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[CSE] Tsubaki Yayoi Guide Version 4.5 *WIP* (Updated 4/1/12)


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Posted (edited)

=======================================================

The Tsubaki Yayoi Guide Version 4.5

=======================================================

Updates:

4/1/12: Fixed an error in the 22x series' description that says 22B being able to break/pierce projectiles since it doesn't anymore thanks to Grendy and updated some information on her specials.(pk)

3/26/12: Corrected an error on Tsubaki's 22x series thanks to Delrian and added note on untechable time thanks to Adelheid Stark (pk)

3/13/12: Added the spreadsheet for Tsubaki's frame data under credits

3/10/12: Updated gatlings section and fixed errors. (Keebs)

3/1/12: Updated the gatlings section a little more, and then re edited them.... (Keebs)

2/28/12: Updated the gatlings post as well as her move list and tactics section. Thanks to Adelheid Stark for noticing CS2 info that was still in her move list and tactics area. Fixed update on gatlings post due to errors. Thanks to Kiba for noticing it.

2/26/12: Updated the move list to show all of the hitboxes when you click on the move as well as small edits for moves, added the DL wiki to the first post, updated to the Extend frame data in the frame data section and updated various links and areas that were outdated.

2/14/12: Updated the gatlings section and some move descriptions for Extend. Will continue to edit information.

2/7/12: Not actually an update unless you count adding a new color chart lol but this is slowly being edited to fit Extend.

-Updates from CS2 were removed to make the opening post look cleaner, but many thanks to everyone who contributed during that time!-

Credits and special thanks to:

Airk, pktazn, BatousaiJ, Kiba, kayeff for translating her frame data from the mook

Extend Tsubaki Frame Data *Microsoft Excel Sheet*

Tsubaki Dustloop Wiki

Tsubaki JP wiki

Before reading this guide.

I would like all of you newcomers who arent used to the mechanics or linguo of this game go to the following links and skim the information there:

BBCS System Guide

BB Conventions and Notations

System Data (on specific character data in BBCS)

Also very important: those who wish to add to the guide or combo thread, please post in the general discussion thread here

Table of Contents:

1. Introduction

  1. General Details on Tsubaki

2. General Moveset (Normals, specials, supers)

  1. Normals and command normals
  2. Drives and their properties
  3. Specials
  4. Distortion Drives and Astral Heats
  5. Guard primer removal
  6. Air unblockable moves
  7. Frame Data

3. Gatlings

  1. A chains
  2. B chains
  3. C chains
  4. Exceptions during counterhit/crouching

4. Tactics (How you can play Tsubaki amongst other things)

  1. Getting In
  2. Pressure and Keeping your momentum
  3. Charge Setups
  4. Defense
  5. Resets
Edited by Kiba
Posted (edited)

1. Introduction

BBCSTsubaki-1.jpg

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%

*Thanks to Kurushii for this*

Edited by pktazn
Posted (edited)

2. General Moveset

a) 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.

- standard jab, hits crouching. Used as a basic jab attack.

- standard crouching jab. Used to initiate pressure/jab out at point blank range. Even on block.

- Overhead, gatlings to 5C or specials. Jab range. Air-unblockable. Knocks down on airborne hit. Now fatal counters.

- Tsubaki's best-ranged normal. Pokes far, and is charge/jump-cancellable on hit and block. It is no longer safe on block. Does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire.

- followup to 5B, chains to 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far. Air unblockable.

- low hit, standard filler in BnB, chains to 5C and 2C. Can chain to overhead or additional low, but can be interrupted during the process. Can be used to OTG.

- low hit, followup to 2B, chains to 5C. Not very useful outside of combos.

- Does a spin then does a low kick. Hits low, gatlings to 6BB. + on block. Can be used to extend pressure.

- low hit, followup to 6B. Usually used during combos only.

- less range than 5B, good filler in blockstrings and combos; charge and special-cancellable. Only really usable in 5A range. Air-unblockable. Best combo-damage starter out of all her normals, use on counter-hit if reasonable. Faster in Extend and now replaces where 5B would usually be in combos from CS2 due to the speed change.

- standard filler on combos, charge cancellable.

- anti-air normal, has some upper-body invincibility, think crouching fierce from most SF characters. Jump-cancellable on hit/block. Her best anti-air normal and can lead to and IAD combo on CH.

- followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. Usually combo-filler.

- Whip-based attack, hits multiple times, special and jump cancellable. Does not fatal counter anymore. Not much use outside of combos.

- follow up to 6C, shoots a sword upwards from the ground, usually used as combo filler after a successful 6C hit, launches on hit. Removes 1 guard primer on block.

- standard slide, doesn't go under anything though. Not that reliable of a move to use since you must rapid cancel in order to do anything after it and it is unsafe on block. However, it now fatal counters and can combo into 6C on FC without rapid canceling and is one of the best ways to get damage if it hits.

- follow-up to 3C. One of Tsubaki's launchers. Not that reliable of a move since you must rapid cancel in order to do anything afterwards and it is unsafe on block. However, it is now one of the best ways to do damage if it hits.

- standard anti-air jab

- horizontal normal, used in air combos or rare anti-air instances.

- downward poking attack, used in combos, can also be kind of used in anti-air instances.

- best ranged normal out of her jump attacks, has the best vertical hitbox out of all her normals, combos after j.B and its followup

- whip-based attack, used in combos mostly, or after j.C hit confirms. Can be used for movement to make Tsubaki "glide" a bit during air dashing.

- Tsubaki's standard throw. Knocks the opponent away and can be followed up with specials without charge midscreen . Can be comboed at the corner.

- Tsubaki's air throw, knocks opponent down then bounces them up. Can combo into 6C.

- Tsubaki's dead angle/counter assault/alpha counter. Basically does a 22x move that knocks the opponent away. Has longer untech time in Extend.

b) Drives and their properties

Tsubaki's drive is Install, basically any press of a D normal will cause her to "charge" her install meter. Holding the button will cause charging to accelerate at a specific rate. 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. When you charge cancel from certain normals (it is noted which normals can be charge cancelled into in the gatling chart below) you get a bit more charge than how much you would normally get from using it by itself when you tap the button.

- Does not give as much charge and slower compared to CS2 but still useful for gaining charges. However, it is not advisable to tap for charges anymore since the amount is negligible. When held down, charges up to 1 stock, then stops.

- Charges the slowest at first, then accelerates quickly over time. Stops after you gain the amount that would equal three charges.

- Balance of charging speed and recovery, also decreases her falling speed. Charging longer in the air causes more landing recovery. Charging slows down after 1 stock is charged. This is the fastest way to charge.

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. Do note Tsubaki will be in CH state during charging.

In terms of recovery: 2D > 5D > j.D

In terms of charging speed: j.D > 5D > 2D

c) Specials

All D versions of specials require one charge.

A version has a blue aura.

B version has a green aura.

C version has a red aura. 214C and 22C remove one primer.

All specials can be cancelled to D specials on block
or whiff
with the exception of 22x and j.214x. Cannot cancel to non-D specials.

In Extend, D specials can cancel to non-D specials on hit or block.

- Charges forward with shield in front, each version charges forward a bit more, C moves the farthest, D about 2/3 of the screen. D-version goes through the opponent creating a ghetto crossover and if the opponent is on the ground, it will always lift them back into the air. No longer safe on block even if it's spaced properly. C-version can combo into 2A on hit. This special can chained into the 214x and 22x series on hit.

- Tsubaki goes forward while swinging her sword upwards. The version used determines startup frames and distance traveled, but D version is faster than C version. Launches on CH. All versions have some head/upper-body invincibility, D-version has it until the hit. All versions can be used to get past projectiles, timed correctly, but her C/D versions are more reliable since they have more invincibility frames than her A/B versions.

- A/B/C versions can be held down to charge the attack for more untechable time but the damage value will be the same regardless i.e. charged 22A has more untechable time but it does the same damage as if it were a regular 22A. The untech time for each version is different and in order from most untechable time to least: D version > B version > C version > A version. Even though the frame data says that 22B and 22C have the same untechable time, it is noticeable that 22B has slightly more untech time in a combo.

A/B/C versions causes the opponent to do a floor slide. D version floor binds and wall bounds in corner. Can be comboed after in the corner, or by using charge during midscreen. D version is unblockable when fully charged. All versions wallbounce on CH.
Lvl 1 charge - immediate release

Lvl 2 charge - causes max untechable time. D-version is
unblockable
even when barrier-guarded.

623A/B/C/D - Tsubaki's DP. All versions are projectile-based except for D version. A version has some startup invincibility, B has it in the middle once it gets off the ground, and D has it until hit. All versions except for D will neutralize lvl 1 projectiles.

j.236A/B/C/D - D version creates a very slow downward angled fireball which can amplify your j.214D series if you dive through them. This move is mainly used for combo filler, and can be chained to j.214x 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 version slides and has the most untech time which 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. On hit and block, Tsubaki bounces a bit away from the opponent

d) Distortion Drives and Astral heats

- Damage based on amount of charge. C-version does the super without using charge and has invincibility until the first hitting frame. Can be used as a reversal-super. D-version does not have invincibility and uses all remaining charge. The D-version will push Tsubaki forward a bit allowing her to hit where the C-version would have missed. If used during mugen (214214D), it will use the amount of charge stock that Tsubaki has on mugen activation and the damage depends on how many charges were used. On hit, super knocks opponent away from you, allowing you time to charge. You can cancel into these from a throw.

- 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. Using this boosts her damage potential exponentially in Extend. You can cancel into this from a throw.

- Tsubaki's Astral heat, can be comboed from 22x, j.214D, and other various methods. Has many frames of invincibility.

e) Guard Primer Removal

Moves that remove guard primer:

  • 6CC

  • 214C

  • 22C

  • j. 236D (orb) > j. 214D






    f) Air unblockable Moves


    Moves that have to be barrier guarded in the air:

    • All normals excluding 5A/2A

    • 214x series

    g) Frame Data

    Go here for frame data:

Edited by pktazn
Posted (edited)

3. Gatlings

In 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. In Extend, 5A and 2A can only be done up to three times in any string even if they whiff.

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 chains

5A (jump, cc, throw, special)

-> 5A, 2A, 5B, 5C

-> 6A, 2B, 6B, 2C, 6C, 3C

2A (cc, throw, special)

-> 5A, 2A, 5B, 5C

-> 6A, 2B, 6B, 2C, 6C, 3C

6A (special)

-> 5C

j. A (jump, special)

-> j.B

-> j. C

b) B chains

5B (jump, cc, special)

-> 5BB, 2B (1x per string), 5C, 2C

-> 6A, 6B, 6C, 3C (will connect if opponent is crouching)

5BB (jump on hit, cc, special)

-> 2B (1x per string), 2C, 5C

-> 6A, 6B, 6C, 3C (will connect if opponent is crouching)

2B (special, cc)

-> 2BB, 5B (1x per string), 5C, 2C

-> 6A, 6C, 3C

2BB (special, cc)

-> 5C, 2C, 5B (1x per string)

-> 6C

6B (special)

-> 6BB

6BB (special)

-> none

j.B (jump, special)

-> j.BB, j.C

j.BB (jump on hit only, special)

-> none

-> j.C

c) C chains

5C (jump on hit, cc, special)

-> 5CC, 2C (1x per string)

-> 6B, 6C

5CC (jump on hit, cc, special)

-> 2C (1x per string)

-> 6B (will connect if opponent is crouching), 6C (on hit only, not block)

2C (jump, special)

-> 2CC

2CC (jump on hit, special on hit)

-> 5C (only if 5C isn't done in your string already)

6C (jump, special on hit)

-> 6CC

6CC (jump on hit, special on hit)

-> none

3C

-> 3CC

3CC

-> none

j.C (jump, special)

-> j.CC

j.CC (special)

-> none

d) Exceptions during counterhit

2A -> 2C

j.A -> j.C

5B -> 6B, 3C, 6C

2B -> 3C

5C -> 6B, 6C

3C -> 6C

Edited by Kiba
Posted (edited)

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.

  • Get your opponent to
    BLOCK
    . If you can do this, you can start using jump-cancellable/charge-cancellable normals to make your way in.

  • Use 5B sparingly. It has been nerfed in Extend and is now -5 on block. It is still useful but you have to be more careful using it this time around.

  • 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 or max 5B 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.

    • Some noteworthy gatlings are 5B(B) > 2BB || 2B(B) > 5BB > 5CC || 5B(B) > 6A || 2B > 6A || 5C© > 6B.

    • Know what normals are punishable and know when to mix in jump-cancels, charge-cancels, and what not.

    • 2A is her best moves to use on block. However, you can only use it up to three times total in any given string. 6B is also another good choice since it is +1 on block.

    • 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).

    • Jabs, and 6B are your best blockstring enders. You can also sparingly use charge cancels to set up other things, like throws.

    • Tsubaki's super does at least 1k 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.

    • 22C is one of her moves that removes a primer from your opponent. If you feel it is worth it, you may use this move to end a blockstring while removing a primer. You can even RC this move in order to speed up your pressure.

    • You can option-select D-canceling. Since 236X>214X>22X only cancel on hit, you can OS the A/B/C version of a special with the D version of it but doing the motion then basically plinking A/B/C then D. You could do things like close space with 236C, then input 22C~D so if 236C hits, 22C combos, and if the opponent blocks 22D comes out. You could then either just let 22D go, or hold it to try for an unblockable.




      c) Charge Setups


      Tsubaki does around average or 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. In CS1, 2D was the safest way to get charge. In CS2, 5D gives 0.5 charge on activation. This means that by tapping the button, you're guaranteed charge already. 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/counter assault.

      • When the game goes in neutral. (Tap 5D sparingly.)

      • If they mash out a Noel air super, you can charge while you wait for them to come down lolol.

      • After a guard break.

      d) Defense

      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. Resets are a good way to keep momentum in your match and forces your opponent to make different decisions based on the circumstances. With the sacrifice of some combo damage, you can do even more damage if your "reset" works. Resets work a lot better against opponents who block a lot or are not mashing out of pressure. 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 unblockables. Check out
      thread for some unblockable setups!

      [*]
      Charge cancel into throw or jab pressure

      [*]
      236x RC into pressure

      [*]
      2B OTG into throw or 22D

      There 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!

Edited by pktazn
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