BBCSE/Tsubaki Yayoi: Difference between revisions

From Dustloop Wiki
Line 525: Line 525:
| {{AttackData-BB|750 (850)|270 (306)|80|94 (92)|39|4|20|-|tsubaki/22A||}}
| {{AttackData-BB|750 (850)|270 (306)|80|94 (92)|39|4|20|-|tsubaki/22A||}}
|}
|}
All versions can be held down to charge the attack for more untechable time, but each version will do the same damage regardless of how long it was charged for i.e 22A will do the same damage as a fully charged 22A. B-version's hitbox can break or reflect projectiles. C and D versions are plus on block. 22C is a nice pressure ender because it removes a primer whilst leaving you safe. A great way to catch players off guard if they decide to run in for afterwards is to use 22C then 22A straight after. It's a nice frame trap which leads to decent damage and very good corner carry provided you use the IAD followup combo. 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. You should only use this move where you plan to hit with it at max range as it is difficult to punish, but again this may likely place you into the defensive as it suffers from slow recovery. If used when you are directly in your opponent's face, they will not have a hard time punishing you for it.
All versions can be held down to charge the attack for more untechable time, but each version will do the same damage regardless of how long it was charged for i.e 22A will do the same damage as a fully charged 22A. The untech time for each version is different and in order from most untech time to least: D version > B version > C version > A version. Keep in mind switching between 22B and 22C as your combo ender is dependent on whether or not you used either earlier in the combo and what you want to do afterwards due to the difference in untech time.
 
B-version's hitbox can break or reflect projectiles. C and D versions are plus on block. 22C is a nice pressure ender because it removes a primer whilst leaving you safe. A great way to catch players off guard if they decide to run in for afterwards is to use 22C then 22A straight after. It's a nice frame trap which leads to decent damage and very good corner carry provided you use the IAD followup combo. 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. You should only use this move where you plan to hit with it at max range as it is difficult to punish, but again this may likely place you into the defensive as it suffers from slow recovery. If used when you are directly in your opponent's face, they will not have a hard time punishing you for it.
*Lvl 1 charge – immediate release
*Lvl 1 charge – immediate release
*Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded. Hakumen cannot even parry the unblockable normally or with his parry distortion, but he can still catch you with his astral.
*Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded. Hakumen cannot even parry the unblockable normally or with his parry distortion, but he can still catch you with his astral.

Revision as of 08:45, 26 March 2012

Tsubaki Yayoi

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. 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: j.D > 5D > 2D

Move List

See also: Tsubaki Full Frame Data
Notations
jc = Jump cancellable
cc = Charge cancellable
throw = Throw cancellable
special = Special cancellable
Red beat = Valid combo
Blue beat = Invalid combo

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 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.



Tb200 03.png
5A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
108
100
82
6
3
9
-2
Click!

Standard jab which hits crouching opponents. Used as a basic jab attack but lacks range. Not an anti-air. 5A however is extremely useful where you're opting for tick throws. It's also very useful for scoring throw reject misses, or for lengthening blockstrings, as it is not too unsafe on block. Remember you can only do this up to 3 times max consecutively. 5A > 5C also provides you with a frame trap in case players try to outpoke you out of your pressure.


Cancels and Gatlings

jc, cc, throw, special

  • Red beat-> 5A, 2A, 5B, 5C
  • Blue beat-> 6A, 2B, 6B, 2C, 6C, 3C

Exception: CH 5A will connect to 2B, 5C, 2C


Tb201 03.png
5B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
520
187
85
89
10
5
17
-5
Click!

Tsubaki's best-ranged normal. Pokes far, and is charge/jump-cancellable on hit and block. Because of the range, it does have good priority. She gains a high/low mixup from this starter and so it is excellent when used as a pressure tool, 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, but it should not be abused. The slow recovery easily makes it a punishable normal when used up close, though it is very difficult to punish from max range. 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 5C for a better hit confirm and it will connect, otherwise you may have to followup with a special.

This can be used as an anti air in cases where you may not be directly under your opponent. Though because of the horizontal hitbox, well spaced jump ins can beat it clean, thus rendering it inferior to Tsubaki's 2C. In addition, some characters can even avoid 5B by using a normal which allows them to go under it, such as Noel's 3C, and so it is not recommended to become heavily reliant on this normal. Due to how unsafe this normal is, it advised you followup or jump cancel.


Cancels and Gatlings

jc, cc, special

  • Red beat-> 5BB, 2B (1x per string), 5C, 2C
  • Blue beat-> 6A, 6B, 6C, 3C

Exception: CH 5B will connect to 6B, 6C, 3C


Tsubaki 5BB.png
5BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
144
100
89
11
3
19
-5
Click!

Followup to 5B, combos into 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far which can leave you open to be attacked. Again you have the high/low mixup here so it is decent as a pressure tool. Another thing to note is that you can frame trap the opponent by delaying 5BB, however players can opt to backdash out of 5BB. 5BB is also much better as a combo starter than 5B, so it may be worth using it for frame traps at times.

Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 2B (1x per string), 5C
  • Blue beat-> 6A, 6B



Tsubaki 5C.png
5C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640
230
90
89
8
3
23
-9
Click!

Less range than 5B, good filler in blockstrings and combos; charge and special-cancellable. Only really usable in 5A range. Air-unblockable. This is probably the best normal that Tsubaki can use to as the changes has given it increased speed. This makes it much easier to frame trap players. e.g 2B > 5C. Not only that but it's also on of the better normals which is very good for a combo start as it leads into very good damage provided you have stock to assist you. As a pressure tool, it kinda lacks the strength to provide a low and high mix-up, but it does provide you with options to jump cancel as a retreat for charge or apply further pressure, as it gatlings into 2C/6C.


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


Tsubaki 5CC.png
5CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
223
100
92
13
3
27
-11
Click!

Standard filler on combos and charge cancellable. You can also frame trap your opponent by delaying 5CC, and again 5CC would make a much better combo starter than 5C, but it is usually very unlikely you will score a hit. Be observant when using this move. Barrier blocking can easily push Tsubaki out causing this to whiff, leaving her vulnerable to an attack.


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. Again this can be delayed from 5C to provide another frame trap for really good damage.


Tsubaki 2A.png
2A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
108
80
82
7
2
8
0
Click!

Standard crouching jab which is very good when used to initiate pressure/jab out at point blank range since it is 0 on block. It is extremely useful in pressuring opponents who barrier block too. Dashing in between 2A pressure can very much help you to stay on top of your opponent. This can also be used for tick throws, but it is inferior to 5A because 2A induces just a little less blockstun.


Cancels and Gatlings

cc, throw, special

  • Red beat-> 5A, 2A, 5B, 5C
  • Blue beat-> 6A, 2B, 6B, 2C, 6C, 3C

Exception: CH 2A will connect to 2B, 2C


Tsubaki 2B.png
2B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
144
80
86
13
3
12
-1
Click!

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 opponents. For example, at the end of your combos, if your opponent opts to stay on the ground, you can attempt to reset them with this normal. The recovery on this normal is not so bad, so you can either opt to use it to reset pressure, or use it to end pressure if you feel your opponent is trying to use a reversal.


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


Tsubaki 2BB.png
2BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
172
70
86
10
3
18
-7
Click!

Low hit and followup to 2B. Can gatling into 5C so it does slight provide a nice hitconfirm where 2B may not hit and 2BB does, but it's not very useful outside of combos. The reason being is that it can be a bad normal to use to hitconfirm with as the proration severely limits your combo potential. This is also quite unsafe to use as a blockstring ender.


Cancels and Gatlings

special, cc

  • Red beat-> 5C
  • Blue beat-> 2C, 6C

Exception: CH 2BB will connect to 2C


One of the better anti-airs in the game
2C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660
237
80
89
13
5
18
-6
Click!

This is one of the better Anti airs in the game, and is definately what you will using when players are trying to jump in on you. 2C has some upper-body invincibility, think crouching fierce from most SF characters. It is also jump-cancellable on hit/block, and on hit, it grants you with really good corner carry.

On a CH, this move provides alot of untechable time on both ground and air hit for you to dash in and continue the combo with 5C . On a normal air hit however, you can only followup into 2CC or an air combo, and even then the window is not exactly large enough for many to followup with normal 2C hits. Be careful not to leave it too late otherwise 2CC will whiff and leave you vulnerable to an attack. This is also not particularly useful for a pressure option because 2C limits your options only leaving you to a special cancel or jump cancel as it cannt be charge cancelled and only gatlings into 2CC.

Cancels and Gatlings

jc on hit/block, special on hit/block

  • Red beat-> 2CC



Tsubaki 2CC.png
2CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680
244
80
89
16
3
24
-10
Click!

Followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. Usually combo-filler. Be careful when trying to catch players with 2C AA. If you fail to notice that they blocked it and you followup with 2CC it will whiff on crouching opponents and you will leave yourself wide open for an attack. This should not be used outside of combos however, as during blockstrings it will whiff on crouching opponents (Except Tager), and you will be left vulnerable.




Cancels and Gatlings

jc on hit, special on hit

  • Red beat-> 5C (only if 5C isn't done in your string already)





Tsubaki 6A.png
6A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
223
70
89
26
2
24
-9
Click!

Tsubaki's overhead is one of the slowest overheads which does not make it completely effective as a mixup tool. It gatlings to 5C or specials, and has very small range. Because of this, there are times where you may be too far to followup the combo with 5C. A more positive note is that it can deliver a fatal counter which allows you to do 6A > 5CC > 6CC, but it is inferior to 3C for a FC punish. The most you can do with one stock on a FC is 6A > 5CC > 6CC > 214D > IAD combo. The proration is this move severely limits your combo paths so try not to get all fancy with it. It also forces crouch, is air-unblockable and knocks down on airborne hit. Use this sparingly but not excessively. Due to the slow startup, she can easily be interrupted with either a normal, or even a throw if the player is highly alert. The player could also backdash out of it. Although it can be difficult to react to once used meaty on a player's wakeup, and it does prove to be a nice reset after a 236D or a very long combo.

Cancels and Gatlings

special

  • Red beat-> 5C



Tsubaki 6B.png
6B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
144
80
92
21
3
15
+1
Click!

A move where Tsubaki spins then does a low kick. The beginning looks similar to 6A so it can be used for an ambigious mix-up. Hits low, gatlings to 6BB and + on block. You can special canel this into 22C to break and primer and keep your opponents honest in blocking. If they attempt to outpoke you or jump they'll get hit and this allows a 6CC link in the corner. When they're honest enough, you can use 6B to extend into further 2A/5A further for example. This can also be used as a frame trap after 5CC for instance, and the CH window is big enough for you to use dash 5C. However it is important to note that it can easily be anticipated and can be avoided by simply jumping out . It is not advised that you use this alot in your pressure. You would only use this normal in combos where your opponent was crouching beforehand i.e 6A - 5CC - 6B. Again this normal is not so good to use as a combo starter.


Cancels and Gatlings

special

  • Red beat-> 6BB



Tsubaki 6BB.png
6BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420
151
80
92
15
4
20
-5
Click!

Low hit, followup to 6B. Usually used during combos only where your opponent is crouching. Not generally used in blockstrings unless you plan to followup with a special.


Cancels and Gatlings

special

  • Red beat-> none



Tsubaki 6C.png
6C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
250x6
90x6
100
90(once)
23
1x6
38
-15
Click!

Whip-based attack, hits multiple times, special (on hit) and jump-cancellable. It can help close gaps in pressure suchas when you're opponent is barrier blocking, and leads into excellent damage when used as a combo starter. Other than that, there is not much use outside of combos. Due to the slow startup it can be extremely risky using this at point blank range because you can easily be thrown out. There is also an interesting way to special cancel this move on block. To do so, 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, and the usefulness varies with the type of opponent you are playing. 6C > 2147D (hold) for instance can be used to frame trap opponents or those who usually opt to jump in the air after a 6C, whilst 6C > 2369 (hold) can allow for additional pressure.


Cancels and Gatlings

jc, special

  • Red beat-> 6CC



Tsubaki 6CC.png
6CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300x3
108x3
100
94(once)
22
1x3
35
-15
Click!

Followup to 6C where she shoots a sword upwards from the ground. It cannot be cancelled into anything. It is usually used as combo filler after a successful 6C hit and it launches on hit. Removes 1 guard primer on block. Do not use it on block as it is highly unsafe, but in the instance where it is used on block, it's useful in catching mashers or those who are opting to jump out. It does lose to reversals however. The recovery of this normal is also extremely bad on whiff, so be sure initiate the right input for combos as this may come out accidentally sometimes if you're not careful.

Cancels and Gatlings

jc on hit, special on hit

  • Red beat-> none



Tsubaki 3C.png
3C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720
259
80
92
18
10
22
-13
Click!

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. In addition, this can even be followed up from a 5BB hit where your opponent is crouching, but it 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 rapid cancelling, and it does provide an excellent corner carry. You can also use this and it's follow-up for oki after a knock down. This is explained more in the "Offense" section. This should not be used as a blockstring as it has no use and it unsafe on block.


Cancels and Gatlings

special

  • Red beat-> 3CC

Exception: FC 3C will connect to 6C without the need to rapid cancel.


Tsubaki 3CC.png
3CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980
352
100
92
17
2
43
-26
Click!

Followup to 3C. One of Tsubaki’s launchers. Not that reliable of a move outside of combos, but can be used for a fatal counter punish. Can not gatling into any other move unless rapid cancelled and is highly unsafe on block. Again there is no reason to use this normal on block. On the plus side, it rewards you with 120% bonus proration, which will maximize the amount of damage you do for the remainder of the combo. This is Tsubaki's best combo starter, and ways to land it are explained in the "Offense" section.




Cancels and Gatlings

special

  • Red beat-> None





Tsubaki j.A.png
j.A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
108
90
84
8
2
6
-
Click!

Her standard anti-air jab. Not to be used in an air to air battle due to the lack of range. On block however it is useful for applying air pressure and you could opt to go into a tick throw.


Cancels and Gatlings

none

  • Red beat-> j.B
  • Blue beat-> j.C

Exception: CH j.A will connect to j.C


Tsubaki j.B.png
j.B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
201
90
86
8
4
12
-
Click!

Horizontal normal, used in air combos. This makes a better air to air normal to use than j.A because it has slightly more range, and is better to use than j.C because it's faster, but even then, it's used very rarely. If you are attempting to play air to air with your opponent, this should be one of your options.


Cancels and Gatlings

jc

  • Red beat-> j.BB, j.C



Tsubaki j.BB.png
j.BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
172
90
86
7
3
24
-
Click!

Downward poking attack which is only really used in combos. It is also very rarely used in anti-air instances.


Cancels and Gatlings

jc

  • Red beat-> none
  • Blue beat-> j.C



Tsubaki j.C.png
j.C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680
244
90
89
13
5
20
-
Click!

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. However, it still doesn't have much priority over other character's air normals and so it can be more disrespected because of the slower startup it has. On block however, you can delay this into a j.CC to add more overhead pressure, or you could jump cancel the j.C. The j.CC delay can be beat with reversals however, but the jump cancel is also useful for applying further air pressure or baiting a counter assault or reversal.


Cancels and Gatlings

jc, special

  • Red beat-> j.CC



Tsubaki j.CC.png
j.CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
172
90
89
10
2
31
-
Click!

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
0
0
50
92
10
4
39
-24
Click!

Has the same animation as her 22X. It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure. Remember Counter Assaults remove a primer now, so it's probably best to avoid becoming reliant on this. You have a better way for using the heat, such as for Mugen.


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: j.D > 5D > 2D



Love...
5D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
100
-
-
-
total 18~50F
-
Click!

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, and this will be your standard way of charging. This is also your standard method of charge cancelling during pressure, but it is best to use it sparingly and not become over reliant, as you would only be giving more opportunities for your opponent to poke you out. It is very useful in cancelling unsafe normals such as 5C(C).



...The D...
2D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
100
-
-
-
total 18~96F
-
Click!

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. A good example is where you use 22D to hit your opponent away. The untechable time of 22D should reward you with at least 2 stocks.



...LOVE IT
j.D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
100
-
-
-
total 14F
-
Click!

Balance of charging speed and recovery, also decreases her falling speed, and so it can be good for avoiding AAs. You can only use this once per jump. If you stop charging and then land after using this move, the recovery will be faster than if you land while still charging. It is also important to note that if you are charging and landing from a double jump, just before you touch the ground, you will unable to block regardless of whether you are holding back or the barrier block button. Double jumping also limits your offensive options after a j.D, which includes either j.C, j.214X or j.236X, all of which can be stuffed with a well timed AA. Because of the lack of options after a double jump, it is not advised to charge so long in the air, and this includes when using j.214C in combos. This can easily be avoided by jumping only once in combos. Not only will you have the above options, but you have retained the ability to airdash either back or forward.



Throws

Notes
  • 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.



Tsubaki Forward Throw.png
Forward Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1300
0,468
90
100,55
7
3
19
-
Click!

Tsubaki is one of the few characters in CSE who has fantastic corner carry from a throw no matter where she is on the screen, from a 236C followup. However, getting the furthest distance requires one stock, but since it is quite 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 > Dash 5C, and it's easier to followup with 5C rather than 5B. Following up into 5C also deals a little more damage. In the corner you can combo into 6CC > fun life.



Tsubaki Backwards Throw.png
Back Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1300
0,468
90
100,55
7
3
19
-
Click!

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.



Tsubaki Air Throw.png
Air Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1400
0,504
100
100,55
7
3
17
-
Click!

When going into the air with your opponent, this is usually your best option. The air grab provides you with multiple ways of following up such as using 6CC, 2B, 5C, or even an air special.



Special Moves

Notes
  • 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.



Sanctus Aequum (236X)

A Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
75
70
18
6
18
-7
Click!

B Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
75
70
18
10
20
-13
Click!

C Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
75
70
19
10
20
-13
Click!

D Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 (900)
288 (324)
75
89 (92)
16
10
24
-4
Click!

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 and is special in that it can be used to easily close the gap between players. 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 if used from far. This special can chained into the 214x and 22x series on hit and only into the D specials on block. The D-version will always OTG.


Sanctum Veritas (214X)
A version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
70
17
3
23
-7
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
70
17
3
23
-7
Click!
B version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
75
70
22
3
23
-7
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
75
70
22
3
23
-7
Click!
C version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
80
70
30
3
24
-7
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
80
70
28
3
24
-7
Click!
D version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900 (1000)
324 (360)
80
92 (94)
22
3
23
-7
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900 (1000)
324 (360)
80
92 (94)
17
3
23
-7
Click!

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. 214B can be used in place of 214C in midscreen combo enders to make the opponent float behind you. This is beneficial if you're using a combo from your back to the corner and you want to place the opponent into the corner. All versions are air unblockable.


Sanctum Decus (22X)
A version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
70
10
4
30
-9
Click!
Charged
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
70
40
4
30
-9
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
55
10
4
30
-9
Click!
Charged followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
55
40
4
30
-9
Click!
B version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
70
70
17
4
26
-5
Click!
Charged
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
70
70
43
4
22
-5
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
70
55
17
4
26
-5
Click!
Charged followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
70
55
43
4
22
-5
Click!
C version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
70
70
19
4
26
-5
Click!
Charged
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
70
70
45
5
26
-5
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
70
55
19
4
26
-5
Click!
Charged followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
70
55
45
4
26
-5
Click!
D version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 (850)
270 (306)
80
89 (92)
14
4
20
-7
Click!
Charged
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 (850)
270 (306)
80
94 (92)
39
4
20
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 (850)
270 (306)
80
89 (92)
14
4
26
-7
Click!
Charged followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 (850)
270 (306)
80
94 (92)
39
4
20
-
Click!

All versions can be held down to charge the attack for more untechable time, but each version will do the same damage regardless of how long it was charged for i.e 22A will do the same damage as a fully charged 22A. The untech time for each version is different and in order from most untech time to least: D version > B version > C version > A version. Keep in mind switching between 22B and 22C as your combo ender is dependent on whether or not you used either earlier in the combo and what you want to do afterwards due to the difference in untech time.

B-version's hitbox can break or reflect projectiles. C and D versions are plus on block. 22C is a nice pressure ender because it removes a primer whilst leaving you safe. A great way to catch players off guard if they decide to run in for afterwards is to use 22C then 22A straight after. It's a nice frame trap which leads to decent damage and very good corner carry provided you use the IAD followup combo. 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. You should only use this move where you plan to hit with it at max range as it is difficult to punish, but again this may likely place you into the defensive as it suffers from slow recovery. If used when you are directly in your opponent's face, they will not have a hard time punishing you for it.

  • Lvl 1 charge – immediate release
  • Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded. Hakumen cannot even parry the unblockable normally or with his parry distortion, but he can still catch you with his astral.

There are also a number of unblockable setups you can use with 22D, and for more information on that, please refer to the Unblockable Setups Compilation


Benedictus Rex (623X)

A Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
70
74
10
7
24+15F landing
-13
Click!

B Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
70
74
10
7
30+15F landing
-18
Click!

C Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
288
70
84
10
-
total 60F
-17
Click!

D Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
470x3 (522x3)
169x3 (187x3)
70
92(once) (94(once))
10
9*
24+23F landing
tsubaki/623A
Click!

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.
A,B,C versions (basically)
D version (roughly)



Aequum Elesion (j.236X)
A version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
60
85
13
3
9F after landing
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
216
60
85
13
3
9F after landing
-
Click!
B version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650
234
60
85
21
5
12F after landing
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
144
60
85
21
5
12F after landing
-
Click!
C version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
100
85
21
5
12F after landing
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450
162
100
85
21
5
12F after landing
-
Click!
D version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750, 300 (850, 300)
270, 72 (306, 108)
100, 90
92, 90 (94, 90)
17
3(6)
total 67F
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750, 300 (850, 300)
270, 108 (306, 108)
100, 90
92, 90 (94, 90)
17
3(6)
5F after landing
-
Click!

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. They're not something you'd use outside of combos, but the C version does provide you with a crossover hitbox which you can use as a gimmick. You can then followup with j.214D if you have stock to boot, but bear in mind if it is blocked, it provides an easy punish.


Lux Aeterna (j.214X)
A version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
252
100
85
17
till landing
21F after landing*
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
108
100
85
9
till landing
21F after landing*
-
Click!
B version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750
270
100
85
15
till landing
21F after landing*
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
108
100
85
9
till landing
21F after landing*
-
Click!
C version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
288
100
85
15
till landing
21F after landing*
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
108
100
85
9
till landing
21F after landing
-
Click!
D version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
850 (950)
306 (342)
90
92 (94)
9
till landing
21F after landing*
-
Click!
Followup
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
850 (950)
306 (342)
90
92 (94)
9
till landing
21F after landing*
-
Click!

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, but it is not safe on block at all. Due to the knockback, not alot of characters have an easy time punishing this.

This move can be useful for 2 main situations. It can be used to close the gaps between you and your opponent by allowing you an easy way to get in. However, bear in mind that if you're quite near to your opponent and the ground, it can be disrespcted with an AA or even an air grab. The other method is to use it after charging in the air for example, so you can actually get away from your opponent and get some space to acquire more charge or play the footsie game from a neutral and safe range. Against Tao for instance, as she finishes using the air combo filler in the corner, you can use this as a safe getaway to escape her air pressure.


File:Tsubaki j.236Dtoj.214D.png
There should be a ball of sparkles between the two moves and she goes through the ball.
Aequum Elesion j.236D > Lux Aeterna j.214D (aura)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
100x7 (200x7)
36x7 (72x7)
80
99
1F after contact
till landing
21F after landing
-
Click!

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.

Also, in mugen, this special provides 110% bonus proration which guarantees alot of damage to be dealt. Because of the bonus proration, it is possible to use 623D > j.236D > j.214D repeatedly, even when using 4 or 5 stock, as you wil lnot be penalised for any damage scaling. The heat gain this provides is extremely good, and with 4 or 5 stocks used, you can add the other distortion drive to increase the damage dealt. You are guaranteed at least 6k of any starter.




Distortion Drives


Confutatis Maledictus (236236X)

C Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300, 2600
0
100
92
5+4
15
26
-22
Click!

D Version

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300, n
0
100
92
5+0
15
26
-22
Click!

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. This should only really be used for combo killers because the minimum damage is very small, and plus there are much more efficient ways of using the heat, such as using it for 3CC RC and mugen. It does however super knock the opponent away from you, which allows you time to charge.


File:Tsubaki 214214D.png
"Please don't burst, please don't burst..."
Macto Maledictus (214214D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
-
total 7F+0
+3
Click!

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. This distortion boosts the damage of the drive specials used in the combo. Because of this, your opponent may feel more motivated to burst which will cause 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 with 214D, or after a FC 3C. Can also be used to make viewers go "ooooh" and "ahhhh."


Astral Heat

File:Tsubaki 632146C.png
Nibelung Valesti! Oh wait wrong game...
Requiem Aeternam (632146C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
0
-
-
3+9
10
24
-20
Click!

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

Getting in is very tricky business for Tsubaki. Other than 5B, all her normals are very limited in range (pretty much 5a/jab range) as well as having low priority in beating attacks. Here are some methods of getting in on the opponent:


  • Master your footsies/spacing game. Being able to do this allows you to position yourself better against your opponent.
  • 236x and j.214x RC on block are good ways of getting in if your opponent doesn't expect it.
  • Get your opponent to BLOCK. If you can do this, you can start using jump-cancellable/charge-cancellable normals to make your way in.
  • When in range, 5B can help. 5B is an good poke that sets up opportunities for you to pressure your opponent even further.
  • Be PATIENT. Getting in takes time, and don't rush things. Doing so will cause you to make more mistakes, make you take unnecessary damage, and you end up being further away from your opponent than you already are.


Managed to get in on your opponent? (preferably in jab range or max 5B range) Good. Now you have to stay in your opponent's face and somehow get a hit on your opponent and make sure he doesn't escape you! Here are some ways to put pressure/keep your opponent on the ground guessing:


  • KNOW YOUR GATLINGS (know what your normals can chain into). Knowing how to transition from one normal to all possibilities is KEY to staying on your opponent.
  • Some noteworthy gatlings are 5B(B) > 2BB || 2B(B) > 5BB > 5CC || 5B(B) > 6A || 2B > 6A || 5C(C) > 6B.
  • Know what normals are punishable and know when to mix in jump-cancels, charge-cancels, and what not.
  • 5A/2A, and 5B are her best moves to use on block. You should use these moves the most while your opponent is blocking.
  • 6A is your overhead, 2B and 6B are your lows. Make sure to use them in your blockstrings to create high/low pressure, but don't get predictable.
  • Mix up your blockstrings and put in some throws (preferably kara-throws).
  • Jabs and 6B are your best blockstring enders. You can also sparingly use charge cancels to set up other things, like throws.
  • Tsubaki's super does 650 minimum damage. It also knocks your opponent far away so you can get 1-2 levels of charge. HOWEVER, doing it ends all pressure/momentum you had on your opponent. You have the option of using your meter for RCs, and going for a reset(which may end up doing more damage than the super) as well as keeping your opponent next to you.
  • 22C is a nice move that removes a primer from your opponent. If you feel it is worth it, you may use this move to end a blockstring while removing a primer. You can even RC this move in order to speed up your pressure.
  • You can option-select D-canceling. Since 236X>214X>22X only cancel on hit, you can OS the A/B/C version of a special with the D version of it but doing the motion then basically plinking A/B/C then D. You could do things like close space with 236C, then input 22C~D so if 236C hits, 22C combos, and if the opponent blocks 22D comes out. You could then either just let 22D go to catch players off guard, or hold it to try for an unblockable.


Tsubaki also has a good okizeme option with her 3C(C) especially because it is now fatal on counter hit. This is usually done mid-screen after a knockdown from 22X, 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. Here's a good tutorial of her 3C(C) okizeme from BatousaiJ:

3C(C) Okizeme Tutorial


They can not DP or really do anything against the 3CC oki when they're using quick getup or rolling in either direction. They can however DP the 3C(C) meaty crossover hit after neutral tech but if you actually see this coming, you can feint the second hit of 3CC and just block the DP. You'd have to time the 3C perfectly to recover just as they're able to throw out that DP but it can be done with a little practice


Also thanks to TheGreatReptar and Eshi, who explained her 6A okizeme lovingly dubbed "Tsubaki Matrix."


For her 6A okizeme, combo into charged 22B > 6A in the corner, then link 5B/5C after the 6A (do not chain into 5C). 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, or try to roll, the 2B should hit them out of it, and you can confirm into 2CC > IAD from there. However, a REALLY well timed roll will avoid the 2B. You can also do a throw after 6A, or just cancel the 6A into 22D for more mix-up fun.

Do note, that 5B hits on either the 2nd or 3rd frame that the opponent is up. If it's the 3rd frame, then 5B loses to Rachel's 2C and Tager's 360A as well. More testing is needed, or someone better at Blazblue math than me ~Reptar

The 22B > 6A link should work with pretty much any combo still, as long as you aren’t using 22B twice. The timings in this are certainly a lot harder in Extend though. Landing a charged 22B has a very narrow window, and 22B has a lot more recovery, making the 6A link feel much more awkward.


TheGreatReptar was also able to find a safejump option for Tsubaki from 214A.


For her 214A safejump, combo into 214A on an airborne opponent (it won’t work on someone who’s being combed while standing/crouching), hold up forward, do j.C then hold down-back. If you opponent DPs, the j.C will whiff, and you’ll land and block the DP. If your opponent mashes, they’ll get 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 do whatever you want (5A into whatever you’d like is recommended since it’s airtight). However, this can be avoided by a really well timed delayed tech > roll. This setup also works midscreen.

This loses to Mu’s DP and Noel’s 632146D, since they both have frame 1 guard-point which will cause j.C to “hit” holding you in the air from hit-stop. Hakumen can also mash 6D to get out of it, and Jin can Yukikaze it. Rachel’s 2C loses to this setup though, as it has 2 frames of start-up before it has guard-point. Carl should be able to escape with Vivace, as it has frame 1 head invulnerability. You can bait all the things that beat it clean by just empty jumping.

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.


Blockstrings

The blockstrings are adjusted depending on the level of the opponent for the simple fact that the longer your string, the more time they have to IB your gatlings to punish, escape or just plainly gain meter.


Still, that doesn't make the longer strings useless, it's just something you have to remember that you have the option to change around. The longer the string, the more you make them frustrated and wanting to press buttons and they've more or less played into your hands at that point.


Starting out simple-

  • 2A > 5B
  • 2A > throw(time for green)
  • 2A > 6A
  • 2A > 2B


It may not look like much but there are various trappings at work here.

2A > 5B is standard. It's solid and has no holes.

2A > throw is a easy setup for a throw given you've got the timing down to do it quick without it being pink.

The 2A > 6A is as simple as a move that's + into a 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're masterful at mashing the DP.


You can do the same thing with our best poke. 5B as well

  • 5BB > 6A - standard + 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.


You can omit the 2nd hit of 5BB if you wish and still make all of those work but I personally like the effect of closing the distance with the second hit of it as she swings around and gets closer to the opponent, especially for the throw variation of 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.


Here are some jump cancel setups in block strings that are useful as well.

  • 5BB > 2C > j.C
  • 5B > j.C
  • 5B > 5C > 6C > j.C


What you'll want to do after the jc itself is also varied as well but the most popular one is to 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 and if they were anticipating that second hit of j.CC delayed, they will certainly get hit by the low. You could option to IAD and j.214D for a very quick and ambiguous crossover that can hit either side of them depending on the timing of your input.


Also, you can for a neutral jump j.236C > j.214C for a quick no meter cross over hit into knock away. It's not something you want to do all the time but it's something you should do once in a while to let them know that you have the option to. The more times your opponent is afraid to just plainly block your strings, the more likely they will want to just press buttons, use bursts, CA or mash DP to get out and all of those can be punished with what you can put out there.


A couple of her more tighter blockstrings are:

  • 5A x 3/2A x 3
  • 5B > 2B(B) > 5C(C)
  • 5B > 5C(C) > 2C
  • 2B > 5B > 5C
  • 2B > 5C > 2C
  • 2A > 5C(C) > 2C
  • 5A > 5C(C) > 2C
  • 5C > 2C


You can also go into 5C(C) > 2C gatling whether you use 3 or 1 5A/2A as well.

The 6A, 6B, 6C gatling paths remain the same as CS2 although hitconfirming off CH and etc for some paths have changed.

Tsubaki has a lot of flexibility when it comes to her gatlings and the ones that have the smallest holes in them, in cases like 5A > 5B/ 5BB, will often times work in your favor rather than against it.

For example, a common throw setup is a dash 5A > throw but if you do this once or twice your opponent will see this coming and try to break throw the moment you get in with a 5A.

At that point, you can just 5A > 5B and it will become a CH or you can even do 5A > slight delay 5A > 5C.

If you see your opponent using DP to mash out of your pressure either hold block after 5A or if they're doing it in between 5BB, just 5B > Charge cancel > block and watch them whiff that DP.


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.


Tsubaki Install/Mugen

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 a broad array of Mugen combos, check out this video by fellow Dustloop member Level5 - Chan:

Install/Mugen combo video

It is important to note that 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.

If you're more of a visual learner, check out this video from BatousaiJ:

1 Charge Mugen Showcase



Defense

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.


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. 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 > 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. For instance, using one stock for a combo which you started of with 6A is ideal because the P1 of 2B is quite low (70), so it is very likely you will not be acquiring alot of damage. Therefore using more than one 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 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.
In-depth Tsubaki Combo Tutorial Part 1
In-depth Tsubaki Combo Tutorial Part 2
In-depth Tsubaki Combo Tutorial Part 3
In-depth Tsubaki Combo Tutorial Part 4

Midscreen


No charges
(5A/2A) > 5BB > 2BB > 5CC > 214A > 22C
(5A/2A) > 5BB > 5CC > 623C > j.214B(w) > jc dj.CC > j.236A > j.214C
(j.C) > 5BB > 3CC RC > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B (Crouchers only)


5B CH > 6CC > 236C > 214B > dash 5C > 2C > 236B > 214B > 22B


5C CH > 6CC > 236C > 214B > dash 5C > 2C > 236B > 214B > 22B [2934 damage]


6A > 5CC > 6BB > 236C > 214C > 22C
6A > 5CC > 6B > 623C > j.214B(w) > jc dj.CC > j.236A > j.214C


2B > 5BB > 5CC > 623C > j.214B(w)> jc dj.CC > j.236A > j.214C


2C (air CH) > dash 5C > 2CC > IAD j. CC > 5C > 2CC > 236C > 214C > 22C [2713 damage, 28% heat gained]
2CC > 5CC > 214A > 22B
2CC AA > IAD j.CC > 5B 2CC > 236B > 214B > 22B


3CC > RC > (5C) > 2CC > IAD j. CC > 5C > 2CC > 236C > 214C > 22C


CH j.C (air hit) > land > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B


6CC > 236C > 214B > 5C > 2CC > 236B > 214B > 22B


Throw > 236C > 214C > 22B


air throw > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C
air throw > air dash j. CC(Delay) > 5C > 2CC > 236B > 214B > 22B/C
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) > 5BB > 2BB > 5CC > 22C > 236D > 5C > 2C > 236C > 214C > 22B [2323 damage, 29% heat gained]
(5A/2A) > 5BB > 5CC > 236D > dash 5B > 2BB > 5C > 2C > 236C > 214B > 22A [2562 damage, 28% heat gained]
(5A/2A) > 5C > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [3044 damage, 32% heat gained]
(5A/2A) > 5BB > 5CC > 623C > j.236D > j.214C(w)> Dash 2B > 2CC > 236C > 214C > 22C [2710 damage, 28% heat gained]


5BB > 5CC > 623C > j.236D > j.214C(w) > 6CC > jc j.C > jc dj.CC > j.236A > j.214C (will not work on Tager)
5BB > 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6C > 236C > 214C > 22C [2995 damage, 31% heat gained]


5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6CC > 236B > 214B > 22B [3486 damage]


2BB > 5CC > 22C > 236D > 5C > 2C > 236C > 214C > 22B [2057 damage, 25% heat gained]
2BB > 5CC > 623C > j.236D > j.214C(w) > Dash 2B > 2CC > 236C > 214C > 22C [2366 damage, 27% heat gained]
2BB > 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6C > 236C > 214C > 22C [2606 damage, 30% heat gained]
2BB > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.236A > j.214C [2596 damage, 32% heat gained]


6A > 5CC > 6BB > 22C > 236D > 5C > 2C > 236C > 214C > 22B [2246 damage, 27% heat gained]
6A > 5CC > 236D > Dash 5B > 2BB > 5C > 2C > 236C > 214B > 22A [2406 damage, 29% heat gained]
6A > 5CC > 6B > 623C > j.236D > j.214C(w) > Dash 2B > 2C > 236C > 214C > 22C
6A > 5CC > 6B > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6C > 236C > 214C > 22C [2721 damage, 32% heat gained]
6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [3237 damage]


6C > 214D > 2CC > IAD > j.CC > land > 5C > 2CC > 236C > 214C > 22C
6CC > 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 > 5A > 5C > 2CC > j.C > j.CC > j.236A > j.214C [2513 damage, 25% heat gained]
throw > 236D > dash 5C 2CC > 236C > 214C > 22C [2449 damage, 22% heat gained]
throw > 236D > dash 5C (carries to corner)> 2CC > 22C > 5C > 2C > 236B > 214B > 22B


air throw > 6C > 214D > 2CC > 5C(w)C > j.C > j.CC > j.236A > j.214C
air throw > 6C > 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]


6C > 623C > j.236D > j.214C(w) > 236D > Dash 2CC > IAD > j.CC > land > 5C > 2CC > 236B > 214B > 22C [4294 damage]


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 CH > 6CC > 214D > 2CC > IAD j.CC > 5C > 2C > j.CC > j.236A > j.214C [3531 Damage, 35% heat gained]

Corner


No charges
(5A) > 5BB > 2BB > 5CC > 22C > 6C > 236C > 214B > 22B
(5A) > 5BB > 5CC > 623C > j.214B(w) > hjc j.C > jc dj.CC > j.236A > j.214C
(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]


2B > 5BB > 5CC > 22C > 6C > 236C > 214B > 22B
2B > 5BB > 5CC > 623C > j.214A(w) > hjc j.C > jc dj.CC > j.236A > j.214C


6A > 5CC > 6BB > 22C > 6C > 236C > 214B > 22B [2271 damage]
6A > 5CC > 6B > 623C > j.214A(w) > hjc j.C > jc dj.CC > j.236A > j.214C



6BB > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2322 damage, 31% heat gained]


air CH 2C > 5C > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236C > 214C > 22B
air CH 2C > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C
air CH 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236C > 214C > 22B


CH 5C > 5D > 5B > 5CC > 22B > 5C > 2C > 236C > 214C > 22C
CH 5C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B


throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22C [2740 damage, 28% heat gained]
throw > 2B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B
throw > 6CC > j.C > jc dj.CC > j.236A > j.214C


air throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22C [3002 damage, 29% heat gained]
air throw > 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22C

1 charge
(5A) > 5BB > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B [3203 damage 39 heat gain]


5BB > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B
5BB > 5CC > 22D > (5D) > 6CC > 236C > 5C > 2C > 236C > 214B > 22B


2BB > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2875 damage, 36% heat gained]


(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]


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]


j.C > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B [3851 damage, 40% heat gained]
j.CC > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B [3589 damage, 39% heat gained]


22D > (5D) > 6CC > 236C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B [2847 damage, 30% 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]


Install/Mugen Combos

All combos here will require at least 1 charge and 50 meter

Note:

  • 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

Midscreen


1 charge
(5A/2A) > 5BB > 5CC > 214214D > 623D > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C [3871 damage, 37% heat gained]
(5A/2A) > 5BB > 5CC > 214214D > 623D > j.236D > j.214D > dash 2CC > IAD j.CC > land > 5C > 2C > j.C > j.CC > j.236A > j.214C [4125 damage, 41% heat gained]


2BB > 5CC > 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3110 damage, 30% heat gained]


5C CH > 6CC > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [5187 damage, 33% heat gained]


6A > 5CC > 6B > 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3239 damage, 31% heat gained]
6A > 5CC > 6B > 214214D > 623D > j.236D > j.214D > dash 5C > 2CC > j.C > j.CC > j.236A > j.214C [3334 damage, 33% heat gained]



6C > 214214D > 623D > j.236D > j.214D > dash 2CC > IAD j.CC > land > 5C > 2CC > 236B > 214B > 22C [5105 damage]
6CC > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C (Corner carries) > 5C > 2C > 236C > 214B > 22B [6231 damage, 48% heat gained]



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]
air throw: 214214D > 623D > j.236D > j.214D > dash 5C > 2C > j.C > j.CC > j.236A > j.214C [4001 damage, 33% heat gained]



214D > 2CC > 214214D > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C [4559 damage, 28% heat gained]



2 charges
Throw > 214214D > 236D > Dash 623D > j.236D > j.214D > 214D > 6A > 5C > 2C > 236C > 214C > 22C [Varies with the 3-D hits. Either 3542 Damage, 33% Heat Gained, or 3842 Damage, 38% Heat gained]




5 charges
5BB > 5CC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6685 Damage]


5CC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [7457 Damage]
5C CH > 6CC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [8002 Damage]


2BB > 5CC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6133 Damage]


6A > 5CC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [6282 Damage]


6CC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [8747 Damage]


3C FC > 214214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 623D > j.236D > J.214D > 236D > 236236D [7004 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]



Corner


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]

5 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.


BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc