About: Tsubaki Yayoi/Move List   Sponge Permalink

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Install charge speed increased. |-| CP= With the introduction of BlazBlue: Chronophantasma, Tsubaki gains three new moves, but at the cost of losing two versions of Sanctus Veritas (loses A and C), Sanctum Decus (loses A and C), Benedictus Rex (loses A and B), and Aequum Eleison (loses B and C). Sadly, all of that progress was dashed as of BlazBlue: Continuum Shift Extend, and she is now back to being low-tier again. Many consider her to actually be worse than CS1 Tsubaki.

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  • Tsubaki Yayoi/Move List
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  • Install charge speed increased. |-| CP= With the introduction of BlazBlue: Chronophantasma, Tsubaki gains three new moves, but at the cost of losing two versions of Sanctus Veritas (loses A and C), Sanctum Decus (loses A and C), Benedictus Rex (loses A and B), and Aequum Eleison (loses B and C). Sadly, all of that progress was dashed as of BlazBlue: Continuum Shift Extend, and she is now back to being low-tier again. Many consider her to actually be worse than CS1 Tsubaki.
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English Name
  • Install
  • Aequum Eleison
  • Benedictus Rex
  • Confutatis Maledictis
  • Lux Aeterna
  • Lux Macto
  • Macto Maledictis
  • Requiem Aeternam
  • Requiem Maledictis
  • Sanctus Aequum
  • Sanctus Aerolata
  • Sanctus Decus
  • Sanctus Veritas
  • Second Install
Description
  • Hits low.
  • May whiff on grounded opponents depending on height.
  • As of BlazBlue: Continuum Shift II, no longer launches on hit.
  • Forward swooping attack. B version has projectile guardpoint, D version wallbounds on hit.
  • Summons 8 blades in the air behind Tsubaki that launch at the opponent. The blades fire rapidly one-at-a-time at the opponent's current position at their individual time of launch.
  • Tsubaki moves forward and hits the opponent. A version moves upward.
  • Tsubaki's book slowly extends above the opponent, then a burst of light comes out from Tsubaki's foot and hits low.
  • D version consumes all of them and deals additional hits with the followup attack depending on number of stocks consumed.
  • All versions are projectile-invulnerable and air-unblockable.
  • 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-canceling. 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.
  • Followup to 6C. A sword extends from the ground beneath the opponent.
  • Shoryuken-like move. Despite appearances, only D version has invulnerability.
  • Does not knock down. In Extend, it causes Fatal Counter.
  • Tsubaki's spear turns into a chain, which she swings at the opponent.
  • Distance traveled and height launched depend on strength used.
  • One of Tsubaki's new moves which launches a ground projectile towards her opponent. The projectile really benefits Tsubaki's overall game by possessing a lot of handy features. Firstly, it can be used in neutral to allow you to get in or control the opponent's movement, just like the air version. The C version does not travels about 3/4 of the screen whilst the D version will continue to travel down. In this case, it is better to use this from fullscreen away, especially if you're using the C version because it has a smaller hitbox and longer startup. Secondly, it can be used for oki or pressure. For example, after the staple corner knockdown, you can tap 5D and then go for the C projectile due to the slow startup . If they don't tech this oki will lose, but if they do, you have the option to followup with whatever you want, including the command grab. You can also use this after a 22D > 6C midscreen.
  • Followup to j.B. Tsubaki swings her cape above her at an angle.
  • A new move in BlazBlue: Centralfiction.
  • Also hits low.
  • Angled poke with a hand extending from her book.
  • C version consumes no Install stocks.
  • Can be canceled into 214 or 22 series on hit.
  • Can be canceled into j.214 series on hit.
  • Can be canceled into j.D on hit.
  • Can be delayed for additional effect.
  • D version is unblockable when fully charged.
  • Distance traveled depends on strength used.
  • Does not actually launch.
  • Does not knock down.
  • All versions wallbounce on counterhit allowing follow-ups.
  • Followup to 2B. Moves forward.
  • Followup to 2C. Moves forward and kicks upward.
  • Followup to 3C. Upward kick that launches.
  • Followup to 5B. Moves Tsubaki forward.
  • Followup to 5C.
  • Followup to 6B. Moves Tsubaki forward slightly.
  • Followup to j.C
  • Has upper-body invulnerability.
  • Has very short range.
  • Hits low and launches on hit.
  • Hits overhead.
  • Hits overhead. In Extend, it causes Fatal Counter.
  • In Extend, it is also usable in the air.
  • Install Gauge automatically charges.
  • Looks very similar to 6A.
  • May whiff at maximum 5B range.
  • Moves her forward.
  • Slide attack.
  • Standard air jab.
  • Standard crouching jab.
  • Standard standing jab.
  • Swings her cape beneath her at an angle.
  • Swirl of light along the ground.
  • Charges Install. Charges the fastest, but has the longest recovery. In BlazBlue: Continuum Shift II, charging automatically stops after approximately one stock has been charged.
  • Tsubaki pokes with her spear.
  • Wing of light extends from Tsubaki's book.
  • Hits multiple times, has decent range, but relatively slow startup.
  • The same as her forward throw though she turns and throws you backwards instead. The timing for the 236D, or 6CC if you back throw them into the corner, afterwards is a little bit more lax compared to her forward throw.
  • A new move in BlazBlue: Chronophantasma. 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-canceling. 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.
  • Charges Install Charges the slowest, but has the fastest recovery. In BlazBlue: Continuum Shift II, charging gradually speeds up.
  • Dive attack. All versions knock down, except for D version, which causes float on hit.
  • Tsubaki's book slowly extends above the opponent and hits the opponent with a blast of light from above.
  • Charges Install. Charges the fastest, but has the longest recovery.
  • Rushes forward with an attack. Can be canceled into 236 or 22 series on hit.
  • Rushes forward with a launching attack. Can be canceled into 236 or 22 series on hit.
  • Charges forward using her book as a shield. Distance traveled and startup depends on strength used.
  • Has long start-up and recovery so best if used as oki. It can be easily countered by zoners and easily avoided by characters with 2 jump cancels and 2 air-dashes, and characters with alternative methods of movement . If it is interrupted before the blades launch, then they disappear. Uses no Install stock.
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