BBCS2/Tsubaki Yayoi

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Tsubaki Yayoi

Overview

Devoted to training from an early age, she possesses tremendous combat ability despite being a woman. After graduating from the Military Academy, she took an active role as the Lieutenant of the organization known as the 0th Division. Following the events of CT, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate 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

Tb200 03.png
5A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
150
100
82
All
0
6
3
9
Click!

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



The kick of death, or so proclaimed.
5B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
90
89
HL
3
9
3
13
Click!

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
400
100
89
HL
3
11
3
19
Click!

File:Ragna5C.png
Longer than 5B, but not necessarily better than.
5C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
690
90
92
HL
4
13
4
20
Click!

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.


File:Ragna2A.png
The ±0 frame advantage allows this move to be a useful pressure tool.
2A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
150
80
84
All
1
7
2
10
Click!

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.


File:Ragna2B.png
Keep in mind that this move can easily be disrespected when used incorrectly.
2B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
80
84
L
2
9
2
15
Click!

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.


File:Ragna2C.png
Ragna's only fatal, but this move has many other uses besides that.
2C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660
100
89
HL
3
12
3
13
Click!

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
620
80
80
HL
3
13
4
18
Click!

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.


What a bad overhead.
6B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720
70
92
H
4
24
4
19
Click!



File:Ragna6C.png
Staple combo tool.
6C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
512, 608
90
92
L, HL
4
20
5(11)2
33
Click!



Not a SF4 trip, mind you.
3C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720
90
88
L
4
12
3
17
Click!



File:RagnajA.png
Quick startup makes it good for an air-to-air battle.
j.A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
180
90
84
HA
1
7
3
9
Click!



File:RagnajB.png
Has a crossup hitbox.
j.B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450
90
86
HA
2
10
9
12
Click!



File:RagnajC.png
Primarily used for air-to-ground.
j.C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
90
89
HA
3
12
3
24
Click!



Drive Moves

File:Ragna5D.png
Only use is for combos.
5D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
544, 760
100
92,80
HL, all
4,5
17
5(12)1
44
Click!



Great low footsie.
2D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750
90
94
L
5
18
2
23
Click!



File:RagnajD.png
Good for characters that approach from high above.
j.D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
90
89
HA
3
13
4
20
Click!



Throws

The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Forward Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
90
100, 55
GR.T
0, 4
7
3
19
Click!



File:Ragna4BC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Back Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 700
90
100, 55
GR.T
0
7
3
19
Click!



File:RagnajBC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Air Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
100
100, 55
GR.T
0, 4
7
3
15
Click!



Special Moves

File:Ragna214A.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Hell's Fang (214A)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
730
75
70
all
4
15
13
33
Click!



Additional Blow / Tsuika Kōgeki (214D after Hell's Fang)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
950
100
92
all
4
23
3
40
Click!



File:Ragna623C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Inferno Divider: C Version (623C / j.623C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420, 460
70
92
HL
4
7
2(4)6
24+19L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420, 460
85
92
all
4
5
2(4)6
19L
Click!



The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Inferno Divider: D Version (623D / j.623D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2
100
92
HL
4
7
2(4)12
27+19L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2
100
92
all
4
7
2(3)12
13
Click!



File:Ragna623CC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Upper (236C after Inferno Divider)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
310
100
92
all
4
14
3
19L
Click!



File:Ragna623CCC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Straight / Yoko Fukitobashi (236C after Upper)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
100
70
all
4
15
3
12L
Click!



File:Ragna623CCD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Ax Kick / Kakato Otoshi (214D after Upper)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
100
50
all
4
19
4
13L
Click!



File:Ragna214B.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Gauntlet Hades (214B / j.214B)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
90
88
HA
4
20
7
14+14L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
90
92
HA
4
12
9
15L
Click!



File:Ragna214BD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Spin Kick / Keri Age (214D after Gauntlet Hades)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550
100
60
all
4
9
3
20L
Click!



File:Ragna214D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Dead Spike (214D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
100
96
all
4
28
12
54T
Click!



File:Ragna214C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Belial Edge (j.214C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600, 100*N
75
90(1)
all
4
15
till L(1)1
16
Click!



File:Ragna22C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Not Over Yet / Mada Owarija Nē Zo (22C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 400
100
92
all
4
7
3
16
Click!



Distortion Drives

File:Ragna632146D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Carnage Scissors (632146D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000, 2300
85
92
all
4
9+(7~12)
2(48)4
64
Click!



File:Ragna214214D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Blood Kain (214214D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
--
--
--
--
--
--
--
(19+1)T
Click!


---

File:Ragna214214DD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Devoured by Darkness / Yami ni Kuwarero (214214D during Blood Kain)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 6000
100
92, 5
UNB
4
16+14
3
56
Click!



Astral Heat

File:Ragna2141236C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Black Onslaught(2141236C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
--
--
all
5
3+25
2
25
Click!