BBCP/Tsubaki Yayoi

From Dustloop Wiki
Tsubaki Yayoi
BBCP Tsubaki Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced; Rush-down, Mix-up
Full Frame Data
BBCP/Tsubaki Yayoi/Frame Data

Overview

Devoted to training from an early age, she possesses tremendous combat ability. After graduating from the Military Academy, she took an active role as the Lieutenant of the organization known as the 0th Division. Following the events of Calamity Trigger, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate and best friend Noel for deserting the NOL.

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 = -9
  • 2A(0) > 5D = -9
  • 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.


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. Her normals 6A, 6B, 6BB, 6C, 6CC, 2C, j.CC can be OD canceled. When under 10% health, her OD lasts the longest in the game at 13 seconds total.

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 slower during Mugen in OD.

Pros/Strengths:

  • Charge cancelling provides pressure flexibility.
  • Mugen provides big damage combos.
  • High damage punishes.
  • Longest Overdrive in game (when at less than 10% health).
  • Fireball and blade super provide good neutral control/oki.
  • Variety of frame traps.
  • DP that can be made 'safe' with install gauge.


Cons/Weaknesses:

  • Low damage output without using charges, landing specific starters, or securing punishes.
  • Reliant on charge in both combos and neutral.
  • Bad air to air game. Air normals either have terrible hitbox structure and range, or are slow.
  • Easy to disrespect in nearly every way. Not very threatening while applying pressure or during neutral.
  • Blockstrings have many gaps, even without instant block and are easy to jump out of.
  • Very weak against barrier as a rushdown character.
  • A lot of difficult matchups.
  • Sub par normals.
  • Some advanced combos are character specific.


For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!

External References:


Move List

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.
  • 6A, 3C, and 3CC are her only normals that can fatal counter.

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR all 6 3 9 -2 B - Click!

Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Remember you can only do this up to 3 times max consecutively. Also, 5A > 5B is a good frame trap to consider against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520 SOJR HL 10 5 17 -5 B - Click!
  • Followup possible even on whiff.


Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup from this starter so it is a good pressure tool; It is important to note that it does not combo into other normals at max range, so you have to consider following up with 22B/22D, and in the worst cases you may have to air dash. Take care when using this normal however, because there are several characters with normals which can low profile it. Examples include Hazama's 3C, Bullet's 2B, Taokaka's 2B (She can also crawl under it) and Platinum's 2B. A must-use normal in Tsubaki's repertoire as it is her best poking tool.

5BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 SO(J)R HL 11 3 19 -8 B - Click!

Follow-up to 5B and has a slight vacuuming effect; Delay-able, so it's useful for frame traps. It can whiff if 5B hits too far which can leave you open to an attack. It's difficult hit confirming with 5BB since you're unlikely to hit with 5BB 'raw'. 5BB still offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so it may be better to just charge cancel from 5B on block. Unfortunately Tsubaki's 5BB is quite damaging to combo proration and your followup combo options, but it is very difficult hitconfirming with 5B unless you know for certain it will hit. For combos, it is better to use 5B alone or followup into 5CC.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
640 SOR HL 8 3 23 -9 B - Click!
  • Followup possible even on whiff.


It has less range than 5B and is not jump cancellable (even on hit) so you really wouldn't consider using this in neutral, but it shares similiar traits such as being charge cancellable, special-cancellable & air-unblockable. It mostly serves as a blockstring/combo filler, but can also be a strong punish normal, being quick, good proration, and comboing into 6C on CH.

5CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 13 3 27 -11 B - Click!

Follow-up to 5C and is mainly combo fiiller; Delay-able, which makes it a strong good frame trap that confirms nicely into 6C on CH. Remember 5C(C) > 6C can only be done on hit. A nice OS you can use is 5CC > 6C~B. If 5CC hits you can confirm nicely into 6C, but be aware that it only works on CH. Tsubaki's options after 5CC are very limited (6B, Charge or special cancel)so avoid building an over reliance on this normal. If you gatling into 6B you may find yourself to be out of range of inflicting any real pressure and can very much lose to any sort of retaliation. The pushback of 5CC is pretty strong if the opponent manages to barrier block it, and it'll cause your followups to whiff, so it's essential to be aware of your spacing. Very punishable on whiff.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR all 7 2 8 0 F - Click!

Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than 5A so it's better for pressure. You can also use this to setup tick throws and command throws, making it a valuable asset to your pressure. You can use 2A to begin your mixup or fish out for hits if you're using stagger pressure.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 SOR L 13 3 12 -1 F - Click!
  • Followup possible even on whiff.


Low hit, standard filler in BnBs that gatlings in 2BB, 6C (no use), 2C and 5C. Pretty slow for a low attack, compared to most others which are 9f. You can chain to overhead or additional low. It's also not bad on block being only -1 due to its low recovery, so it's not too bad a point to reset pressure. When ending a combo with the 236B > 214B > 22B(whiff), you can dash and use this normal to cross up the opponent - or by applying a slight delay, can also opt not to cross them up so it provides some good mixup potential. If they don't tech you can followup 2B into an air combo and extend the corner carry. 2B is generally not a good combo starter unless you manage to hitconfirm it into 5C rather than 2BB.

2BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR L 10 3 18 -7 F - Click!

Additional low hit, and can be delayed slightly to provide another frame trap, though the reward isn't very strong. Mostly only useful as a threat of a second low if you are attempting an overhead after 2B. 2BB is also quite damaging to Tsubaki's overall combo damage so it's better to use 2B > 5C but like 5BB, the hitconfirm is rather difficult. Gatlings into 5B, 5C and 2C.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
660 SJOR HL 13 3 22 -6 B 8-14H Click!
  • Followup possible even on whiff.


Tsubaki crouches low and hits upwards. Staggers on ground CH. A decent anti air but it doesn't float enough for you to follow up UNLESS you input 2CC, or use 2C > 5A/5C on CH. Even a slight delay will cause the follow-up to whiff making it quite a difficult confirm. 2C only gatlings into 2CC on block so it's better to jump cancel or avoid the normal entirely as it's mainly used for combo filler. Horrible recovery on whiff, and will leave you in a crouching position if you're hit.

2CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
680 S(J)OR HL 13 3 29 -13 B - Click!

Followup to 2C, can lead to air combo on anti-air 2C hit. Gatlings into 5C. Jump-cancellabe but you need to be very observant when you hit with 2C because 2CC whiffs on crouching opponents, leaving you vulnerable. As a result, it serves no purpose in blockstrings. 2CC is usually slightly delayed in Tsubaki's IAD combos so that a followup IAD j.CC is possible, and other times it's delayed to allow a 236C hit. The only times you wouldn't delay it is if you're going for an air combo or using the 2CC > 236C > 5A corner route (which is character specific). During a FC combo, you have more time to delay 2CC, allowing for even easier IAD j.CC followups.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SOR H 26 2 24 -9 B - Click!
  • Tsubaki's overhead. Special cancellable and can also be OD cancelled.
  • Fatal counters.
  • Forces crouch.


This normal is a better combo starter in CP than it was in CSE, but it still has a very slow slow startup, making it easy to react to. Take care to avoid being predictable when using this normal. If 6A is blocked it gatlings into 5C which is air tight even on IB. Even if the 6A is blocked you can charge cancel the 5C which gives you another chance to open up the opponent. 6A is a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the hitconfirm is pretty tight. On FC, you can do 6A > 5CC > 6CC into a variety of followups, with IAD j.CC being the most common option.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR L 21 3 15 +1 F - Click!
  • Followup possible even on whiff.


Tsubaki spins then does a low kick which unsurprisingly, hits low, making it a standing low. The beginning looks slightly similar to 6A so it can be used for an ambiguous mix-up against players who are not too familiar with Tsubaki's normals. On CH, it causes the opponent to trip, and the only way you can followup with that is if you followup with 5A > 2CC. It can be pretty difficult, especially if you're not ready for it since you have very little time to followup. Like 2B, you can use this normal to reset pressure since it's +1 on block, but beware of opponents who instant block it.

6B is a pretty good normal to use for pressure because it sets up a lot of good followup options. A basic method is to go for a throw or command grab, and when the player starts trying to jump out or or tries to mash after 6B you can go for 6BB.

6BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
560 SOR L 15 4 20 -5 F - Click!

The followup to 6B. A low hit, and can be OD cancelled. It causes a slide-state when it hits an opponent that was in the air making certain followups possible, such as a full charge 22B/D. It's also a staple normal to use where you want to followup with [4]6D > 236D, such as during OD corner combos. It serves very little use in blockstrings as it is only special cancellable on block but it can be delayed to deter your opponent from mashing out of 6B, or to keep them honest blocking low. Unsafe if blocked but is unpunishable if used at max range. It can even be used to reset pressure if the opponent usually suspects you to go into 22B/D but you should not build a reliance on this.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
250*6 SOJR HL 23 1x6 38 -18 B - Click!
  • Followup possible even on whiff.


Whip-based attack that hits multiple times. OD and jump cancellable, special cancellable on hit. This is one of Tsubaki's better combo starters. Downs the opponent on air hit, and the huge untechable time makes it a great time to use a max charge 22B/22D, though this is of limited use midscreen. This move can also help close distance in pressure against opponents who barrier block, but other than that its use is limited to combo filler. Made special cancellable in 1.1, it can be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while 6C lands. 6C is also the start of very gimmicky pressure which involves 6C > j.D > j.A/j.C. Using j.A can target mashing opponents, and j.C can stop those who try to AA you with a slower normal. However, due to the landing recovery you will not be able to followup from any of these attacks, but you can followup from a CH j.C if it hits on crouching or go for a quick reset. Gatlings into 6CC.

6CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*3 (S)O(J)R HL 22 1x3 35 -15 B - Click!

Followup to 6C where she shoots a sword upwards from the ground. It can be OD cancelled. Combo filler after a successful 6C hit and it launches on hit. Heavily unsafe if blocked, with no options except to rapid or OD cancel, so avoid using in a blockstring.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 R L 18 10 23 -12 F - Click!
  • Standard slide that hits low, although it does not go under anything.
  • Fatal counters.
  • Followup possible even on whiff.


Tsubaki travels pretty far for a sliding low. Does not gatling into anything other than it's followup, but due to its being a fatal counters, it can lead into combos without rapid cancelling, and it does provide excellent corner carry. The range of 3C varies depending on when you cancelled it into 3CC. No/late cancel results in the furthest range but cancelling early will provide very little horizontal range. Similarly, how far Tsubaki travels before making contact with the opponent influences how easy it will be to punish you on block.

3CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
980 R HL 17 4 35 -18 B 1-17H Click!
  • Followup to 3C. One of Tsubaki’s launchers.
  • Fatal counters.
  • In the air 23~31F

This CAN be used to trick your opponent into thinking they can punish you after 3C, however if this followup is blocked you will be vulnerable to attacks; while it does have a slight pushback effect so certain characters may have difficulty trying to punish it. Do not abuse.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 2 6 - H - Click!

Her standard anti-air jab. Not to be used in an air to air battle due to the lack of range. On block however it is useful for applying air pressure or setting up aerial tick throws/throw reject misses.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
420 SOJR HA 8 4 12 - H - Click!
  • Followup possible even on whiff.


Horizontal normal, used in air combos. This makes a better air to air normal than j.A because it has slightly more range. It also might be more favorable to use over j.C in some cases because it is faster so keep that in mind.

j.BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
570 SO(J)R HA 7 3 24 - H - Click!

Follow-up to j.B. Can be delayed, but only really used in combos, and even then it's rare. It is also very rarely used in air-to-air engagements. Has enough untech time to be followed up with j.236A in the air if for some reason you don't want to go into j.CC to get the same ender.

Can be used in conjunction with super jumping to set up aerial spacing to get a j.214C that ends in a knockdown leaving you behind the opponent after landing.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
530 SOJR HA 11 4 23 - H - Click!
  • Followup possible even on whiff.


The go to normal for air to ground offense. This is Tsubaki's longest ranged air normal and sports the best vertical hitbox out of all her jumping normals. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, or 5C. On CH j.C on an airborne opponent, you can even go into a full IAD combo if you catch the opponent with 5C/2C close enough to the ground. However, it still doesn't have much priority over other characters' air normals, so it can be more disrespected because of its slower startup. On block however, you can delay the followup j.CC to add more overhead pressure, but this can be beaten by reversals, so consider jump cancelling j.C instead to apply further air pressure or attempt to bait a counter assault or reversal.

j.CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
680 SOR HA 10 2 31 - H - Click!

Follow-up attack to j.C, Tsubaki attacks with the pages of her book. Delay-able and can be OD cancelled. It is mostly used in combos, after j.C hit confirms or for an added overhead after a blocked j.C. Using j.CC actually cancels out Tsubaki's downward momentum in the air and makes her float momentarily. The short hop that she does can be used as both a mixup and a frame trap after a j.C that is done very close to the ground. It can also be used as a movement tool, as it causes Tsubaki to "glide" a bit during an air dash because of this attribute. If close enough to the ground, you can combo into 5A or 5B. This usually happens if you jump-in on your opponent first with j.C and then delay the j.CC a little bit as if you were doing an IAD combo and then land to continue.


Drive Moves

Notes
  • Tsubaki will be in a CH state when charging.

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal - - - - - 18T - - - Click!
Overdrive - - - - - 14T - - - Click!


Appears to have the same charge rate as 2D. By holding 5D, Tsubaki will begin to charge her install gauge. This is the main method of charging (or using charge cancels) you will use and it's necessary to make a balance between this and rushdown. Notice that you should be focused on gaining charge when you quite far from your opponent, or when you have knocked them down, as Tsubaki is vulnerable in this state. If you're pressuring your opponent, the emphasis should be on giving yourself more mixup opportunities. Charging for too long will make it easier for the opponent to strike you.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal - - - - - 18T - - - Click!
Overdrive - - - - - 14T - - - Click!


Appears to have the same charge rate as 5D. 2D can be used to low profile projectiles for example, such as Jin's j.236A. Take caution while charging, as getting hit will result in a crouching counter hit, often extending the opponent's combos.

Can be used during charge cancel pressure to mess with your opponent's head by shifting your hitbox. May make them misjudge distance or unconsciously continue to block low just from the visual cues. It seems to make running up and grabbing or command grabbing after the charge cancel a lot more surprising for some reason. Since she is around as short as her crouching state while using 2D, certain jabs may actually whiff if the opponent attempts to smack you while you are doing charge cancels instead of upbacking away or using a reversal. Can also be used to instigate jump-ins if tapped repeatedly in neutral. Be sure to time things right so you can 2C, DP, or air grab if the opponent takes the bait.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal - - - - - 14T+9L - - - Click!
Overdrive - - - - - 10T+9L - - - Click!


Balance of charging speed and recovery. This decreases her falling speed, and so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. The charge rate has depends on how high you start to charge. If done from higher on the screen she barely gets any charge compared to if she tried to use it closer to the ground.

Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancelling j.C or j.CC and then linking j.A or j.B directly after j.D's recovery ends. Requires special spacing in the air usually involving super jumps and can only really be fully utilized for extra damage if your air option had not already been used so that you can jump again after j.B/j.A, but it does get you a tiny bit of charge mid-combo if you do pull it off. There is even a super secret combo route that can be used by cancelling into j.D after j.236A that nets an even larger fraction of an install stock.


Universal Mechanics

Forward Throw

B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1400 -,SOR 70 7 3 19 - T - Click!
  • 100% minimum damage (1400)


Tsubaki throws her opponent forward, causing a wallbounce. 214B is the easiest way to followup from this, but if you have charge, then it's max charge 22D. You can also followup from a throw with micro dash 5C > 2C but the timing on it is quite strict. Using 236B/C is also an option but the 214B can whiff depending on how far away the opponent is during the wallbounce. What makes her forward throw threatening is that Tsubaki has a Kara throw which is pretty useful for her mixup. By inputting 6C~B, you can increase the range of the throw making it a little more difficult to see. You'll know when you have performed this correctly because Tsubaki will not only move forward slightly but say something as if she were using 6C. Can be OD cancelled to allow 6C followups.

Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1400 -,SOR 70 7 3 19 - T - Click!
  • 100% minimum damage (1400)


She turns and throws you backwards, but this causes a stagger which can allow for various resets if the opponent opts to tech immediately. You can mix up between 6A/2B, command grab, or even another throw. When following up from a back throw, 236C > 214B > 22B is the weakest but easiest option, but if you want to use charge, you can use 236D > 5CC > 236B > 214B > 22B, or 236C > 214B > 22D. Back throws are generally less rewarding than forward throws so avoid unless necessary. 214B followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. Can be OD cancelled allowing 6C followups.

Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1400 -,SOR 100 7 2 17+3 after landing - T - Click!
  • 100% minimum damage (1400)


Tsubaki throws her opponent onto the ground which causes a slight bounce. When going into the air with your opponent, this is usually your best option if you're close. The best way to followup from an air grab is always into 6C. This can also be OD cancelled and is useful for trapping your opponents burst and going for the kill.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- R all 13 4 35 -20 B 1-20 All Click!

Has the same animation as her 22B/D. It is quite fast, and is a good option when you're caught in heavy pressure, especially if you don't have the charge to followup the DP with.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30-59 1 26 +2 B - Click!
  • Costs 25% Heat
  • 180F Heat Gauge Cooldown
  • Possible to charge

Tsubaki swings her book over her head. Massive untechable time on CH and staggers on ground hit. You will be using this very often in the corner combos involving 22D as long as you haven't prorated the combo too much. The most common method of using this is 6C > CT. Extremely useful for combos providing a good damage boost if used appropriately.


Special Moves

Notes
  • All D versions of specials require one charge unless in Mugen/Install (214214D).
  • 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.
  • A new exception to the rule introduced in BBCP is that 236D can be cancelled into the non-D specials 214B or 22B on whiff.

Sanctus Aequum

236A/B/C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A Version 600 R all 14 6 18 -5 B - Click!
B Version 700 R all 18 8 18 -7 B - Click!
C Version 800 R all 20 10 18 -9 B - Click!
D Version 1100 R all 19 10 24 -3 B - Click!
  • Possible to cancel into 214B/D or 22B/D on hit.
  • D version can cancel into 22B or 214B on whiff.
  • A, B, and C versions can cancel into D version on whiff.
  • D version passes through opponent on hit or block.
  • D version has 110% bonus proration while in 214214D.

Charges forward with shield in front, each version moves her forward a bit more. All versions are unsafe and should not be relied upon when trying to get in from afar, as telegraphed approaches can be dealt with on startup or punished if blocked. It serves mainly as a combo filler, and different versions can be used in combo so that SMP is not activated. You can followup with 214D and then/or 22D to create a little more mixup. These are also unsafe so take care using it.

The A version is only used where the combo is heavily prorated and where 236B might not work as it has the fastest startup. Covers small ground.

The B version is the main version you'll be using in combos. Slightly slower than the A version but covers more ground.

The C version is really only used on crouching opponents (normally from 6BB) or on airborne opponents where the combo time is leniant. The C version also covers the most ground, nearly fullscreen, but has slightly slower startup.

Though there are options for the D version, it is very rarely used in combos. A good option to use it is where you have your back to the corner and you want to get your opponent to the other side. It is good however for scoring hits in neutral but take care as it is unsafe if blocked. The D version also passes through the opponent, even if you have them in the corner. It causes a stagger which makes it another good pace to go for resets. On CH, there is a lot of untechable time so you can followup with 6C or CT. You can even charge a little then followup but try not to charge for too long as this counts towards the combo time.

There is also a way you can move a little further with each attack. This is done by inputting either 2366X, or 412366X. The benefit is that it has a little more range and it's normally used with 236D because it's easier to followup from a midscreen non charged 22D.

The A and D versions both have decent enough frame advantage to start up a DP if either are blocked by the opponent during pressure or randomly in neutral. Take advantage of this to punish opponents that like to immediately mash after blocking one of the 236X series or know that they can grab you in between 236D > 214D. If you condition your opponent enough, you may even scare them into baiting the DP and allowing yourself to continue pressure off of either of these moves which are negative on block.

Sanctus Veritas

214B/D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
B Version 750 R HL 21 3 29 -8 B 11-20B Click!
B Version (Follow-up) 750 R HL 17 5 36 -17 B 8-16B Click!
D Version 1100 R HL 21 3 25 -4 B 11-23B Click!
D Version (Follow-up) 1100 R HL 16 5 25 -6 B 7-20B Click!
  • Possible to cancel into 22B/D.
  • 110% bonus proration during 214214D.
  • Possible to cancel into D version on whiff.
  • Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.

The 2nd attack to Tsubaki's 'rekka' combo ender. This launches the opponent on hit making it possible to followup with 5C > 2CC. 214B is mainly combo filler whilst 214D is typcially used in neutral as a followup to 236X because it covers alot of horizontal ground and has body invulnerability, but it is unsafe if blocked so do not rely on this too much as a means of approach. The D version has more invincibility, scales less, and replacing 214B with it in a combo will still allow you to end your combo in a ground ender since you won't inflict SMP, though the charge use may not be worth it. The "rekka" can even be ended with this special instead of going into 22X if you aren't close to the corner and want to stay on your opponent and still be able to set up a safejump.

When the D version is used after one of the 236X series, it will track the opponent on the screen before becoming active which can be very useful for confusing the opponent and catching the opponent off guard if you had crossed under them. This attribute, in a way, can be used to close distance against a grounded opponent somewhat safely if there are no projectiles on the screen. The same tracking happens when 214B is used after a whiffed 236D, though it is much much riskier since the followup version of 214B has an incredibly long recovery compared to regular 214B. Using either of them in pressure can effectively provoke the opponent into attacking you after blocking since they aren't too safe on block which is perfect for 22D frame trapping.

Sanctus Decus

22B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
B Version 600 R all 14 3 20 -6 B 13-16GP(P) Click!
B Version (Charged) 900 R all 39 3 20 -4 B 38-41GP(P) Click!
B Version (Follow-up) 600 R all 14 3 20 -6 B 13-16GP(P) Click!
B Version (Charged followup) 900 R all 39 3 20 -4 B 38-41GP(P) Click!
D Version 900 R all 13 3 20 -4 B 13-16GP(P) Click!
D Version (Charged) 1200 R all 39 3 14 +8 B 38-41GP(P) Click!
D Version (Follow-up) 900 R all 14 3 20 -4 B 13-16GP(P) Click!
D Version (Charged followup) 1200 R all 39 3 14 +8 B 38-41GP(P) Click!
  • Hold button to charge.
  • Projectile Guard Point from 1F before active through all active frames
  • Projectile Guard point located on the sword only.
  • B version can cancel into 5D/2D on hit.
  • Both uncharged D versions have 110% bonus proration while in 214214D.
  • Both charged D versions have 120% bonus proration while in 214214D.
  • Both charged D versions guard crush on normal block

The B version is only used as combo filler on a juggled (aerial) opponent because it delivers the knockdown. Using this on a standing opponent will not cause knockdown and will hit them like a normal attack. 22B is also quite good for scoring CHs in neutral as it has decent range and leads into good damage. However, this should not be relied upon as it's unsafe if used up close, or if it whiffs. 22D fully charged is no longer an unblockable, but is +8 if blocked, though the use for it is very very limited and there are better applications for charge. It may be used to trick unknowing opponents into thinking that that they can press buttons but you can followup with a dash 5B to score CHs. If fully charged and used during mugen it will guard crush the opponent as long as they are not barrier guarding. This move will typically push you out on block, thus ending your pressure.

Not very well known way of using an uncharged 22B is right out of 236X on a standing opponent instead of doing the conventional "rekka" can be used as an ultra ghetto chargeless semi-safe pressure reset since it will end generic grounded combos with your opponent still standing in the range of the very tip of 5B instead of with a knockdown. If they try to mash jab there is a high chance of a trade occurring because of the hurtbox within 5B, but if they try anything else offensive aside from a reversal, 5B will usually catch them. It is pretty easy to just jump out of this, but since this is super unconventional, the opponent probably won't understand what is going on.

Benedictus Rex

623C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
C Version 800 R HL 10 till end of screen* total 64 -21 B 1-10 All Click!
D Version 550x3 R HL 10 9 55 -21 B 1-14 All Click!
  • Active frames calculated off 1st hit.
  • Attacks 2~ startup only on hit or block.
  • Possible to cancel into j.236A/D or j.214A/B/C/D on hit.
  • Possible to cancel into j.236D or j.214D on block or whiff.
  • D version has 110% bonus proration while in 214214D.

Tsubaki's reversal option to get out of pressure, and the C version is no longer a projectile, making it more viable to use. However it has a lot of recovery making it very easy to punish Tsubaki, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they dont' barrier block, but this should not be abused as it is horrible if whiffed or barrier blocked. Not very good to use as an anti air because of the awkward hitbox and the deadzone between Tsubaki and the actual hitbox. The D version is really only used in mugen combos, and it's not really worth using charge for this as the 623C is good enough. Remember the actual attack is still seperate from Tsubaki meaning there will be situations where you will be hit out of this. An example of this may be against Rachel's 236A.

Aequum Elesion

j.236A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A Version 800,300 R all 16 3 till landing - H,HBFP* - Click!
A Version (Follow-up) 800 R all 16 3 till landing - H - Click!
D Version 950,450 R all 16 3 till landing - H,HBFP* - Click!
D Version (Follow-up) 950, 450 R all 16 3 till landing - H,HBFP* - Click!
  • A, D, and D (followup) versions projectile startup 25F.
  • If 1st attack hits, can into j.D from 33F onwards. On whiff, can cancel into j.D from 59F onwards.
  • A (followup) version can cancel into j.D from 31F~
  • Possible to cancel into j.214A/B/C/D without projectile landing.
  • Possible to cancel into D version on whiff.
  • Following up either D version with j.214D changes attack.
  • Both D versions have 110% bonus proration while in 214214D.

The A orb may disappear before it reaches the ground if released high enough. It's also quite good to use it neutral to control your incoming pressure of the opponent's movement. The startup of this attack isn't exactly fast so try not to use this when you're close to your opponent as you could get hit out of it, and Tsubaki cannot do anything until she lands. Ending air combos with j.236A > j.214A deals a little more damage than using just j.214A but you lose pressure momentum because it sends the opponent flying, so it's better to use this ender against Tager for example. j.236A provides good oki if used in the corner, so long as you can followup 22B enders with 5C > 2CC > j.7 > j.236A. For more details please check out the strategy guide.

Though the D version sees most of its use during Mugen or just for whiff cancelling out of DP, it actually has some practical use when used in combos. If j.214B is used directly after j.236D, for example, when confirming out of a DP, you will land on the ground close enough to the opponent while they are still knocked down from j.236D to pick them up with 2B and go into an air combo. This causes side switch because of the re-positioning from j.214B whiffing over the opponent, so it can come in handy if your back is to the corner.

Lux Aeterna

j.214A/B/C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A Version 500 R all 13 till landing 28 after landing - H - Click!
A Version (Follow-up) 1000 R all 9 till landing 28 after landing - H - Click!
B Version 650 R all 15 till landing 31 after landing - H - Click!
B Version (Follow-up) 1000 R all 10 till landing 31 after landing - H - Click!
C Version 800 R all 17 till landing 34 after landing - H - Click!
C Version (Follow-up) 1000 R all 11 till landing 34 after landing - H - Click!
D Version 1000 R all 13 till landing 26 after landing - H - Click!
D Version (Follow-up) 1000 R all 9 till landing 26 after landing - H - Click!
  • Both D versions have 110% bonus proration while in 214214D.

Can be charge-cancelled once she lands and keep oki. The A and B versions are the preferably ones to use in corner combos, whilst the C version can be used midscreen for better corner carry, but the C version can occasionally crossup so the B version is more reliable if you want to maintain the positioning. The D version still causes slide on hit and is really only used if you're going for the DD ender in the corner or if used mid combo. It is quite useful to use as an approach tool against certain matchups such as Nu-13, but they are quite unsafe if blocked so use with caution. The C version is especially bad on whiff but is a very useful as an escape tool if you're trapped in the corner and in the air.

Aequum Elesion (aura)

j.236D > j.214D (aura)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
240*7 R all - till landing 26 after landing - HBFP - Click!
  • Starts up when j.214D comes into contact with j.236D projectile.
  • 110% bonus proration while in 214214D.
  • This move occurs when you input the j.214D after j.236D to connect with the projectile ball which causes additional hits to happen.

Makes viewers go "oooooh" when used. Since this move uses j.236D as well as j.214D, you will always use two charges when doing this particular move. This is really only combo filler, but is it often used when trying to cover up for a whiffed or blocked 623C. Can be used to continue combos with 6C midscreen, but it can cause pretty funky knockback on the opponent depending on their hitbox structure, so it cannot be completely relied on. It can be used to end a midscreen aerial combo with a super, though it does cost quite a bit to do so.

Lux Macto

421A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A Version 300 R all 25 70 total 56 -2 HBFP* - Click!
D Version 450 R all 13 - total 47 -7 HBFP* - Click!
  • D version can cancel into 236D at any time after startup

The projectile really benefits Tsubaki overall game by possessing a lot of handy features. Firstly, it can be used in neutral to allow you to get in or control the opponent's movement, just like the air version. The A version travels about 3/4 of the screen whilst the D version will continue to travel down. In this case, it is better to use this from fullscreen away, especially if you're using the A version because it has a smaller hitbox and longer startup, but better recovery than the D version.

Secondly, it can be used for oki or pressure. For example, you can end combos with 22D > 6C and then go for the A projectile due to the slow startup (the D version will most likely pass them as they are teching). If they don't tech you can try to pick them up with 2B but if they delay tech it'll result in standard oki. If they tech immediately, you have the option to followup with whatever you want, including the command grab. You can also use this after a 22D > 6C midscreen but it's less effective as the opponent can roll away. The former catches rolls and quick techs. You can even bait DPs by blocking as soon as they tech but it means you'll have to go for a faster mixup such as throw, command grab or low. 6A may be too risky to use unless used immediately.

The third ties in with the 1st option. Using this is in neutral also makes it easier for you to obtain more charges, especially against certain characters such as Tager or Valkenhayn.

Lux Macto (Aura)

421D > 236D (aura)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
280x7 R all - 9 24 +6 B, HBFP(2) 1-28P after projectile contact Click!
  • 1-28 Projectile Invul
  • Starts up when 236D comes into contact with 421D projectile.
  • Invul calculated on whiff.
  • Possible to cancel into 214B/D or 22B/D.
  • 110% bonus proration while in 214214D.

The ground version of the above aura using her new ground projectile and 236D. It is projectile invulnerable, making it very useful in a handful of matchups such as Nu-13 and Rachel. It also places you at a good advantage if blocked so you can apply pressure, but you can still lose to DPs and some characters may be able to backdash. This is also a really good special to use in combos, especially if used in the beginning or in mugen combos, providing a huge damage boost. However, since there are very few opportunities to use this attack, it is not considered so much.

Sanctus Aerolata

63214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0x2,80x12 (960 guaranteed) -,Rx13 c.T (80) 9 3 30 - T - Click!

Tsubaki's command throw. When it successfully connects, it will give her two charges guaranteed when the move ends. Rapid-cancellable.
She will not acquire exactly two charges if the move is RC'd before it is over. However, you will be able to keep the amount that you gained before rapid-cancelling. You do maintain oki after this attack especially in the corner and it plays a useful role in Tsubaki's mixup game. The startup is very fast matching her 5C so it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup they can avoid it by jumping, and this is why you would mix it up by using 5C. 5C is a great combo starter and will hit if opponent try to jump on their wakeup. It's all about conditioning your opponent. There are many setups you can use with this command grab so please check out the strategy guide.

If you do RC this attack and need to followup, your most common options would be 2C > 214B or CT > 6C.


Distortion Drives

Confutatis Maledictis

236236C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
C Version 300,700*3 (R) all 5+7 15 26 -22 B,HBFPr (2) 1-14 All Click!
D Version 300,2000 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
D Version (1 charge) 300, 2250 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
D Version (2 charge) 300, 2630 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
D Version (3 charge) 300, 3150 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
D Version (4 charge) 300, 900x5 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
D Version (5 charge) 300, 690x9 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
OD D Version 300, 620x4 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
OD D Version (1 charge) 300, 750x4 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
OD D Version (2 charge) 300, 590x7 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
OD D Version (3 charge) 300, 720x7 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
OD D Version (4 charge) 300, 680x10 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
OD D Version (5 charge) 300, 810x10 (R) all 5+0 15 26 -22 B,HBFPr (2) - Click!
  • 180F Heat Gauge Cooldown.
  • Only possible to Rapid Cancel on block.
  • 110% bonus proration while in 214214D.

The C version is the one you will using for a reversal option because it has invincbility, but poor horizontal range so it's inferior to her DP. You can also use this in combos where you can followup with 236D, and in other rare cases you can use 3CC or even 6C. The C version does not consume any charge. If the D-version is your main combo ender because its minimum damage is higher than the C version, and Tsubaki moves forward during the animation making it easier to connect. The D version will consume all the charge you have, you have no control over the amount you want to use. If this version is used used during mugen (214214D), it will use the amount of charge stock that Tsubaki has on mugen activation. It does however knock the opponent away from you, which allows you time to charge. Both versions knock the opponent away from you which gives you some breathing space to charge. While in OD, it used to send the opponent flying across the screen which made it impossible to maintain oki after ending a combo with it. In 1.1, the Forward Grab animation got recycled and added to the end of the OD version of this move which gave a proper knockdown after use in the corner.

Macto Maledictis

214214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground - - - - - total 7+0 - - - Click!
Air - - - - - total 7+0 - - - Click!
  • Notes below apply to both ground and air versions.

-

  • Costs 50% Heat
  • 180F Heat Gauge Cooldown.
  • Possible to move 3F before opponent after super flash.
  • Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
  • Allows unlimited use of D moves without spending any charge; When the gauge is empty, the effect ends.
  • Any SMP on D moves changes from 2 to 1.
  • You can only activate this move if you have at least one charge.

This distortion is an important aspect of Tsubaki that is far more practical compared to her other iterations due to how much more damage she gains, compared to how much damage she causes normally, while using it.

There is also a 110% proration bonus the first time any D special hits. You must have at least one bar of charge before it can be activated. Usually should only be used in a situation where you can actually "spam" D specials, like in a corner combo situation since it will not consume 1 charge bar for each move. This distortion boosts the damage of the drive specials used in the combo. Because of this, your opponent may feel more motivated to burst which will cause you to waste all your charge so choose when to use this with caution. Can also be used to make viewers go "ooooh" and "ahhhh."

Requiem Maledictus

632146B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450x8 - all 1+51 - total 1+58 - HBFP*(2) 16-59 All Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 20% minimum damage (720)

Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used on okizeme to lock the opponent down and force a mixup upon them. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into jCC > j214B for around 2k damage and another knockdown. However it is possible to hit her out of it during start-up when the blades are still coming out so it is not recommended to be used as if it were a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible.


Astral Heat

Requiem Aeternam

632146C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - all 3+17 10 24 -20 B 1-29 All Click!
  • Costs 100% Heat
  • 180F Cooldown

Can be comboed from 22D, j.214D, and other various methods such as:

  • Forward/Back throw > OD > Astral
  • 5BB > 5CC > 236B > 214B > 22D > Astral
  • 623C > j.236D > j.214D

For more combos please look at the Tsubaki Combo Thread on Dustloop forums.


Strategy

Offense

Blockstrings

I'm gonna divide this into 3 different parts to consider.

Stage 1

This is the stage that most Tsubaki players will start off doing. It will be a textbook blockstring using 5BB > 2BB/6A > 5CC > 6BB. Now this will work against players who can't block, but against those who can block, you would be getting yourself nowhere, with no success in opening up your opponent. Understand that all the opponent needs to do is hold down back, and they will successfully block common 6A patterns.


Stage 2

This is where you may incorporate charge cancels in your pressure. It's useful for pressure resets, and throwing your opponents offguard. You may also throw more at this stage, especially since Tsubaki has a very useful kara throw. The charge cancels will generally make your blockstrings shorter as well. This consists of using strings like, 5C > CC > Throw and using a lot of 5As. It's much more useful than the Stage 1 blockstrings because you're using a variety of options to try and open up your opponent, whereas with the above it's the same blockstring you're relying on. Incorporating charge cancels is also quite risky because it's liable to mashing. For quick reference, here's a list of the frame advantage of the charge cancels again.


  • 5A > 5D = -9
  • 2A > 5D = -9
  • 5B > 5D = -2
  • 2B > 5D = -5
  • 5BB > 5D = -5
  • 2BB > 5D = -5
  • 5C > 5D = -2
  • 5CC > 5D = 0


Stage 3

This is where using the charge cancels can occasionally cost you your pressure momentum because the opponent is now comfortable with how to tackle Tsubaki. In addition to this, it's difficult to open up your opponent because they can react to 6A, they can tech throws and they IB 6B and poke you out of what you're going to do next. At this stage they will realise it is not very difficult to disrespect Tsubaki's pressure and they may mash more. This is why you will need to include blockstrings from all 3 stages. You may even fall upon the textbook blockstring because you don't want the opponent mashing. At this point you may start to add a little more gimmicks in your gameplay (see tricks and gimmicks below) and stuff like TRMs (Throw reject Misses, e.g 5A > Dash 5A > Purple Throw), throw baits if you want, frame traps (delaying followup gatlings slowly) and using throws and command grabs more.


  • 2A > 5B - Standard. Just a quick jab into 5B to start pressuring.
  • 2A > throw (time for green) - Easy setup for a throw given you've got the timing down to do it quick without it being pink.
  • 2A > 6A - Quick chain into an overhead but all three of those are more or less a setup so you can condition your opponent to fall for the 2A > 2B which will punish them for tying to either trying throw/hit you in between the 2A > overhead/throw attempt as it has a very small space for them to try to do something but it will get CH by the 2B unless they DP.
  • 2A > 2B
  • 5BB > 6A - standard chain into overhead.
  • 5BB > 2B > 6A - added low before transitining into overhead
  • 5BB > throw/command throw - Actually incredibly deceptive to spot and sets up below link nicely
  • 5BB > 5(C) delayed - to easily punish people trying to throw or press buttons anticipating throw/over head gap
  • 5BB > 2B > 5C > 6B - two low continuation ending in + frames for quick dash 5A/2A pressure
  • 5BB > 2B > 5C(C) delayed - if they try to to dp or press buttons after IB 5C or not, they'll get CH if you time the delay correctly
  • 5BB > 2C > j.C
  • 5B > j.C
  • 5B > 5C > 6C > j.C


After j.C you can opt to do j.C(C) delay which will hit them as they block the first and then adjust their blocking to low as you look as though you're going to land. The delayed hit will hit them low to the ground and if they get hit by it, it goes into a full combo of your choice. If they block it, continue the pressure with 2A/5A. Another option is to jc and hit them with the first hit of j.C late and then immediately transition into 2B when you land which will amount to overhead into low in a quick pace.


Some tighter blockstrings are:

  • 5A x 3/2A x 3
  • 5B > 2B > 5C(C)
  • 5B > 5C(C) > 2C
  • 2B > 5B > 5C
  • 2B > 5C > 2C
  • 2A > 5C(C) > 2C
  • 5A > 5C(C) > 2C
  • 5C > 2C

Resets

Throw Resets

This is done with Tsubaki's back throw only, because it causes stagger. Rather than following up with the usual combo you simply dash and then do one of the following: [LIST]

  • 6A overhead
  • Crush Trigger
  • Throw
  • Command Grab
  • You can then go for 2B if they start opting to block high or jump out.


236D Resets

There are two ways of going about this. The first and most reliable method is to use 236D near the end of a combo and then going for an immediate reset such as throw, command grab or 6A. The opponent needs to tech in order for this to work however. if they don't tech you can severely damage the proration more by using 5A xN and make the reset easier.

The other method involves 2 charges for 236D. The reason this is, is because you need the SMP from the 2nd 236D hit, which really cuts your combo potential. That's what you're aiming for. Depending on the matchup it can be a little impractical. I think it's pretty safe to use against DPs but I'll need to test that. You don't even have to go for a throw and you can opt for a high, low or even command grab reset. You don't really need the second 236D if you're opting for a 6A reset.


Okizeme

Tsubaki has a particularly interesitng and useful oki which she can take advantage of in the corner without using any resources. This is the j.236A oki which is done from 22B knockdowns. You followup with 5C > 2CC > j.7 > j.236A and the fireball is supposed to come out. As you initiate the attack use j.D to not only gain charge, but it helps you to time a falling j.C in case the opponent rolls forward. If they do neutral tech and block the orb, go for a quick 6A. Alternatively you may wish to wait until the last active frames of the attack so you can either bait a DP, or go for a throw or command grab. If they don't tech, then you'll get the standard oki but you will have at least gain 2 charges with no disadvantage. For information you can view the strategy guide on Dustloop forums, or you can watch this video:

Tsubaki j.236A Orb Oki Tutorial

Tsubaki also has a few other interesting oki setups which you may be interested in. Another one is to use the [4]6C fireball after a 22B knockdown. It has the benefit of keeping opponents on the defensive but remember you have to sacrifice charge. The effectiveness of this setup ranges from each character. Some characters can jump out to avoid it whilst others will not be able to. Additionally you could opt to whiff the 22B on juggled opponents and go straight into [4]6C which forces opponents to block; they cannot jump out. Both setups do lose to fast DPs and reversals however so take caution.

Tsubaki Option Selects & Setups

Tsubaki Install/Mugen

This is more beneficial to Tsubaki now as it maximizes her damage output with her drive specials as well as her charge meter not going down during hit-stop. All Mugen combos will require at least 50 meter and 1 charge.


Similar to CSE and despite SMP, Tsubaki can use [4]6D > 236D twice consecutively in a mugen combo to deal a lot of damage before following up with 623D > j.236D > j.214D. Provided you haven't badly prorated the combo you can use this anytime from any starter. With 1 charge mugen combos, from any starter involving a combo into 6C > Mugen, you can use the [4]6D > 236D [x2] route or [4]6D > 236D > 623D > j.236D > j.214D into your choice of ender. If you're using 5BB > 5CC > mugen will you have to followup with 623D > j.236D > j.214D instead as the [4]6D will not work. With 2+ charge mugen combos, you can use the [4]6D > 236D [x2] > 623D > j.236D > j.214D. As previously stated before the mugen combos will lead into the same combo ender and so all of them will not be listed. It is just to give you an idea of what you can do with varying amounts of stock. For a visual idea on mugen combos, check out this video by Kazu:

Tsubaki Combo Movie 「衣-koromo-」



Defense

Tsubaki has a decent anti air AA (2C), which makes her a threat to players who like to jump in. Even if it is blocked, you can jump cancel 2C to pressure the opponent, or jump away.


Under pressure, Tsubaki isn't too bad. Her 623C is more reliable in CP because it has more range, invincibility and is no longer a projectile. However, it is heavily punishable on block or whiff, so it's advised to use this more when you have the charge to try and make it 'safe'. 623D is not needed as a reversal because 623C suffices, so it's not worth the charge. On the other hand, you can opt to barrier block to push the player out. Due to how much more useful Tsubaki's DP is you do not really need to fallback on her counter assualt unless you are under severe pressure. Remember the heat gain in CP is more severe so use the 50 heat sparingly. Try to instant block too, as it will easily help you to escape most pressure situations and you can also use it to have an easier time punishing the gaps in opponent's strings. In addition, use her great mobility to move around the stage to avoid being placed in disadvantageous positions. This involves alot of backdashing, jumps and air dashes.


Remember to be mindful of how long you charge for. If you charge for long you will most likely be forced to undergo the opponent's assault and will have to block, and if you charge for too long you will get punished and then you will most likely have to block the later onslaught. In a neutral position, backdashing whether it's on the air or ground.


Charge Setups

Whenever you charge, you sacrifice oki game and you lose all pressure/momentum you had on your opponent, but it's necessary in most cases in order to deal more damage later. Here are some setups in order to gain time/space to charge.

  • Ending combos with a 22B knockdown.
  • After an air combo ending in j.214A/B/C.
  • After a 236236C/D super.
  • During 632146B.
  • After a burst.
  • After a counter assault.
  • In neutral.
  • During a CT CH.
  • Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent.



Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
Notes

Tsubaki is one of the few who has extremely flexible combos in BB, so there are a lot of variations to each combo listed here. The combos provided below are really basic so please check out the CP Tsubaki Yayoi Combo Compilation Thread for more of her combos though new variations are being found so try things out!

Alternatively you may wish to check out the following videos:

Tsubaki Basic Combo Tutorial
Tsubaki Throw Combo Compilation
Tsubaki OD Combo Tutorial
Tsubaki OD Combo Compilation

Midscreen


No charges
  • (5A) > 5BB > (2BB) > 5CC > 236B > 214B > 22B
  • 6A > 5CC > 6BB > 236C > 214B > 22B
  • 6A > 5CC > 6BB > 214B > 5C > 2CC > j.CC > j.214A
  • Throw > 236C > 214B > 22B
  • Air Throw > 6CC > 236B > 214B > 22B


1 charge
  • 5BB > 5CC > 236B > 214B > 22D > 6CC > j.CC > j.214A
  • 6A > 5CC > 6BB > 214D > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B
  • Throw > 22D > Dash 6CC > 236B > 214B > 22B


2 charges
  • (5A) > 5BB > 5C > 623C > j.236D > j.214D > 6CC > 236C > 214B > 22B
  • 5CC > 623C > j.236D > j.214D > 6CC > 214B > 5C > 2CC > j.C > dj.CC > j.214A
  • 6A > 5CC > 6B > [4]6D > 236D > 6CC > 236C > 214B > 22B
  • Throw > [4]6D > 236D > 6CC > 236C > 214B > 22B

Corner


No charges
  • 5BB/6A > 5CC > (6BB) > 236B > 214B > 22B > 5C > 2CC > j.CC > j.214A
  • Throw > 214B > 5C > 2CC > j.CC > j.214B


1 charge
  • 5BB > 5CC > 22D > 6CC > 236B > 214B > 22B
  • Throw > 22D > 6CC > 236B > 214B > 22B


2 charges
  • Throw > CT > 6CC > tk.236D > j.214D > 236C > 214B > 22B
  • Back to Wall 236D > 5CC > 22D > 6C > CT > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B


Install/Mugen Combos

All combos here will require at least 1 charge and 50 meter

Note:

  • The combos listed here are organized under how many charges are needed when you use Mugen itself, not the total amount since some starters may use a D move. Example: A combo starts with 22D and is listed under 1 charge, so that would be 2 charges. However, you only need 1 charge for the Mugen portion of the combo which is why it's listed under 1 charge.


1 charge
  • 5BB > 5CC > 214214D > 623D > j.236D > j.214D > 6CC > 236C > 214B > 22B
  • 6A > 5CC > 6B > 214214D > [4]6D > 236D > 214D > 22D > Dash 6CC > 236B > 214B > 22B


2 charges
  • CH 5B/5C > 6C > 214214D > [4]6D > 236D > 623D > j.236D > j.214D > (Dash) 5C > 2C > 236B > 214B > 22B
  • 6A > 5C(C) > 214214D > 623D > j.236D > j.214D > 6C > [4]6D > 236D > (Dash) 5C > 2C > 236B > 214B > 22B
  • CH 236D > 6C > 214214D > [4]6D > 236D > 214D > 22D > Dash 5C > 623C > j.236A > j.214A

Navigation

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc