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*6CC is her only normal that removes a guard primer. | *6CC is her only normal that removes a guard primer. | ||
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;'''<big>5A</big>''' | ;'''<big>5A</big>''' | ||
{{AttackData-BB|150|100|82|All|0|6|3|9|-2|12|[http://www.dustloop.com/guides/bbcs2/frameData/tsubaki/5A.html]}} | {{AttackData-BB|150|100|82|All|0|6|3|9|-2|12|[http://www.dustloop.com/guides/bbcs2/frameData/tsubaki/5A.html]}} |
Revision as of 06:04, 8 December 2011
Overview
Devoted to training from an early age, she possesses tremendous combat ability despite being a woman. 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 Noel for deserting the NOL.
Health: 11,000
Guard Primers: 5
Play-style: Rush-down, Mix-up, Flashy
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Drive: Install
Tsubaki’s drive is 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 among other things. 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.
Tsubaki also has a Distortion Drive called "Macto Maledictus" (214214D) or more commonly referred to as "Tsubaki Mugen/Install" which will use up all 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.
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: 5D > j.D > 2D
Move List
- Notations
- H = can block high
- L = can block low
- A = can air block
- jc = Jump cancellable
- cc = Charge cancellable
- throw = Throw cancellable
- special = Special cancellable
- Red beat = Valid combo
- Blue beat = Invalid combo
Normal Moves
- Notes
- All of Tsubaki's normals, besides 5A/2A, are air unblockable meaning you must barrier guard against them if you're in the air.
- 6C is her only move that has a chance to fatal counter.
- 6CC is her only normal that removes a guard primer.
- 5A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Standard jab, hits crouching. Used as a basic jab attack. Not an anti-air.
- Cancels and Gatlings
jc, cc, throw, special
- Red beat-> 5A, 2A, 5B
- Blue beat-> 6A, 2B, 6B, 5C, 2C, 6C, 3C
- 5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tsubaki's best-ranged normal. Pokes far, and is charge/jump-cancellable on hit and block. Safe on block. Does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire.
- Cancels and Gatlings
jc, cc, special
- Red beat-> 5BB, 5C
- Blue beat -> 6A, 2B, 6B, 2C, 6C, 3C
Exception: CH 5B will connect to 6C
- 5BB
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Followup to 5B, combos into 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far. Air unblockable.
- Cancels and Gatlings
jc on hit, cc, special
- Red beat-> 2B, 5C
- Blue beat-> 6A, 6B, 6C(on hit only)
- 5C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Less range than 5B, good filler in blockstrings and combos; charge and special-cancellable. Only really usable in 5A range. Air-unblockable. Best combo-damage starter out of all her normals, use on counter-hit if reasonable.
- Cancels and Gatlings
jc on hit, cc, special
- Red beat-> 6B, 5CC, 2C
- Blue beat-> 6C(on hit only)
Exception: CH 5C will connect to 6C
- 5CC
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Standard filler on combos, charge cancellable.
- Cancels and Gatlings
jc on hit, cc, special
- Red beat-> 6B, 2C
- Blue beat-> 6C(on hit only)
- 2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Standard crouching jab. Used to initiate pressure/jab out at point blank range since it is + on block.
- Cancels and Gatlings
cc, throw, special
- Red beat-> 5A, 2A, 5B, 2B
- Blue beat-> 6A, 6B, 5C, 2C, 6C, 3C
- 2B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Low hit, standard filler in BnB and combos into 5C and 2C. Can chain to overhead or additional low, but can be interrupted during the process. It can also be used to OTG.
- Cancels and Gatlings
special, cc
- Red beat-> 2BB, 5B, 5C
- Blue beat-> 6A, 2C, 6C, 3C
- 2BB
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Low hit and followup to 2B. Can combo into 5C. Not very useful outside of combos.
- Cancels and Gatlings
special, cc
- Red beat-> 5C
- Blue beat-> 6A, 2C, 6C
- 2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Her best anti-air normal. 2C has some upper-body invincibility, think crouching fierce from most SF characters. It is jump-cancellable on hit/block.
- Cancels and Gatlings
jc on hit/block
- Red beat-> 2CC
- 2CC
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. Usually combo-filler.
- Cancels and Gatlings
jc on hit, special on hit
- Red beat-> 5C (only if 5C isn't done in your string already)
- 6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tsubaki's overhead and it is very slow. It gatlings to 5C or specials. Jab range. Air-unblockable and knocks down on airborne hit.
- Cancels and Gatlings
special
- Red beat-> 5C
- 6B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
A move where Tsubaki spins then does a low kick. The beginning looks similar to 6A so it can be used for mix-up. Hits low, gatlings to 6BB and + on block. Can be used to extend pressure.
- Cancels and Gatlings
special
- Red beat-> 6BB
- 6BB
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Low hit, followup to 6B. Usually used during combos only.
- Cancels and Gatlings
special
- Red beat-> 5C
- 6C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Whip-based attack, hits multiple times, special and jump-cancellable. It is her fatal counter move. Not much use outside of combos.
- Cancels and Gatlings
jc, special
- Red beat-> 6CC
- 6CC
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Followup to 6C where she shoots a sword upwards from the ground. It is usually used as combo filler after a successful 6C hit and it launches on hit. Removes 1 guard primer on block.
- Cancels and Gatlings
jc on hit, special
- Red beat-> none
- 3C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Standard slide, although it does not go under anything. Not that reliable of a move to use so it's usage is limited. However, it does allow Tsubaki to travel pretty far for a sliding low. Can not gatling into any other move other than it's followup unless unless rapid cancelled.
- Cancels and Gatlings
special
- Red beat-> 3CC
- 3CC
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Followup to 3C. One of Tsubaki’s launchers. Not that reliable of a move. Can not gatling into any other move unless rapid cancelled.
- Cancels and Gatlings
special
- Red beat-> None
- j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Her standard anti-air jab.
- Cancels and Gatlings
none
- Red beat-> j.B
- j.B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Horizontal normal, used in air combos or rare anti-air instances.
- Cancels and Gatlings
jc
- Red beat-> j.BB, j.C
- j.BB
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Downward poking attack, used in combos, can also be kind of used in anti-air instances.
- Cancels and Gatlings
jc
- Red beat-> none
- j.C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Best ranged air normal and has the best vertical hitbox out of all her normals. Can combos after j.B and its followup
- Cancels and Gatlings
jc, special
- Red beat-> j.CC
- j.CC
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Whip-based attack, used in combos mostly, or after j.C hit confirms. Can be used for movement to make Tsubaki "glide" a bit during air dashing.
- Cancels and Gatlings
special
- Red beat-> none
Drive Moves
- 5D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- j.D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Throws
- Forward Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Special Moves
- Hell's Fang (214A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Additional Blow / Tsuika Kōgeki (214D after Hell's Fang)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Inferno Divider: C Version (623C / j.623C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Inferno Divider: D Version (623D / j.623D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Upper (236C after Inferno Divider)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Straight / Yoko Fukitobashi (236C after Upper)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Ax Kick / Kakato Otoshi (214D after Upper)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Gauntlet Hades (214B / j.214B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Spin Kick / Keri Age (214D after Gauntlet Hades)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Dead Spike (214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Belial Edge (j.214C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Not Over Yet / Mada Owarija Nē Zo (22C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Distortion Drives
- Carnage Scissors (632146D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Blood Kain (214214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
---
- Devoured by Darkness / Yami ni Kuwarero (214214D during Blood Kain)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Astral Heat
- Black Onslaught(2141236C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|