Devoted to training from an early age, Tsubaki developed 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 CT, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate and best friend Noel for deserting the NOL.
Guard Primers: 5
Play-style: Rush-down, Mix-up, Flashy
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Tsubaki’s drive is called 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 charging to accelerate 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, 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 to the next round. Some of Tsubaki's normals can be "charge-cancelled" which is used to cancel the recovery of those moves. The normals that can be charge cancelled will are noted below.
Tsubaki also has a Distortion Drive called "Macto Maledictus" (214214D) or more commonly referred to as "Tsubaki Mugen/Install" which will use up all the charges that she has but will allow you to use as many D specials that you want for a certain amount of time depending on how many charges were used to initially start it. This distortion is an important aspect of Tsubaki that is far more practical in Extend compared to her other iterations due to how much more damage she gains, compared to how much damage she has normally, while using it.
Tsubaki's ability to delay many of her gatlings is actually quite useful for punishing IB specialists and mashing alike, you just have to know what options are available to you at the given time and predict the move of your opponent that you can punish.
- Note that
- Tsubaki will be in a CH state while she's charging.
- Using a D special will always use up 1 charge (unless you're in Mugen/Install).
- In terms of recovery: 2D > 5D > j.D
- In terms of charging speed: j.D > 5D > 2D
- See also: Tsubaki Full Frame Data
- 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 and 3C are her only moves that have a chance to fatal counter.
- 6CC is her only normal that removes a guard primer.
- 2C(C), 3C(C), 6A, 6B(B) and 6C(C) are not charge cancellable.
- Tsubaki will be in a CH state when charging
- In terms of recovery: 2D > 5D > j.D
- In terms of charging speed: j.D > 5D > 2D
- In CS2 you had to have at least one charge to follow-up for a throws. This is no longer the case as throws can be special and super cancelled now in Extend. This means you can do throw > 236C > etc and it will connect as well as throw > Mugen (214214D) or throw > 236236C/D and it will connect. 236236C will only connect if you are in the corner but 236236D will work both at midscreen and the corner.
- You can "kara throw" for the ground throws from 6B or 6C. This allows you to have better range when aiming to grab someone during pressure. You will know when it is done correctly when you hear Tsubaki start the dialogue for either 6B or 6C but then a throw comes out instead. The 6C kara throw has more range too. It will be explained more in the offense section.
- When reading the frame data for the D version of her specials: if there is a parenthesis around the value, that is the value for when she is in Mugen/Install (214214D).
- All D versions of specials require one charge.
- A version has a blue aura.
- B version has a green aura.
- C version has a red aura.
- All specials can be cancelled to D specials on block or whiff with the exception of 22x and j.214x but you cannot cancel to non-D specials.
- The specials that break a guard primer are 214C, 22C, j.236D (orb) > j.214D.
j.236D > j.214D (aura)
Tsubaki has a good okizeme option with her 3C(C) especially now that it fatals. This is usually done mid-screen after a knockdown from 22X with a followup dash, though it can also be done in the corner. However, it's not as ambiguous as if it were done at mid-screen. Be wary of your meter to ensure you can still rapid cancel if you make a mistake due to it still being highly unsafe when blocked. You can also feint the second hit of 3CC to block DPs/reversals. Here's a good tutorial of her 3C(C) okizeme from BatousaiJ:
|3C(C) Okizeme Tutorial|
Tsubaki also has another decent oki option in the corner known as the "Tsubaki Matrix." This requires you to combo into a charged 22B > 6A in the corner, then link (not chain) 5B/5C after the 6A. This will result in the normal hitting either meaty in the case of 5C, or very close to meaty for 5B. Doing either 5B or 5C will beat out all mashing and jump-out attempts. If your opponent starts trying to late tech to avoid the situation, you can react and use 2B instead of 5C. If they delay their tech too much the 2B should hit them out of it, and you can confirm into 2CC > IAD from there but a really well timed roll will avoid the 2B. You can also do a throw after 6A, or just cancel the 6A into an unblockable. The 22B > 6A link should work with pretty much any combo still, as long as you aren’t using 22B twice.
Tsubaki also has a safejump option from 214B. This requires you to combo into 214B on an airborne opponent, then jump and use j.C whilst holding down-back. If your opponent DPs, the j.C will whiff, and you will be able to block it in time. If your opponent mashes, you will score a CH, and they’ll get hit out of their jump start-up should they try to jump out of it. If you opponent blocks, you can apply further pressure. However, this can be avoided by a well timed delayed tech > roll. This setup also works midscreen but is less effective due to the fact that it's easier for the opponent to escape, and bear in mind that this does not work on every character. Despite that, this is an especially nice setup once your opponent starts respecting it. Once you know your opponent is just going to block it, then you can start throwing in mix-ups like air dashing in and instead of actually doing the j.C, do j.C > delay > j.C/2B shenanigans, empty jumping then throwing, or basically whatever you want.
- 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 - 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
Tsubaki has alot of really good resets both midscreen and in the corner. The majority of it requires at least one stock. One of the most famous resets Tsubaki possess are those of unblockable resets. This can be done either in blockstrings or you could even deliberately drop a combo to use this, but be advised that it is unsafe. 5B and 5C provide the most ambigious unblockable setups in blockstrings. Remember that her unblockable can even be followed up from any ground special. As for combos, some unblockable resets include:
- 5BB - 5CC - unblockable
- any combo ender with 22B > 6A > unblockable (In the corner)
- 236b > 214B > Delay unblockable (In a combo ender)
Adelheid Stark has showcased some possible unblockable set-ups.
|A Simple Guide to Unblockable Set-ups|
Other resets Tsubaki has include that of 236D used in combos. The untechable time is quite short but you have the oppurtunity to reset the combo into a overhead or even a low. So for example: 5BB > 5CC > 236D > 5BB > 6A will force a reset if the opponent is not on their toes. Additionally, you can even do this: 5BB > 5CC > 236D > 5BB > Delay 2B which would work on those who may anticipate the overhead. In addition you can resort to an unblockable setup, or even charge cancel to go into a throw.
This is more beneficial to Tsubaki now as it maximizes her damage output with her drive specials. Because of this, it is very likely that you're opponent could burst right after you active it to waste your meter and damage opportunity. This can easily be avoided by using 214D right after Mugen. It'll evade the burst hit and you are free to hit them with 623D which can lead into the j.236D > j.214D combo. For Mugen combos, check out this video by Level5 - Chan:
|Install/Mugen combo video|
Be sure check out this important note regarding mugen combos by BatousaiJ:
|1 Charge Mugen Showcase|
Tsubaki is one of the few characters that posseses a very reliable AA (2C), which makes her a huge threat to players who like to jump in. Even if it is blocked, you have the ability to jump cancel the normal to pressure the opponent, or simply to jump away.
Under pressure however, Tsubaki is unfortunately very weak. She does not have a reliable reversal, and her 623A/D are risky to use because of the lack of priority and invulnerability frames. This can lead to several trades, or even have you beat out clean. You may find it very useful to barrier block to push the player out. Use counter assaults sparingly. Tsubaki's lack of defense makes her an easy target for opponent's to remove her primers, and by using a counter assault, you may be making it much easier for them. Try to instant block too. 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, either backdashing or a simple 5D tap suffices.
Tsubaki does around average or low damage without charge (average of 1500-2000 damage per combo) with a few exceptions. However, whenever you charge, you make the sacrifice of not having an oki game and you lose all pressure/momentum you had on your opponent. In Extend, 2D and 5D are slower compared to how they were in CS2. However, j.D is pretty much the same and is the fastest way to gain charge in this iteration. Here are some setups in order to gain time/space to charge.
- Ending combos with a 22x hit (any 22x hit for that matter).
- After an air combo ending in j.214D.
- After a 236236C super.
- After a burst (offensive and defensive).
- After a dead angle.
- When the game goes in neutral. (Tap 5D sparingly.)
- Against Noel, if they mash out an air super you can charge while you wait for them to come down lol.
- After a guard break.
- Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent.
Charge cancelling allows Tsubaki to charge cancel the following normals: 5A, 2A, 5B, 2B, 2BB, 5C and 5CC. Charge cancelling is beneficial in reducing the recovery of the normals by a small amount and to give her a bit of charge. Remember you don't always have to charge cancel for pressure resets, but it also serves two other functions. Not only can you bait reversals and DPs with charge cancelling, but remember it's another way for you to slowly acquire more charge. Try to take note of the following points:
- 2D charge cancel is slightly inferior to 5D charge cancel.
- Charge cancelling 5A, 2A, and 2B, makes them even more unsafe than they are usually.
- 5B, 5BB, 5C charge cancels are arguably the best ones.
- Do not abuse charge cancelling, she is never safe from any of them aside from charge cancelled 5CC.
In addition, Surfeit managed to compile charge cancel frame data. The first set of numbers for each different normal indicates the frame advantage you are at without a charge cancel. The following set of numbers indicates the frame advanatage you are at using 5D on block, and on hit for both a standing (S) and crouching (C) opponent. These numbers are all under the condition that:
- The opponent is normal blocking on the ground (No Barrier/IB)
- You are charge cancelling as early as possible (After the first active frame)
- You are charge cancelling with 5D and simply tapping it, not holding down.
- 5A = -2
- 5A > 5D = -9
- S = -9 C = -6
- 2A = 0
- 2A > 5D = -8
- S = -7 C = -5
- 5B = -5
- 5B > 5D = -2
- S = -1 C = +1
- 5BB = -5
- 5BB > 5D = -2
- S = -1 C = +1
- 2B = -1
- 2B > 5D = -5
- S = -4 C = -2
- 2BB = -7
- 2BB > 5D = -5
- S = -4 C = -2
- 5C = -9
- 5C > 5D = -2
- S = -1 C = +1
- 5CC = -11
- 5CC > 5D = 0
- S = +1 C = +3
Tsubaki is one of the few who have extremely flexible combos in BB, so there are a lot of variations to each combo that are listed here. Also refer to the CS:EX Tsubaki Yayoi Combo Compilation Thread for more of her combos though new variations are being found so try things out!
- The Instant Air Dash (IAD) combos are execution heavy though it is not very difficult to learn. This usually involves launching the opponent in the air (e.g. using 214D > 2CC), hitting them in the air (e.g. CH j.C and close enough to the ground > 2CC) or simply anti-airing them with 2C > 2CC then jump cancel the 2CC to IAD j.CC > 5B.
- Ex: 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22C.
- - This combo is height specific in that if it's too low the IAD j.CC may not connect and if done too high you will not land in time for the 5C to connect. The times you can mess up are not inputting the IAD correctly, not delaying the j.CC long enough, not hitting the 5B fast enough after the j.CC, and hitting your opponent too high or low from the 2CC. As with the DP whiff combos, the timings may be slightly altered depending your opponent character's hitbox. These combos allow corner carry from midscreen and can also be done in the corner and leaves her in a positional advantage after the combo is finished. Some tips for learning this combo is learning when you can jump cancel from the 2CC (the time you can cancel to the IAD is pretty late) and delaying the j.CC as long as you can without landing.
- Tips and Tricks
- Learn when it is best to charge (see charge setups for some ideas) and when it is best to use those charges. For instance, using two stocks for a combo which you started off with 6A may be a waste of stock depending on your combo (e.g you end a combo with j.214D which gives you plenty of untechable time to gain more stock).
- You can replace any combo that has 5C > 2CC > 236B > 214B > 22B with 5C > 2CC > hjc j.C > jc dj.CC > j.236A > 214C for more damage, but it sacrifices positioning and charge time.
- Anything that ends with 22B in a corner situation can usually be followed up by 6C > 236236C
- Some combos that work on everyone else may not work on Jin due to his hitbox such as 6CC > 214D.
- For some visual aid, have a look at the combos in this tutorial.
- -Part 1 shows basic midscreen and corner combos and corner Combo Ender Variations (236X > 214X > 22X)
- -Part 2 shows charge cancel tips and variations and revises all the combos at the end.
|In-depth Tsubaki Combo Tutorial Part 1|
|In-depth Tsubaki Combo Tutorial Part 2|
- No charges
- (5A/2A) > 5BB > 2BB > 5CC > 214A > 22C
- 5B/5C CH > 6CC > 236C > 214B > dash 5C > 2C > 236B > 214B > 22B
- 6A > 5CC > 6BB > 236C > 214C > 22C
- 2C/JC (Air CH) > (dash 5C) > 2CC > IAD j. CC > 5C > 2CC > 236C > 214C > 22C [2713 damage, 28% heat gained]
- 3CC > RC > (5C) > 2CC > IAD j. CC > 5C > 2CC > 236C > 214C > 22C
- Throw > 236C > 214C > 22B
- air throw > 2B/5C > 2CC > 236B > 214B > 22B
- air throw > 5C > 2CC > IAD > j.CC > land > 5C > 2C > hjc j.CC > j.236A > j.214C [2942 damage, 28% heat gained]
- air throw > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C [2970 damage 33% heat gained]
- 1 charge
- (5A/2A) > 5C > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [3044 damage, 32% heat gained]
- 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6CC > 236B > 214B > 22B [3486 damage]
- 6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [3237 damage]
- 6C(C) > 214D > 2CC > IAD j.CC > land > 5C > 2CC > 236C > 214C > 22C
- 3CC FC > 5C > 2CC > 236D > dash 2CC > IAD > j.CC > land > 5C > 2CC > 236C > (5C > 2C if corner carries) 214C > 22C
- 236D > Dash 5C > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B [2508 Damage, 29% meter gained]
- 236D (air hit) > Dash (5C) 2CC > IAD j.CC > land > 5C > 2CC > 236C > 214C > 22C [2723 damage, 28% heat gained]
- 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C [2713 Damage, 28% heat gained]
- 214D > (5C) > 2CC > IAD > j.CC > land > 5C > 2CC > 236C > 214C > 22C [2944 damage, 26% heat gained, With (5C): 3021 damage, 29% heat gained]
- 22D CH > 5C > 2CC > IAD > j.CC > land > 5C > 2CC > 236C > 214C > 22C [2917 damage, 28% heat gained]
- throw > 236D > dash 5C > 2CC > 236C > 214C > 22C [2449 damage, 22% heat gained]
- air throw > 6CC > 236D > 5C > 2CC > 236C > 214C > 22C [3074 damage, 27% heat gained]
- air throw > 6CC > 214D > 2CC > IAD > j.CC > land > 5C > 2C > hjc j.CC > j.236A > j.214C [3714 damage]
- 2 charges
- 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6CC > 214D > walk forward 5C > 2CC > 236C > 214C > 22B [4.1k damage, 41% Meter gained]
- 3CC RC > 2CC > 236D > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B
- 22D > 236D > Dash 5C > 2CC > 236C > 214C > 22C [2500 damage, 20% heat gained]
- 22D > 236D > Dash 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [2883 damage, 29% heat gained]
- 236D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C
- No charges
- (5A) > 5BB > 2BB > 5CC > 22C > 6C > 236C > 214B > 22C
- (5A) > 5CC > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2672 damage, 34% heat gained]
- 5CC > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2847 damage, 30% heat gained]
- 6A > 5CC > 6BB > 22C > 6C > 236C > 214B > 22B [2271 damage]
- 6BB > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2322 damage, 31% heat gained]
- 2CC AA > IAD j.CC > 5B > 2CC > 22[C] > 5C 2C > 236C > 214C > 22B
- CH 5C > 5D Tap > 5B > 5CC > 22B > 5C > 2C > 236C > 214C > 22C
- CH 5C > 6CC > 236C > 214A > 5C > 2C > 236C > 214C > 22B
- (air) throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22C
- 1 charge
- (5A) > 5CC > 623C > j.214A(w) > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [3.8K Damage, 38% heat gained]
- 5BB > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B
- 5BB > 5CC > 22D > (5D) > 6CC > 236C > 5C > 2C > 236C > 214B > 22B
- 6A > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2986 damage, 26% heat gained]
- 6BB > 22C > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2C > 236C > 214C > 22C [2646 damage, 32% heat gained]
- 22D > (5D) > 6CC > 236C > 5C > 2CC > 236C > 214C > 22B
- 22D > 2B > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B
- throw > 6CC > 623C > j.236A(w) > j.214D > Dash 5C > 2CC > 236C > 214C > 22C [3218 damage, 33% heat gained]
- 2 charges
- 22D > (5D) > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > Dash 5C > 2C > 236C > 214C > 22B [3941 damage, 38% heat gained]
- 22D > (5D) > 3CC RC > (delay) 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > Dash 5C > 2C > 236C > 214C > 22B [4593 damage, 25% heat gained]
- All combos here will require at least 1 charge and 50 meter
- The combos listed here are organized under how many charges are needed when you use Install/Mugen (214214D) 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.
- When you're at the bare minimum of 1 stock and activate Mugen, the Mugen effect itself will end before you complete the entire 3-D series (623D > j.236D > j.214D) at the point where you won't get the bonus proration of the j.214D. It is possible to connect all three hits with 1 charge mugen but the timing is tight and character specific so be careful. However, Mugen's effects ending before completing all the hits is not a problem if you have 2+ stocks of charge.
- The 5 stock midscreen combos can also be done in the corner, but bear in mind that it doesn't work doesn't work against characters with weird/big hitboxes such as Bang, Rachel, Tager and Relius. Even if you do the 2 hit variation of 623D, it will not work, so in the corner in that situation, you're better off doing regular 2-3 charge combos without Mugen.
For visual aid on the Mugen effect for one charge, check out this video from BatousaiJ:
|1 Charge Mugen Showcase|
- 1 charge
- 5C CH > 6CC > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [5187 damage, 33% heat gained]
- 6C(C) > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [5105 damage]
- air throw: 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3659 damage, 27% heat gained]
- air throw: 6C > 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3940 damage, 22% heat gained]7
- air throw: 214214D > 623D > j.236D > j.214D > dash 5C > 2C > j.C > j.CC > j.236A > j.214C [4001 damage, 33% heat gained]
- 2 charges
- Throw > 214214D > 236D > Dash 623D > j.236D > j.214D > 214D > 6A > 5C > 2C > 236C > 214C > 22C [3542 Damage, 33% Heat Gained / 3842 Damage, 38% Heat gained]
- 5 charges
- Anything > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6685 Damage]
- 3C(w)C > 214214D > 623D > j.236D > j.214D > 22D > 236D > (carries to corner) 623C > j.214D > 5C(w)C > 2CC > 214D > 5C > 2CC > j.C > j.CC > j.236A > j.214C [7766 damage]
- Throw > 214214D > 236D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236236D [6520 Damage]
- 1 charge
- 22D > 5D > 6C > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C [4850, 39 meter back, charge back dependent on air charge length]
- Corner throw > 6CC > Mugen > 623D > j.236D > j.214D > 5C > 2C > 236C > 214C > 2CC [3.6k]
- 2 charges
- j.C > j.214214D > J.214D > 623D > j.236D > j.214D > 22D > (5D) > 6CC > 236C > 5C > 2C > 236C > 214C > 22C [5029 damage 41% heat gained]
Credits: All the Tsubaki players over at Dustloop as well as the other members of Dustloop who helped translate the frame data and obtain the sprites.