BBCF/Tsubaki Yayoi/Strategy: Difference between revisions

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==Tips and Tricks==
==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==
==Fighting Tsubaki==

Revision as of 13:46, 13 January 2021

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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 two videos by Gura cover the basics of Tsubaki:

Install Usage
Other Tsubaki Information

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

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.

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

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