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For a list of changes that Tsubaki received in Chrono Phantasma and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]'''<br/> | For a list of changes that Tsubaki received in Chrono Phantasma and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]''' | ||
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{| class="wikitable" style="text-align: center;" | |||
|+Remaining Health vs. Overdrive Duration (in Frames) | |||
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!Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0% | |||
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!Overdrive | |||
|| 180F || 210F || 240F || 270F || 300F || 390F || 480F || 580F || 630F || 780F | |||
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|} | |||
{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}} | |||
==Normal Moves== | ==Normal Moves== | ||
;Notes | ;Notes |
Revision as of 19:02, 4 February 2016
Tsubaki Yayoi |
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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 = -7
- 2A(0) > 5D = -7
- 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 which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except 3C and 3CC. 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 at half the speed during Mugen in OD which can allow for longer Mugen combos while short on charge.
Pros/Strengths
- Charge cancelling provides pressure flexibility.
- Install gauge specials and cross-through attribute special lunge grant remarkable control over the end positioning of combos.
- Fireballs and blade super provide good neutral control/oki.
- Delay-able followup normals and the ability to cancel specials into other specials allow for a variety of frame traps.
- DP that can be made 'safe' by using the install gauge.
- Longest Overdrive in game (when at less than 10% health).
Cons/Weaknesses
- Terrible hitbox structure and speed of most normals make them unreliable in engagements on the ground and especially in the air.
- 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 heavy conditioning of the opponent is required for mixups to work properly.
- Has a sub-par neutral game that involves taking a lot of risks that most other characters don't need to take.
- A lot of fairly difficult matchups with none that are particularly in her favor.
- Using install gauge specials in combos for damage yields diminishing returns.
For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!
Health | 100 - 90% | 89 - 80% | 79 - 70% | 69 - 60% | 59 - 50% | 49 - 40% | 39 - 30% | 29 - 20% | 19 - 10% | 9 - 0% |
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Overdrive | 180F | 210F | 240F | 270F | 300F | 390F | 480F | 580F | 630F | 780F |
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
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
5A |
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5B
5B |
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5BB
5BB |
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5C
5C |
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5CC
5CC |
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2A
2A |
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2B
2B |
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2BB
2BB |
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2C
2C |
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2CC
2CC |
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6A
6A |
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6B
6B |
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6BB
6BB |
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6C
6C |
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6CC
6CC |
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3C
3C |
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3CC
3CC |
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j.A
j.A |
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j.B
j.B |
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j.BB
j.BB |
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j.C
j.C |
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j.CC
j.CC |
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Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
5D
5D |
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2D
2D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
- Notes
- All D versions of specials require one charge unless in Mugen/Install (214214D).
- Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo.
- 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.
- An exception to the rule introduced is that 236D can be cancelled into the non-D specials 214B or 22B on whiff.
Sanctus Aequum
Sanctus Aequum 236A/B/C/D |
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Sanctus Veritas
Sanctus Veritas 214B/D |
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Sanctum Decus
Sanctum Decus 22B/D |
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Benedictus Rex
Benedictus Rex 623C/D |
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Aequum Elesion
Aequum Elesion j.236A/D |
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Lux Aeterna
Lux Aeterna j.214A/B/C/D |
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Aequum Elesion (aura)
Aequum Elesion (Aura) j.236D > j.214D (Aura) |
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Lux Macto
Lux Macto 421A/D |
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Lux Macto (Aura)
Lux Macto (Aura) 421D > 236D (Aura) |
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Sanctus Aerolata
Sanctus Aerolata 63214C |
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Distortion Drives
Confutatis Maledictis
Confutatis Maledictis 236236C/D |
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Macto Maledictis
Macto Maledictis 214214D |
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Requiem Maledictus
Requiem Maledictus 632146B |
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Astral Heat
Requiem Aeternam 632146C |
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External References
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread