- All versions can cancel into 22B/D on hit and 22D on block or whiff.
- Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
- D version is jump cancellable when not used as a followup.
- Both D versions have 110% bonus proration while in 214214D.
The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability a few frames into its startup that last until around until the move becomes active. Unsafe on block, but deliver a sufficient amount of pushback to make you harder to punish. Too slow to be used reactively or in neutral, so it is mostly just combo fodder. Just like with the 236X series, you can followup with 22D on block to catch people trying to punish you in recovery.
The regular B version flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect.
The followup B version does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into 22B/D in order to continue. Using both the regular and followup versions in a combo is perfectly fine and will not trigger SMP.
The regular D version flips the opponent when it launches them and is jump cancellable on hit. The jump cancellability of the move opens up a variety of combo paths that all lead to great damage and corner carry. By conventionally jump cancelling the move, you can go into a simple air combo with j.C. By either preforming an IAD j.C or delaying j.C until you are near the ground, you can get a juggle combo going by connecting 5C after touching the ground. The jump cancellability can even be used to cancel 214D into a Crush Trigger or raw OD. This technique known as a "jump cancel cancel" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like the B version, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching.
The followup D version does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike the B version, it can still be followed up with 5C even after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of right before the active frames begin. Not nearly as unsafe on block compared to the B version. Follows the same rules concerning SMP exemption.