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Tsubaki Yayoi/Move List

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Health Double Jumps/Airdashes Dash Type
11,000 1 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 390 480 580 630 780

In BlazBlue: Centralfiction, Tsubaki's Sanctus Decus was replaced with a new overhead.

Install charge speed increased.

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).

Tsubaki's Overdrive is Second Install, which forces her Install Gauge to recharge automatically.

Tsubaki is an slightly-below-average rushdown character that highly relies on her Drive to deal significant damage; without her Drive, her attacks are incredibly weak and a 20 hit combo will only deal around 2000 damage max. However, her 5B is one of the best attacks in the game, being able to act as an anti-air and interrupt attacks with its long reach.

With all this said however, Tsubaki seriously cannot survive a match without Install attacks simply because they give her more variety on the battlefield with the added bonus of increased damage, and Tsubaki needs that extra damage to win a match. As such, it is well advised to charge up after every combo and try to charge when there is good enough distance.

In BlazBlue: Continuum Shift, Tsubaki, unlike Noel and Makoto, is relatively weak, and is considered low-tier as she did not have any real mind games or tide turning distortions. Her low-tier status, however, was relieved as of BlazBlue: Continuum Shift II. Tsubaki's charge time on her Drives has been significantly made faster, and she has gained much more damage output and priority on her moves, excelling especially at pushing the opponent into the corner.

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.

MovelistsEdit

Normal AttacksEdit

Input Damage Heat Gain
A 300 108
Tsubaki Yayoi (Sprite, 5A) Standard standing jab.
Input Damage Heat Gain
B 520 108
Tsubaki Yayoi (Sprite, 5B) A hand-shaped burst of light comes out of the book and hits the opponent. Fast and long reach.
Input Damage Heat Gain
BB 400 144
Tsubaki Yayoi (Sprite, 5B-B) Followup to 5B. Moves Tsubaki forward.
May whiff at maximum 5B range.
Input Damage Heat Gain
C 400 144
Tsubaki Yayoi (Sprite, 5C) Tsubaki pokes with her spear.
Has very short range.
Input Damage Heat Gain
CC 620 223
Tsubaki Yayoi (Sprite, 5C-C) Followup to 5C.
Moves her forward.
Input Damage Heat Gain
2A 300 108
Tsubaki Yayoi (Sprite, 2A) Standard crouching jab.
Input Damage Heat Gain
2B 400 144
Tsubaki Yayoi (Sprite, 2B) Swirl of light along the ground.
Hits low.
Input Damage Heat Gain
2BB 480 172
Tsubaki Yayoi (Sprite, 2B-B) Followup to 2B. Moves forward.
Also hits low.
Input Damage Heat Gain
2C 660 237
Tsubaki Yayoi (Sprite, 2C) Wing of light extends from Tsubaki's book.
Has upper-body invulnerability.
Input Damage Heat Gain
2CC 680 244
Tsubaki Yayoi (Sprite, 2C-C) Followup to 2C. Moves forward and kicks upward.
Does not actually launch.
Input Damage Heat Gain
6A 620 223
Tsubaki Yayoi (Sprite, 6A) Tsubaki's book slowly extends above the opponent and hits the opponent with a blast of light from above.
Hits overhead.
Input Damage Heat Gain
6B 400 144
Tsubaki Yayoi (Sprite, 6B) Tsubaki's book slowly extends above the opponent, then a burst of light comes out from Tsubaki's foot and hits low.
Looks very similar to 6A.
Input Damage Heat Gain
6BB 420 151
Tsubaki Yayoi (Sprite, 6B-B) Followup to 6B. Moves Tsubaki forward slightly.
Hits low.
Input Damage Heat Gain
6C 250x6 90x6
Tsubaki Yayoi (Sprite, 6C) Tsubaki's spear turns into a chain, which she swings at the opponent.
Hits multiple times, has decent range, but relatively slow startup.
Input Damage Heat Gain
6CC 300x3 108x3
Tsubaki Yayoi (Sprite, 6C-C) Followup to 6C. A sword extends from the ground beneath the opponent.
Hits low and launches on hit.
Input Damage Heat Gain
3C 720 259
Tsubaki Yayoi (Sprite, 3C) Slide attack.
Does not knock down.
Input Damage Heat Gain
3CC 980 352
Tsubaki Yayoi (Sprite, 3C-C) Followup to 3C. Upward kick that launches.
Input Damage Heat Gain
A
(in air)
300 108
Tsubaki Yayoi (Sprite, j.A) Standard air jab.
Input Damage Heat Gain
B
(in air)
560 201
Tsubaki Yayoi (Sprite, j.B) Swings her cape beneath her at an angle.
Input Damage Heat Gain
BB
(in air)
480 172
Tsubaki Yayoi (Sprite, j.B-B) Followup to j.B. Tsubaki swings her cape above her at an angle. May whiff on grounded opponents depending on height.
Input Damage Heat Gain
C
(in air)
680 244
Tsubaki Yayoi (Sprite, j.C) Angled poke with a hand extending from her book.
Input Damage Heat Gain
CC
(in air)
480 172
Tsubaki Yayoi (Sprite, j.C-C) Followup to j.C
Will cancel any falling momentum and move Tsubaki forward in midair.
Input Damage Heat Gain
6AB 0 0
Tsubaki Yayoi (Sprite, 6AB) It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure.
Input Damage Heat Gain
AB 1000
Tsubaki swings her book over her head. If it hits while the opponent is barrier guarding, it will eat up a portion of their barrier gauge. Can be used in combos as an extender and to help with damage.

ThrowsEdit

Input Damage Heat Gain
BC 0,1300 0,468
Tsubaki Yayoi (Sprite, 5BC) Tsubaki is one of the few characters who has fantastic corner carry from a throw no matter where she is on the screen, from a 236C followup. However, getting the furthest distance requires one stock, but since it is quite easy for her to gain charges, it is well worth using due to the fact that the combo will more than likely corner carry your opponent. You can combo after this using 236D > Dash 5C, and it's easier to followup with 5C rather than 5B. Following up into 5C also deals a little more damage
Input Damage Heat Gain
4BC 0,1300 0,468
Tsubaki Yayoi (Sprite, 4BC) 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.
Input Damage Heat Gain
BC
(in air)
0,1400 0,504
Tsubaki Yayoi (Sprite, j.BC) When going into the air with your opponent, this is usually your best option. The air grab provides you with multiple ways of following up such as using 6CC, 2B, 5C, or even an air special.

DriveEdit

Input English Name Japanese Name Damage Heat Gain
D Install インストール Insutōru -- --
Tsubaki Yayoi (Sprite, 5D) Charges Install. Charges the fastest, but has the longest recovery.
Input Damage Heat Gain
2D -- --
Tsubaki Yayoi (Sprite, 2D) Charges Install. Charges the slowest, but has the fastest recovery.
Input Damage Heat Gain
D
(in air)
-- --
Tsubaki Yayoi (Sprite, j.D) Charges Install. Charges at a moderate rate, with a moderate recovery.

OverdriveEdit

Input English Name Japanese Name Damage Heat Gain
AB
CD
Second Install セカンドインストール Sekando Insutōru -- --
Install Gauge automatically charges.

Exceed AccelEdit

Input English Name Japanese Name
AB
CD
(during Overdrive)
審罰・冥を射る雷 Shinbatsu: Mei wo Iru Ikazuchi
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2000
4000 (Active Flow)


Special AttacksEdit

Input English Name Japanese Name
236A/B/
C/D
Sanctus Aequum 審技・閃ク一ノ撃 Shingi: Hirameku Ichi no Geki
Tsubaki Yayoi (Sprite, 236A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A), 650 (Version B), 700 (Version C), 800(900) (Version D) 216 (Version A),234 (Version B), 252 (Version C), 288(324) (Version D)
Charges forward using her book as a shield. Distance traveled and startup depends on strength used.
Can be canceled into 214 or 22 series on hit.
B version has some startup projectile invulnerability.
D version staggers opponent on hit and crosses over automatically.
Input English Name Japanese Name
214B/D Sanctus Veritas 審剣・光ヲ断ツ剣 Shinken: Hikari wo Tatsu Tsurugi
Tsubaki Yayoi (Sprite, 214B,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650 (Version B/Followed-Up), 900(1000) (Version D/Followed-Up) 234 (Version B/Followed-Up), 324(360) (Version D/Followed-Up)
Rushes forward with an attack. Can be canceled into 236 or 22 series on hit.
Distance traveled depends on strength used.
Input English Name Japanese Name
22
B/D
審鎚・地ヲ砕ク鎚 Shintsui: Chi wo Kudaku Tsuchi
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A new move in BlazBlue: Centralfiction.
Input English Name Japanese Name
623C/D Benedictus Rex 審槍・空ヲ突ク槍 Shinsō: Sora wo Tsuku Yari
Tsubaki Yayoi (Sprite, 623C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 (Version C), 470x3 (522x3) (Version D) 288 (Version C), 169x3 (187x3) (Version D)
Shoryuken-like move. Despite appearances, only D version has invulnerability.
All versions are projectile-invulnerable and air-unblockable.
Launches on hit and can be canceled into j.236 and j.214 series.
Input English Name Japanese Name
236A/D
(in air)
Aequum Eleison 審技・空ニ閃ク光 Shingi: Sora ni Hirameku Hikari
Tsubaki Yayoi (Sprite, j.236A,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A/Followed-Up), 750, 300 (850, 300) (Version D/Followed-Up) 216 (Version A/Followed-Up), 270, 72 (306, 108) (Version D), 270, 108 (306, 108) (Version D Followed-Up)
Tsubaki moves forward and hits the opponent. A version moves upward.
D version creates a small, slow fireball that moves diagonally downward.
Can be canceled into j.214 series on hit.
Input English Name Japanese Name
214A/B/
C/D
(in air)
Lux Aeterna 審技・空ヲ翔ル翼 Shingi: Sora wo Kakeru Tsubasa
Tsubaki Yayoi (Sprite, j.214A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 (Version A), 300 (Version A Followed-Up), 850 (950) (Version D/Followed-Up) 252 (Version A), 108 (Version A Followed-Up), 306 (342) (Version D/Followed-Up)
Dive attack. All versions knock down, except for D version, which causes float on hit.
Can be canceled into j.D on hit.
If used directly after j.236D and the attack connects it keeps the opponent stunned in a multi-hit burst of light that allows follow-ups.
Input English Name Japanese Name
421A/D Lux Macto 審技・闇ヲ穿ツ灯 Shingi: Yami wo Ugatsu Akari
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 (Version C), 450 (Version D)
Tsubaki 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 (the D version will most likely pass them as they are teching). 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.
The third ties in with the 1st option. Using this is in neutral also makes it easier for you to obtain more charges, especially against certain characters such as Tager or Valkenhayn.

Input English Name Japanese Name
63214C Sanctus Aerolata 審鎖・無ヘ誘ウ鎖 Shinsa: Mu e Izanau Kusari
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x2,80x12 (960 guaranteed)
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.


Distortion DrivesEdit

Input English Name Japanese Name
236236
C/D
Confutatis Maledictis 審罰・天ヲ刈ル焔 Shinbatsu: Ten wo Karu Honō
Tsubaki Yayoi (Sprite, 236236C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300, 2600 (Version C), 300, n (Version D) 0
Short-ranged burst of energy centered around Tsubaki. Slams opponent and automatically follows up with an additional attack if it hits.
C version consumes no Install stocks.
D version consumes all of them and deals additional hits with the followup attack depending on number of stocks consumed.
Input English Name Japanese Name
214214D
(air also)
Macto Maledictis 審罰・地ヲ抱ク衣 Shinbatsu: Chi wo Idaku Koromo
Tsubaki Yayoi (Sprite, 214214D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- --
Consumes all Install stocks. Tsubaki gains infinite Install stocks for a short period of time depending on how many Install stocks she had when activating Macto Maledictis.
Input English Name Japanese Name
632146B Requiem Maledictis 審罰・地ヲ屠ル刃 Shinbatsu: Chi wo Hofuru Yaiba
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450x8 0
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.
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 (i.e. Hazama, Arakune, etc). If it is interrupted before the blades launch, then they disappear. Uses no Install stock.


Astral HeatEdit

Input English Name Japanese Name
632146C Requiem Aeternam 審聖・人ヲ裁ク神 Shinsei: Hito wo Sabaku Kami
Tsubaki Yayoi (Sprite, 632146C) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death 0
Tsubaki grows a pair of wings and does a charging attack.

Normal AttacksEdit

Input Damage Heat Gain
A 300 108
Tsubaki Yayoi (Chronophantasma, Sprite, 5A) Standard standing jab.
Input Damage Heat Gain
B 520 108
Tsubaki Yayoi (Chronophantasma, Sprite, 5B) A hand-shaped burst of light comes out of the book and hits the opponent. Fast and long reach.
Input Damage Heat Gain
BB 400 144
Tsubaki Yayoi (Chronophantasma, Sprite, 5B-B) Followup to 5B. Moves Tsubaki forward.
May whiff at maximum 5B range.
Input Damage Heat Gain
C 400 144
Tsubaki Yayoi (Chronophantasma, Sprite, 5C) Tsubaki pokes with her spear.
Has very short range.
Input Damage Heat Gain
CC 620 223
Tsubaki Yayoi (Chronophantasma, Sprite, 5C-C) Followup to 5C.
Moves her forward.
Input Damage Heat Gain
2A 300 108
Tsubaki Yayoi (Chronophantasma, Sprite, 2A) Standard crouching jab.
Input Damage Heat Gain
2B 400 144
Tsubaki Yayoi (Chronophantasma, Sprite, 2B) Swirl of light along the ground.
Hits low.
Input Damage Heat Gain
2BB 480 172
Tsubaki Yayoi (Chronophantasma, Sprite, 2B-B) Followup to 2B. Moves forward.
Also hits low.
Input Damage Heat Gain
2C 660 237
Tsubaki Yayoi (Chronophantasma, Sprite, 2C) Wing of light extends from Tsubaki's book.
Has upper-body invulnerability.
Input Damage Heat Gain
2CC 680 244
Tsubaki Yayoi (Chronophantasma, Sprite, 2C-C) Followup to 2C. Moves forward and kicks upward.
Does not actually launch.
Input Damage Heat Gain
6A 620 223
Tsubaki Yayoi (Chronophantasma, Sprite, 6A) Tsubaki's book slowly extends above the opponent and hits the opponent with a blast of light from above.
Hits overhead.
Input Damage Heat Gain
6B 400 144
Tsubaki Yayoi (Chronophantasma, Sprite, 6B) Tsubaki's book slowly extends above the opponent, then a burst of light comes out from Tsubaki's foot and hits low.
Looks very similar to 6A.
Input Damage Heat Gain
6BB 420 151
Tsubaki Yayoi (Chronophantasma, Sprite, 6B-B) Followup to 6B. Moves Tsubaki forward slightly.
Hits low.
Input Damage Heat Gain
6C 250x6 90x6
Tsubaki Yayoi (Chronophantasma, Sprite, 6C) Tsubaki's spear turns into a chain, which she swings at the opponent.
Hits multiple times, has decent range, but relatively slow startup.
Input Damage Heat Gain
6CC 300x3 108x3
Tsubaki Yayoi (Chronophantasma, Sprite, 6C-C) Followup to 6C. A sword extends from the ground beneath the opponent.
Hits low and launches on hit.
Input Damage Heat Gain
3C 720 259
Tsubaki Yayoi (Chronophantasma, Sprite, 3C) Slide attack.
Does not knock down.
Input Damage Heat Gain
3CC 980 352
Tsubaki Yayoi (Chronophantasma, Sprite, 3C-C) Followup to 3C. Upward kick that launches.
Input Damage Heat Gain
A
(in air)
300 108
Tsubaki Yayoi (Chronophantasma, Sprite, j.A) Standard air jab.
Input Damage Heat Gain
B
(in air)
560 201
Tsubaki Yayoi (Chronophantasma, Sprite, j.B) Swings her cape beneath her at an angle.
Input Damage Heat Gain
BB
(in air)
480 172
Tsubaki Yayoi (Chronophantasma, Sprite, j.B-B) Followup to j.B. Tsubaki swings her cape above her at an angle. May whiff on grounded opponents depending on height.
Input Damage Heat Gain
C
(in air)
680 244
Tsubaki Yayoi (Chronophantasma, Sprite, j.C) Angled poke with a hand extending from her book.
Input Damage Heat Gain
CC
(in air)
480 172
Tsubaki Yayoi (Chronophantasma, Sprite, j.C-C) Followup to j.C
Will cancel any falling momentum and move Tsubaki forward in midair.
Input Damage Heat Gain
6AB 0 0
Tsubaki Yayoi (Chronophantasma, Sprite, 22B,D) It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure.
Input Damage Heat Gain
AB 1000
Tsubaki Yayoi (Chronophantasma, Sprite, AB) Tsubaki swings her book over her head. If it hits while the opponent is barrier guarding, it will eat up a portion of their barrier gauge. Can be used in combos as an extender and to help with damage.

ThrowsEdit

Input Damage Heat Gain
BC 0,1300 0,468
Tsubaki Yayoi (Chronophantasma, Sprite, 5BC) Tsubaki is one of the few characters who has fantastic corner carry from a throw no matter where she is on the screen, from a 236C followup. However, getting the furthest distance requires one stock, but since it is quite easy for her to gain charges, it is well worth using due to the fact that the combo will more than likely corner carry your opponent. You can combo after this using 236D > Dash 5C, and it's easier to followup with 5C rather than 5B. Following up into 5C also deals a little more damage
Input Damage Heat Gain
4BC 0,1300 0,468
Tsubaki Yayoi (Chronophantasma, Sprite, 4BC) 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.
Input Damage Heat Gain
BC
(in air)
0,1400 0,504
Tsubaki Yayoi (Chronophantasma, Sprite, j.BC) When going into the air with your opponent, this is usually your best option. The air grab provides you with multiple ways of following up such as using 6CC, 2B, 5C, or even an air special.

DriveEdit

Input English Name Japanese Name Damage Heat Gain
D Install インストール Insutōru -- --
Tsubaki Yayoi (Chronophantasma, Sprite, 5D) Charges Install. Charges the fastest, but has the longest recovery.
Input Damage Heat Gain
2D -- --
Tsubaki Yayoi (Chronophantasma, Sprite, 2D) Charges Install. Charges the slowest, but has the fastest recovery.
Input Damage Heat Gain
D
(in air)
-- --
Tsubaki Yayoi (Chronophantasma, Sprite, j.D) Charges Install. Charges at a moderate rate, with a moderate recovery.

OverdriveEdit

Input English Name Japanese Name Damage Heat Gain
AB
CD
Second Install セカンドインストール Sekando Insutōru -- --
Install Gauge automatically charges.

Special AttacksEdit

Input English Name Japanese Name
236A/B/
C/D
Sanctus Aequum 審技・閃ク一ノ撃 Shingi: Hirameku Ichi no Geki
Tsubaki Yayoi (Chronophantasma, Sprite, 236A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A), 650 (Version B), 700 (Version C), 800(900) (Version D) 216 (Version A),234 (Version B), 252 (Version C), 288(324) (Version D)
Charges forward using her book as a shield. Distance traveled and startup depends on strength used.
Can be canceled into 214 or 22 series on hit.
B version has some startup projectile invulnerability.
D version staggers opponent on hit and crosses over automatically.
Input English Name Japanese Name
214B/D Sanctus Veritas 審剣・光ヲ断ツ剣 Shinken: Hikari wo Tatsu Tsurugi
Tsubaki Yayoi (Chronophantasma, Sprite, 214B,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650 (Version B/Followed-Up), 900(1000) (Version D/Followed-Up) 234 (Version B/Followed-Up), 324(360) (Version D/Followed-Up)
Rushes forward with an attack. Can be canceled into 236 or 22 series on hit.
Distance traveled depends on strength used.
Input English Name Japanese Name
22
B/D
Sanctus Decus 審剣・風ヲ凪グ剣 Shinken: Kaze wo Nagu Tsurugi
Tsubaki Yayoi (Chronophantasma, Sprite, 22B,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650 (Version B/Charged/Followed-Up/Charge Followed-Up), 750(850) (Version D/Charged/Followed-Up/Charge Followed-Up) 234 (Version B/Charged/Followed-Up/Charge Followed-Up), 270(306) (Version D/Charged/Followed-Up/Charge Followed-Up)
Forward swooping attack. B version has projectile guardpoint, D version wallbounds on hit.
All versions wallbounce on counterhit allowing follow-ups.
Can be delayed ("charged") for additional effect.
Level 2 charge has additional untechable time, level 3 charge wallbounces.
D version is unblockable when fully charged.
Input English Name Japanese Name
623C/D Benedictus Rex 審槍・空ヲ突ク槍 Shinsō: Sora wo Tsuku Yari
Tsubaki Yayoi (Chronophantasma, Sprite, 623C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 (Version C), 470x3 (522x3) (Version D) 288 (Version C), 169x3 (187x3) (Version D)
Shoryuken-like move. Despite appearances, only D version has invulnerability.
All versions are projectile-invulnerable and air-unblockable.
Launches on hit and can be canceled into j.236 and j.214 series.
Input English Name Japanese Name
236A/D
(in air)
Aequum Eleison 審技・空ニ閃ク光 Shingi: Sora ni Hirameku Hikari
Tsubaki Yayoi (Chronophantasma, Sprite, j.236A,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A/Followed-Up), 750, 300 (850, 300) (Version D/Followed-Up) 216 (Version A/Followed-Up), 270, 72 (306, 108) (Version D), 270, 108 (306, 108) (Version D Followed-Up)
Tsubaki moves forward and hits the opponent. A version moves upward.
D version creates a small, slow fireball that moves diagonally downward.
Can be canceled into j.214 series on hit.
Input English Name Japanese Name
214A/B/
C/D
(in air)
Lux Aeterna 審技・空ヲ翔ル翼 Shingi: Sora wo Kakeru Tsubasa
Tsubaki Yayoi (Chronophantasma, Sprite, j.214A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 (Version A), 300 (Version A Followed-Up), 750 (Version B), 300 (Version B Followed-Up), 800 (Version C), 300 (Version C Followed-Up), 850 (950) (Version D/Followed-Up) 252 (Version A), 108 (Version A Followed-Up), 270 (Version B), 108 (Version B Followed-Up), 288 (Version C), 108 (Version C Followed-Up), 306 (342) (Version D/Followed-Up)
Dive attack. All versions knock down, except for D version, which causes float on hit.
Can be canceled into j.D on hit.
If used directly after j.236D and the attack connects it keeps the opponent stunned in a multi-hit burst of light that allows follow-ups.
Input English Name Japanese Name
421A/D Lux Macto 審技・闇ヲ穿ツ灯 Shingi: Yami wo Ugatsu Akari
Tsubaki Yayoi (Chronophantasma, Sprite, 421A,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 (Version C), 450 (Version D)
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 (the D version will most likely pass them as they are teching). 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.
The third ties in with the 1st option. Using this is in neutral also makes it easier for you to obtain more charges, especially against certain characters such as Tager or Valkenhayn.

Input English Name Japanese Name
63214C Sanctus Aerolata 審鎖・無ヘ誘ウ鎖 Shinsa: Mu e Izanau Kusari
Tsubaki Yayoi (Chronophantasma, Sprite, 63214C) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x2,80x12 (960 guaranteed)
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.


Distortion DrivesEdit

Input English Name Japanese Name
236236
C/D
Confutatis Maledictis 審罰・天ヲ刈ル焔 Shinbatsu: Ten wo Karu Honō
Tsubaki Yayoi (Chronophantasma, Sprite, 236236C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300, 2600 (Version C), 300, n (Version D) 0
Short-ranged burst of energy centered around Tsubaki. Slams opponent and automatically follows up with an additional attack if it hits.
C version consumes no Install stocks.
D version consumes all of them and deals additional hits with the followup attack depending on number of stocks consumed.
Input English Name Japanese Name
214214D
(air also)
Macto Maledictis 審罰・地ヲ抱ク衣 Shinbatsu: Chi wo Idaku Koromo
Tsubaki Yayoi (Chronophantasma, Sprite, 214214D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- --
Consumes all Install stocks. Tsubaki gains infinite Install stocks for a short period of time depending on how many Install stocks she had when activating Macto Maledictis.
Input English Name Japanese Name
632146B Requiem Maledictis 審罰・地ヲ屠ル刃 Shinbatsu: Chi wo Hofuru Yaiba
Tsubaki Yayoi (Chronophantasma, Sprite, 632146B) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450x8 0
New move as of BlazBlue: Chronophantasma. 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.
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 (i.e. Hazama, Arakune, etc). If it is interrupted before the blades launch, then they disappear. Uses no Install stock.


Astral HeatEdit

Input English Name Japanese Name
632146C Requiem Aeternam 審聖・人ヲ裁ク神 Shinsei: Hito wo Sabaku Kami
Tsubaki Yayoi (Chronophantasma, Sprite, 632146C) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death 0
Tsubaki grows a pair of wings and does a charging attack. Extremely easy to combo into off 22D.

Normal AttacksEdit

Input Damage Heat Gain
A 300 108
Tsubaki Yayoi (Continuum Shift, Sprite, 5A) Standard standing jab.
Input Damage Heat Gain
B 520 108
Tsubaki Yayoi (Continuum Shift, Sprite, 5B) A hand-shaped burst of light comes out of the book and hits the opponent. Fast and long reach.
Input Damage Heat Gain
BB 400 144
Tsubaki Yayoi (Continuum Shift, Sprite, 5B-B) Followup to 5B. Moves Tsubaki forward.
May whiff at maximum 5B range.
Input Damage Heat Gain
C 400 144
Tsubaki Yayoi (Continuum Shift, Sprite, 5C) Tsubaki pokes with her spear.
Has very short range.
Input Damage Heat Gain
CC 620 223
Tsubaki Yayoi (Continuum Shift, Sprite, 5C-C) Followup to 5C.
Moves her forward.
Input Damage Heat Gain
2A 300 108
Tsubaki Yayoi (Continuum Shift, Sprite, 2A) Standard crouching jab.
Input Damage Heat Gain
2B 400 144
Tsubaki Yayoi (Continuum Shift, Sprite, 2B) Swirl of light along the ground.
Hits low.
Input Damage Heat Gain
2BB 480 172
Tsubaki Yayoi (Continuum Shift, Sprite, 2B-B) Followup to 2B. Moves forward.
Also hits low.
Input Damage Heat Gain
2C 660 237
Tsubaki Yayoi (Continuum Shift, Sprite, 2C) Wing of light extends from Tsubaki's book.
Has upper-body invulnerability.
Input Damage Heat Gain
2CC 680 244
Tsubaki Yayoi (Continuum Shift, Sprite, 2C-C) Followup to 2C. Moves forward and kicks upward.
Does not actually launch.
Input Damage Heat Gain
6A 620 223
Tsubaki Yayoi (Continuum Shift, Sprite, 6A) Tsubaki's book slowly extends above the opponent and hits the opponent with a blast of light from above.
Hits overhead. In Extend, it causes Fatal Counter.
Input Damage Heat Gain
6B 400 144
Tsubaki Yayoi (Continuum Shift, Sprite, 6B) Tsubaki's book slowly extends above the opponent, then a burst of light comes out from Tsubaki's foot and hits low.
Looks very similar to 6A.
Input Damage Heat Gain
6BB 420 151
Tsubaki Yayoi (Continuum Shift, Sprite, 6B-B) Followup to 6B. Moves Tsubaki forward slightly.
Hits low.
Input Damage Heat Gain
6C 250x6 90x6
Tsubaki Yayoi (Continuum Shift, Sprite, 6C) Tsubaki's spear turns into a chain, which she swings at the opponent.
Hits multiple times, has decent range, but relatively slow startup.
Input Damage Heat Gain
6CC 300x3 108x3
Tsubaki Yayoi (Continuum Shift, Sprite, 6C-C) Followup to 6C. A sword extends from the ground beneath the opponent.
Hits low and launches on hit. Breaks one guard primer on block.
Input Damage Heat Gain
3C 720 259
Tsubaki Yayoi (Continuum Shift, Sprite, 3C) Slide attack.
Does not knock down. In Extend, it causes Fatal Counter.
Input Damage Heat Gain
3CC 980 352
Tsubaki Yayoi (Continuum Shift, Sprite, 3C-C) Followup to 3C. Upward kick that launches.
Input Damage Heat Gain
A
(in air)
300 108
Tsubaki Yayoi (Continuum Shift, Sprite, j.A) Standard air jab.
Input Damage Heat Gain
B
(in air)
560 201
Tsubaki Yayoi (Continuum Shift, Sprite, j.B) Swings her cape beneath her at an angle.
Input Damage Heat Gain
BB
(in air)
480 172
Tsubaki Yayoi (Continuum Shift, Sprite, j.B-B) Followup to j.B. Tsubaki swings her cape above her at an angle.
May whiff on grounded opponents depending on height.
Input Damage Heat Gain
C
(in air)
680 244
Tsubaki Yayoi (Continuum Shift, Sprite, j.C) Angled poke with a hand extending from her book.
Input Damage Heat Gain
CC
(in air)
480 172
Tsubaki Yayoi (Continuum Shift, Sprite, j.C-C) Followup to j.C
Will cancel any falling momentum and move Tsubaki forward in midair.
Input Damage Heat Gain
6AB 0 0
Tsubaki Yayoi (Continuum Shift, Sprite, 22A,B,C,D) It is quite fast, and since Tsubaki is quite frail defensively, it would be a good idea to use this to get out of heavy pressure. Remember Counter Assaults remove a primer, so it is probably best to avoid becoming reliant on this.

ThrowsEdit

Input Damage Heat Gain
BC 0,1300 0,468
Tsubaki Yayoi (Continuum Shift, Sprite, 5BC) Tsubaki is one of the few characters in Extend who has fantastic corner carry from a throw no matter where she is on the screen, from a 236C followup. However, getting the furthest distance requires one stock, but since it is quite easy for her to gain charges, it is well worth using due to the fact that the combo will more than likely corner carry your opponent. You can combo after this using 236D > Dash 5C, and it's easier to followup with 5C rather than 5B. Following up into 5C also deals a little more damage
Input Damage Heat Gain
4BC 0,1300 0,468
Tsubaki Yayoi (Continuum Shift, Sprite, 4BC) 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.
Input Damage Heat Gain
BC
(in air)
0,1400 0,504
Tsubaki Yayoi (Continuum Shift, Sprite, j.BC) When going into the air with your opponent, this is usually your best option. The air grab provides you with multiple ways of following up such as using 6CC, 2B, 5C, or even an air special.

DriveEdit

Input English Name Japanese Name Damage Heat Gain
D Install インストール Insutōru -- --
Tsubaki Yayoi (Continuum Shift, Sprite, 5D) 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.
Input Damage Heat Gain
2D -- --
Tsubaki Yayoi (Continuum Shift, Sprite, 2D) Charges Install Charges the slowest, but has the fastest recovery. In BlazBlue: Continuum Shift II, charging gradually speeds up.
Input Damage Heat Gain
D
(in air)
-- --
Tsubaki Yayoi (Continuum Shift, Sprite, j.D) Charges Install. Charges at a moderate rate, with a moderate recovery. Unchanged in BlazBlue: Continuum Shift II.

Special AttacksEdit

Input English Name Japanese Name
236A/B/
C/D
Sanctus Aequum 審技・閃ク一ノ撃 Shingi: Hirameku Ichi no Geki
Tsubaki Yayoi (Continuum Shift, Sprite, 236A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A), 650 (Version B), 700 (Version C), 800(900) (Version D) 216 (Version A),234 (Version B), 252 (Version C), 288(324) (Version D)
Charges forward using her book as a shield. Distance traveled and startup depends on strength used.
Can be canceled into 214 or 22 series on hit.
B version has some startup projectile invulnerability.
D version staggers opponent on hit and crosses over automatically.
Input English Name Japanese Name
214A/B/
C/D
Sanctus Veritas 審剣・光ヲ断ツ剣 Shinken: Hikari wo Tatsu Tsurugi
Tsubaki Yayoi (Continuum Shift, Sprite, 214A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A/Followed-Up), 650 (Version B/Followed-Up), 700 (Version C/Followed-Up), 900(1000) (Version D/Followed-Up) 216 (Version A/Followed-Up), 234 (Version B/Followed-Up), 252 (Version C/Followed-Up), 324(360) (Version D/Followed-Up)
Rushes forward with a launching attack. Can be canceled into 236 or 22 series on hit.
As of BlazBlue: Continuum Shift II, no longer launches on hit.
Distance traveled and height launched depend on strength used.
Input English Name Japanese Name
22A/
B/C/D
Sanctus Decus 審剣・風ヲ凪グ剣 Shinken: Kaze wo Nagu Tsurugi
Tsubaki Yayoi (Continuum Shift, Sprite, 22A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A/Charged/Followed-Up/Charge Followed-Up), 650 (Version B/Charged/Followed-Up/Charge Followed-Up), 700 (Version C/Charged/Followed-Up/Charge Followed-Up), 750(850) (Version D/Charged/Followed-Up/Charge Followed-Up) 216 (Version A/Charged/Followed-Up/Charge Followed-Up), 234 (Version B/Charged/Followed-Up/Charge Followed-Up), 252 (Version C/Charged/Followed-Up/Charge Followed-Up), 270(306) (Version D/Charged/Followed-Up/Charge Followed-Up)
Forward swooping attack. B version has projectile guardpoint, C version breaks primer on block, D version wallbounds on hit.
All versions wallbounce on counterhit allowing follow-ups.
Can be delayed ("charged") for additional effect.
Level 2 charge has additional untechable time, level 3 charge wallbounces.
D version is unblockable when fully charged.
Input English Name Japanese Name
623A/B/
C/D
Benedictus Rex 審槍・空ヲ突ク槍 Shinsō: Sora wo Tsuku Yari
Tsubaki Yayoi (Continuum Shift, Sprite, 623A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A), 700 (Version B), 800 (Version C), 470x3 (522x3) (Version D) 216 (Version A), 252 (Version B), 288 (Version C), 169x3 (187x3) (Version D)
Shoryuken-like move. Despite appearances, only D version has invulnerability.
All versions are projectile-invulnerable and air-unblockable.
Launches on hit and can be canceled into j.236 and j.214 series.
Input English Name Japanese Name
236A/B/
C/D
(in air)
Aequum Eleison 審技・空ニ閃ク光 Shingi: Sora ni Hirameku Hikari
Tsubaki Yayoi (Continuum Shift, Sprite, j.236A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 (Version A/Followed-Up) 650 (Version B), 400 (Version B Followed-Up), 700 (Version C), 450 (Version C Followed-Up), 750, 300 (850, 300) (Version D/Followed-Up) 216 (Version A/Followed-Up) 234 (Version B), 144 (Version B Followed-Up), 252 (Version C), 162 (Version C Followed-Up), 270, 72 (306, 108) (Version D), 270, 108 (306, 108) (Version D Followed-Up)
Tsubaki moves forward and hits the opponent. A version moves upward, B version moves forward, C version moves down.
D version creates a small, slow fireball that moves diagonally downward.
Can be canceled into j.214 series on hit.
Input English Name Japanese Name
214A/B/
C/D
(in air)
Lux Aeterna 審技・空ヲ翔ル翼 Shingi: Sora wo Kakeru Tsubasa
Tsubaki Yayoi (Continuum Shift, Sprite, j.214A,B,C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 (Version A), 300 (Version A Followed-Up), 750 (Version B), 300 (Version B Followed-Up), 800 (Version C), 300 (Version C Followed-Up), 850 (950) (Version D/Followed-Up) 252 (Version A), 108 (Version A Followed-Up), 270 (Version B), 108 (Version B Followed-Up), 288 (Version C), 108 (Version C Followed-Up), 306 (342) (Version D/Followed-Up)
Dive attack. All versions knock down, except for D version, which causes float on hit.
Can be canceled into j.D on hit.
If used directly after j.236D and the attack connects it keeps the opponent stunned in a multi-hit burst of light that allows follow-ups.


Distortion DrivesEdit

Input English Name Japanese Name
236236
C/D
Confutatis Maledictis 審罰・天ヲ刈ル焔 Shinbatsu: Ten wo Karu Honō
Tsubaki Yayoi (Continuum Shift, Sprite, 236236C,D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300, 2600 (Version C), 300, n (Version D) 0
Short-ranged burst of energy centered around Tsubaki. Slams opponent and automatically follows up with an additional attack if it hits.
C version consumes no Install stocks.
D version consumes all of them and deals additional hits with the followup attack depending on number of stocks consumed.
Input English Name Japanese Name
214214D Macto Maledictis 審罰・地ヲ抱ク衣 Shinbatsu: Chi wo Idaku Koromo
Tsubaki Yayoi (Continuum Shift, Sprite, 214214D) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- --
Consumes all Install stocks. Tsubaki gains infinite Install stocks for a short period of time depending on how many Install stocks she had when activating Macto Maledictis.
In Extend, it is also usable in the air.


Astral HeatEdit

Input English Name Japanese Name
632146C Requiem Aeternam 審聖・人ヲ裁ク神 Shinsei: Hito wo Sabaku Kami
Tsubaki Yayoi (Continuum Shift, Sprite, 632146C) Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death 0
Tsubaki grows a pair of wings and does a charging attack. Extremely easy to combo into off 22D.

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