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===Charge Setups=== | ===Charge Setups=== | ||
Tsubaki does around average or low damage without charge(average of 1500-2000 damage per combo) except for 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 | Tsubaki does around average or low damage without charge(average of 1500-2000 damage per combo) except for 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. | ||
*After a normal BnB ending in a 22x hit (any 22x hit for that matter). | *After a normal BnB ending in a 22x hit (any 22x hit for that matter). | ||
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*After a dead angle. | *After a dead angle. | ||
*When the game goes in neutral. (Tap 5D sparingly.) | *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 | *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 during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent. | ||
<br/> | <br/> |
Revision as of 01:58, 13 January 2012
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 and best friend 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 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 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. 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.
- 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
- 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.
- 6A and 3C are her only moves that have 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
Exception: CH 5A will connect to 2B, 5C, 2C
- 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. She gains a high/low mixup from this starter, but it is important to note that it does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire as it is her best poking tool. On CH 5B you can combo into 6C. If you find you're too far on CH 5B you can charge cancel after it and then dash 5B again for a better hit confirm and it will connect.
- Cancels and Gatlings
jc, cc, special
- Red beat-> 5BB, 5C, 2B (1x per string), 2C
- Blue beat -> 6A, 6B, 6C, 3C
Exception: CH 5B will connect to 6B, 6C, 3C
- 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-> 5CC, 2C (1x per string)
- Blue beat-> 6B, 6C(on hit only)
Exception: CH 5C will connect to 6B, 6C
- 5CC
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Standard filler on combos and charge cancellable.
- Cancels and Gatlings
jc on hit, cc, special
- Red beat-> 2C
- Blue beat-> 6B, 6C(on hit only)
Exception: 5CC will connect to 6B on crouching opponents
- 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
- Blue beat-> 6A, 6B, 6C, 5C, 2B, 2C, 3C
Exception: CH 2A will connect to 5C, 2B, 2C
- 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, 2C, 5B (1x per string), 5C
- Blue beat-> 6A, 6C, 3C
Exception: CH 2B will connect to 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-> 2C, 6C
Exception: CH 2BB will connect to 2C
- 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. Can deliver a fatal counter. Forces crouch. 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-> none
- 6C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Whip-based attack, hits multiple times, special (on hit) and jump-cancellable. Not much use outside of combos. To special cancel this move on block input 2147X or 2369X. If you hold 7/9, 214X/236X will activate. If you do not hold it, J.214X/J.236X will activate. Bear in mind this is not particularly easy to grasp.
- 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. Can deliver a fatal counter which can lead into combos without a rapid cancel.
- 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 but can be used for a fatal counter punish. Can not gatling into any other move unless rapid cancelled. Rewards you with 120% bonus proration.
- 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 combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, and 5C. It does not happen often but if it does it's an option. On CH j.C and you're close enough to the ground, you can land > 2CC > IAD combo.
- 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. If close enough to the ground, you can go into 5A and 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 the IAD combo and then land to continue. Since Tsubaki's air normals are pretty bad, you should be careful approaching your opponents this way but if it does happen those are a few options to work with.
- Cancels and Gatlings
special
- Red beat-> none
Counter Assault
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Drive Moves
- Notes
- Tsubaki will be in a CH state when charging
- In terms of recovery: 2D > 5D > j.D
- In terms of charging speed: 5D > j.D > 2D
- 5D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Gives about 0.5 stock of charge on tap. When held down, charges up to 1.5 stock, then stops. The best way to charge in matches overall.
- 2D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Charges the slowest at first, then accelerates quickly over time. Best used if your opponent is for whatever reason doing nothing to approach you and is all the way across the screen.
- j.D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Balance of charging speed and recovery, also decreases her falling speed. Charging longer in the air causes more landing recovery.
Throws
- Notes
- 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. It will be explained more in the offense section.
- Forward Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tsubaki is one of the few people in CS2 who can combo after a throw mid-screen although it requires you to use a charge. However, since it is very easy for her to gain charges, it is well worth using due to the fact that the combo will more than likely corner carry your opponent. You can combo after this using 236D > 5B. If you can time it well enough, you can also do 236D > 5C > 2CC > IAD combo for better damage as well as corner carry. Note that the timing for 236D > 5C is far stricter than 236D > 5B. In the corner you can combo into 6CC > fun life.
- Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
The same as her forward throw though she turns and throws you backwards instead. The timing for the 236D, or 6CC if you back throw them into the corner, afterwards is a little bit more lax compared to her forward throw.
- Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
You can combo after this using 6CC.
Special Moves
- Notes
- 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. C specials except j.236C, j.214C and 623C removes one primer.
- 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 236C, 214C, and 22C.
- Sanctus Aequum (236X)
A Version
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
B Version
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
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C Version
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
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D Version
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Charges forward with shield in front, each version charges forward a bit more, C moves the farthest, D about 2/3 of the screen. All three versions are safe on block if spaced properly. The D-version is special in that it goes through the opponent creating a ghetto crossover, but it is not safe on block. C-version can combo into normals on hit. This special can chained into the 214x and 22x series on hit. The D-version will always OTG.
- Sanctum Veritas (214X)
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Tsubaki moves forward while swinging her sword upwards. Button strength determines startup frames and distance traveled, but D version is faster than C version. Launches on CH. D version launches on initial hit. All versions have some head/upper-body invincibility, and the D-version has it until the hit.
- Sanctum Decus (22X)
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A, B, and C are the same damage, and can be held down to charge the attack for more untechable time. B-version's hitbox can break or reflect projectiles. C and D versions are plus on block. D version causes the opponent to do a floor slide in CS2. Can be comboed after in the corner, or by using charge during midscreen. D version is unblockable when fully charged and is probably her best mix-up option.
- Lvl 1 charge – immediate release
- Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded.
- Benedictus Rex (623X)
A Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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B Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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C Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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D Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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Tsubaki's DP. All versions are projectile-based except for D version. A version has some startup invincibility, B has it in the middle once it gets off the ground, D has it until the hit.
The D version actually combines all three of her other versions into it (sword-wise). C sword comes out first, then B, then A and follow one after another and the C hit will disappear first, then B, then A. It's not exactly simultaneous hence why there's a "dead zone" which allows the opponent to air grab her if they are able to avoid the first hit. It's not only her D version unfortunately. She can also be grabbed out of her A DP.
The A, B, C version swords also very slightly come out of different areas on the ground. A version sword seems to come out more forward than B, B seems to come out a little closer to Tsubaki, and C is in the middle of them. It's a really small margin of how far away they're spaced though.
- Here are rough ideas of how the hitbox for the move looks. They are not entirely accurate due to the fact that her move hitbox and Tsubaki's actual hitbox are separated but it gives a rough idea of how the move is done. In the D version, the letters refer to which version of her sword comes out and the numbers is the order they come out. Refer to the little paragraph above about her D version if you're still confused.
- Aequum Elesion (j.236X)
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D version creates a very slow downward angled fireball which can amplify your j.214 series if you dive through them. This move is mainly used for combo filler, and can be chained to j. 214 series on hit. The A version moves you diagonally upwards a bit. B version moves you forward. C version moves you diagonally downwards a bit.
- Lux Aeterna (j.214X)
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D creates a floor bounce, can be combed after; C version is used as a combo ender. The CH C version and normal D version of this move causes a floating untechable knockdown which allows you to combo afterwards. On hit and block, Tsubaki bounces a bit away from the opponent
- Aequum Elesion j.236D > Lux Aeterna j.214D (aura)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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Makes viewers go "oooooh" when used. This move is when you use 236D which releases a small ball projectile. Immediately after inputting the 236D you use 214D for Tsubaki to connect with the ball which lets her hit her opponent multiple times compared to her regular 214D series which only hits once. Since this move uses 236D as well as 214D, you will always use two charges when doing this particular move. You can also leave the projectile alone to somewhat stop your opponent from approaching since it falls in a downward diagonal fashion. An unblockable set-up can be done from this though it requires another charge to do and 50 heat. You use this move, rapid cancel, then 22D unblockable. If done correctly, it will always guarantee the 22D will connect unless the opponent bursts. You must rapid cancel because you will not recover in time to land and charge up the 22D without doing so since the recovery from the move doesn't start until she lands from the hits.
Distortion Drives
- Confutatis Maledictus (236236X)
C Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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D Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
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Damage based on amount of charge. C-version does the super without using charge and has invincibility until the first hitting frame. Can be used as a reversal-super. D-version does not have invincibility and uses all remaining charge. The amount of damage the D-version will do on the second hit depends on how many bars of charge you have when used. If the D-version is used during mugen (214214D), it will use the amount of charge stock that Tsubaki has on mugen activation. On hit, super knocks opponent away from you, allowing you time to charge.
- Macto Maledictus 214214D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tsubaki install, works like mugen but for charge meter. You must have at least one bar of charge before it can be activated. It will gradually drain your charge meter until it reaches 0, and then the super will end when it does. After activating this move, opponents have to wait 3F after the superflash before any of their inputs will register. 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. However, your opponent can burst easily causing you to waste all your charge so choose when to use this with caution. In Extend, it is possible to bait burst after using Mugen after a FC 3C. Can also be used to make viewers go "ooooh" and "ahhhh."
Astral Heat
- Requiem Aeternam(632146C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tsubaki’s Astral heat, can be comboed from 22x, j.214D, and other various methods. Has many frames of invincibility as well as a very long speech and animation after it hits.
Strategy
Offense
Blockstrings
What makes Tsubaki unique from the other characters is the fact that her charge cancelling can provide her with alot of pressure resets which can confuse your opponent. Though, it is important to note that she can be poked out of further pressure whilst charge cancelling, and so it is quite risky, thus why you make it ambigious as to when you will charge cancel so you keep the opponent on their toes. This is where she shines against characters with a lack of reversals as they have no easy way out of pressure. Any normal can be charge cancelled except 3C, 6A, 6B and 6C.
5B(B) is a very good move to use in blockstrings because it provides you with many options. 5B allows you to jump cancel to get away from the opponent to acquire more stock or you even use aerial pressure. 5B(B) are also effective in that they provide you with a high/low mixup. This will most likely be a common sight in blockstrings.
2B is another very good normal to use. While not jump cancellable it also provides you with a high/low mixup. Another thing about 2B is that the recovery is quite fast and it is only -1 on block, so you can reset pressure without have to resort to charge cancelling. For example: *5BB > 2B > 2A > 2B
6B is also another good normal to use in blockstrings. It is +1 on block, and allows you to reset your pressure. Bear in mind it's also a low, but unless you scored a CH, it becomes more difficult to combo from. Getting a counter hit allows you to dash in and use 5C for instance, whereas on normal hit, you'd have to follow up with 236X/22X.
6C and 2C provides you with the only options of ending with a special, delivering additional aerial pressure, or even retreating. As they are not as strong as 5B and 2B in applying additional pressure they are barely used, but that does not mean they are not still good.
It is not advised to use her combo blockstring i.e 5BB > 2BB > 5CC because you are not providing any sort of mixup against the opponent and you would not like to autopilot yourself in delivering the same string.
With that mentioned above here are some examples of blockstrings:
- 5BB > 2B > 2A > 6A
- 5B > 5C > 6B > 5A - 5B - etc
- 5B > 5CC > 6C > Jump cancel away to retrieve stock
- 5B > 5C > CC > 5A > 5B > 6B > 5C > CC > etc
Of course, charge cancelling gives you a large variation of endless blockstrings which allows you to develop your own strings thus bringing creativity.
Resets
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 (22D hold). 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 2CC > 6A > unblockable (In the corner)
- 236b > 214B > Delay unblockable (In a combo ender)
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.
Frame Traps
Tsubaki Install/Mugen
Defense
Charge Setups
Tsubaki does around average or low damage without charge(average of 1500-2000 damage per combo) except for 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.
- After a normal BnB ending in a 22x hit (any 22x hit for that matter).
- After an air combo ending in j.214C.
- 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.
Combos
- Notes
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. Please refer to the CS2 Tsubaki Yayoi Combo Compilation 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 > 5B > 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 5B 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.
- You can replace any combo that has 5B > 2CC > 236B > 214B > 22B with 5B > 2CC > hjc j.C > jc dj.CC > j.236A > 214C for more damage, but it sacrifices positioning and charge time.
- Anything that ends with 22x in a corner situation can usually be followed up by 6C > 236236C
- You can extend corner combos by using 22C > dash 5C > 2C > ender. The 22C must be charged long enough for the dash 5C to hit but it leads to good damage and meter. The timing is a bit stricter than if you just went to a regular ender i.e. 236x > 214x > 22x.
- You can also use 2B after the 22C as an alternative though you have less untech time if you choose to use it instead.
- Some combos that work on everyone else may not work on Jin due to his hitbox such as the corner combo extension 22C > dash 5C > 2C.
- On that note, the timings and what works for some combos may change depending on the character (usually for those with small hitboxes) though most combos should work on the cast.
- Some ways that lead to the IAD combo are
- - 22D > 2B/5C > 2CC > IAD (In the corner)
- - 22D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD (in the corner)
- - 22D > 236D > dash 2CC > IAD (midscreen)
- - 236D (air hit) > 2CC > IAD
- - 2CC anti-air > IAD
- - CH 22X > 5B > 2CC > IAD (can also be done in the beginning of the match using 22A and your opponent tried to attack you)
- - 5B > 2C > 214D > 2CC > IAD
- - 3CC > rc > 2CC > IAD
- - 623D > j.236D > j.214D > 2CC >IAD
- For some visual aid, have a look at the combos in this tutorial.
- -Part 1 shows basic midscreen and corner combos
- -Part 2 shows corner Combo Ender Variations (236X - 214X - 22X)
- -Part 3 shows charge cancel tips and variations
- -Part 4 revises all the combos.
Midscreen
- No charges
- 1 charge
- 2 charges
Corner
- No charges
- 1 charge
- 2 charges
Install/Mugen Combos
- All combos here will require at least 1 charge and 50 meter
- Note:
- 1 charge
- 2 charges
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.