BBCPE/Tsubaki Yayoi

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Tsubaki Yayoi
BBCP Tsubaki Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced; Rush-down, Mix-up
  

Overview

Devoted to training from an early age, she possesses tremendous combat ability. After graduating from the Military Academy, she took an active role as the Lieutenant of the organization known as the 0th Division. Following the events of Calamity Trigger, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate and best friend Noel for deserting the NOL.

Drive: 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 this meter to fill at a specific rate. Gaining and using charges effectively is key to being successful with Tsubaki. The D versions of her specials have properties that can lead to new mix-up options, higher 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 over to the next round. Some of Tsubaki's normals can be "charge-cancelled". Doing this replaces the recovery of the normals with the recovery of charging her install gauge, effectively altering the frame advantage of most of these moves in Tsubaki's favor. The normals that can be charge cancelled, along with their regular and altered frame advantage are listed below.

  • 5A(-2) > 5D = -7
  • 2A(0) > 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

Take note that normals with recovery shorter than the recovery of charging such as 5A and 2B do not benefit from charge cancelling frame advantage-wise.


Overdrive: Second Install

After activating overdrive, Tsubaki automatically gains charges at a set rate for however long OD will last when used depending on her health. For example, if you choose to use her OD in the beginning of a match, you will gain, at most, 2 charges before it ends. Charge cancelling recovery 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. When under 10% health, her OD lasts the longest in the game at 13 seconds total.

If you try to activate her distortion drive "Macto Maledictus" aka Tsubaki Mugen/Install (214214D) and then OD to gain the benefits of both, Mugen will take priority. This means that her charge bar will start to drain instead of gaining charges. However! Her charge bar will drain at half the speed during Mugen in OD which can allow for longer Mugen combos while short on charge.

Pros/Strengths

  • Charge cancelling provides pressure flexibility.
  • Install gauge specials and cross-through attribute special lunge grant remarkable control over the end positioning of combos.
  • Fireballs and blade super provide good neutral control/oki.
  • Delay-able followup normals and the ability to cancel specials into other specials allow for a variety of frame traps.
  • DP that can be made 'safe' by using the install gauge.
  • Longest Overdrive in game (when at less than 10% health).


Cons/Weaknesses

  • Terrible hitbox structure and speed of most normals make them unreliable in engagements on the ground and especially in the air.
  • Easy to disrespect in nearly every way. Not very threatening while applying pressure or during neutral.
  • Blockstrings have many gaps even without instant block and heavy conditioning of the opponent is required for mixups to work properly.
  • Has a sub-par neutral game that involves taking a lot of risks that most other characters don't need to take.
  • A lot of fairly difficult matchups with none that are particularly in her favor.
  • Using install gauge specials in combos for damage yields diminishing returns.


For a list of changes that Tsubaki received in Chrono Phantasma and discussion check out this thread!

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 480F 580F 630F 780F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

Notes
  • 5A and 2A can only be done up to three times in any string, even on whiff.
  • All of Tsubaki's normals, besides 5A/2A, are air unblockable.
  • 6A, 3C, and 3CC are her only normals that can fatal counter.

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 3 11* -2 B -

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. Remember you can only do this up to 3 times max consecutively. Also, 5A > 5B is a good frame trap to consider 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.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR HL 10* 5 17 -5 B -

  • 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; It is important to note that it does not combo into other normals at max range, so you have to consider following up with 22B/D, and in the worst cases you may have to air dash. Take care when using this normal however, because there are several characters with 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. A must-use normal in Tsubaki's repertoire as it is her best poking tool.

5BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SO(J)R HL 11 3 19 -8 B -

Follow-up to 5B and has a slight vacuuming effect; 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 it may be better to just charge cancel from 5B on block. Unfortunately Tsubaki's 5BB is quite damaging to combo proration and your followup combo options, but it is very difficult hitconfirming with 5B unless you know for certain it will hit. For combos, it is better to use 5B alone or followup into 5CC.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SOR HL 8 3 23 -9 B -

  • Followup possible even on whiff.


It has less range than 5B and is not jump cancellable (even on hit) so you really wouldn't consider using this in neutral, but it shares similiar traits such as being charge cancellable, special-cancellable & air-unblockable. It mostly serves as a blockstring/combo filler, but can also be a strong punish normal, being quick, good proration, and comboing into 6C on CH.

5CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SO(J)R HL 13 3 27 -11 B -

Followup to 5C and is mainly combo filler. Delay-able, which makes it a strong good frame trap that confirms nicely into 6C on CH. Remember 5C(C) > 6C can only be done on hit. A nice OS you can use is 5CC > 6C~B. If 5CC hits you can confirm nicely into 6C, but be aware that it only works on CH. Tsubaki's options after 5CC are very limited (6B, Charge or special cancel) so avoid building an over reliance on this normal. If you gatling into 6B you may find yourself to be out of range of inflicting any real pressure and can very much lose to any sort of retaliation. The pushback of 5CC is pretty strong if the opponent manages to barrier block it, and it'll cause your followups to whiff, so it's essential to be aware of your spacing. Very punishable on whiff.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 2 10* 0 F -

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. 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 out for hits if you're using stagger pressure.

Has the ability to pick knocked down opponents up off the ground which has a variety of applications. Using j.214D to extend air combos midscreen requires a pickup and if you aren't game enough to use 623C, 2A is the next best option. The fact that it OTGs means 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.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR L 13* 3 12 -1* F -

  • Followup possible even on whiff.


Hits low and is a standard filler in BnBs that gatlings into 2BB, 6A, 6C (no use), 2C and 5C on hit and block. Relatively slow for a low attack with such terrible range since most others are either faster or can be used to poke. You can chain to the overhead 6A or to 2B as an additional low as a simple mixup. It's also not bad on block being only -1 due to its low recovery, so it is a decent point to reset pressure. 2B is generally not a good combo starter unless you manage to confirm it into 5C rather than 2BB.

When ending a combo with 236C on a juggled opponent, 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.

2BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR L 10 3 18 -7 F -

An additional low hit, and can be delayed slightly to provide another frame trap, though the reward isn't very strong. Mostly only useful as a threat of a second low if you are attempting an overhead after 2B. 2BB is also quite damaging to Tsubaki's overall combo damage so it's better to use 2B > 5C but like 5BB, the confirm is rather difficult. Gatlings into 5B, 5C and 2C.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SJOR HL 13 3 22 -6 B 8-14H

  • 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 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 cancel or avoid the followup entirely as it's mainly used for combo filler. Horrible recovery on whiff, and will leave you in a crouching position if you're hit.

It is a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is completely useless against characters that have air moves that allow them to hit from directly above or behind you as 2C will whiff easily. Jin's j.2C with its amazing vertical hitbox and Azrael's j.B with its ridiculous crossup hitbox come to mind.

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.

2CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 S(J)OR HL 13 3 29 -13 B -

Followup to 2C which can lead to air combo on anti-air 2C hit or ground hit 2C if you confirm close enough to the opponent. Gatlings into 5C if 5C has not already been used to gatling into 2C. Jump-cancellabe on hit but you need to be very observant when you hit with 2C because 2CC whiffs on crouching opponents, leaving you vulnerable. As a result, it serves no purpose in blockstrings.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOR H 26* 2 24 -9 B -

  • Fatal counters.
  • Forces crouch.


Tsubaki's standing overhead which leads to fairly sizeable damage and corner carry, but is ridiculously slow for its range compared to the standing overheads of the rest of the cast. 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. 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.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 22* 3 15 +1* F -

  • Followup possible even on whiff.


Tsubaki spins then does a low kick which unsurprisingly, hits low, making it a standing low. The beginning looks slightly similar to 6A so it can be used for an ambiguous mix-up against players who are not too familiar with Tsubaki's normals. On CH, it causes the opponent to trip, and the only way you can followup with that is if you followup with 5A>5C>2C or with specials. It can be pretty difficult, especially if you're not ready for it since you have very little time to followup. Like 2B, you can use this normal to reset pressure since it's +1 on block, but beware of opponents who instant block it.

6B is a pretty good normal to use for pressure because it sets up a lot of good followup options. A basic method is to go for a throw or command grab, and when the player starts trying to jump out or or tries to mash after 6B you can go for 6BB. Do not abuse it though because opponents can easily jump out of the gap between any of her normals that 6B can gatling out of and 6B itself.

6BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOR L 15 4 20 -5 F -

The followup to 6B and also a low attack. It serves very little use in blockstrings, but it can be delayed to deter your opponent from mashing out of 6B or to keep them honest blocking low. Unsafe if blocked but is unpunishable if used at max range. It can even be used to reset pressure if the opponent usually suspects you to go into 22B/D but you should not build a reliance on this.

It causes a slide-state when it hits an opponent that was in the air making certain followups possible, such as a full charge 22B/D or CT in the corner. Using the slide on air hit after a CH 6B can be followed up with 236D midscreen if you have the resources to do so which makes the confirm out of the CH much easier. It's also a staple normal to use where you want to followup with [4]6D > 236D, such as during OD corner combos.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*6 SO(J)R HL 24* 1x6 38 -18 B -

  • Followup possible even on whiff.


Whip-based attack that hits multiple times. OD, jump, and special cancellable on hit. The absolute best of Tsubaki's combo starting normals and also a very nicely prorating move when used in combos. One of the best moves to go into Mugen out of which usually involves a CH 5B/C > 6C since 421D > 236D is possible after exiting the Mugen animation due to 6C's large amount of hitstun. Downs the opponent on air hit, and the huge untechable time makes it perfect for special cancelling into a max charge 22B/D in the corner or CT midscreen.

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 214B 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. Gatlings into 6CC.

6CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 (S)O(J)R HL 22 1x3 35 -15 B -

Followup to 6C where a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except to rapid or OD 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 it is very risky as a pressure tool as mentioned already.

Used as combo filler after a successful 6C hit and launches on hit. The amount of untech time after the launch guarantees that j.C will connect after an IAD which leads to huge damage and corner carry through the IAD juggle combo.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 R L 18* 10 23 -12 F -

  • Fatal counters.
  • Followup possible even on whiff.


Tsubaki's slide/sweep which travels a fair distance but does not low profile anything since Tsubaki's head sticks up and is a hurtbox. Does not gatling into anything other than its followup, but it is a perfect place to spend meter to get some damage after the followup. On fatal counter it can lead to very damaging combos without having to spend meter since the followup can be linked to 5C. The range of 3C varies depending on when it is cancelled into 3CC. No/late cancelling results in the furthest range but cancelling early will provide very little horizontal range. Similarly, how far Tsubaki travels before making contact with the opponent influences how easy it will be to punish you on block since she will recovery faster in the later active frames of the slide.

3CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
980 R HL 17 4 35 -18 B 1-17H

  • Fatal counters.
  • In the air 23~31F.


Launches the opponent into the air after 3C. 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.

Ending a combo with this normal gives you enough time to set up a safejump, though this can only be done practically in the corner.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 2 6 - H -

Her standard anti-air jab. Not to be used in an air to air battle due to the lack of range. On block however it is useful for applying air pressure or setting up aerial tick throws/throw reject misses.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420 SOJR HA 8 4 12 - H -

  • Followup possible even on whiff.


Horizontal normal, used in air combos. This makes a better air to air normal than j.A because it has slightly more range, but it still has pretty awful hitbox structure. It also might be more favorable to use over j.C in some cases because it is faster so keep that in mind.

Plays a very very important part in confirming off of random non-2C ground-to-air hits with 5B for example after a super jump or after catching a roll with 2A and confirming into 5B. It is also required in conjunction with j.C for her juggle extensions to work off of jump cancelling 2C instead of 2CC. It lifts the opponent up higher than j.C so it can be used to alter the opponent's position during air combos.

j.BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
570 SO(J)R HA 7 3 24 - H -

Followup to j.B. Can be delayed, but only really used in combos, and even then it's rare. It is also very rarely used in air-to-air engagements. Has enough untech time to be followed up with j.236A in the air if for some reason you don't want to go into j.CC to get the same ender.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
530 SOJR HA 11 4 23 - H -

  • Followup possible even on whiff.


The go to normal for air to ground offense. This is Tsubaki's longest ranged air normal and sports the best vertical hitbox out of all them. 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. However, it isn't that great compared to other characters' strong air normals due to its hitbox structure and slower startup and can be heavily disrespected because of this. On block however, you can delay the followup j.CC to add more overhead pressure, but this can be beaten by reversals, so consider jump cancelling j.C instead to apply further air pressure or attempt to bait a counter assault or reversal.

j.CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SOR HA 10 2 31 - H -

Delay-able followup attack to j.C, Tsubaki attacks with the pages of her book. It is mostly used in combos, after j.C hit confirms, 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 as a movement tool, as it causes Tsubaki to "glide" a bit during an air dash because of this attribute. If close enough to the ground, you can combo into 5A, 5B, or 5C. 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 an IAD combo and then land to continue.


Drive Moves

Notes
  • Tsubaki will be in a CH state when charging.

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - 18T - - -
Overdrive - - - - - 14T - - -

  • Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time.
  • For specifics see the Tsubaki Full Frame Data page.


Appears to have the same charge rate as 2D. By holding 5D, Tsubaki will begin to charge her install gauge. The charge rate starts at the standard "10% of a stock per tap" rate and then steadily accelerates over the time the button is held. If charging is started with an empty bar, from 0 to 1 stocks will take ~44 frames (~3/4 of a second) while 4 to 5 takes nearly half the time at ~26 frames (~3/7 of a second).

This is the main method of charging (or using charge cancels) you will use and it's necessary to make a balance between using this to gain resources and rushdown. Notice that you should be focused on gaining charge when you are quite far from your opponent, or when you have knocked them down, as Tsubaki is vulnerable in this state. If you're pressuring your opponent, the emphasis should be on giving yourself more mixup opportunities and staying on your opponent. Charging for too long will make it easier for the opponent to strike you and they will get notable reward since you will be in a counter hit state.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - 18T - - -
Overdrive - - - - - 14T - - -

  • Charge rate accelerates over time, so the longer D is held the faster the install gauge fills over time.
  • For specifics see the Tsubaki Full Frame Data page.


Appears to have the same charge rate as 5D. 2D can be used to low profile certain projectiles such as Jin's j.236A. Take caution while charging, as getting hit will result in a crouching counter hit, often extending the opponent's combos.

Can be used during charge cancel pressure to mess with your opponent's head by shifting your hitbox. May make them misjudge distance or unconsciously continue to block low just from the visual cues. It seems to make running up and grabbing or command grabbing after the charge cancel a lot more surprising for some reason. Since she is around as short as her crouching state while using 2D, certain jabs may actually whiff if the opponent attempts to smack you while you are doing charge cancels instead of upbacking away or using a reversal. Can also be used to instigate jump-ins if tapped repeatedly in neutral. Be sure to time things right so you can 2C, DP, or air grab if the opponent takes the bait.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - 14T+9L - - -
Overdrive - - - - - 10T+9L - - -

  • Charge rate depends on how high off the ground D is pressed with rate being inversely proportional to height.
  • For specifics see the Tsubaki Full Frame Data page.


Balance of charging speed and recovery. This decreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. The charge rate depends on how high off the ground you start to charge. If done from higher on the screen she barely gets any charge compared to if she tries to use it closer to the ground.

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. When in Overdrive, the reduced recovery allows j.C and j.CC to be linked to another j.C which slightly increases combo damage. Requires special spacing in the air usually involving super jumps and can only really be fully utilized for extra damage if your air option has not already been used so that you can jump again after j.B/A, but it does get you a tiny bit of charge mid-combo and a slightly more corner carry if you do pull it off. There is even a super secret corner combo route that can be used by cancelling into j.D after j.236A that nets an even larger fraction of an install stock.


Universal Mechanics

Forward Throw

B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -,SOR 70 7 3 19 - T -

  • 100% minimum damage (1400).


Tsubaki throws her opponent forward, causing a wallbounce. A delayed 214B is the easiest way to followup from this midscreen, but if you have charge, then it's max charge 22D. You can also followup from a throw with micro dash 5C > 2C but the timing on it is quite strict. Using 236B is also an option but the 214B can whiff depending on how far away the opponent is during the wallbounce. In the corner, a throw can be followed up with a fully charged 22B since it wallsticks, but if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage.

What makes her forward throw threatening is that Tsubaki has a Kara throw which is pretty useful for her mixup. 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.

Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -,SOR 70 7 3 19 - T -

  • 100% minimum damage (1400).


Tsubaki turns and pushes the opponent backwards, but this causes a stagger which can allow for various resets if the opponent opts to tech immediately. You can mix up between 6A/2B, command grab, or even another throw. When following up from a back throw, 236B > 214B > 22B is the weakest but easiest option, but if you want to use charge, you can use 214D > IAD j.CC(delay) > 5C > 2CC > j.C > j.CC > j.214A. Back throws are generally less rewarding than forward throws combo-wise so avoid unless necessary. 214B followup can also be used for the air combo route but it whiffs against Izayoi and Valkenhayn. Can be OD cancelled allowing 6C followups just like forward throw.

Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -,SOR 100 7 2 17+3 after landing - T -

  • 100% minimum damage (1400).


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 if you're close since her other air-to-air options are awful. 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.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R all 13 4 35 -20 B 1-20 All

Has the same animation as her 22B/D and is actually something that Tsubaki can take pride in over other characters due to its 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.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-59 1 26 +2 B -

  • Costs 25% Heat.
  • 180F Heat Gauge Cooldown.
  • Possible to charge.


Tsubaki swings her book over her head to guard crush the opponent. Has comparatively short range for a Crush Trigger, but is positive on 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.


Special Moves

Notes
  • All D versions of specials require one charge unless in Mugen/Install (214214D).
  • 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.214A/B/C/D but you cannot cancel to non-D specials.
  • An exception to the rule introduced is that 236D can be cancelled into the non-D specials 214B or 22B on whiff.

Sanctus Aequum

236A/B/C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 600 R all 13* 6 18 -8* B -
B Version 700 R all 18* 8 18 -9* B -
C Version 800 R all 18* 10 18 -9* B -
D Version 900 R all 20* 10 24 +2* B -

  • All versions can cancel into 214B/D or 22B/D on hit and 214D or 22D on block or whiff.
  • D version can cancel into 22B or 214B on whiff.
  • C version passes through opponent on hit or block.
  • D version launches on hit.
  • D version has 110% bonus proration while in 214214D.

Charges forward with shield in front, each version moves her forward a bit more. All versions are unsafe and should not be relied upon when trying to get in from afar, as telegraphed approaches can be dealt with on startup or punished if blocked. It serves mainly as a combo filler, and different versions can be used in combo 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.

The A version is only used where the combo is heavily prorated and where 236B might not work as it has the fastest startup. Covers small ground.

The B version is the main version you'll be using in combos. Slightly slower than the A version but covers more ground.

The C version crosses straight through the opponent and allows you to switch sides at any time during a combo. It also covers a lot of ground and leaves you about a 5B's length behind your opponent on block.

The D version launches the opponent into spinning knockback which can be followed up with a dashing 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.

There is also a way you can move a little further with each attack. This is done by inputting either 2366X, or 412366X. The benefit is that it has a little more range and this allows you to link the reversal super 236236C and continue into a fairly damaging combo.

The A version has decent enough frame advantage to start up a DP if it is blocked by the opponent during pressure or randomly in neutral. Take advantage of this to punish opponents that like to immediately mash after blocking one of the 236X series if you don't have available charge. If you condition your opponent enough, you may even scare them into baiting the DP and allowing yourself to continue pressure off of this move which is negative on block.

Sanctus Veritas

214B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B Version 650 R HL 21* 3 29 -8 B 11-20B
B Version (Follow-up) 450 R HL 17 5 36 -17 B 8-16B
D Version 800 (J)R HL 21* 3 25 -4 B 11-23B
D Version (Follow-up) 700 (J)R HL 16 5 25 -6 B 7-20B

  • 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.
  • Both D versions have 110% bonus proration while in 214214D.

The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability a few frames into its startup that last until around until the move becomes active. Unsafe on block, but deliver a sufficient amount of pushback to make you harder to punish. Too slow to be used reactively or in neutral, so it is mostly just combo fodder. Just like with the 236X series, you can followup with 22D on block to catch people trying to punish you in recovery.

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, using this attack by itself requires a couching confirm or the opponent to already be juggled to connect.

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 is perfectly fine and will not trigger SMP.

The regular D version flips the opponent when it launches them and is jump cancellable on hit. The jump cancellability of the move opens up a variety of combo paths that all lead to great damage and corner carry. By conventionally 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 cancellability 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.

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 to connect. Has slightly longer body invulnerability compared to the B version that lasts until the active frames instead of right before the active frames begin. Not nearly as unsafe on block compared to the B version. Follows the same rules concerning SMP exemption.

Sanctum Decus

22B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B Version 600 R all 14 3 20 -6 B 13-16GP(P)
B Version (Charged) 720 R all 30* 3 20 0* B 38-41GP(P)
B Version (Follow-up) 500 R all 14 3 20 -6 B 13-16GP(P)
B Version (Charged followup) 600 R all 30* 3 20 -4 B 38-41GP(P)
D Version 800 R all 14* 3 20 +2* B 13-16GP(P)
D Version (Charged) 960 R all 30* 3 14 +6* B 38-41GP(P)
D Version (Follow-up) 700 R all 14 3 20 -4 B 13-16GP(P)
D Version (Charged followup) 840 R all 30* 3 14 +8 B 38-41GP(P)

  • Hold button to charge.
  • B version can cancel into 5D/2D on hit.
  • Projectile Guard Point from 1F before active through all active frames.
  • Projectile Guard point located on the sword only.
  • Both uncharged D versions have 110% bonus proration while in 214214D. ()
  • Both charged D versions have 120% bonus proration while in 214214D. ()
  • Both charged D versions guard crush on normal block while in 214214D.

The final attack in Tsubaki's string of special attacks that knocks the opponent away. Cancelling into 5D or 2D after knocking the opponent away at the end of a combo 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. Much safer than the other grounded specials due to its range and frame advantage which make it a prime way to end pressure if you are too far away from your opponent to continue safely. Using it out of normals to catch mashing by charging it to leave a small frame gap is very effective due to the minimal risk for great reward if a counter hit is scored.

The B version simply knocks the opponent away and causes a slight slide. It has minimal use outside of ending a short combo from a max ranged 5B. However, the fully charged version does have the very handy quality of causing wallstick in the corner which allows it to be followed up, though the only real instance where a raw fully charged 22B will land is out of a grab in the corner. 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 followup B version does essentially what the uncharged non-followup B version does and causes a slight slide. In fact, when fully charged it deals the same amount of damage as an uncharged non-followup B version. It is mostly used to end grounded combos, but if used when the opponent is juggled too high off the ground in a lengthy combo, the opponent will be able to tech in the air before hitting the ground which means knockdowns are not always possible. The way to solve this is to delay cancelling out of 214B so that the fully charged 22B comes out when the opponent is nearer to ground. There is a combo route that is somewhat difficult to pull off in the corner that is possible by charge cancelling a fully charged followup 22B and linking 2B, 6B, or 6C to get a fair amount of damage without having to spend charges. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.25 charges before going back to the regular charge rate.

The D version knocks the opponent away just like the B version, but causes more damage and cannot be charge cancelled. In the corner, it causes a fairly short amount of wallstick that needs to be followed up with 5C. When fully charged, it causes wallstick on hit even midscreen that allows for a 6C followup. It is overly positive on block when fully charged, so it can be used to reset pressure safely on opponents that are too scared to move while you are charging up the move.

The followup D version deals less damage than the regular D version and does not wallstick midscreen when fully charged. It still causes enough wallstick in the corner when fully charged to be followed up with 6C, though. Just like the regular version, it gains the ability to guard crush opponents that don't barrier while under the influence of Mugen.

Benedictus Rex

623C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
C Version 850 R HL 10 till end of screen* total 64 -21 B 1-10 All
D Version 450x3 R HL 10 9 55 -21 B 1-14 All

  • 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.
  • D version has 110% bonus proration while in 214214D.

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 horrible if whiffed or barrier blocked. Not very good to use as an anti air because of the awkward hitbox and the deadzone between Tsubaki and the actual hitbox which allows opponents to sometimes hop over the active portion of the DP and hit Tsubaki who will be stuck in the animation of the DP.

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. If the move is whiffed or blocked, it can be cancelled into the D versions of those moves in order to make the reversal somewhat safer if called by the opponent. Using j.214D completely prevents a the opponent from scoring a counterhit on you since it replaces the recovery of the DP, but they can still punish you if they are competent, so do not rely on the followups to save you 100% of the time. Using j.236D will move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground.

The D version fires three small pillars out of the ground and deals slightly more damage than the C version. It is really only used in Mugen combos, but it has utility outside of them. It has slightly more invulnerability and slightly less recovery compared to the C version. It also allows for proper followups after the reversal when cancelling to the D versions of the air specials which are not possibly by using the C version.

In this iteration of the game in particular, the combo route stemming from this special is emphasized since it can be consistently followed up thanks to it launching both Tsubaki and the opponent fairly low off the ground. By getting rid of the landing recovery of the DP through either immediately cancelling into a whiffed j.214A/B or late cancelling into a whiffed j.236A as Tsubaki is about to touch the ground 5A, 5B, or 5C can be used as a followup to catch the falling opponent. The most popular route is the delayed j.236A route as it is the least execution heavy, the most consistent, and allows the strongest followup, 5C to be used properly. The reason why this is such a powerful combo route is the fact that it allows you to start up a juggle without requiring a crouching confirm or an anti-air hit. This allows Tsubaki to get in a larger number of her more damaging normals and carry to the corner more effectively. Some of her chargeless and meterless combos off of normals like 5B can break 3000 damage midscreen thanks to this route, so this special is of the utmost importance.

Aequum Elesion

j.236A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 800,300 R all 16 3 till landing - H,HBFP* -
A Version (Follow-up) 700 R all 16 3 till landing - H -
D Version 800,450 R all 16 3 till landing - H,HBFP* -
D Version (Follow-up) 700,450 R all 16 3 till landing - H,HBFP* -

  • All versions except for the followup A version have projectile startup of 25F.
  • A version 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 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.
  • Both D versions have 110% bonus proration while in 214214D.

Tsubaki's aerial projectile-releasing special which also happens to be the second part of her "rekka" out of 623C. The orb released by this special 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 its recovery lasts until Tsubaki touches the ground. 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.

The A version fires a pink 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). Using this move before one of the j.214X series to end an air combo changes the properties of the knockdown since the followup versions are used instead of the regular ones. 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. The accelerated charge speed caused by cancelling this move into j.D generates a minimum of 0.5 charges before going back to the regular charge rate.

The followup A version does not launch a projectile. You will only really see this version after a DP since it is the only way to access the followup version. Nothing really that special about it aside from it doing less damage. The accelerated charge speed caused by cancelling this move into j.D generates a minimum of 0.25 charges before going back to the regular charge rate.

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 charge so it really isn't worth it. Just like 623D, it sees most of its use while under the influence of Mugen, but when used together, a decent followup combo can come out of a successful reversal. 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 and it may seem to save you form taking a counter hit to the face after getting called on your DP, but an attentive opponent will run right under the projectile that is released and punish you if they are fast enough.

Lux Aeterna

j.214A/B/C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 600 R all 13 till landing 28 after landing - H -
A Version (Follow-up) 600 R all 9 till landing 28 after landing - H -
B Version 700 R all 15 till landing 31 after landing - H -
B Version (Follow-up) 600 R all 10 till landing 31 after landing - H -
C Version 800 R all 17 till landing 34 after landing - H -
C Version (Follow-up) 600 R all 11 till landing 34 after landing - H -
D Version 900 R all 13 till landing 26 after landing - H -
D Version (Follow-up) 800 R all 9 till landing 26 after landing - H -

  • All versions can cancel into 5D/2D on hit.
  • Both D versions have 110% bonus proration while in 214214D.

Tsubaki's air combo ender and final part of her string of specials starting from 623C that nets a knockdown and leaves her right in front of the opponent when she lands. Cancelling into 5D or 2D after grounding the opponent speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo just like 22B. 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. Not that great of an idea to use in neutral as an approach or in pressure unless you have the meter to cancel its recovery.

The A version travels at a -60° angle from your position in the air during the dive and covers the least distance with the B and C versions travelling at a -45° angle and a -30° angle respectively. It is the primary way to end a combo because of its fast startup and the fact that the damage tacked on by a non-super ender in the combo does not make much of a difference to the overall combo damage. Causes knockdown that has an emergency tech window which will force neutral tech if the opponent is holding A, B, or C regardless of which direction they are holding. Opponents that delay their tech by not holding a button in order to roll or quick tech run the risk of getting hit with 2A and allowing Tsubaki to continue with a combo and get more corner carry. 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 followup A, B, and C versions cause a bit of slide and hard knockdown instead of having an emergency tech window which encourages most opponents to roll after you end a combo in this fashion. The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. The accelerated charge speed caused by cancelling this move into 5D/2D generates a minimum of 0.25 charges before going back to the regular charge rate.

The D version knocks the opponent down and delivers a slight bounce that extends their 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. 2A after the post-landing dash is the simplest way to follow up the special, but it doesn't do that much damage and and prorates the combo pretty badly, so if you have trust in your execution you can go for 623C and catch with 5C to continue the combo. Of course, 623C prorates the combo nearly as bad as 5A, but it deals nearly triple the damage that 5A deals.

The followup D version descends at an angle similar to the regular A version and does not deliver a long enough knockdown to be followed up. Though rare to witness this lack of untech time in combos, this effect can be seen very often when autopiloted 623C > j.214D confirmed instead of blocked.

Aequum Elesion (aura)

j.236D > j.214D (Aura)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
220*9 R all - till landing 26 after landing - HBFP -

  • Starts up when j.214D comes into contact with j.236D's projectile.
  • Has 110% bonus proration while in 214214D.

Makes viewers go "oooooh" when used. This combination special prorates amazingly and does a lot of damage, so the earlier it is used in a combo, the better. Since this move uses j.236D as well as j.214D, you will always use two charges when doing this particular move. This is really only combo filler, but is it often used when trying to cover up for a whiffed or blocked 623C if you are afraid of getting punished even after spending a charge to cancel into j.236D. Can be used to continue combos with 6C midscreen easily since it grounds the opponent and has a ton of untech time.

Lux Macto

421A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 300 R all 25 70 total 56 -2 HBFP* -
D Version 450 R all 13 - total 47 -7 HBFP* -

  • D version can cancel into 236D at any time after startup.

Tsubaki's ground projectile-releasing special. 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 or pressure as well.

The A version sends out a pink orb that travels around 3/4 of the 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. Since this is a special move, you can cancel into it at any time during your pressure to act as a ghetto pressure reset. Cancelling it for the sake of pressure should be reserved for high attack level moves like 6C or 6B so you don't get mashed out as easily because there will be a gap between the blockstun caused by even the highest attack level normal and the startup of the projectile. After attaining a knockdown by conventional methods, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in. This is especially useful after a 2C ender midscreen if the opponent neutral techs.

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. The projectile's size compared to the A version's along with its variable acceleration attribute make it even better at doing nearly everything the A version's can do. The projectile being slow at the beginning protects the space directly in front of you when it is called out and can be used as a shield. The fact that the projectile stays in the same place for a while after startup makes it better than the A version's for oki as well. Avoiding the projectile in neutral is much more difficult and risky due to its size and late lightning-speed acceleration for characters that don't have very good movement options. All of this utility actually makes the D version a very acceptable use of charge outside of combos and pressure. The only thing that this projectile doesn't have over the A version's is its ability to be used alone in pressure is lacking and a waste of charge. If 236D is used directly after this special, it will active the aura and change the properties of the move just like the air aura and allow for a stronger followup than off of 236D by itself.

Lux Macto (Aura)

421D > 236D (Aura)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
220x7 R all - 9 24 +6 B, HBFP(2) 1-28P after projectile contact

  • 1-28 Projectile Invul.
  • Starts up when 236D comes into contact with 421D's projectile.
  • Invul calculated on whiff.
  • Possible to cancel into 214B/D or 22B/D.
  • 110% bonus proration while in 214214D.

The ground version of Tsubaki's aura using her new ground projectile and 236D. It is projectile invulnerable, making it very useful in a handful of matchups such as Nu-13 and Rachel. It also places you at a good advantage if blocked so you can apply pressure, but you can still lose to DPs and some characters may be able to use their backdash to make it whiff. 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 also a really good special to use in combos, especially if used in the beginning or in mugen combos as it prorates just as amazingly as the air aura. However, since there are very few opportunities to use this attack, it is not considered so much. When you do come in contact with an opponent they will be launched high enough for you to catch them with 6C even if they were originally on the ground.

Sanctus Aerolata

63214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0x2,100x12 (1200 guaranteed) -,Rx13 c.T (80) 9 3 30 - T -

Tsubaki's command throw. When it successfully connects, it will give her two charges 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 5C 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 they can avoid it by jumping, and this is why you would mix it up by using 5C. 5C is a great combo starter and will hit if opponent try to jump on their wakeup. It's all about conditioning your opponent. There are many setups you can use with this command grab so please check out the strategy guide.

If you do RC this attack and need to followup, your most common options would be 2C > 214B, 22[D] > 6C, and CT > 6C.


Distortion Drives

Confutatis Maledictis

236236C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
C Version 300,700*3 (R) all 5+7 15 26 -22 B,HBFPr (2) 1-14 All
D Version 300,2000 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (1 charge) 300,2250 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (2 charge) 300,2630 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (3 charge) 300, 3150 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (4 charge) 300,900x5 (R) all 5+0 15 26 -22 B,HBFPr (2) -
D Version (5 charge) 300, 690x9 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version 300,620x4 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (1 charge) 300,750x4 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (2 charge) 300,590x7 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (3 charge) 300,720x7 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (4 charge) 300,680x10 (R) all 5+0 15 26 -22 B,HBFPr (2) -
OD D Version (5 charge) 300,810x10 (R) all 5+0 15 26 -22 B,HBFPr (2) -

  • Costs 50% Heat.
  • 180F Heat Gauge Cooldown.
  • 20% minimum damage (480).
  • Only possible to Rapid Cancel on block.
  • C version first attack has 20% minimum damage, projectile has 30% minimum damage.
  • Minimum Damage Lv0 = 660; Lv1 = 735; Lv2 = 849; Lv3 = 1005; Lv4 = 1410; Lv5 = 1923.
  • 180F Heat Gauge Cooldown.
  • Only possible to Rapid Cancel on block.

The C version can be used as a reversal option because it has invincibility, but it has awful horizontal range and will sometimes even trade with your opponent's attacks if they have sufficient active frames so it's inferior to her DP. You can link with 236D after the super ends for a short combo, and in other rare cases you can use 3CC or even 6C. The C version does not consume any charge.


  • First attack has 20% minimum damage, projectile has 25% minimum damage.
  • Minimum Damage Lv0 = 730; Lv1 = 858; Lv2 = 1080; Lv3 = 1304; Lv4 = 1760; Lv5 = 2080.
  • 180F Heat Gauge Cooldown.
  • Only possible to Rapid Cancel on block.
  • 110% bonus proration while in 214214D.

The D version is your main combo ender because its minimum damage is higher than the C version, and Tsubaki moves forward during the animation making it easier to connect. The D version will consume all the charge you have and have no control over the amount used. If this version is used used during Mugen (214214D), it will use the amount of charge stock that Tsubaki had on Mugen activation. It does however knock the opponent away from you, which allows you time to charge. If you were facing the corner when the combo ended, you will still have oki since the super knocks them back to the corner and leaves you near them after while in OD.

Macto Maledictis

214214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - - - - - total 7+0 - - -
Air - - - - - total 7+0 - - -

  • 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.
  • You can only activate this move if you have at least one charge.

This distortion is an important aspect of Tsubaki since it gives her access to ridiculously high damage even if she is low on charge. The bonus proration 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. Very risky to use when your opponent has Burst stocked since the super's animation is a visual indication of certain death for them which will usually end up with you across the screen with 50 less meter and no charges. If you are in OD, however there is no escape and OD benefits Mugen by making it last longer. Can also be used to make viewers go "ooooh" and "ahhhh."

Requiem Maledictus

632146B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450x8 - all 1+51 - total 1+58 - HBFP*(2) 16-59 All

  • Costs 50% Heat.
  • 180F Heat Gauge Cooldown.
  • 20% minimum damage (720).

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 j.C 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 it is not recommended to be used as if it were 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.

  • Needs OD version ()

While in Overdrive, the summoned projectiles change their appearance and instead of knocking the opponent back, they actually hold the opponent in place like Rachel's Tempest Dahlia even if they are in the air or barriering.


Astral Heat

Requiem Aeternam

632146C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 3+17 10 24 -20 B 1-29 All

  • Costs 100% Heat.
  • 180F Cooldown.

Can be combo'd into using methods such as:

For more combos please look at the Tsubaki Combo Thread on Dustloop forums.


External References


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