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| | [[File:Tsubaki_BBCP.jpg|400px|thumb|right|Tsubaki Yayoi]] | | [[File:Tsubaki_BBCP.jpg|400px|thumb|right|Tsubaki Yayoi]] |
| | ==Overview== | | ==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.<br/> | + | 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 Calamity Trigger, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate and best friend Noel for deserting the NOL.<br/> |
| | | | |
| | '''Health: 11,000'''<br/> | | '''Health: 11,000'''<br/> |
| | '''Play-style: Rush-down, Mix-up, Flashy'''<br/> | | '''Play-style: Rush-down, Mix-up, Flashy'''<br/> |
| | '''Movement Options: 1 Double Jump/Airdash, Run-type Dash'''<br/> | | '''Movement Options: 1 Double Jump/Airdash, Run-type Dash'''<br/> |
| | + | |
| | + | For a list of changes that Tsubaki received in Chrono Phantasma and discussion '''[http://www.dustloop.com/forums/showthread.php?14674-CP-Tsubaki-Changes-and-Discussion check out this thread!]''' |
| | ---- | | ---- |
| | ===Drive: Install=== | | ===Drive: Install=== |
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Line 28: |
| | *''You can NOT burst out of combos during OD.'' | | *''You can NOT burst out of combos during OD.'' |
| | ---- | | ---- |
| | + | |
| | ==Move List== | | ==Move List== |
| | : ''See also: [[Frame_Data_%28Tsubaki_BBCSE%29|Tsubaki Full Frame Data]]'' ''This is Extend Frame Data. CP Frame data is not out yet.'' | | : ''See also: [[Frame_Data_%28Tsubaki_BBCSE%29|Tsubaki Full Frame Data]]'' ''This is Extend Frame Data. CP Frame data is not out yet.'' |
Revision as of 03:00, 31 December 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 Calamity Trigger, 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
Play-style: Rush-down, Mix-up, Flashy
Movement Options: 1 Double Jump/Airdash, Run-type Dash
For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!
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 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 compared to her other iterations due to how much more damage she gains, compared to how much damage she causes normally, while using it. Also, her charge meter will NOT go down during hit-stop while in Mugen.
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.
Overdrive: Second Install
When Tsubaki activates her overdrive, she automatically gains charges at a set rate for however long OD will last when used depending on her health. For example, if you choose to use her OD in the beginning of a match, you will gain, at most, 2 charges before it ends. Charge cancelling recovery are faster during OD. Her normals 6A, 6B, 6BB, 6C, 6CC, 2C, j.CC can be OD canceled.
If you try to activate her distortion drive "Macto Maledictus" aka Tsubaki Mugen/Install (214214D) and then OD to gain the benefits of both, Mugen will take priority. This means that her charge bar will start to drain instead of gaining charges.
Some general information on overdrive (OD) as it is a new system mechanic in Chrono Phantasma:
- You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
- The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
- Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
- The lower your health, the longer OD will last and the match timer will also freeze while OD is active.
- You can NOT burst out of combos during OD.
Move List
- See also: Tsubaki Full Frame Data This is Extend Frame Data. CP Frame data is not out yet.
Normal Moves
- Notes
- 5A and 2A can only be done up to three times in any string, even on whiff.
- All of Tsubaki's normals, besides 5A/2A, are air unblockable.
- 6A, 3C, and 3CC are her only moves that have a chance to fatal counter.
| 5A
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 300
|
-
|
100
|
75
|
-
|
-
|
-
|
-
|
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.
|
|
| 5B
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 520
|
-
|
100
|
84
|
-
|
-
|
-
|
-
|
Click!
|
Tsubaki's best-ranged normal. Pokes far, and 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; 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.
|
|
| 5BB
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 400
|
-
|
100
|
80
|
-
|
-
|
-
|
-
|
Click!
|
Has a slight vacuuming effect. Can whiff if 5B hits too far which can leave you open to be attacked. You can frame trap the opponent by delaying 5BB, however players can opt to backdash out of 5BB.
|
|
| 5CC
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 620
|
-
|
100
|
87
|
-
|
-
|
-
|
-
|
Click!
|
Standard filler on combos. Barrier blocking can easily push Tsubaki out causing this to whiff, leaving her vulnerable to an attack. Again this can be delayed from 5C to provide another frame trap for really good damage.
|
|
| 2C
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 660
|
-
|
90
|
87
|
-
|
-
|
-
|
-
|
Click!
|
This is one of the better anti-airs in the game but it doesn't float enough for you to followup UNLESS you input 2CC. Even a slight delay will cause the follow-up to whiff. This move can be OD cancelled.
|
|
| 6B
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 480
|
-
|
90
|
92
|
-
|
-
|
-
|
-
|
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, goes into it's follow-up 6BB and can be OD cancelled. On CH, it causes the opponent to trip.
|
|
| 6C
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 250*6
|
-
|
100
|
94
|
-
|
-
|
-
|
-
|
Click!
|
Whip-based attack, hits multiple times, special (on hit), OD and jump cancellable. It downs the opponent and can help close gaps in pressure such as when you're opponent is barrier blocking.
|
|
| 3C
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 720
|
-
|
95
|
94
|
-
|
-
|
-
|
-
|
Click!
|
Standard slide, although it does not go under anything. However, it does allow Tsubaki to travel pretty far for a sliding low. 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.
|
|
| j.A
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 300
|
-
|
90
|
77
|
-
|
-
|
-
|
-
|
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.
|
|
| j.B
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 420
|
-
|
90
|
80
|
-
|
-
|
-
|
-
|
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.
|
|
| j.C
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 530
|
-
|
90
|
84
|
-
|
-
|
-
|
-
|
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.
|
|
| j.CC
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 680
|
-
|
90
|
87
|
-
|
-
|
-
|
-
|
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. This can be OD cancelled. 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.
|
|
Drive Moves
- Notes
- Tsubaki will be in a CH state when charging.
| j.D
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| -
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Balance of charging speed and recovery, also decreases her falling speed, and so it can be good for avoiding AAs. The charge rate has depends on how high you start to charge. If done from higher on the screen she barely gets any charge compared to if she tries to use it closer to the ground.
|
|
Throws
- Notes
Back Throw 4B+C
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 0,1400
|
-
|
100
|
60
|
-
|
-
|
-
|
-
|
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.
|
|
Air Throw j.B+C
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 0,1400
|
-
|
100
|
60
|
-
|
-
|
-
|
-
|
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 unless in Mugen/Install (214214D).
- 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.
Shinsa: Mu he Izanau Kusari 63214C
|
|
Shingi: Yami wo Ugatsu Agari [4]6X
|
|
Sanctus Veritas 214X
|
| Version
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| B Version
|
750
|
-
|
75
|
75
|
-
|
-
|
-
|
-
|
Click!
|
| B Version (Follow-up)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
| D Version
|
1100
|
-
|
75
|
87
|
-
|
-
|
-
|
-
|
Click!
|
| D Version (Follow-up)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Tsubaki moves forward while swinging her sword upwards. The D version has lost it's invincibility and is used more as a combo extender.
|
|
Sanctum Decus 22X
|
| Version
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| B Version
|
600
|
-
|
100
|
84
|
-
|
-
|
-
|
-
|
Click!
|
| B Version (Charged)
|
900
|
-
|
100
|
87
|
-
|
-
|
-
|
-
|
Click!
|
| B Version (Follow-up)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
| B Version (Charged followup)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
| D Version
|
900
|
-
|
100
|
87
|
-
|
-
|
-
|
-
|
Click!
|
| D Version (Charged)
|
1200
|
-
|
100
|
94
|
-
|
-
|
-
|
-
|
Click!
|
| D Version (Follow-up)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
| D Version (Charged followup)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
22D fully charged is no longer an unblockable though it now fatal counters. If fully charged and used in overdrive it will guard crush the opponent as long as they are not barrier guarding.
|
|
Aequum Elesion j.236X
|
| Version
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| A Version
|
800,300
|
-
|
100,75
|
89,90
|
-
|
-
|
-
|
-
|
Click!
|
| A Version (Follow-up)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
| D Version
|
950,450
|
-
|
100,75
|
92,100
|
-
|
-
|
-
|
-
|
Click!
|
| D Version (Follow-up)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Both versions release an orb when used. The A orb may disappear before it reaches the ground if released high enough.
|
|
Lux Aeterna j.214X
|
| Version
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| A Version
|
500
|
-
|
90
|
67
|
-
|
-
|
-
|
-
|
Click!
|
| A Version (Follow-up)
|
1000
|
-
|
-
|
82
|
-
|
-
|
-
|
-
|
Click!
|
| B Version
|
650
|
-
|
90
|
72
|
-
|
-
|
-
|
-
|
Click!
|
| B Version (Follow-up)
|
1000
|
-
|
-
|
82
|
-
|
-
|
-
|
-
|
Click!
|
| C Version
|
800
|
-
|
90
|
82
|
-
|
-
|
-
|
-
|
Click!
|
| C Version (Follow-up)
|
1000
|
-
|
-
|
82
|
-
|
-
|
-
|
-
|
Click!
|
| D Version
|
1000
|
-
|
90
|
92
|
-
|
-
|
-
|
-
|
Click!
|
| D Version (Follow-up)
|
1000
|
-
|
-
|
82
|
-
|
-
|
-
|
-
|
Click!
|
Can be charge-cancelled and keep oki. The D version still causes slide on hit.
|
|
Aequum Elesion (aura) j.236D > j.214D (aura)
There should be a ball of sparkles between the two moves and she goes through the ball
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 240*9
|
-
|
90
|
99*9
|
-
|
-
|
-
|
-
|
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.
|
|
Shingi: Yami wo Ugatsu Agari (Aura) [4]6C/D > 236D (aura)
|
|
Distortion Drives
Shinpatsu: Chi wo Hofuru Yaiba 632146B
|
| Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| 450x8
|
-
|
60
|
96 (per hit)
|
-
|
-
|
-
|
-
|
Click!
|
Tsubaki's new super that where she summons 8 blades. A long range super that is projectile invincible when it starts has full invincibility during her "backdash" in the super. It is possible to hit her out of it during start-up when the blades are still coming out so it is not recommended to be used as if it were a reversal super.
|
|
Confutatis Maledictis 236236C/D
|
| Version
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
| C Version
|
300,700*3 (60,140*3 guaranteed)
|
-
|
100
|
92*4
|
-
|
-
|
-
|
-
|
Click!
|
| D Version
|
300,2000 (60,600 guaranteed)
|
-
|
100
|
92*2
|
-
|
-
|
-
|
-
|
Click!
|
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. For an idea of how much damage you would get and proration for how much D charge is used normally and during OD, check out this thread and scroll to the bottom of the collapsed Damage and Move Proration section.
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 knock the opponent away from you, which allows you time to charge.
|
|
Macto Maledictis 214214D
|
| Damage
|
Heat Gain
|
P1
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P2
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Startup
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Active
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Recovery
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Frame Adv
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Hitbox
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Click!
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Tsubaki install, works like mugen but for charge meter. There is also a 110% proration bonus the first time any D special hits. 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. The meter will not drain during hitstop. 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. Can also be used to make viewers go "ooooh" and "ahhhh."
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Astral Heat
Requiem Aeternam 632146C
Nibelung Valesti! Oh wait wrong game...
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Strategy
Offense
Tsubaki has a good okizeme option with her 3C(C). This is usually done mid-screen after a knockdown from 22X with a followup dash, 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. You can also feint the second hit of 3CC to block DPs/reversals.
Blockstrings
Resets
Tsubaki Install/Mugen
This is more beneficial to Tsubaki now as it maximizes her damage output with her drive specials as well as her charge meter not going down during hit-stop.
Defense
Charge Setups
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 CP Tsubaki Yayoi Combo Compilation Thread for more of her combos though new variations are being found so try things out!
- Tips and Tricks
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- For some visual aid, have a look at the combos in this video.
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:
- The combos listed here are organized under how many charges are needed when you use Mugen 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.
Midscreen
- 1 charge
- 2 charges
Corner
- 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.