BBCF/Tsubaki Yayoi/Strategy

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 Tsubaki Yayoi



General Tactics

There are many resources available. Check the written guide Here. For a long form video, check the Beginner's Guide by raidhyn. These videos by GuraFighter also cover the character in depth.

Install Usage
Other Tsubaki Information
Full Combo Guide
Miscellaneous Bits

TL;DR (For Beginners)

Important Moves

  • 5A: Jab that hits crouchers
  • 2A: Catches rolls consistently
  • 6A: Standing overhead
  • 5B: Main poke tool
  • 2C: Antiair
  • j.B: Air to air poke
  • j.C(C): Air to ground approach
  • 623C: Reversal
  • j.214X: Air ender


Tsubaki is a straightforward character with good tools for any situation. On offense, Tsubaki's followups to her normals and large cancel windows give her solid pressure. These followups also autocorrect for Tsubaki, making it easier to hit opponents if they're trying to crossup. In particular, it's useful for 2C. In neutral, Tsubaki either sits back to charge stocks and goad opponents into approaching, or she makes her way in with 5B, j.B, and j.C. j.C is a massive attack that covers great range, and Tsubaki can bait some responses by delaying j.CC. With stocks, Tsubaki can also use her D specials for certain gap closers, whiff cancels, and pressure resets. On defense, Tsubaki's reversal, 623C, is useful for its fast startup and long active frames. However, it actually has short invuln frames. Tsubaki's 5B is useful as a poke and counter poke on defense. She can rely on system mechanics like IBB to push opponents out and then 5B to punish attempted resets. Tsubaki's counter assault also good range, though it can be baited like any other. Tsubaki's toolset leaves room for creativity, so there are many different ways you can handle a situation.

Blockstrings

Tsubaki's pressure, like most characters in Blazblue, is very freeform. With followups to each of her normals and massive cancel windows, she particularly excels at stagger pressure. She can pair this up with good pokes and charge cancels to increase frame advantage and build charge. Take the ideas from these blockstrings and integrate them into your own game, or completely revamp them at your leisure.


5B > 6B > 6BB vs 5B > 6B > 5B

These two blockstrings are a quick example of using a command normal followup to condition your opponent. 6B naturally catches jumps and frame traps, so people are forced to use a reversal or spend resources. You can also delay 6BB in order to catch jumps! Once your opponent expects a 6BB followup, you can reset pressure with 5B and do it all over again.


5B > 6B > 421A > dash 5A > 5A

An example of using 421A to reset pressure.


5A > 2BB > 5B > 5D > X

A basic example of a charge cancel to maintain some frame advantage. 5A > 2BB is a gapless low.

Okizeme

Tsubaki's okizeme is relatively simple. Her primary knockdowns are 22X (Hammer) and j.214X. These are common ground and air enders respectively and grant hard knockdown. From both situations, Tsubaki can catch rolls with 2A, 5A, 2B, 6B, and even 3C. 2B and 6B are arguably the most common options because they cover good space and lead to solid reward. 2BB is nice for covering roll forwards because it will autocorrect, and 6B reaches far enough to hit opponents that roll backwards.

In the corner, use '2B after knockdowns to catch all options. This leaves you with enough time to react to delay tech.

If you're willing to spend the meter, Requeim Meledictus/Sword Super (632146B) is a good way to lock down the opponent. However, it only gives Tsubaki time to go for about one mixup. Some mixups include run up 6A and delay 2B. Generally speaking, it's best to hold off on this super and spend the meter if you're close to killing the opponent.

If you have to do a rekka series ender midscreen you can alternatively end in 236a->214b and omit hammer. This will allow you to do a microdash 2b or 2a and will blue beat into a full extension if your opponent does anything but e tech and will still allow you to meaty them afterwards.

if you want to OS murakumo backdashes after 214b oki midscreen you can do microdash 2a/5b 5b, this will catch e techs as stated above, it will meaty them if they try to hit a button and will catch the backdash and cam be confirmed with 6b. This may lose to opponents that do delay backdash, but you can do 5a instead of 5b to meaty them frame one instead. video example here

Tips and Tricks

  • 5B is your main poke, but against characters with good low profiles you may have to opt for 2BB instead to interrupt them
  • You can delay j.CC or fall and 2B to mixup opponents when you approach them
  • j.D is somewhat risky, but an option to bait out antiairs
  • If you start a ground rekka or whiff one of them, you can often cancel into 22D to reset pressure

Fighting Tsubaki

  • Tsubaki has a small window where she's vulnerable between 2C and 2CC. You can air stall to bait out 2C and hit her before the followup comes out
  • 22B is H property, so fast antiairs can beat it out.
  • Low profile pokes are a strong answer to Tsubaki's 5B.
  • Tsubaki's DP is very active, but it actually has low invuln frames. The Dive followup is also unsafe, but it will autocorrect if she switches sides.

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