BBCS2/Tsubaki Yayoi

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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 among other things. The D versions of her specials have properties that can lead to new mix-up options, damage, and combos which will be explained later. She can only hold a maximum of 5 charges at any time during a round and any left over charges will not be carried to the next round. Some of Tsubaki's normals can be "charge-cancelled" which is used to cancel the recovery of those moves. The normals that can be charge cancelled will are noted below.

Tsubaki also has a Distortion Drive called "Macto Maledictus" (214214D) or more commonly referred to as "Tsubaki Mugen/Install" which will use up all the charges that she has but will allow you to use as many D specials that you want for a certain amount of time depending on how many charges were used to initially start it.

Note that
  • Tsubaki will be in a CH state while she's charging.
  • Using a D special will always use up 1 charge (unless you're in Mugen/Install).
  • In terms of recovery: 2D > 5D > j.D
  • In terms of charging speed: 5D > j.D > 2D

Move List

Notations
H = can block high
L = can block low
A = can air block
jc = Jump cancellable
cc = Charge cancellable
throw = Throw cancellable
special = Special cancellable
Red beat = Valid combo
Blue beat = Invalid combo

Normal Moves

Notes
  • All of Tsubaki's normals, besides 5A/2A, are air unblockable meaning you must barrier guard against them if you're in the air.
  • 6C is her only move that has a chance to fatal counter.
  • 6CC is her only normal that removes a guard primer.

Tb200 03.png
5A
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
150
100
82
All
0
6
3
9
-2
12
Click!

Standard jab, hits crouching. Used as a basic jab attack. Not an anti-air.


Cancels and Gatlings

jc, cc, throw, special

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

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


Tb201 03.png
5B
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
560
90
89
HL
3
9
3
13
+1
17
Click!

Tsubaki's best-ranged normal. Pokes far, and is charge/jump-cancellable on hit and block. Safe on block but it does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire as it is her best poking tool. On CH 5B you can combo into 6C. If you find you're too far on CH 5B you can charge cancel after it and then dash 5B again for a better hit confirm and it will connect.


Cancels and Gatlings

jc, cc, special

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

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


Tsubaki 5BB.png
5BB
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400
100
89
HL
3
11
3
19
-5
17
Click!

Followup to 5B, combos into 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far. Air unblockable.


Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 2B, 5C
  • Blue beat-> 6A, 6B, 6C(on hit only)



Tsubaki 5C.png
5C
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
690
90
92
HL
4
13
4
20
-5
19
Click!

Less range than 5B, good filler in blockstrings and combos; charge and special-cancellable. Only really usable in 5A range. Air-unblockable. Best combo-damage starter out of all her normals, use on counter-hit if reasonable.


Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 5CC, 2C (1x per string)
  • Blue beat-> 6B, 6C(on hit only)

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


Tsubaki 5CC.png
5CC
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
92
HL
4
13
3
27
-11
19
Click!

Standard filler on combos and charge cancellable.


Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 2C
  • Blue beat-> 6B, 6C(on hit only)



Tsubaki 2A.png
2A
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
150
100
84
All
1
7
2
8
+2
14
Click!

Standard crouching jab. Used to initiate pressure/jab out at point blank range since it is + on block.


Cancels and Gatlings

cc, throw, special

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

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


Tsubaki 2B.png
2B
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
560
80
86
L
2
13
3
12
-1
14
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.


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 P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
480
70
86
L
2
10
3
18
-7
14
Click!

Low hit and followup to 2B. Can combo into 5C. Not very useful outside of combos.


Cancels and Gatlings

special, cc

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

Exception: CH 2BB will connect to 2C


One of the better anti-airs in the game
2C
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
80
89
HL
3
13
5
18
-6
25
Click!

Her best anti-air normal. 2C has some upper-body invincibility, think crouching fierce from most SF characters. It is jump-cancellable on hit/block.


Cancels and Gatlings

jc on hit/block

  • Red beat-> 2CC



Tsubaki 2CC.png
2CC
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
680
80
89
HL
3
16
3
24
-10
32
Click!

Followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. Usually combo-filler.




Cancels and Gatlings

jc on hit, special on hit

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





Tsubaki 6A.png
6A
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
620
70
92
H
4
26
2
24
-7
26
Click!

Tsubaki's overhead and it is very slow. It gatlings to 5C or specials. Jab range. Air-unblockable and knocks down on airborne hit.


Cancels and Gatlings

special

  • Red beat-> 5C



Tsubaki 6B.png
6B
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400
80
92
L
4
21
3
15
+1
19
Click!

A move where Tsubaki spins then does a low kick. The beginning looks similar to 6A so it can be used for mix-up. Hits low, gatlings to 6BB and + on block. Can be used to extend pressure.


Cancels and Gatlings

special

  • Red beat-> 6BB



Tsubaki 6BB.png
6BB
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
420
80
92
L
4
15
4
20
-5
19
Click!

Low hit, followup to 6B. Usually used during combos only.


Cancels and Gatlings

special

  • Red beat-> none



Tsubaki 6C.png
6C
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
220x6
100
90(once)
HL
5
23
1x6
38
-15
21
Click!

Whip-based attack, hits multiple times, special and jump-cancellable. It is her fatal counter move. Not much use outside of combos.


Cancels and Gatlings

jc, special

  • Red beat-> 6CC



Tsubaki 6CC.png
6CC
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300x3
100
94(once)
HL
5
22
1x3
35
-15
27
Click!

Followup to 6C where she shoots a sword upwards from the ground. It is usually used as combo filler after a successful 6C hit and it launches on hit. Removes 1 guard primer on block.

Cancels and Gatlings

jc on hit, special

  • Red beat-> none



If only you were still jump cancellable...
3C
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
720
90
88
L
4
18
10
24
-15
40
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. Can not gatling into any other move other than it's followup unless unless rapid cancelled.


Cancels and Gatlings

special

  • Red beat-> 3CC



You too...
3CC
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
980
90
92
HL
4
17
2
43
-26
54
Click!

Followup to 3C. One of Tsubaki’s launchers. Not that reliable of a move. Can not gatling into any other move unless rapid cancelled.




Cancels and Gatlings

special

  • Red beat-> None





Tsubaki j.A.png
j.A
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
180
90
84
HA
1
8
2
6
--
14
Click!

Her standard anti-air jab.


Cancels and Gatlings

none

  • Red beat-> j.B



Tsubaki j.B.png
j.B
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
560
90
86
HA
2
8
4
12
--
14
Click!

Horizontal normal, used in air combos or rare anti-air instances.


Cancels and Gatlings

jc

  • Red beat-> j.BB, j.C



Tsubaki j.BB.png
j.BB
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
480
90
86
HA
2
7
3
24
--
16
Click!

Downward poking attack, used in combos, can also be kind of used in anti-air instances.


Cancels and Gatlings

jc

  • Red beat-> none



Tsubaki j.C.png
j.C
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
680
90
89
HA
3
13
5
20
--
22
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.


Cancels and Gatlings

jc, special

  • Red beat-> j.CC



Tsubaki j.CC.png
j.CC
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
480
90
89
HA
3
10
2
31
--
22
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



Drive Moves

Notes
  • Tsubaki will be in a CH state when charging
  • In terms of recovery: 2D > 5D > j.D
  • In terms of charging speed: 5D > j.D > 2D



Love...
5D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
-
-
100
-
-
-
-
total 18~74F
-
-
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.



...The D...
2D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
-
-
100
-
-
-
-
total 18F
-
-
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.



...LOVE IT
j.D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
-
-
100
-
-
-
-
total 14F
-
-
Click!

Balance of charging speed and recovery, also decreases her falling speed. Charging longer in the air causes more landing recovery.



Throws

Notes
  • You can "kara throw" for the ground throws from 6B or 6C. This allows you to have better range when aiming to grab someone during pressure. You will know when it is done correctly when you hear Tsubaki start the dialogue for either 6B or 6C but then a throw comes out instead. It will be explained more in the offense section.

Tsubaki Forward Throw.png
Forward Throw
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1000
90
100,55
Ground Throw
0,4
7
3
19
--
12,50
Click!

Tsubaki is one of the few people in CS2 who can combo after a throw mid-screen although it requires you to use a charge. However, since it is very easy for her to gain charges, it is well worth using due to the fact that the combo will more than likely corner carry your opponent. You can combo after this using 236D > 5B. If you can time it well enough, you can also do 236D > 5C > 2CC > IAD combo for better damage as well as corner carry. Note that the timing for 236D > 5C is far stricter than 236D > 5B. In the corner you can combo into 6CC > fun life.



Tsubaki Backwards Throw.png
Back Throw
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1000
90
100,55
Ground Throw
0,4
7
3
19
--
12,50
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 P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1400
100
100, 55
Air Throw
0,4
7
3
17
--
12,60
Click!

You can combo after this using 6CC.



Special Moves

Notations
H = can block high
L = can block low
A = can air block
Notes
  • All D versions of specials require one charge.
  • A version has a blue aura.
  • B version has a green aura.
  • C version has a red aura. C specials except j.236C, j.214C and 623C removes one primer.
  • All specials can be cancelled to D specials on block or whiff with the exception of 22x and j.214x but you cannot cancel to non-D specials.
  • The specials that break a guard primer are 236C, 214C, and 22C.



Sanctus Aequum (236X)

A Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
70
all
4
18
8
18
-3
20
Click!

B Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
70
all
4
18
10
18
-5
28
Click!

C Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
70
all
4
19
10
18
-5
35
Click!

D Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
92
all
4
16
10
24
+2
45
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. D-version goes through the opponent creating a ghetto crossover. Versions A, B, and C have 22f of blockstun, making them +4 on the last active frame. Safe on block if spaced properly. C-version can combo into normals on hit. This special can chained into the 214x and 22x series on hit. The D-version will always OTG.


Sanctus Veritas (214X)
A version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
70
HL
4
17
3
25
-5
42
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
70
HL
4
17
3
25
-5
42
Click!
B version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
70
HL
4
22
3
25
-5
45
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
70
HL
4
22
3
25
-5
42
Click!
C version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
70
HL
4
40
3
26
-5
50
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
70
HL
4
31
3
26
-5
42
Click!
D version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
100
94
HL
4
22
3
23
-3
60
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
100
94
HL
4
22
3
23
-3
60
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.


Sanctus Decus (22X)
A version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
70
all
3
10
4
30
-9
35
Click!
Charged
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
70
all
5
40
4
30
-9
45
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
55
all
4
10
4
30
-9
45
Click!
Charged followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
100
55
all
5
40
4
30
-9
45
Click!
B version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
70
all
3
17
4
22
-2
40
Click!
Charged
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
70
all
5
43
4
22
-2
45
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
55
all
4
17
4
22
-2
45
Click!
Charged followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
55
all
5
43
4
22
-2
45
Click!
C version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
70
all
3
19
4
22
+1
45
Click!
Charged
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
70
all
5
45
4
22
+1
45
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
55
all
4
19
4
22
+1
45
Click!
Charged followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
55
all
5
45
4
22
+1
45
Click!
D version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
94
all
4
14
4
25
+3
60
Click!
Charged
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
94
unblockable
5
39
4
25
--
70
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
94
all
4
14
4
25
+3
60
Click!
Charged followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
94
unblockable
5
39
4
25
--
70
Click!

A, B, and C can be held down to charge the attack for more untechable time but their damage will not change depending on the version i.e. Charged 22A has more untech time than regular 22A but the damage it does will be the same. B-version's hitbox can break or reflect projectiles. C and D versions are plus on block. D version causes the opponent to do a floor slide in CS2. Can be comboed after in the corner, or by using charge during midscreen. D version is unblockable when fully charged and is probably her best mix-up option.

  • Lvl 1 charge – immediate release
  • Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded.



Benedictus Rex (623X)

A Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
60
74
all
4
10
7
24+15F landing
-13
40
Click!

B Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
70
74
HL
4
10
7
30+15F landing
-18
40
Click!

C Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
80
94
HL
5
10
-
total 60F
-17
52
Click!

D Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
430x3
80
94(once)
HL
4
10
9
25+23F landing
-9
40
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 P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
60
85
all
3
13
3
9F after landing
--
20
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
60
85
all
3
13
3
9F after landing
--
20
Click!
B version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
60
85
all
3
21
5
12F after landing
+4
20
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400
60
85
all
3
21
5
12F after landing
--
20
Click!
C version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
85
all
3
21
5
12F after landing
+4
20
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
450
100
85
all
3
21
5
12F after landing
--
20
Click!
D version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 200
100
94,98
all
4,3
17
3(6)-
6F after landing
--
60,20
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700,200
100
94,98
all
4,3
17
3(6)-
6F after landing
--
60,20
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.


Lux Aeterna (j.214X)
A version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
100
85
all
4
17
till landing
21F after landing
-10
22
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300
100
85
all
4
9
till landing
21F after landing
--
25
Click!
B version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
750
100
85
all
4
15
till landing
21F after landing
-10
19
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300
100
85
all
4
9
till landing
21F after landing
--
25
Click!
C version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
100
85
all
4
15
till landing
21F after landing
-13
20
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
100
100
85
all
4
9
till landing
21F after landing
--
25
Click!
D version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
94
all
4
9
till landing
21F after landing
-12
70
Click!
Followup
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
94
all
4
9
till landing
21F after landing
--
70
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


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 P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
100x7
100
98
all
3
1F after contact
till landing
21F after landing
--
30
[n/a 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.





Distortion Drives


Confutatis Maledictus (236236X)

C Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300,2600
100
92
all
4
5+4
15
26
-22
40,50
Click!

D Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300,n
100
92
all
4
5+0
15
26
-22
40,50
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. On hit, super knocks opponent away from you, allowing you time to charge.


File:Tsubaki 214214D.png
"Please don't burst, please don't burst..."
Macto Maledictus 214214D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech 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. However, your opponent can burst easily causing you to waste all your charge so choose when to use this with caution. To avert this, it is best to use it when your opponent cannot burst. 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 P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
death
--
--
all
-
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

Blockstrings

It's a good idea to adjust your blockstrings depending on the level of the opponent considering 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 > 6B 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 using the second hit gives 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 > jc
  • 5B > jc
  • 5B > 5C > 6C > jc

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.


Some options for blockstring enders after 6B are:

  • Stop at 6B (instead of 6BB). This leaves you at +1 and you can dash in 2A to reset your pressure.
  • Go for a 22C; This is your semi-standard safe blockstring ender. It's not perfect because it doesn't come out fast enough to keep you from being DP'd if they're expecting it.
  • Go for 22D; Costs a charge, but leaves you at +3 AND comes out fast enough to leave no gaps in your blockstring, assuming you do it after a decent-level attack (anything except like 2A, 5A, 2B, 2BB).
  • 236D; Shenanigans! There's a small small frame gap here after 6BB, but this is an excellent pressure reset as it puts you right up in their grill in 2A range, with frame advantage. Costs a charge again though.
  • 214X - gambling a bit here, but you can catch the many attempted punishes by throwing one of these out. You're going to be dealing with some sort of frame gap, but that's okay as, essentially, you're trying to bait a reversal. Interestingly, this might be one of the small number of spots where 214C is your best choice, because they're going to be in blockstun for about the first 15 frames of your startup, which means that all of 214A's invulnerability frames and most of 214B's frames are going to be gone by the time they can act. 214C gives them just enough time to start something up and will clobber most invulnerable reversals. Loses to mashing 2A, or if they IB'd your 6BB they might be able to hit you before the invulnerability frames kick in (making 214B possibly a good choice.) 214D should beat pretty much anything they throw out, including 2A because the faster startup means it should hit them out clean. Any of these options pretty much resets you to neutral though...UNLESS You D-cancel into a 22D for advantage.

Resets

Resets are a good way to keep momentum in your match and forces your opponent to make different decisions based on the circumstances. With the sacrifice of some combo damage, you can do even more damage if your "reset" works. Resets work a lot better against opponents who block a lot or are not mashing out of pressure. Once you get them to stop mashing, you open the opportunity to do resets on them. Here are a couple ways to initiate resets:

  • 22D unblockables
  • Charge cancel into throw or jab pressure
  • 236x RC into pressure
  • 2B OTG into throw or 22D

There are other ways to do resets, but these are the most common ways to do resets with Tsubaki. Go play around and see what you find!


Tsubaki's changed quite a bit but one things that remains more or less the same since CS1 is the insane damage you can put out with a few charges off a naked 22D hit. Lucky for us it happens to the move we can make unblockable and with one single charge in your stock, you should have your opponent be fearful of it.

First, you have to use it when your opponent isn't suspecting it. In resets, during block strings, any moment your opponent doesn't expect you to use it is the right moment to use it and then once you get them enough times to make them scared of it and anticipate it, you can use that conditioning against them.

Let's say you like to get them in the corner and wait for them to neutral wake up (because you're spacing well enough so they can't tech roll under you, right?) like so.

5B(blocked) > 22D(unblockable)

They get hit by it a few times and now they expect it whenever you have charge and either try to hit you out of it jump out(more common).

All you have to do at that point is to release the 22D early(not so early that they can't do anything) and if they tried to jump out, they'll get hit(you can't barrier guard the first few frames of jump animation). If they tried to press buttons to hit you, they'll get hit and at that point, they're at your mercy and by some off chance they do block? Guess what, you're + on block off 22D. Get back in there(dash 5B or IAD) and start the whole corner mess all over again.

There are tons of situations for you to read your opponent and make them pay for their choices and on the off chance that you're wrong, in most cases if you're not left in a better position to begin with, it's a risk well worth taking for the massive reward in stored.

If you're back into the the corner and you get in on them with a combo or a block string with 1 or more charges, for the love of god, use 236D to turn the situation around. It's the wise move unless you're playing Tager because doing 236x against a good Tager outside of combos is pretty dumb.

Frame Traps


Defense


Charge Setups

Tsubaki does around average or low damage without charge(average of 1500-2000 damage per combo) except for a few exceptions. However, whenever you charge, you make the sacrifice of not having an oki game and you lose all pressure/momentum you had on your opponent. In CS1, 2D was the safest way to get charge. In CS2, 5D gives 0.5 charge on activation. This means that by tapping the button, you're guaranteed charge already. Here are the 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.)
  • If they mash out a Noel air super, you can charge while you wait for them to come down lolol.
  • After a guard break, though this doesn't happen very often.
  • Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent.



Combos

Notes

Tsubaki is one of the few who have extremely flexible combos in BB, so there are a lot of variations to each combo that are listed here. Please refer to the CS2 Tsubaki Yayoi Combo Compilation for more of her combos though new variations are being found so try things out!

  • The most execution heavy of Tsubaki's combos in CS2 are the DP whiff combos which involves cancelling out the recovery frames of 623C to j.214A (whiff) > dash 2CC.
Ex: 5BB > 5CC > 623C j.214A(w) > dash 2CC > 236B 214B 22B
- The timing is extremely strict for the cancelling and the dash. You MUST input the j.214A as fast as you can after the 623C (she has to barely leave the ground) otherwise you won't land in time to do the dash 2CC before the opponent is able to tech out. The dash must be timed correctly as well because if it's too early then only the 2C will hit and if done too late it won't connect at all. Learning this combo will take time, effort, and dedication but the rewards are worth it since it leads to good damage (midscreen and corner), corner carry if done midscreen, and puts her in a positional advantage after the combo finishes. However, you must also be aware of you opponent character's hitboxes as you may have to adjust the timings depending on the character. Some tips for learning this combo is doing it step-by-step i.e. learn the DP motion then add the 214A progressively trying to do it faster etc, and then from there consistently practicing it. Also when practicing this combo, you can not do the DP whiff by itself i.e. only doing 623C > j.214A(w) > dash 2CC. You must combo into the 623C.
  • Alternatively, you can also do 623C > j.214C(w) to avoid having to dash 2CC though it's slightly less reliable than using j.214A(w). You can also do 623C > j.214A(w) > jc j.C > air combo instead though you give up damage and positioning.
  • The Instant Air Dash (IAD) combos are also execution heavy though it is a bit easier to learn and do compared to the DP whiff combos. This usually involves launching the opponent in the air (e.g. using 214D > 2CC), hitting them in the air (e.g. CH j.C and close enough to the ground > 2CC) or simply anti-airing them with 2C > 2CC then jump cancel the 2CC to IAD j.CC > 5B.
Ex: 214D > 2CC > IAD j.CC > 5B > 236B > 214B > 22C.
- This combo is height specific in that if it's too low the IAD j.CC may not connect and if done too high you will not land in time for the 5B to connect. The times you can mess up are not inputting the IAD correctly, not delaying the j.CC long enough, not hitting the 5B fast enough after the j.CC, and hitting your opponent too high or low from the 2CC. As with the DP whiff combos, the timings may be slightly altered depending your opponent character's hitbox. These combos allow corner carry from midscreen and can also be done in the corner and leaves her in a positional advantage after the combo is finished. Some tips for learning this combo is learning when you can jump cancel from the 2CC (the time you can cancel to the IAD is pretty late) and delaying the j.CC as long as you can without landing.


Tips and Tricks
  • Learn when it is best to charge (see charge setups for some ideas) and when it is best to use those charges.
  • You can replace any combo that has 5B > 2CC > 236B > 214B > 22B with 5B > 2CC > hjc j.C > jc dj.CC > j.236A > 214C for more damage, but it sacrifices positioning and charge time.
  • Anything that ends with 22x in a corner situation can usually be followed up by 6C > 236236C
  • You can extend corner combos by using 22C > dash 5C > 2C > ender. The 22C must be charged long enough for the dash 5C to hit but it leads to good damage and meter. The timing is a bit stricter than if you just went to a regular ender i.e. 236x > 214x > 22x.
  • You can also use 2B after the 22C as an alternative though you have less untech time if you choose to use it instead.
  • Some combos that work on everyone else may not work on Jin due to his hitbox such as the corner combo extension 22C > dash 5C > 2C.
  • On that note, the timings and what works for some combos may change depending on the character (usually for those with small hitboxes) though most combos should work on the cast.
  • Some ways that lead to the IAD combo are
- 22D > 2B/5C > 2CC > IAD (In the corner)
- 22D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD (in the corner)
- 22D > 236D > dash 2CC > IAD (midscreen)
- 236D (air hit) > 2CC > IAD
- 2CC anti-air > IAD
- CH 22X > 5B > 2CC > IAD (can also be done in the beginning of the match using 22A and your opponent tried to attack you)
- 5B > 2C > 214D > 2CC > IAD
- 3CC > rc > 2CC > IAD
- 623D > j.236D > j.214D > 2CC >IAD

Midscreen


No charges

(5A/2A) > 5BB 2BB 5CC > 236A 214A 22A
(5A/2A) > 5BB 5CC > 623C > j.214A whiff > dash 2CC > 236B 214B 22B
(5A/2A) > 5BB 5CC > 623C > j.214A whiff > dash 2C > hjc j.C > jc dj.CC > j.236A j.214C


6A > 5CC 6BB > 236C 214C 22C
6A > 5CC > 6B > 623C > j.214A whiff > dash 2CC > 236B 214B 22B


2B > 5BB > 5CC > 623C > j.214A whiff > dash 2CC > 236B 214B 22B


3CC > RC > 2CC > IAD j. CC > 5B 2CC > 236B 214B 22B


AA 5B > hjc j.BC > jc dj.CC > j.236A j.214C


air CH 5B > 6C > sjc (or jc) j.C > jc j.CC > j.236A j.214C
air CH 2C > 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
air CH 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
CH j.C > land > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B


FC 6CC > 236C > 2A > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B


air throw > 6CC > hjc j.C > jc dj.CC > j.236A j.214C
air throw > air dash j. CC(Delay) > 5B 2CC > 236B 214B 22B/C
air throw > 2B/5C > 2CC > 236B 214B 22B

1 charge

(5A/2A) > 5BB 5CC > 236D > 5BB 5CC > 22C
(5A/2A) > 5BB 5CC > 22B > 236D > (dash 5B or 5C) 2CC > 236B 214B 22B
(5A/2A) > 5B 5C 2C > 214D > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
(5A/2A) > 5BB > 5CC > 623C > j.214A whiff > dash 2CC > 236D > dash 2CC > 236B 214B 22B


5B > 22C > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
5B > 5CC > 623C j.214A(w) > 214D > 2CC > IAD j.CC (delay) > 5B > 2CC > 236B 214B 22C
5B > 5CC > 623C j.214A(w) > 2CC > sjc j.C > j.236D > j.214C > 6C > 236B 214B 22B
5BB 5CC > 22C > 236D > dash 5B 2CC > 236B 214B 22B
5BB 5CC > 22C > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
5BB 5CC > 623C > j.236D > j.214C(w) > 6CC > jc j.C > jc dj.CC > j.236A j.214C (will not work on Tager)


FC 6C > 214D > 2CC > IAD > j.CC > land > 5C > 2CC > IAD > j.CC > land > 5B > 2CC > 236B 214B 22B
FC 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > IAD j.CC > 5B > 2CC > 236B 214B 22B


throw > 236D > dash 5B air combo
throw > 236D > dash 5B 2CC > 236B 214B 22B
throw > 236D > dash 5B/5C (carries to corner)> 2CC > 22C > 5C 2C > 236B 214B 22B


air throw > 6C > 236D > dash 5B air combo
air throw > 6C > 236D > dash 5B 2CC > 236B 214B 22B
air throw > 6C > 214D > 2CC 5CC > air combo

2 charges

(5A/2A) 5BB > 5CC > 623C > j.214A whiff > 2C > hjc j.C > j.214D > 236D > dash 5B 2C > 236B 214B 22B


5B > 5CC > 623C > j.236D > j.214C(w) > 6C > 214D > 2CC >(Slight delay) 623C(w) j.214A > Dash 2CC > 236B > 214B > 22B
5B > 5CC > 623C j.214A(w) > 2CC > hjc j.C > j.236D > j.214C > 6C > 214D > 5C > 2CC > 236B 214B 22B


22D > 236D > dash 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B


6A > 5CC 6BB > 22D > 236D > dash 5B 2C > 236B 214B 22B
2B > 5BB 5CC > 22D > 236D > dash 5B 2C > 236B 214B 22B


AA 5B > hjc j.BC > jc dj.CC > j.214D > 236D > dash 5B 2C > 236B 214B 22B


air hit > j.214D > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B

Corner


No charges

(5A/2A) > 5BB 2BB 5CC > 22C > 6C > 236C 214B 22B
(5A/2A) > 5BB 5CC > 22B > 2B 2CC > 22[C] > 5C 2C > 236B 214B 22B [2681 damage, 32 meter]
(5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2C > hjc j.C > jc dj.CC > j.236A j.214C
(5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2CC > 236B 214B 22B
5B > 5CC > 623C j.214A(w) > 2CC (max height) > 236C > 5C > 2CC > 22C > 5C 2C > 236B 214B 22B
5BB 5CC > 623C j.214A(w) > 2CC > 236C > 2C > 22C > dash 5C 2C > 236C 214B 22B


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


6A > 5CC > 6BB > 22C > 6C > 236C 214B 22B [2271]
6A > 5CC > 6B > 623C > j.214A whiff > 2C > hjc j.C > jc dj.CC > j.236A j.214C
6A > 5CC > 6B > 623C > j.214A whiff > 2CC > 236B 214B 22B


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


CH 5C > 5D > Dash 5B > 5CC > 623C j.214A(w) > 2CC (Max height) > 236C > 5C > 2CC > 22C > 5C 2C > 236B 214B 22B


FC 6CC > 22C > dash 5C(w)C > 2CC > IAD j.CC > land > 5B 2CC > 236C > 5C 2C > 236B 214B 22B


throw > 6C > 236C > 214B > 22B
throw > 2B 2CC > 22[C] > 5C 2C > 236B 214B 22B
throw > Dash > 2B 2CC > 22C > 5C 2C > 236B 214B 22B


air throw > same is normal throw combos
air throw > 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B [2824, 27 meter]

1 charge

(5A/2A) > 5BB 5CC > 22D > 6CC > hjc j.C > jc dj.CC > j.236A j.214C
(5A/2A) > 5BB 5CC > 22D > dash 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B
(5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2C > j.C > j.214D > 5C(w)C > 2CC > 22[C] > dash 5C 2C > 236B 214B 22B
5A > 5B > 5CC > 22D > charge (up to 0.5 install) > 6CC > 623C j.236A(w) > j.214D > tap D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236C 214B 22B (or super)


5B > 5CC > 623C j.214A(w) > 2CC > 22D > Charge > 2B > 2CC > 22C > dash 5C 2C > 236C 214B 22B
5B > 5CC > 623C j.214A(w) > 623C j.236A(w) > j.214D > 5C/5C(w)C > 2CC > 22C > 5C 2C > 236C 214B 22B
5B/5BB 5CC > 623C j.214A(w) > 2CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > dash 5C 2C > 236C 214B 22B
5BB 5CC > 623C j.214A(w) > 623C j.236A(w) > j.214D > 5C(w)C 2CC > 22C > dash 5C 2C > 236B 214B 22B


2CC(air-hit or not) > 22D > Charge(can up to ~0.7 install) > 6CC > 623C > j.236A(w) > j.214D > tap D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236C 214B 22B


6A > 5CC > 6B > 22D > dash 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B
6A > 5CC > 6B > 623C > j.214A whiff > 2C > hjc. j.C > j.214D > 5C(w)C > 2CC > 22[C] > dash 5C 2C > 236B 214B 22B


2B > 5BB 5CC > 22D > dash 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B


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


22D > 6CC > hjc j.C > jc dj.CC > j.236A j.214C
22D > 2B/5C > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B
22D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
22D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B


CH 5C > 6CC > 623C > j.214D > 5C(w)C > 2CC > IAD j.CC(delay) > 5B > 2CC > 22C > 5C 2C > 236B 214B 22B


FC 6CC > j.C > 214D > land > 5C(w)C > 2CC > IAD > j.CC > land > 5B > 2CC > 22C > 5C 2C > 236B 214B 22B


any air combo > j.214D > 6C > (236C 214B 22B) or super
air hit > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 22[c] > 5C 2C > 236B 214B 22B


throw > 6C > 22D > hold 5D a bit > 2B 2CC > 22[C] > 5C 2C > 236B 214B 22B
throw > 6C > 22D > Charge > 2B 2CC > 22C > 5C 2C > 236B 214B 22B
throw > 6CC > 623C > j.236A(w) > j.214D > Tap 5D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236B 214B 22B
throw > 6CC > hjc j.BC > jc dj.CC > j.214D > 6C > (236C 214B 22B) or super
throw > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > 22C > 5C 2C > 236B 214B 22B

2 charges

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


22D > 6CC > jc j.214D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
22D > 6CC > jc j.214D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B
22D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B
22D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 22C > 5C 2C > 236B 214B 22B or Super
22[D] > tap 5D > 6CC > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B > 2CC > 236B 214B 22B
22[D] > tap 5D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B > 2CC > 22C > dash 5C 2C > 236C 214B 22B


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


623D > j.214D > 6CC > air combo


air hit > j.214D > 214D > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B


throw > 6CC > 623C > j.236A(w) > j.214D > Tap 5D > 623C j.214A(w) > 214D > 5C 2CC > 22C > 5C 2C > 236B 214B 22B



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.


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 6A Followup, 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5C - 6B Followup, 2C, 6C, 3C Yes Jump, Special
5CC - 6B 2C, 3C Yes Jump, Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B 6A Followup, 5B 5C, 2C, 6C Yes Special
2BB - 5B 5C, 2C, 6C, 3C Yes Special
2C - - Followup - Jump, Special
2C - - 5C - Jump, Special
6A - - 5C - Special
6B - Followup - - Special
6BB - - - - Special
6C - - Followup - Jump, Special
6CC - - - - Jump, Special
3C - - Followup - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Jump, Throw, Special
j.B - Followup j.C - Jump, Special
j.BB - - j.C - Jump, Special
j.C - - Followup - Jump, Special
j.CC - - - - Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only

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