Overview
Devoted to training from an early age, she possesses tremendous combat ability despite being a woman. After graduating from the Military Academy, she took an active role as the Lieutenant of the organization known as the 0th Division. Following the events of CT, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate Noel for deserting the NOL.
Health: 11,000
Guard Primers: 5
Play-style: Rush-down, Mix-up, Flashy
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Drive: Install
Tsubaki’s drive is Install. Pressing 5D, 2D, or j.D will cause her to “charge” her install meter. Holding the button on 5D, 2D, or j.D will cause charging to accelerate at a specific rate. Gaining and using charges effectively is key to being successful with Tsubaki among other things. The D versions of her specials have properties that can lead to new mix-up options and combos which will be explained later. She can only hold a maximum of 5 charges at any time during a round and any left over charges will not be carried to the next round. Some of Tsubaki's normals can be "charge-cancelled" which is used to cancel the recovery of those moves.
Tsubaki also has a Distortion Drive called "Macto Maledictus" (214214D) or more commonly referred to as "Tsubaki Mugen/Install" which will use up all charges that she has but will allow you to use as many D specials that you want for a certain amount of time depending on how many charges were used to initially start it.
Note that:
- Tsubaki will be in a CH state while she's charging.
- Using a D special will always use up 1 charge (unless you're in Mugen/Install).
- In terms of recovery: 2D > 5D > j.D
- In terms of charging speed: 5D > j.D > 2D
Move List
- Notations
- jc = Jump cancellable
- cc = Charge cancellable
- throw = Throw cancellable
- special = Special cancellable
- Red Beat = Valid combo
- Blue Beat = Invalid combo
Normal Moves
- 5A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Standard jab, hits crouching. Used as a basic jab attack. Not an anti-air.
- Gatlings and Cancels
5A (jc, cc, throw, special)
- Red Beat-> 5A, 2A, 5B
- Blue Beat-> 6A, 2B, 6B, 5C, 2C, 6C, 3C
- 5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Ragna's standard run-of-the-mill poke. Has a large amount of priority due to its range, hitbox, and startup. Longer hitbox at the end of active frames. Can late-chain.
This move is good as a pressure tool, but it is only truly safe when used a distance away from the opponent. The use of 5B is optimal when used at maximum range.
5B can be used as an anti-air due to its speed and hitbox, and can lead into big damage when used so. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be when at a considerable distance away from the opponent. Morever, because Ragna's 5B attack hitbox overlaps his character hitbox, it's likely that the move will either trade or get beaten out flat. This makes it a weaker anti-air than either 5A or 6A, but can be considered an option for anti-airs.
- 5BB
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 5C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Another one of Ragna's standard run-of-the-mill poke. Not as fast as 5B, but is longer and has better combo potential. Can late-chain. Also used for combo fodder. Can be followed up with 6C on CH.
When used at maximum range, 5C is extremely hard to punish at maximum range, even on IB. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it a better footsie in certain situations.
In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. When you compare the two, 5B is quicker but riskier, and 5C is slower but more efficient. Deciding between the two in various situations will require an understanding of the game's flow as well as the matchup that you're up against. This is not something that can be learned overnight; it requires experience and practice to master the proper way to use this move.
- 2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Staple crouching jab. Almost identical to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit any crouching hitbox. Can late-chain. Throw cancellable.
The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C.
The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.
- 2B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Staple crouching low. Mostly safe when it is not cancelled into another normal, however it is unsafe when it is. Can late-chain, although time window is smaller than the rest of Ragna's moves.
In terms of pressure, 2B is not quite as effective as 2A, but it certainly helps keep the opponent to respect pressure. Always keep in mind though that usage of this move should be dependent on how your opponent deals with pressure (i.e. is he respecting pressure? is he mashing a DP?) so that you can utilize the move without getting punished too often.
A common gatling that serves as not only a safe option to go to, but also a good way to hitconfirm into a combo when 2B lands is 2B > 5B. If cancelled on the earliest frame possible, this gatling actually has no pressure hole in it to utilize, even when 2B is instant blocked. Keep in mind however that 2B has less range than 5B. If you read 5B's description in this wiki, you'll know that 5B is truly only safe when used at long ranges. Thus, if you end up using the gatling, 5B will hit at best at the middle of Ragna's leg, which is still not entirely safe without a cancel. Therefore, you must cancel 5B into another normal (preferably 2C but you can do whatever) if you want to avoid getting punished.
- 2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Ragna's only fatal-counter attack, but is one of the quickest and deadliest. Serves as a great and convenient punish due to its relatively quick startup and maximum P1. Burst-safe when standalone. Safe on block, but pressure afterwards can be easily disrespected.
On paper, 2C looks like a completely solid move, in which it is. However, since 2C's feature of being safe of block has been around since BB:CS, many players have been using it a lot more often since it is very useful. This has resulted in a lot of players, Ragna and non-Ragna players alike, to be accustomed to 2C being left alone in order to create a "safe" situation. Due to this, these exact players know ways around it and can punish it without any effort. Fortunately, there is a frame trap that specifically adheres to these situations. By using the 2C > 5C gatling, you can cause the opponent to expect the standalone 2C, and then use 5C to catch their attempt to hit you out of 2C.
- 6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Staple anti-air. Invulnerable to aerial attacks from frame 5. Forces aerial state on opponent. Can be followed up with 5A after 6A recovers. Higher hitbox during later active frames.
The slow startup of this move makes it easily disrespectable to certain moves, a good example being Hakumen's Hotaru and Noel's Bullet Storm. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A and vice versa (or using no anti-air whatsoever) really depends on the situation and the nuances of the matchup. It should then be treated the same way.
Using 6A in combos is the best way to get damage on standing characters. However, it has very poor horizontal range, so you have to use the move early on. Make sure you hit confirm into 6A, as it is a terrible move to have blocked by a grounded opponent. If blocked, you can only hit them with a special move or jump cancel, which makes what you do next very predictable.
- 6B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 6C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 3C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- j.B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- j.C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Drive Moves
- 5D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- j.D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Throws
- Forward Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Special Moves
- Hell's Fang (214A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Additional Blow / Tsuika Kōgeki (214D after Hell's Fang)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Inferno Divider: C Version (623C / j.623C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Inferno Divider: D Version (623D / j.623D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Upper (236C after Inferno Divider)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Straight / Yoko Fukitobashi (236C after Upper)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Ax Kick / Kakato Otoshi (214D after Upper)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Gauntlet Hades (214B / j.214B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Spin Kick / Keri Age (214D after Gauntlet Hades)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Dead Spike (214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Belial Edge (j.214C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Not Over Yet / Mada Owarija Nē Zo (22C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Distortion Drives
- Carnage Scissors (632146D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Blood Kain (214214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
---
- Devoured by Darkness / Yami ni Kuwarero (214214D during Blood Kain)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Astral Heat
- Black Onslaught(2141236C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|