Tsubaki is a well-rounded character with potent rushdown capabilities and several tools enhanced by her Drive. After charging her install gauge, Tsubaki can perform enhanced versions of her specials which can be used to extend combos or pressure, or strengthen her already solid neutral game. She has a good poke, great mobility with her extremely fast run and huge airdash, and specials that allow her call out a variety of attacks from her opponent. On offense Tsubaki has very powerful stagger pressure. She has whiff cancels that move her forward, large stagger windows on most of her normals, and a multitude of good lows complimented by an unreactable command throw. Tsubaki does good average damage without resources, but can do incredible amounts of damage off of most hits with stocks available.
Tsubaki is very beginner friendly with a low execution barrier to start playing, and the ability to run a very simple gameplan. This does not come at the cost of depth as optimized Tsubaki combos can still be very difficult and her overall gameplan is very flexible for more experienced players.
|Tsubaki Yayoi is an all-rounder with familiar mechanics for fighting game veterans, who builds up a unique resource to enhance her special moves.|
Tsubaki has a unique resource called the Install Gauge. She starts each round at 0 charges (usually called stocks) and can hold a maximum of 5 charges. Pressing 5D, 2D, or j.D will cause her to charge this gauge. Tapping the D button will charge it by about 1/5th of a stock. Holding the D button continues the charge. It takes about 2/3 second (approximately 40 frames) to fully charge a stock.
Certain situations will affect the charge rate. Using j.D at certain heights will slow down the charge rate after gaining about 1/2 a stock. After using certain specials, Tsubaki can charge at a briefly increased rate for a short burst of stock gain.
Tsubaki can spend a charge (also called a "stock) of this meter to perform enhanced versions of her specials with the D button. The D versions of her specials have properties that can lead to new mix-up options, higher damage, and combos. Gaining and using stocks effectively is key to success with Tsubaki.
Overdrive: Second Install
Tsubaki automatically charges the Install Gauge at a set rate during OD. Stocks charge at about ~1 stock per second. Charging the Install Gauge manually will increase the rate.
Charge cancelling recovery is shortened during OD, which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except 3C and 3CC.
Tsubaki must balance between pressing early advantages or saving comeback potential with her Overdrive. However, this is mitigated by Active Flow.
- All of Tsubaki's normals, besides 5A/2A, are air unblockable.
- All followups are available on hit, whiff, and block.
- Cancels into itself up to 3 times, even on whiff
Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Also, delay-cancelling 5A into any of her other fast normals (5B, 2B, or 5C) is a great way to frame trap against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt.
- Followup possible even on whiff.
Tsubaki's best-ranged normal. Good range, decent priority and jump cancellable. You have a high/low mixup from this starter so it is a good pressure tool; As of Central Fiction, you can combo out of this move directly into 6B, which provides a max-range confirm, though damage is low without a stock for 22D. Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's 3C, Bullet's 2B, Taokaka's 2B (She can also crawl under it) and Platinum's 2B. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool.
Follow-up to 5B that moves Tsubaki forward; Delay-able, so it's useful for frame traps. It can whiff if 5B hits too far which can leave you open to an attack. It's difficult hit confirming with 5BB since you're unlikely to hit with 5BB 'raw'. 5BB still offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so you will want to use 5B > 6B when uncertain if 5BB will connect. 5BB adds some proration to combos, so if you can master the hitconfirm, it can be better to use 5B alone or followup into 5CC.
- Followup possible even on whiff.
5C has less range than 5B and is not jump cancellable (even on hit) so is less used in neutral, but it shares 5B's traits of being charge cancellable, special-cancellable & air-unblockable. It mostly serves as a blockstring/combo filler, but can also be used as a frame trap by delaying it after 5B/5BB/2B, and is a strong punish normal, being quick, with good proration, and comboing into 6C on CH. As it only has 8F of startup, it can be a strong punish normal after using Overdrive Raid through an opponent's slow attack. ODR > 5CC > 6BB takes long enough for you to gain 1 stock, opening up the option for a 623D confirm or Mugen confirm (if you have the meter for it).
- Fatal Counter
Followup to 5C and often used as combo/pressure filler. Delay-able, which makes it a strong frame trap that confirms nicely into 6C on CH for huge damage. Remember 5C(C) > 6C can only be done on hit, so a nice OS you can use is 5CC > 6C+B. On block you get 6B, and if 5CC hits - 6C comes out, but be aware that it's only a combo on CH. This is also Tsubaki's heaviest normal with varied cancel options: it's neutral on block when charge cancelled, and the 6B cancel leaves no gap unless IB'd.
The Fatal Counter is quite difficult to hit in neutral, since it requires 5C to whiff and takes a total of 23 frames to come out.
- Cancels into itself 3 times, even on whiff
Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than 5A so it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use 2A to begin your mixup or fish for hits if you're using stagger pressure.
2A can be used to pick up knocked down opponents, which has a variety of applications, such as using j.214D to extend air combos midscreen. The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox.
- Followup possible even on whiff.
Hits low and is a standard blockstring/combo filler that gatlings into 2BB, 6A, 6C (no use), 2C and 5C on hit and block. No longer as slow as it used to be, but still not especially fast considering its short range. Short recovery and good hitbox structure makes it a viable counterpoke in neutral, especially against opponents that try to target 5B. You can chain to the overhead 6A or to 2BB as an additional low as a simple mixup. Good cancel options, short hitstop and being -1 on block makes 2B a good pressure reset point. 2B does not scale damage very well, and should generally not be used as combo fodder for that reason.
After ending a combo with a hard knockdown, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup 2B into an air combo and extend the corner carry.
An additional low hit, moves Tsubaki forward and can be delayed slightly to provide another frame trap with decent reward, or cancelled into immediately to target movement or reversal attempts. Useful as a threat of a second fast low to back up 2B's potency as a pressure reset/mixup point, while also keeping you relatively close to the opponent. The forward movement on 2BB gives it more effective range than 2B alone, when 5B gets blocked just outside of 2B's range, it's possible to whiff cancel 2B into 2BB to preserve some strong gatling options and maybe confuse the opponent. Like 5BB, 2BB reduces overall combo damage as compared to confirming into 5C, which is something to keep in mind after confirming a previous hit. Gatlings into 5B, 5C and 2C.
- Followup possible even on whiff.
Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a falling j.C after jump cancelling 2C. Can be confirmed easily on air hit with the followup 2CC, 236/214 series or by jumping/super jumping and using an air normal depending on the height. 2C only gatlings into 2CC on block so it's better to jump/special cancel or avoid the followup entirely as it's mainly used for combo filler. Decent recovery, crouching state can make it hard to punish from the air.
2C is a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is sometimes useless against characters that have air moves that allow them to hit from directly above or behind you as 2C will whiff easily, unless it clips a very extended hurtbox.
If 2C is used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with 421A/D or the blade super and proper safejumps in the corner with correct jump cancel and j.C timing.
Followup to 2C that launches both grounded and airborn opponents, hitbox is very vertical, so be careful of whiffing it. Gatlings into 5C if 5C has not already been used. Can catch an opponent falling into it after 2C whiffs, but the lack of any head invul may become a liability when directly contested. Jump and special cancels makes 2CC safe on block, but the 29 frames of recovery on top of the narrow hitbox make this normal very punishable when misused.
- 110% Bonus Proration
- Fatal counters.
- Forces crouch.
Tsubaki's standing overhead, 6A leads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If 6A is blocked it gatlings into 5C which is air tight even on IB, so even if the 6A is blocked you can charge cancel the 5C which gives you another chance to open up the opponent. 6A is a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do 6A > 5CC > 6CC into a variety of followups, with IAD j.CC being the most common option.
- Followup possible even on whiff.
Tsubaki spins then does an advancing low kick which unsurprisingly, hits low, making it a standing low. The slow startup of this normal makes it a natural frametrap from 5B, 5BB and 5C. On CH, it causes the opponent to trip, which can be confirmed into a full combo with 2B or 6BB > 214B.
This normal's greatest new feature in BBCF, is converting from 5B at any range on any grounded hit, and allowing it to catch people trying to jump out after 5B/5C; However, it is no longer plus on block, making it a somewhat riskier place to reset pressure. Cancel options are limited to only 6BB and specials, which still lets you play threaten and reset pressure, but also opens up more opportunities for the opponnent to contest, especially with good IB usage. In general, the safest way to end pressure after comitting to 6B is 6BB > 421A.
6B can be used to catch backward rolls after 22B and j.236A > j.214A enders. A common roll catch route would be 6BB > 214B.
The followup to 6B and another low attack. 6BB mostly serves as a threat to deter mashing after 6B. Unsafe if blocked but difficult to punish if used at max range. Only cancels into specials.
On air hit, 6BB causes a long float state than can be confirmed with 214B, 22B, 623D for damaging combos. Mostly happens after CH 6B or roll catch.
- Followup possible even on whiff.
- High damage combo tool, key for some of Tsubaki's most dangerous routes.
Whip-based attack that hits multiple times. Cancels into 6CC and specials on block, jump cancelable on hit. The single best combo starter on normal hit, about tied with 5CC on counterhit. 6C's combo prowess comes from its large base damage, low damage scaling and massive hitstun. Slow startup means 6C connects from a few specific moves, notably CH 5B/5C, 421D > 236D, air throw and other combo routes that set it up correctly.
This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into 421A or 22B. Cancelling into 421A can be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while 6C lands.
You can perform kara throws with this move by inputting 6C~B in quick succession (A 3 frame window). Tsubaki will say the voice line for 6C and will appear to step forward and perform a grab. Kara throws allow Tsubaki to threaten grabs outside of normal range.
- 110% Bonus Proration
Followup to 6C where a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except rapid cancel, so avoid using in a blockstring. There is a small gap between 6C and 6CC, so it can be used as a frame trap, but there are definitely much better options.
Can be used after 6C to continue the combo. If done at the beginning of a combo, the amount of untech time after the launch guarantees that j.C will connect after an IAD for good damage and corner carry. 6CC will not always boost combo damage, since its base damage is not the best and the launch is not always desireable after 6C, varies per combo.
- Fatal counters.
- Followup possible even on whiff.
Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Can only cancel into 3CC, but it can be done at any point during 3C, even before it goes active. The many active frames mean that getting blocked near the end of the slide is often safe. Can combo with no requirements, leads into good damage.
- Fatal counters.
- In the air 23~31F.
Launches the opponent into the air after 3C. Head invul from the very first frame until the first active makes 3CC a legitimate anti air, on top of the very tall hitbox. This can be used to trick your opponent into thinking they can punish you after 3C, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse.
Important combo filler to launch opponents after 3C to confirm into combos.
Ending a combo with this normal gives you enough time to set up a safejump.
Small air jab. Used for its speed that makes up for the small size. On block, it's useful for applying air pressure or setting up aerial tick throws/throw reject misses.
- Followup possible even on whiff.
Horizontal normal, used in air combos and neutral. This makes a better air to air normal than j.A to contest air space, since it has more range and comparable speed. Not bad as a jumpin either, good balance of speed, size and hitstun.
Plays a very important role in confirming off random anti air hits thanks to its speed. Usually cancelled into j.BB or j.C for pressure and combos.
Followup to j.B. Can be delayed, and has a hitbox above Tsubaki. Lifts the opponent above Tsubaki so it is great for adjusting relative air spacing during air combos for the sake of advantageous knockdowns. Also a good air-to-air since it covers an uncommon angle and comes out quickly after j.B.
- Followup possible even on whiff.
The go to normal for air to ground offense. This is Tsubaki's longest range air normal and sports the best downward hitbox out of all them, except j.CC. Can combo after j.B and its followup. If you're close enough to the ground, j.C can connect to 5A, 5B, or 5C. With a CH j.C landed on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. As an air-to air, its slightly slower speed and standard size make it kind of average, but its strength comes when you're above the opponent or score a hit. On block, you can delay the followup j.CC to add more overhead pressure, but this can worsen your frame advantage due to j.CC's halted momentum.
Delay-able followup attack to j.C, Tsubaki attacks with the pages of her book. It is mostly used in combos after j.C, or for an added overhead after a blocked j.C. Using j.CC actually cancels out Tsubaki's downward momentum in the air and makes her float momentarily. The short hop that she does can be used as both a mixup and a frame trap after a j.C that is done very close to the ground. It can also be used in neutral to cover a j.C whiff using j.CC's sweeping hitbox. Has the most blockstun out of every air normal, but the extra air time can severely limit pressure/combo options when pressed from too high up. High attack level works well with charge cancel, which lets you frame trap with falling j.A or j.B. On hit, if you cannot land in time, combo into j.214B instead.
Numbers in brackets indicate values during Overdrive.
- CH state for the duration of the move
- Hold D to continue charging
Aside from Overdrive and 63214C, this is the main way to charge stocks. While Tsubaki does not need stocks to play her game, the fast charge gain and short recovery let you use this frequently in neutral. This often comes at the cost of space control, so avoid charging when in immediate danger or when the opponent can use that time to start pressuring you.
In pressure, Tsubaki can cancel into this move to increase frame advantage of some of her attacks. These are called charge cancels. Charge cancels give Tsubaki more pressure resets on many of her stronger attacks. The fastest possible charge cancel will build 1/4th of a stock. On hit, some specials can be charge cancelled as well, which lasts slightly longer and builds half a stock instead.
Below is a list of charge cancels; Their normal frame advantage is in parentheses.
- 5A(-2) > 5D = -7
- 2A(-1) > 5D = -7
- 5B(-5) > 5D = -2
- 2B(-1) > 5D = -5
- 5BB(-8) > 5D = -5
- 2BB(-7) > 5D = -5
- 5C(-9) > 5D = -2
- 5CC(-11) > 5D = 0
- Behaves the same as 5D, but crouching.
2D sees much less use than 5D because getting hit will result in a crouching counter hit, often extending the opponent's combos.
2D can be used to low profile certain projectiles such as Jin's j.236A. In theory, this can also make certain jabs whiff when used as a charge cancel. However, it runs a much bigger risk for not much more reward when used this way.
- Causes forced landing recovery, which is applied even after pressing buttons or blocking in the air.
- Charges 1/2 a stock at normal rate, then charge rate becomes inversely proportional to height.
- Stops Tsubaki's movement and momentum.
j.D decreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. Even if started high in the air, Tsubaki's charge speed will increase as she descends.
Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancelling j.C or j.CC and then linking j.A or j.B directly after j.D's recovery ends. In Overdrive, the reduced recovery allows j.C and j.CC to be linked to another j.C which slightly increases combo damage. This requires tight spacing and can only be utilized if you haven't used an air option. However, it does get you lots of charge mid-combo.
J.D also sees some use in optimized corner combos after j.236A and j.214C, totaling to a whole stock being generated.
- 100% minimum damage (1500).
Tsubaki throws her opponent forward, causing a wallbounce. A delayed 214B is the easiest way to followup from this midscreen. You can also followup with micro dash 5C > 2C but the timing on it is quite strict. 236B is also an option, but if you 214B to continue from there it may whiff. In the corner, if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage.
By inputting 6C~B, you can increase the range of the throw making it a little more difficult to see. You'll know when you have performed this correctly because Tsubaki will not only move forward slightly but say something as if she were using 6C. Can be OD cancelled to allow 6C followups.
- 100% minimum damage (1500).
- Staggers opponent
The stagger opens up various resets if the opponent opts to tech immediately. You can mix up between 6A/2B, command grab, or even another throw. However, it's best to just followup with an actual combo. The most common followup from Back Throw is 214B. The 214B followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. If you want to use charge, you can use 214D or 623D for stronger combos. Back throw is generally less rewarding than forward throw unless it puts the opponent in the corner. You can ODC for a 6C followup, just like forward throw.
- 100% minimum damage (1500).
Tsubaki throws the opponent onto the ground which causes a slight bounce. When going into the air with your opponent, this is usually your best option in terms of speed and priority, but the recovery is more harsh than other air moves. The best way to followup from an air grab is always into 6C. This can also be OD cancelled and is useful for trapping your opponents burst and going for the kill.
6A+B while Blocking
Has the same animation as her Sanctum Decus from the older games. Has a good hitbox and legitimate consistency in working as intended. It is quite fast and is a good option when you're caught in heavy pressure, especially if you don't have the charge to followup a DP with a D special.
- Costs 25% Heat.
- 180F Heat Gauge Cooldown.
- Possible to charge.
- Causes hard knockdown on air hit.
Tsubaki swings her book over her head to guard crush the opponent. Has comparatively short range for a Crush Trigger, but is useful for combos and neutral on barrier block. Massive untechable time on CH, staggers on ground hit, and grounds on air hit. A key part of Tsubaki's more damaging combos utilizing 214D's jump cancellability. Non-followup 214D can be cancelled straight into Crush Trigger using a special technique which leads into massive damage from both the hit itself and the fact that it allows for a link to 6C.
- Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo.
- All specials can be cancelled to D specials on block or whiff with the exception of 22B/D and j.214X but you cannot cancel to non-D specials.
- C Version passes through opponent on hit or block.
- All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff.
- D version launches on hit.
- D version strangely share Same Move Proration with 412D ~ 236D
Charges forward with the shield. The A version travels a little less than half screen, the B and C versions travel about 3/4 screen, and the D version travels slightly farther than them. The stockless versions do not function as gap closers. Instead, they're usually combo filler. Different versions can be used in combos so that SMP is not activated. You can followup with 214D and then/or 22D to catch people trying to punish you in the recovery of the moves. A, B and C versions have a static active time, and get safer when blocked later into their travel time. The D version by contrast, is proximity based and cuts to its recovery as soon as it connects which means its frame advantage will always be +2 on normal block.
The A version has the fastest startup. It's only used when the combo is heavily prorated and 236B might not work. Covers small ground, shorter recovery and travel makes it the safest on block bar 236D.
The B version deals more combo damage and leaves smaller gaps when cancelled. Slightly slower than the A version but travels about 1/2 screen.
The C version crosses straight through the opponent and allows you to switch sides at any time during a combo. It travels the same distance as the B version. It leaves you a little farther than 2B's length behind your opponent on block. On hit, it crumples the opponent. In pressure, you can rapid cancel at different points to create a left/right mixup
The D version launches the opponent and can be followed up with a dash 5B/C if the opponent is hit off the ground or even 6C if the opponent is being juggled after 2C for example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a 5B's length in front of your opponent.
You can microdash into these specials to give them more effective range. This is done by inputting either 2366X, or 412366X. This also makes it somewhat easier to link 236236C.
- All versions can cancel into 22B/D on hit and 22D on block or whiff.
- Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
- D version is jump cancellable when not used as a followup.
The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability. Unsafe on block from close up, but delivers a sufficient amount of pushback to make you harder to punish. The invul frames are not immediate, but good guesses let you phase through and punish plenty of moves at all phases of the round. Just like with the 236X series, you can follow up with 22D on block to catch people trying to punish you and/or hold onto your turn.
The regular B version flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, confirming into this move requires a couching confirm or the opponent to already be juggled. Body invul ends by the first active frame, so contesting an active move results in a trade, which may let you come out with a combo thanks to the long juggle.
The followup B version does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into 22B/D in order to continue. Using both the regular and followup versions in a combo will not trigger SMP.
The regular D version flips the opponent when it launches them and is jump cancellable on hit. The jump cancel opens up a variety of combo paths that all lead to great damage and corner carry. By jump cancelling the move, you can go into a simple air combo with j.C. By either preforming an IAD j.C or delaying j.C until you are near the ground, you can get a juggle combo going by connecting 5C after touching the ground. The jump cancel can even be used to cancel 214D into a Crush Trigger or raw OD. This technique known as a "jump cancel cancel" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like the B version, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching. Unlike the B version, the body invul lasts through the active frames, and also starts 3 frames earlier, which makes 214D more effective than 214D at times.
The followup D version does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike the B version, it can still be followed up with 5C even after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with 5B/C or 623C and go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of just before. Follows the same rules concerning SMP exemption. This version does not have invul frames.
- Same startup for both versions, but 22D has greater range and damage.
- Considered airborn and has foot invul, but can be interrupted if predictable due to high startup
A new version of the 3rd attack of Tsubaki's 'rekka' combo introduced in CF. It is a versatile special added in CF that helps Tsubaki maintain close-range for pressure while also being a relatively safe potential starter on its own.
The final attack in Tsubaki's string of special attacks that bounces or knocks the opponent down. Tsubaki leaps forward and swings a hammer overhead, forcing the opponent to block high while avoiding potential lows. the D version has advantage on block, making it a great way to continue pressure as it leaves you close to the opponent. Due to its high startup it can be interrupted by a wary opponent, but because of the many options it can be canceled from, an opponent might be hesitant to call it out.
The B version hits once with the hammer, bouncing the opponent off the ground. It can be followed up easily with a large variety of normals with the most common one being 5C. While using it as a way to close distance has its advantages, the opponent may learn to start expecting it. If the opponent respects Tsubaki's close-range pressure, it may be useful to throw out as a potential mixup at a closer distance.
The followup B version knocks the opponent to the ground. Without meter it cannot be followed up as the opponent can quickly tech once knocked down. As followups are unlikely, it is typically canceled with 5D/2D. Cancelling into 5D/2D after knocking the opponent down with it speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo, though this can only be done after the B version. As this cancel can be done at the end of a 22B starter combo, it is only recommended for the followup. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.5 charges before going back to the regular charge rate.
The D version hits twice with the hammer, bouncing the opponent off the ground like the B version, but deals slightly more damage and leaps almost twice the distance. It is roughly the same as 22B in terms of combo routes as the bounce caused is identical, but where it is unique is in how it can be used to make 236X or 214X safe. As these specials are punishable and cannot be canceled into 22B on block, 22D may be able to catch or trade with an opponent looking to punish them.
The followup D version deals less damage than the regular D version but otherwise functions mostly the same, causing the opponent to bounce off the ground. When used after 214X, the knockup allows 22D to bounce the opponent slightly higher, allowing a unique followup of 3CC for optimal damage in some combos. In some instances, the opponent may be knocked up such that an immediate 22D after 214X will cause 22D to hit only once, but in such a case 22D can be slightly delayed to get in both hits for optimal damage.
- Active frames calculated off 1st hit.
- Both versions can cancel into j.236A/D or j.214A/B/C/D on hit.
- Both versions can cancel into j.236D or j.214D on block or whiff.
Tsubaki's reversal option to get out of pressure. It has a lot of recovery making it very easy to punish, so use with caution, especially if you don't have the charge to followup. Has a lot of vertical active frames making it possible to snipe oppponents out of the air if they don't barrier block, but this should not be abused as it is risky if whiffed or barrier blocked. Can be used as an anti air at the right angle, but be wary of the awkward hitbox and the deadzone between Tsubaki and the projectile. In CF, the combo routes stemming from this special are emphasized since it can be consistently followed up thanks to it launching both Tsubaki and the opponent fairly low off the ground. For more details, see the Combo Section
The C version fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specials j.236A and j.214A on hit in order to get a knockdown immediately in front of Tsubaki when she lands. Despite the projectiles insanely long active time, it leaves Tsubaki's side and the invul frames only overlap with a single active frame, so delayed attacks will trade or flat out beat 623C. If the move is whiffed or blocked, it can be cancelled into the D versions of those moves in order to make the reversal harder to punish. Using j.214D completely prevents the opponent from scoring a counterhit on you since it replaces the counterhit recovery of the DP with normal recovery, but they can still punish you with a solid close-range starter. Using j.236D will move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground and be punishable. Cancelling into j.236D > j.214D is a knowledge check and sometimes legitimately difficult to deal with, depending on character.
The D version fires three small pillars out of the ground and deals slightly more damage than the C version. It's a key part of Tsubaki's most damaging meterless combos. It has slightly more invulnerability and slightly less recovery compared to the C version, and can be treated as a moderately priced, more reliable DP.
- Can cancel into j.D on hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards.
- Followup A version can cancel into j.D from 31F onwards.
- All versions except for the followup A version have projectile startup of 25F.
- All versions can cancel into j.214A/B/C/D on hit without the projectile landing.
- D version can be cancelled into j.214D on whiff.
- Following up either D version with j.214D activates the aura.
Tsubaki's aerial projectile special. It also happens to be the second part of her "rekka" out of 623C. The projectile is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and it has long recovery. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input (2369A) which makes the special happen right out of jump startup and very close to the ground.
- Can be cancelled into j.D to generate a minimum of 0.5 stocks
The A version fires the orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Has combo potential in the corner in conjunction with j.D by linking j.B while the opponent is still in hitstun from the orb. Air recovery lasts until landing, which is the main risk factor
The followup A version does not launch a projectile. It's only accessible after a DP, so Tsubaki uses it exclusively as part of a combo ender.
The D version fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like the A version's projectile, it costs a stock and has unique benefits. This version's recovery can end in the air, letting you block, press or use remaining movement options, the projectile also does not disappear if Tsubaki gets hit. If j.214D is used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo than j.214D by itself.
The followup D version still launches a projectile. You will see the followup version of this special after a whiffed or blocked DP. It has the same weakness as using 236A high in the air, though; attentive opponents will run right under the projectile and punish you if they are fast enough.
- All versions except D can cancel into 5D/2D on hit.
- D version always causes hard knockdown.
- Non install versions only have hard knockdown on ground hit, or when used as part of her air "rekka" of 623X and j.236X.
Tsubaki's air combo ender and final part of her string of specials starting from 623C. It nets a knockdown and leaves her right in front of the opponent when she lands. In BnBs, this special often follows j.236X. Cancelling into 5D or 2D after grounding the opponent speeds up charge generation for a few frames. This guarantees about 1/2 a stock before going to the regular charge rate. Just like the 22X series, this cannot be done after the D version of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent.
The A version travels at a -60° angle and covers the least distance, it is usually unpunishable on block except by jabs at close range. The B and C versions travel at a -45° angle and a -30° angle respectively and are extremely punishable on block.
The regular C version pauses for a moment, then descends. On air hit it wallbounces in the corner but causes soft knockdown. You can use this to set up different oki situations.
The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. These versions are one of Tsubaki's main combo enders. After getting a hard knockdown, Tsubaki can call out delay techs with 2A to continue a combo and net some corner carry.
The regular D version descends at the C version's angle. It will always hard knockdown and has long untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen. 2B after the post-landing dash is the simplest way to follow up the special, but stricter options like 6BB, 3C and 6C can yield higher reward.
This move is extremely useful in neutral due to its travel speed and angle, as well as how low its recovery is. While not positive on block on average, in general you will be not be punishable, so the threat of 623C, 214X, or 22X will almost always be there for the opponent. The frame advantage of this move, like most divekicks is based on the angle and at what point the opponent blocked it, so it can be extremely plus if the opponent blocks it crouching in the late (near ground) active frames, but it can also become potentially punishable if the opponent blocks it standing in the frames where you are not close to landing. On average, imagine the move as being somewhere between -2 and +2 depending on crouching or standing block, so make sure to confirm how the opponent blocked it. Do not become overly reliant on this as a way to "skip neutral" since it is easy to call out, but if you have 50 meter, go nuts since you can turn the blocked dive into a mixup.
The followup D version descends at an angle similar to the regular A version and recovers much slower, so she can't followup on knockdown. There isn't any use currently known for this version This effect is often seen when Tsubaki autopilots 623C > j.214D without confirming the 623C hit.
Lux Aeterna (Aura)
j.236D ~ j.214D (Aura)
- Starts up when j.214D comes into contact with j.236D's projectile.
Costs 2 stocks in total. This combination special goes through projectiles and contributes a lot to combo damage. This is the trickiest followup to punish after a blocked/whiffed 623C, considering its delay and safety on block. Can be used to continue combos with 3C midscreen easily since it grounds the opponent and causes hard knockdown for a long period of time. The weird angle and slow total startup makes this move hard to use in neutral, and the combo damage it adds is seldom worth the 2nd stock, but it's a staple in 214214D combos.
- D version can cancel into 236D at any time after startup.
Tsubaki's ground projectile. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just like j.236A. It can be used for oki and pressure as well.
The A version sends out a pink orb that travels almost fullscreen screen before disappearing. It has fairly slow startup, so just like j.236A, it should only be used in neutral when you are a comfortable distance from your opponent. You can also use it against passive opponents to reset pressure. When used this way, you should cancel into it from high attack level moves like 6C or 6B so you don't get mashed on as easily. On most knockdowns, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in.
- Lasts about a screen and a half
The D version sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar to Carl's Volante. Notably, it also persists if Tsubaki gets hit. The large size and its new acceleration make it even better at doing nearly everything the A version's can do. The fast startup and slow initial travel protects the space directly in front of you when it is called out and can be used as a shield. It's also an excellent oki/pressure/scramble tool, as the projectile will cause you to trade with just about anything that doesn't directly negate projectiles.
All of this utility makes the D version a very acceptable use of charge over 421A when the added benefits are desired. If 236D is used directly after this special, it will active the aura and change the properties of 236D, similarly to the air versions.
Sanctus Aequum (Aura)
421D ~ 236D (Aura)
- 19-40 Projectile Guard Point.
- Starts up when 236D comes into contact with 421D's projectile.
- GP calculated on whiff.
- Possible to cancel into 214B/D or 22B/D.
- Strangely share Same Move Proration with 236D
The ground version of Tsubaki's aura using 421D and 236D. It has projectile Guard Point, making it very useful in a handful of matchups that pit you vs telegraphed projectiles. It also places you at a good advantage if blocked so you can apply pressure, but the slow total startup can get you hit before the GP kicks in. If the opponent is wary of this combination special, you can send out only 421D's projectile without whiff cancelling into 236D and go for an IAD to punish them trying to bait it. This is a very powerful combo starter, as it scales very well and also links into 6C for strong combos, however it's harder to use mid-combo since it requires proper spacing and there often are cheaper alternatives. The charge cost and awkward combo applicability mean this move is mostly used as a neutral threat or a 214214D combo piece.
Tsubaki's command throw. When it successfully connects, it will give her two stocks guaranteed when the move ends. It can be rapid cancelled during startup in order to go into a combo. She will not acquire exactly two charges if the move is RC'd before it is over. However, you will be able to keep the amount that you gained before rapid-cancelling. You do maintain oki after this attack especially in the corner and it plays a useful role in Tsubaki's mixup game. The startup is very fast, matching her 2B so it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup or during blockstrings they can avoid it by jumping, and this is why you would mix it up by using meaties and frame traps for effective punishes, It's all about conditioning your opponent. There are many setups you can use with this command throw so please check out the strategy guide.
Though this command throw is a very strong tool that gives access to a frightening strike/throw game, it has a long, CH state recovery so a wary opponent will be able to punish you heavily for misusing this move.
Like the normal throw, it's possible to kara cancel 6C into this move to give it extra range by inputting 63216C4. Keep in mind this technique is tricky and strict, and carries the risk of letting out an unintended move.
If you do RC this attack and need to followup, your most common options would be 2C > 214B, 6A, and [CT] > 6C.
- D: Combo ender, high damage potential, also Tsubaki's fastest attack
Can be used as a reversal option because it has invincibility, but it has awful horizontal range and costs 50 meter, 623C/D are ironically better reversals overall. The upside is the damage potential, as 236236C links into 2366D (shortcut for microdashing during the input), and also 3CC in the corner, leading into much higher damage than that of meterless DP combos. Good frame advantage on hit, 600 minimum damage (750 in OD). Does not consume any charge.
The OD version is also invincible on startup, but Tsubaki ends this version with a shield charge that floats the opponent into the air allowing for followup combos. If you have the meter+stocks, combo 236236C into 236236D for burst safe damage
- Projectile base damage: Lv0: 2500; Lv1: 3000; Lv2: 4000; Lv3: 5000; Lv4: 1200*5; Lv5: 1000*9
- OD Projectile base damage: Lv0: 500*3; Lv1: 750*4; Lv2: 570*7; Lv3: 710*7; Lv4: 710*10; Lv5: 960*10
- OD with Mugen Projectile base damage: Lv0: 550×4; Lv1: 825×4; Lv2: 627×7; Lv3: 781×7; Lv4: 781×10; Lv5: 1056×10
- Minimum Damage: Lv0: 525; Lv1: 600; Lv2: 750; Lv3: 900; Lv4: 1050; Lv5: 1500
- OD Minimum Damage: Lv0: 600; Lv1: 748; Lv2: 895; Lv3: 1042; Lv4: 1360; Lv5: 1740
- OD with Mugen Minimum Damage: Lv0: 628; Lv1: 792; Lv2: 958; Lv3: 1119; Lv4: 1470; Lv5: 1880
- Only possible to Rapid Cancel on block.
Cannot be extended by any means, weaker knockdown and deals less damage than 236236C unless you have stocks.
The D version is your main combo ender since it catches up to C's damage with just 1 stock, is much faster and reaches much farther. The D version will consume all the stock you have. If this version is used used during Macto Maledictus (214214D), it will use the amount of charge stock that Tsubaki had on Macto's activation (indicated by the digit next to the gauge). With a high stock count and especially in OD, this super is a powerful round ender from any combo thanks to its insane damage potential. It does however knock the opponent away from you, which gives up any oki.
- Also nicknamed Mugen.
- Costs 50% Heat.
- 180F Heat Gauge Cooldown.
- Possible to move 3F before opponent after super flash.
- Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
- Allows unlimited use of D moves without spending any charge; When the gauge is empty, the effect ends.
- Requires at least one stock to activate this move.
- Technically invulnerable on frame 7 (the frame before the superflash), but the invuln runs out during the superflash meaning Tsubaki is effectively invulnerable for less than 1 frame. Tsubaki enters the install state during the superflash before the invuln runs out, meaning the install will not be stopped by attacks that would connect on what is effectively frame 7.
This super is an important aspect of Tsubaki since it gives her access to ridiculously high damage in many scenarios. The bonus damage from the free D specials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Potential libility when the opponent has burst available, since Mugen takes your resources upfront before any damage is dealt, forcing bursts is very strong in BBCF, but it comes at the cost of momentum. If you are in OD, there is no escape and the gauge will deplete at half-speed. Off your best starters with stocked (pun not intended) resources, provides Tsubaki's peak damage that breaks 7-9K with surprisingly simple combos.
- Nicknamed Banana Super.
- Costs 50% Heat.
- 180F Heat Gauge Cooldown.
- Minimum damage: 90*8 (720) OD: 120*8 (960)
Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into a combo for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out, so don't use it like a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible.
While in Overdrive, the summoned projectiles change their appearance and fire off slightly slower, effectively locking down the opponent longer. Additionally, they actually hold the opponent in place like Rachel's Tempest Dahlia even if they are in the air or using barrier. With proper timing, it's possible to jump over and completely avoid this super when used in neutral, this can be nullified by using it when the opponent is locked in movement/recovery and does not have time to avoid the projectiles. Some characters can use unique movement options to quickly and easily avoid this super as well.
Macto Lux Kyrie
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 300/610 Minimum Damage
- Very long range compared to most Exceed Accels.
- On hit, knocks the opponent far away from you.
- Costs 100% Heat.
- 180F Cooldown.
Tsubaki dashes nearly full screen at her opponent. most BNBs can confirm into this, despite the somewhat slow startup.
Commonly set up from:
- Forward/back/air throw .
- Air hit 2C.
- Air hit 6BB.
- Various counterhit starters.
For more combos please visit the Combo Page
- Gura's Video Guide (4 parts)
- Beginner's Guide by Raidhyn (CF1 - dated)
- Japanese Name: ツバキ=ヤヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
|To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data.|
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- Active Flow
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- Attack Attributes
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