into Mugen routes even off of A starters.

2.5 Stock MugenBurst or Die
Very Hard

5BB > 5CC > 214214D > 623D~j.236D~j.214D > 214D~22D > 421D~236D > dl.66CC > 623C~j.236A~j.214A
This is where Mugen combos start to have some combo timer limitations, and are best reserved for strong starters and Counter Hit punishes. When successful, however, these are some of Tsubaki's highest damaging routes, often capable of killing opponents from half health or more.

Crush Trigger

Crush Trigger ExampleSqueeze out more damage for 25 Heat
Very Hard

CH 5B > 6C > 214D > jcc. [CT] > 6C > jc. > j.D > j.C > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A
Tsubaki's Crush Trigger can be used to tack on extra damage in most routes that utilize 214D. It utilizes a jump cancel cancel, which means that after connecting 214D, it is canceled by inputting a jump, and then the startup of the jump is canceled by inputting Crush Trigger.

Setplay Specific Starters

Roll Catch 2BDon't let your opponent roll out of the corner
Medium

Roll Catch 2B > 5C > 2C > 214B > 5C > 2CC > 9sjc. > j.BCC > j.236A~j.D > j.B > 9jc. > j.BCC > j.214C
When an opponent tries to roll out of the corner, a properly-timed 2B will catch them and be confirmable into a naturally side-swapping combo. When outside of the corner, the same combo can be utilized, but using the regular midscreen air combo instead of the Staircase route.

Back Roll Catch 6BDon't let your opponent roll away from you
Medium

Back Roll Catch 6BB > 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl. j.214A
6B can catch most characters when they try to back roll at midscreen and be hitconfirmed into 6BB. If the opponent doesn't back roll, whiffing 6B sets up an auto-timed 5A meaty.

Overdrive

j.C ODC ComboShort ODC at high health to seal burst
Medium

5B > 6BB > 236B~214B~22D > 5C > 2CC > 9sjc. > j.C > ODC > j.BB > jc. > j.BCC > j.214D > (6C) > EA/236236C/236236D
j.C can be ODC’d and picked up with j.BB to seal burst and go into a super ender. However, this route does not work with 0 stocks going into the ODC, and at 100% Health, the OD will not last long enough for 6C > EA to connect.

2C ODC ComboA more useful ODC combo
Medium

5B > 6BB > 236B~214B~22D > 5C > 2C > 80% ODC > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.214D > (6C) > EA/236236C/236236D
This combo works from around 80% HP and cuts out the opponents burst for a longer portion of the combo, as well as building more stocks and dealing slightly more damage. However, 2C > ODC > 2CC will drop at higher hitstun decays or when the opponent is too high above Tsubaki, so be aware of spacing and the combo timer when attempting this route.

6A ODC ComboDon't let them burst for the entirety of the combo
Easy

6A > 100% ODC > 5CC > 6B > 236A~214B~22D > 2C > EA/236236C/236236D
If the opponent is at very low health but has burst, it can be smart to immediately OD upon opening them up to close the round. However depending on game state (HP, Stocks, etc.) it may be necessary to get creative with the combo routing. At lower health, though, with a longer overdrive, it can be possible to get a full-length confirm for maximum damage.

Combo List

This list below includes formal notation for many useful beginner combos, including some from the above section and some other examples.

General Beginner Combo List
Stocks Position Combo Damage Difficulty Works On Notes
0 Anywhere 5B > 6BB > 236A~214B~22B 1855 [1] Very Easy All Beginner Bread and Butter. Works at all ranges (unless the 5B connected with an extended hurtbox) and includes lots of Tsubaki's combo fundamentals.
0 Anywhere (5AA) / (2AA) > 5BB > 5CC > 6BB > 236A~214B~22B (1748) / 2268 [1] Very Easy All Very easy rekka combo which works from any ground string.

If you omit the 2A/5A you can replace 236A with 236B/236C for more damage or a sideswap. Only works at close ranges, otherwise the 5BB will whiff.

0 Anywhere (5BB) > 5CC > 623C~dl.j.236Aw, 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A 3107 [3] Medium All Example DP Whiff Combo.
0 Anywhere (Stuff) / (5BB) > 5CC > 623C~dl. j.236Aw, 5C > 2C > 236C~214B~22B 2579 [3] Medium All Variation of the combo above for a sideswap at the cost of damage and oki.
0 Anywhere 623C~dl.j.236Aw > (dl.) 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl. j.214A 2093 [3] Medium All A DP Reversal Conversion. Height and Spacing will affect the timing of the 5C.
0 Anywhere Forward or Back Throw > 214B > 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A 2807 [2] Easy All Basic Throw conversion. Delay 214B from Midscreen Forward Throw
0 Anywhere Air Throw ▷ 6C > jc. > j.D > j.C > 5C > 2CC > 9sjc. > BB > 9jc. > j.BCC > j.236A~dl. j.214A 3124 [3] Medium All but AM, BU, IZ 6C > jc. > j.D > j.C Can be interchanged with 6C > 214B if it is troublesome inputting the sequence
0 Anywhere [6A > 5CC > 214B] or [22B], 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl. j.214A 3034 / 2658 [2] Easy All Simple Overhead confirm
0 / 1 Anywhere [214B] or [214D > dl.j.CC], 5C > 2CC > 9sjc. > BB > 9jc. > j.BCC > j.236A~dl.j.214A 2727 / 3468 [2] Easy All Raw 214B/214D Confirm
1 Anywhere (Stuff) > 5BB > 5CC > 236B~214B~22D, (3CC), 5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~dl.j.214A 3498 [2] Easy All Omit the 3CC and/or change out 236B for 236A if there are one too many hits or if the combo is an A Starter.
1 Anywhere j.BCC > j.214D > microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. > 2B > 5CC > sjc. > j.BB > 9jc. > j.BCC > j.236A~dl. j.214A 2717 [2] Easy All Conversion from random air hit with 1 stock
2 Anywhere 5BB > 5CC > 236D~214B~(dl).22D, 6C > jc. > j.D > j.C5C > 2CC > 9sjc. > j.BB > 9jc. > j.BCC > j.236A~j.214A 3941 [3] Medium All A bit character specific. Slight Delay on the 22D for 2 hits on some characters, otherwise dont delay. For example Ragna requires no delay, while Jin does.

Video Examples

BBCF2 Tsubaki combo collections

BBCF2 in-depth combo guide


External References

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