Tsubaki Yayoi/Move List

Level 0 Combos
These combos will use 0 charge gauge/meter.

Midscreen Combos
5BB > 2BB > 5CC > 236A > 214A > 22C (lvl 2) [1961]

5BB > 5CC > 214A > 22[C] (wallbounces) > 6C > 623A > j.236A > j.214C [2000-2100]

5BB > 2BB > 5CC > 236236C(50 meter required) [2400-2500]

CH 5B > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C

dash 5C > 2CC > 5CC > 236A > 214A > 22[C] [2492]

CH 5C > 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C [2800-3000]

anti-air 2CC > hjc j.BB > jc dj.CC > j.236A > j.214C

CH anti-air 2C > dash 5B > 2CC > hjc. j.C > jc dj.CC > j.236A > j.214C [2200-2300]

3CC > jc j.B j.C > jc dj.CC > j.236A > j.214C

3C > jc falling j.C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [2200-2400]

6A > 5CC > 236A > 214A > 22C(lvl2) [1604]

6BB > 5C > 236A > 214A > 22[C] (lvl2) [1800 - 1900ish]

236x > RC > 5BB > 2BB > 5CC > 236A > 214A > 22[C]

Anti-air 236X > RC > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C

214x > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C

214B > dash 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C

throw > 236A > 214A > 22C (lvl 2)

throw > 214B > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C

throw > 214B > dash 5B > 2CC > sjc j.C > jc dj.CC > j.236A > j.214C [2257]

Corner Combos
5BB > 2BB > 5CC > 236A > 214A > 5B > 623C > j.236A > j.214C

CH j.214C > 3CC > hjc j.B j.C > jc dj.CC > j.236A > j.214C [2700-2800]

CH j.214C (land hit only) > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3200-3300]

has to be RIGHT at the corner.

throw > 214B > 5B > 2CC > hjc j.C > dj. CC > j.236A > j.214C [2257]

Level 1 Combos
These combos will use 1 charge gauge/meter.

Midscreen Combos
5BB > 5CC > 22D > 6C > jc j.B j.C > jc dj.CC > j.236A > j.214C

5BB > 5CC > 22D > 6CC > hjc j.C > dj. CC > j.236A > j.214C [2970]

5BB > 5CC > 236A > 22C > RC > dash 2B > 236236C (100 meter required)

CH 2C (ground hit) > dash 5C > 2CC > 5CC > 22D > 6CC > hjc j.C > dj. CC > j.236A > j.214C

236D > 5BB > 5CC > 236A > 214A > 22[C](lvl2)

CH 236D > 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C

anti-air 236D > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C

22[D](lvl3) > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3281]

j.214D > 236C > 22C(lvl2)

j.214D > 236C > RC > 2CC > jc j.C > jc dj.CC > j.236A > j.214C (50 meter required)

throw > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3164]

air throw > j.214D > 236C > RC > j.B j.C > jc dj.CC > j.236A > j.214C

Corner Combos
Fatal Counter 6C > 214214D > 623D > j.214D > 214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000]

Lenient in terms of distance away from corner, just can't be exactly midscreen or around there.

CH j.214C > 3CC > hjc j.B j.C > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3500-3600]

CH j.214C > 6CC > hjc j.C > hjc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C

Has to be right at the corner, can RC CH j.214C to get a bit more leniency on timing.

throw > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C

throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C (50 meter required) [3800-4000]

throw > 22D > 6C > j.C > j.236B > j.214B > charge for a bit (tap it) > j.C > 236236C

air throw (height specific) > j.214D > 6CC > hjc j.C > dj.CC > j.236A > j.214C

Level 2 Combos
These combos will use 2 charge gauge/meter.

Midscreen Combos
5BB > 2BB > 5CC > 236A > 214A > (22D > 6C)x2 > 22C or 236236C

CH 236D > 5C > 2CC > 5CC > 22D > 6CC > hjc. j.C > jc dj.CC > j.236A > j.214C [4000+, tager-specific?]

Corner Combos
5BB > 5CC > 623D > j.214D > 6CC > hjc j.C > jc j.CC > j.236A > j.214C

22D > 6CC > hjc j.C > jc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000+]

22D > 214214D > 623D > j.214D > 214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [5000]

fairly lenient in terms of distance away from corner.

throw > 214D/22D > 6CC > hjc j.C > dj.CC > j.214D > 5C > 2CC > hjc j.C > dj.CC > j.236A > j.214C

Level 3 Combos
These combos will use 3 charge gauge/meter.

Midscreen Combos
5BB > 5CC > (22D > 6C)x3 > 22C

236D (anti-air hit) > 5B > hjc j.B j.C > dj.CC > j.214D > 5C > 2CC > hjc j.C > dj.CC > j.214D > 2C > 236236C

Corner Combos
22D > 6CC > hjc j.C > dj j.CC > j.214D > 5C > 2CC > hjc j.C > dj j.CC > j.214D > 2C > 236236C [50 meter required]

throw > 214D > 6CC > hjc j.C > dj j.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.214D > 2C > 236236C [50 meter required]

Corner Combos
Throw > 214214D > 22D > 214D > 623D > j.214D > 6CC > hjc j.C > dj. CC > j.214D > 2C > 236236D [6600]

Tsubaki Install Combos
Most of these are generally only usable at the corner.

Level 1
Fatal Counter 6C > 214214D > 623D > j.214D > 214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000] throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000]

Level 2
22D > 214214D > 623D > j.214D > 214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [5000]

Level 5
throw > 214214D > 22D > 214D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.214D > 2C > 236236D [6600]