Ginseng Posted December 2, 2009 Posted December 2, 2009 (edited) ======================================================= The Tsubaki Yayoi Guide Version 2.9 (With Frame Data) ======================================================= Updates: 12/10: Removed several links in first post. This will be the final version for CS1. I would say complete, but CS1 will eventually be phased out into CS2, due to console updates, etc. 8/3: Updated feedback link to proper General Discussion thread. Added FAQ link. 8/1: Frame data added for Tsubaki, it will be in the moveset section (2nd post). 6/15: Updated GG convention/notation link since the forums were updated. 4/9: Lol forget it, it's close enough to being called complete. 1/26: Correction on 3C description thanks to Drges. 1/25: Edited few things here and there.Credits and special thanks to: Zaido, kro_, CrimsonDisaster, ryokoalways, Felicia, kidviper, SpiritJuice for confirming information used in this guide.Before reading this guide…. I would like all of you newcomers who aren’t used to the mechanics or linguo of this game go to the following links and skim the information there:BBCS System GuideConventions and NotationsSystem Data (on specific character data in BBCS)If you just want quick and basic information, please go to the FAQ section hereTable of Contents:1. IntroductionGeneral Details on Tsubaki2. General Moveset (Normals, specials, supers)Normals and command normalsDrives and their propertiesSpecialsGuard primer removalDistortion Drives and Astral heatsFrame Data3. Gatlings (what moves can be cancelled to what other normals)A chainsB chainsC chainsExceptions during counterhit/crouching4. Tactics (How you can play Tsubaki amongst other things)Getting InPressure and Keeping your momentumCharge SetupsDefenseResets5. Combos for StartersLevel 0Level 1Level 2 Edited December 10, 2010 by Ginseng
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 (edited) 1. Introduction Profile Height: 160 cm Weight: 47 kg Birthday: March 14 Blood Type: A Birthplace: The 3rd Hierarchical City "Naobi" Hobbies: Singing Likes: Historical dramas Dislikes: War CV: Asami Imai Drive: Install 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 the previous game, she travels to the story's stage, the city of "Kagutsuchi", to assassinate Jin and her former classmate Noel for deserting the organization. a) General Details on Tsubaki: Life total: 11000 hp Number of guard primers: 5 Combo Scaling: 80% Color Chart DLC Color Chart Edited December 14, 2010 by Ginseng
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 2. General Moveseta) Normals and command normals.In this section, there will be a list and description of all of Tsubaki’s normals. “A button” normals do not have follow-ups. Followups can be done by pressing the button again or holding it. Pressing the button again leads to immediate startup, holding it delays the move to the maximum time possible. Followups can be chained to on whiff. 5A – standard jab, hits crouching. Used as a basic jab attack. 2A – standard crouching jab. 6A – Overhead, gatlings to 5C or specials. Won't combo to 5C if too far. Bad proration. 5B – longest range poke, must use normal, gatlings to a lot of moves. Looks like a wing popping out of her arm. 5BB – followup to 5B, chains to 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far. 2B – low hit, standard filler in BnB, chains to 5C and 2C 2BB – low hit, followup to 2B, chains to 5C 6B – low hit, slower, used to mix it up with 6A overhead and 2B low. 6BB – mid hit, chains to 5C. Often misses due to lack of range, even when 6B hits. 5C – less range than 5B, good filler in blockstrings and combos; charge cancellable, special-cancellable. Not good as a poke due to the lack of range. Only really usable in 5A range. 5CC – standard filler on combos, charge cancellable. 2C – anti-air normal, upper-body invincibility, think crouching fierce from most SF characters. 2CC – followup to 2C, can lead to air combo on anti-air 2C hit. 6C – Whip-based attack, hits multiple times, special cancellable. It is a fatal counter move, and also a major part of her higher damage combos. Can be used for kara-throws. 6CC – spike move, usually used as combo filler after a successful 6C hit, launches on hit. Removes 1 guard primer on block. 3C – standard slide, doesn't go under anything though. Jump-cancellable. Literally the exact opposite of Noel's 3C. 3CC – follow-up to 3C. Jump-cancellable on hit, special cancellable on hit, and one of Tsubaki’s launchers. j. A – standard anti-air jab j. B – horizontal normal, used in air combos or rare anti-air instances. j. BB – downward poking attack, used in combos j. C – best ranged normal out of her jump attacks, hits a bit below her, combos after j.B and its followup j. CC – whip-based attack, used in combos mostly, or after j.C hit confirms. B+C - Tsubaki's standard throw, special-cancellable. One of Tsubaki's "mugen" setups. j. B+C - Tsubaki's air throw, knocks opponent down, cannot combo afterwards unless used with j.214D.b) Drives and their propertiesTsubaki’s drive is Install, basically any press of a D normal will cause her to “charge” her install meter. For simplicity’s sake, we will call this the charge gauge, and it will use respective “charge stock” or level of charge for all her D-specials and supers. 5D – Charges the fastest, but slowest recovery 2D – Charges the slowest, but fastest recovery j. D – Balance of charging speed and recovery, also decreases her falling speed Some of Tsubaki’s normals can be “charge-cancelled”, this is used to cancel the recovery of some of her moves. The gatlings section will have more information on which normals can be charge cancelled. In terms of recovery: 2D > j.D > 5D In terms of charging speed: 5D > j.D > 2Dc) SpecialsAll D versions of specials require one charge. A, B, C versions all do the same damage. A version has a blue aura. B version has a green aura and can go through projectiles (dependent on which move). C version has a red aura. All C versions of specials except j.214C removes one primer. 236A/B/C/D – Charges forward with shield in front, each version charges forward a bit more, C and D move the same distance but D version is safe and stuns on hit. B version has projectile-invulnerability at startup. D-version goes through the opponent. This special can chain into 214 series or 22 series on hit. 214A/B/C/D – Tsubaki’s special launcher, each launches a different height, but startup is based on which version you’re doing, with A being the fastest. The launch can lead into 5B > air combos. Main use of this move is during combos. 214B has the longest projectile-invulnerability out of all the specials. 22A/B/C/D – A, B, and C are the same damage, and can be held down to charge the attack for more untechable time. D version wallbounces and can continue combo. B version has projectile guard point. D version is unblockable when fully charged. Counterhit 22x leads to a lesser 22D wallbounce which varies depending on distance from the wall.Lvl 1 charge – immediate release Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded.623A/B/C/D – A version can be blocked normally, B, C, and D versions are air unblockable. Only the A and D versions have projectile invincibility (A having it only until the hit). Projectile-based, and can be cancelled to j. 236 and j. 214 series on hit. j. 236A/B/C/D – D version creates a very slow downward angled fireball which can amplify your j.214 series if you dive through them. This move is mainly used for combo filler, and can be chained to j. 214 series on hit. The A version moves you diagonally upwards a bit. B version moves you forward. C version moves you diagonally downwards a bit. j. 214A/B/C/D – D creates a floor bounce, can be combed after; C version is used as a combo ender. The CH C version and normal D version of this move causes a floating untechable knockdown which allows you to combo afterwards. d) Guard Primer RemovalMoves that remove guard primer: 6CC236C214C22Cj.236Ce) Distortion Drives and Astral heats236236C/D – Damage based on amount of charge. Pretty much no invincibility, not really reliable as a reversal super due to range and lack of priority. C version uses no charges, D version uses all you have. Can be used to add that extra damage to a combo. 214214D – Tsubaki install, works like mugen but for charge meter. Gradually drains your charge meter until it reaches 0, the super will end when it does. Usually should only be used in a situation where you can actually "spam" D specials, like in a corner combo situation. 632146C – Tsubaki’s Astral heat, can be comboed from various ways(for example: 22D). f) Frame Data Go here for frame data: http://dustloop.com/guides/bbcs/frameData/tsubaki.html
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 3. GatlingsIn this section, you will see what each move can gatling or chain into. Additional info about the move is put in parenthesis. If you see a move such as 5BB in this section, I mean the followup normal. Jump – move is jump-cancellable Cc – move is charge cancellable Special – move is special-cancellable Throw – move is throw-cancellable If the normal is in red text, the chain does not combo. a) A chains5A (jump, cc, throw, special) -> 5A, 2A, 5B -> 6A, 2B, 6B, 5C, 2C 2A (cc, special) -> 5A, 5B, 2B -> 6A, 6B, 5C, 2C 6A (special) -> 5C j. A -> j.Bb) B chains5B (jump, cc, special) -> 5BB, 5C, 3C -> 6A, 2B, 6B, 2C, 6C 5BB (jump on hit, cc, special) -> 2B, 5C -> 6A, 6B, 6C(on hit only) 2B (special, cc) -> 2BB -> 6A, 5C, 2C, 6C 2BB (special, cc) -> 5C -> 6A, 2C, 6C 6B -> 6BB 6BB –> 5C j.B (jump) -> j.BB, j.C j.BB (jump) -> nonec) C chains5C (jump on hit, cc, special) -> 5CC, 2C -> 6C(on hit only) 5CC (jump on hit, cc, special) -> 2C -> 6C(on hit only) 2C -> 2CC 2CC (jump on hit, special on hit) -> 5C 6C (jump, special) -> 6CC 6CC (jump on hit, special) -> none 3C (jump, special) -> 3CC 3CC (jump, special) -> none j.C (jump, special) -> j.CC j.CC (special) -> noned) Exceptions during counterhit5B -> 6C combos on counterhit. 5C -> 6C combos on counterhit.
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 4. Tactics a) Getting In Getting in is very tricky business for Tsubaki. Other than 5B, all her normals are very limited in range (pretty much 5a/jab range) as well as having low priority in beating attacks. Here are some methods of getting in on the opponent: Master your footsies/spacing game. Being able to do this allows you to position yourself better against your opponent.236x and j.214x RC on block are good ways of getting in if your opponent doesn't expect it.Get your opponent to BLOCK. If you can do this, you can start using jump-cancellable/charge-cancellable normals to make your way in.Be PATIENT. Getting in takes time, and don't rush things. Doing so will cause you to make more mistakes, make you take unnecessary damage, and you end up being further away from your opponent than you already are. b) Pressure and Keeping Your Momentum Okay so you got in on your opponent (preferably in jab range). Now you have to stay in your opponent's face and somehow get a hit on your opponent and make sure he doesn't escape you! Here are some ways to put pressure/keep your opponent on the ground guessing. KNOW YOUR GATLINGS (know what your normals can chain into). Knowing how to transition from one normal to all possibilities is KEY to staying on your opponent.Know what normals are punishable and know when to mix in jump-cancels, charge-cancels, and what not.6A is your overhead, 2B and 6B are your lows. Make sure to use them in your blockstrings to create high/low pressure, but don't get predictable.Mix up your blockstrings and put in some throws (preferably kara-throws).If you want to stay on your opponent and not knock them away when you land a BnB, purposely drop a combo to go for a 22D reset or whatever you want. You can also RC your 236A during a BnB and go for more pressure/resets.Tsubaki's super does 840 minimum damage. It also knocks your opponent far away so you can get 1-2 levels of charge. HOWEVER, doing it ends all pressure/momentum you had on your opponent. You have the option of using your meter for RCs, and going for a reset(which may end up doing more damage than the super) as well as keeping your opponent next to you. c) Charge Setups Tsubaki does very low damage without charge(average of 1500-2000 damage per combo) except for a few exceptions. However, whenever you charge, you make the sacrifice of not having an oki game and you lose all pressure/momentum you had on your opponent. Whether you charge or not is up to you, but do not be surprised at how little damage you do on your opponent, especially when you did 6 combos on lambda without charge. Here are the setups in order to gain time/space to charge.After a normal BnB ending in a 22x hit (any 22x hit for that matter).After an air combo ending in j.214C.After a 236236C super.After a burst (offensive and defensive).After a dead angle (should probably use 2D to charge due to their recovery).When the game goes in neutral (should use 2D or jump in the air to charge).If they mash out a Noel air super, you can charge while you wait for them to come down lolol.After a guard break (lol this will never happen for Tsubaki). You may also use 2D sparingly during the match to charge, since the recovery of 2D is very fast compared to the other 2 versions of charge. d) Defense (Help, I'm American and I'm bad at blocking, I also depend too much on DPs and mash 2As to get people off of me!) Okay, if you have played the game, you probably realized that Tsubaki's DP is not that great. The invincibility of her DP A wears off before the actual hit, so it trades a lot like Sagat's Tiger uppercut in SF4 (except he can combo that into bullshit f+RH into ultraaaa). So your DP will trade, but it will get them off of you. Here are other methods you can get out of pressure and bring the game back to neutral or to your advantage. Use DP D to gain more reliable invincibility, but you will lose a charge.Use a dead angle to get them off of you, make sure it doesn't get baited though.Make use of 5A/2A to get out of pressure if you see a gap in their blockstrings.Same as above, but make use of backdash and jump.Instant block and DP A/2A out.Key thing to note is, even if you do no damage with your prorated combos, you get them off of you. That's the real point of getting out of pressure. Don't expect ridiculous DP combos from Tsubaki. If you do, go play SF4 or something. e) Resets I'm pretty sure most people know what resets are, so I won't really explain what they are. However, due to Tsubaki's low damage, doing resets are kind of mandatory in order to keep momentum and keep your opponents thinking. Once you get them to stop mashing, you open the opportunity to do resets on them. Here are a couple ways to initiate resets: 22D unblockablesCharge cancel into throw or jab pressure236x RC into pressureThere are other ways to do resets, but these are the most common ways to do resets with Tsubaki. Go play around and see what you find!
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 6. Combos for Starters For more in-depth combos and specifics, as well as advanced/expert level combos, please go to the Tsubaki Combo Thread. Here are some basic bread and butter/beginner-level combos. a) Level 0 Combos 5BB > 2BB > 5CC > 236A > 214A > 22C 6A > 5CC > 236A > 214A > 22C 6BB > 5C > 236A > 214A > 22C Throw > 236A > 214A > 22C Throw > 214B > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C b) Level 1 Combos 5BB > 5CC > 22D > 6C > jc j.B j.C > jc dj. CC > j.236A > j.214C 5BB > 5CC > 22D > 6CC > sjc j.C > jc dj. CC > j.236A > j.214C throw > 22D > 6C > jc j.b j.c > jc dj.CC > j.236A > j.214C c) Level 2 Combos 236D > 5BB > 5CC > 22D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C corner only: 5BB > 5CC > 623D > j.214D > 6CC > hjc. j.B j.C > j.CC > j.236A > j.214C corner only: 22D > 6CC > hjc j.C > jc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C
Recommended Posts