BBCF/Tsubaki Yayoi/Frame Data: Difference between revisions

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{{NavTabs|game=BBCF|chara=Tsubaki Yayoi|discord=https://discord.gg/0t6POpLxxrIh6qot|forums=http://www.dustloop.com/forums/index.php?/forums/forum/91-tsubaki-yayoi/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TS.html|active=frame_data}}
{{NavTabs|game=BBCF|chara=Tsubaki Yayoi|discord=https://discord.gg/0t6POpLxxrIh6qot|forums=http://www.dustloop.com/forums/index.php?/forums/forum/91-tsubaki-yayoi/|videos=https://keeponblaz.in/#/?p1chars=tsubaki&versions=CF2|active=frame_data}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
Line 5: Line 5:
</div>
</div>
==[[BBCF/Frame Data|System Data]]==
==[[BBCF/Frame Data|System Data]]==
{{#lst:BBCF/Tsubaki Yayoi/Data|System Data}}
{| class='wikitable'
|-
! Health
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
! Combo Rate
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
! Prejump
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
! Backdash
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|}
 
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 14: Line 29:
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{AttackVersion|name=5CC|subtitle=|rowspan=2}}
{{AttackVersion|name=5CC|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|5CC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2BB|subtitle=}}
{{AttackVersion|name=2BB|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|2BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|2BB Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{AttackVersion|name=2CC|subtitle=}}
{{AttackVersion|name=2CC|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|2CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|2CC Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%.
|18|text={{ColumnList |text=*Bonus Proration 110%.
*Fatal Counter
*Fatal Counter
}}
}}
Line 58: Line 71:
|-
|-
{{AttackVersion|name=6B|subtitle=}}
{{AttackVersion|name=6B|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
|-
|-
{{AttackVersion|name=6BB|subtitle=}}
{{AttackVersion|name=6BB|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|6BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6BB Full}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{AttackVersion|name=6CC|subtitle=|rowspan=2}}
{{AttackVersion|name=6CC|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|6CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|6CC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus proration 110%
|18|text={{ColumnList |text=*Bonus proration 110%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=3CC|subtitle=}}
{{AttackVersion|name=3CC|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|3CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|3CC Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.BB|subtitle=}}
{{AttackVersion|name=j.BB|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BB Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
|-
{{AttackVersion|name=j.CC|subtitle=}}
{{AttackVersion|name=j.CC|subtitle=}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC Full}}
|-
|-
|}
|}
Line 111: Line 122:
|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Active time refers to when Install gauge increases
|18|text={{ColumnList |text=*Active time refers to when Install gauge increases
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Active time refers to when Install gauge increases
|18|text={{ColumnList |text=*Active time refers to when Install gauge increases
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Ends automatically if Tsubaki lands.
|18|text={{ColumnList |text=*Ends automatically if Tsubaki lands.
}}
}}
}}
}}
Line 142: Line 150:
|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=3}}
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=3}}
{{#lst:BBCF/Tsubaki Yayoi/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lst:BBCF/Tsubaki Yayoi/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 191: Line 194:
|-
|-
{{AttackVersion|name=A Sanctus Aequum|subtitle=236A|rowspan=2}}
{{AttackVersion|name=A Sanctus Aequum|subtitle=236A|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=B Sanctus Aequum|subtitle=236B|rowspan=2}}
{{AttackVersion|name=B Sanctus Aequum|subtitle=236B|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=C Sanctus Aequum|subtitle=236C|rowspan=2}}
{{AttackVersion|name=C Sanctus Aequum|subtitle=236C|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
|18|text={{ColumnList |text=*On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Sanctus Aequum|subtitle=236D|rowspan=2}}
{{AttackVersion|name=D Sanctus Aequum|subtitle=236D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Shot > D Sanctus Aequum|subtitle=421D > 236D|rowspan=2}}
{{AttackVersion|name=Shot > D Sanctus Aequum|subtitle=421D > 236D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|421D 236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|421D 236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
*On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged
*On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged
}}
}}
Line 232: Line 230:
|-
|-
{{AttackVersion|name=B Sanctus Veritas|subtitle=214B|rowspan=2}}
{{AttackVersion|name=B Sanctus Veritas|subtitle=214B|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Sanctus Veritas|subtitle=214D|rowspan=2}}
{{AttackVersion|name=D Sanctus Veritas|subtitle=214D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into from a Special Attack
|18|text={{ColumnList |text=*Values in [] are when canceled into from a Special Attack
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=C Benedictus Rex|subtitle=623C|rowspan=2}}
{{AttackVersion|name=C Benedictus Rex|subtitle=623C|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|623C Full}}
{{#lst:{{BASEPAGENAME}}/Data|623C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Benedictus Rex|subtitle=623D|rowspan=2}}
{{AttackVersion|name=D Benedictus Rex|subtitle=623D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|623D Full}}
{{#lst:{{BASEPAGENAME}}/Data|623D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=A Aequum Elesion|subtitle=j.236A|rowspan=2}}
{{AttackVersion|name=A Aequum Elesion|subtitle=j.236A|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
|18|text={{ColumnList |text=*Second hit is a projectile
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Aequum Elesion|subtitle=j.236D|rowspan=2}}
{{AttackVersion|name=D Aequum Elesion|subtitle=j.236D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
|18|text={{ColumnList |text=*Second hit is a projectile
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Aequum Elesion (Followup)|subtitle=Special > j.236D|rowspan=2}}
{{AttackVersion|name=D Aequum Elesion (Followup)|subtitle=Special > j.236D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|Special j.236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
|18|text={{ColumnList |text=*Second hit is a projectile
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=A Lux Aeterna|subtitle=j.214A|rowspan=2}}
{{AttackVersion|name=A Lux Aeterna|subtitle=j.214A|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=B Lux Aeterna|subtitle=j.214B|rowspan=2}}
{{AttackVersion|name=B Lux Aeterna|subtitle=j.214B|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=C Lux Aeterna|subtitle=j.214C|rowspan=2}}
{{AttackVersion|name=C Lux Aeterna|subtitle=j.214C|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Lux Aeterna|subtitle=j.214D|rowspan=2}}
{{AttackVersion|name=D Lux Aeterna|subtitle=j.214D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Lux Aeterna (Followup)|subtitle=Special > j.214D|rowspan=2}}
{{AttackVersion|name=D Lux Aeterna (Followup)|subtitle=Special > j.214D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|Special j.214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Shot > D Lux Aeterna|subtitle=j.236D > j.214D|rowspan=2}}
{{AttackVersion|name=Shot > D Lux Aeterna|subtitle=j.236D > j.214D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|j.236D j.214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D j.214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Sactus Aerolata|subtitle=63214C|rowspan=2}}
{{AttackVersion|name=Sactus Aerolata|subtitle=63214C|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|63214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|63214C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=A Lux Macto|subtitle=421A|rowspan=2}}
{{AttackVersion|name=A Lux Macto|subtitle=421A|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|421A Full}}
{{#lst:{{BASEPAGENAME}}/Data|421A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Lux Macto|subtitle=421D|rowspan=2}}
{{AttackVersion|name=D Lux Macto|subtitle=421D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|421D Full}}
{{#lst:{{BASEPAGENAME}}/Data|421D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=B Agnus Dei|subtitle=22B|rowspan=2}}
{{AttackVersion|name=B Agnus Dei|subtitle=22B|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|22B Full}}
{{#lst:{{BASEPAGENAME}}/Data|22B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Agnus Dei|subtitle=22D|rowspan=2}}
{{AttackVersion|name=D Agnus Dei|subtitle=22D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|22D Full}}
{{#lst:{{BASEPAGENAME}}/Data|22D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Agnus Dei (Followup)|subtitle=Special > 22D|rowspan=2}}
{{AttackVersion|name=Agnus Dei (Followup)|subtitle=Special > 22D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|Special 22D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Special 22D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 394: Line 373:
|-
|-
{{AttackVersion|name=C Confutatis Maledictis|subtitle=236236C|rowspan=2}}
{{AttackVersion|name=C Confutatis Maledictis|subtitle=236236C|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|236236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15%: 600 [750]
*Minimum Damage 15%: 600 [750]
}}
}}
Line 403: Line 381:
|-
|-
{{AttackVersion|name=D Confutatis Maledictis|subtitle=236236D|rowspan=2}}
{{AttackVersion|name=D Confutatis Maledictis|subtitle=236236D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|236236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
*Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
*[Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
*[Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
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|-
|-
{{AttackVersion|name=Macto Maledictis|subtitle=214214D|rowspan=2}}
{{AttackVersion|name=Macto Maledictis|subtitle=214214D|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|214214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Consumes 100 install points per frame normally, 50 during overdrive.
|18|text={{ColumnList |text=*Consumes 100 install points per frame normally, 50 during overdrive.
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Requiem Maledictus|subtitle=632146B|rowspan=2}}
{{AttackVersion|name=Requiem Maledictus|subtitle=632146B|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|632146B Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Shots fire in 4F intervals starting on 41F
*Shots fire in 4F intervals starting on 41F
*Minimum Damage 20%: 630 [960]
*Minimum Damage 20%: 630 [960]
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|-
|-
{{AttackVersion|name=Macto Lux Kyrie|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Macto Lux Kyrie|subtitle=ABCD during OD|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10%: 300 {572+38}
*Minimum Damage 10%: 300 {572+38}
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|-
|-
{{AttackVersion|name=Requiem Aeternam|subtitle=632146C|rowspan=2}}
{{AttackVersion|name=Requiem Aeternam|subtitle=632146C|rowspan=2}}
{{#lst:BBCF/Tsubaki Yayoi/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
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: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lst:BBCF/Tsubaki Yayoi/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Tsubaki Yayoi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue: Central Fiction]]
[[Category:Frame Data]]
[[Category:Tsubaki Yayoi]]

Revision as of 22:39, 18 November 2020

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System Data

Health
Combo Rate
Prejump
Backdash


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5BB
5C
5CC
  • Fatal Counter
2A
2B
2BB
2C
2CC
6A
  • Bonus Proration 110%.
  • Fatal Counter
6B
6BB
6C
6CC
  • Bonus proration 110%
3C
  • Fatal Counter
3CC
j.A
j.B
j.BB
j.C
j.CC

Drive Moves

  • Install gauge consists of 5 stocks
  • Each stock is 10,000 install points
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Active time refers to when Install gauge increases
2D
  • Active time refers to when Install gauge increases
j.D
  • Ends automatically if Tsubaki lands.

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
A Sanctus Aequum
236A
B Sanctus Aequum
236B
C Sanctus Aequum
236C
  • On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
D Sanctus Aequum
236D
Shot > D Sanctus Aequum
421D > 236D
  • On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged
B Sanctus Veritas
214B
D Sanctus Veritas
214D
  • Values in [] are when canceled into from a Special Attack
C Benedictus Rex
623C
D Benedictus Rex
623D
A Aequum Elesion
j.236A
  • Second hit is a projectile
D Aequum Elesion
j.236D
  • Second hit is a projectile
D Aequum Elesion (Followup)
Special > j.236D
  • Second hit is a projectile
A Lux Aeterna
j.214A
B Lux Aeterna
j.214B
C Lux Aeterna
j.214C
D Lux Aeterna
j.214D
D Lux Aeterna (Followup)
Special > j.214D
Shot > D Lux Aeterna
j.236D > j.214D
Sactus Aerolata
63214C
A Lux Macto
421A
D Lux Macto
421D
B Agnus Dei
22B
D Agnus Dei
22D
Agnus Dei (Followup)
Special > 22D

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
C Confutatis Maledictis
236236C
  • Values in [] are during OD
  • Minimum Damage 15%: 600 [750]
D Confutatis Maledictis
236236D
  • Values in [] are during OD
  • Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
  • [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
  • Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200*5 Lv5: 1000*9
  • [Base Damage of projectile Lv0: 500*4, Lv1: 750*4, Lv2: 570*7, Lv3: 710*7, Lv4: 710*10 Lv5: 960*10]
Macto Maledictis
214214D
  • Consumes 100 install points per frame normally, 50 during overdrive.
Requiem Maledictus
632146B
  • Values in [] are during OD
  • Shots fire in 4F intervals starting on 41F
  • Minimum Damage 20%: 630 [960]

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Macto Lux Kyrie
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {572+38}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Requiem Aeternam
632146C

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] 6A 5BB[+], 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump[-], Special
5C[1] - 6B 5CC[+], 2C Yes Special
5CC - 6B 6C, 2C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 6C, 3C Yes Special
2BB - 5B 5C, 2C, 6C Yes Special
2C[1] - - 2CC[+] - Jump, Special
2CC - - 5C - Jump, Special
6A - - 5C - Special
6B - 6BB[+] - - Special
6BB - - - - Special
6C - - 6CC[+] - Jump[-], Special
6CC - - - - Jump[-], Special
3C - - 3CC[+] - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Jump, Throw, Special
j.B - j.BB[+] j.C Yes Jump, Special
j.BB - - j.C Yes Jump, Special
j.C - - j.CC[+] Yes Jump, Special
j.CC - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.