Tsubaki Yayoi is a slightly-below-average rushdown character that highly relies on her Drive to deal significant damage; without her Drive, Install (インストール,Insutōru), 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 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 in 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, which made her low-tier again. Many consider her to actually be worse than BlazBlue: Continuum Shift Tsubaki.
With the introduction of BlazBlue: Chronophantasma, Tsubaki gains three new moves, but at the cost of losing two versions of Judgment Blade: Sword That Suppresses the Light (審剣・光ヲ断ツ剣,Shinken: Hikari wo Tatsu Tsurugi, localized as Sanctus Veritas) (loses A and C), Judgment Blade: Sword That Calms the Wind (審剣・風ヲ凪グ剣,Shinken: Kaze wo Nagu Tsurugi, localized as Sanctus Decus) (loses A and C), Judgment Lance: Spear That Pierces the Sky (審槍・空ヲ突ク槍,Shinsō: Sora wo Tsuku Yari, localized as Benedictus Rex) (loses A and B), and Judgment Art: Strike of the One That Flashes (審技・閃ク一ノ撃,Shingi: Hirameku Ichi no Geki, localized as Sanctus Aequum) (loses B and C).
Tsubaki’s Overdrive is Second Install (セカンドインストール,Sekando Insutōru), which forces her Install Gauge to recharge automatically.
In BlazBlue: Centralfiction, Tsubaki’s Sword That Calms the Wind is replaced with a new overhead, Judgment Mallet: Hammer That Smashes the Soil (審鎚・地ヲ砕ク鎚,Shintsui: Chi wo Kudaku Tsuchi, localized as Agnus Dei).
A hand-shaped burst of light comes out of the book and hits the opponent. Fast and long reach.
Input
Damage
Heat gain
400
144
Followup to 5B. Moves Tsubaki forward. May whiff at maximum 5B range.
Input
Damage
Heat gain
400
144
Tsubaki pokes with her spear. Has very short range.
Input
Damage
Heat gain
620
223
Followup to 5C. Moves her forward.
Input
Damage
Heat gain
300
108
Standard crouching jab.
Input
Damage
Heat gain
400
144
Swirl of light along the ground. Hits low.
Input
Damage
Heat gain
480
172
Followup to 2B. Moves forward. Also hits low.
Input
Damage
Heat gain
660
237
Wing of light extends from Tsubaki’s book. Has upper-body invulnerability.
Input
Damage
Heat gain
680
244
Followup to 2C. Moves forward and kicks upward. Does not actually launch.
Input
Damage
Heat gain
620
223
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
400
144
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
420
151
Followup to 6B. Moves Tsubaki forward slightly. Hits low.
Input
Damage
Heat gain
250x6
90x6
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
300x3
108x3
Followup to 6C. A sword extends from the ground beneath the opponent. Hits low and launches on hit.
Input
Damage
Heat gain
720
259
Slide attack. Does not knock down.
Input
Damage
Heat gain
980
352
Followup to 3C. Upward kick that launches.
Input
Damage
Heat gain
(in air)
300
108
Standard air jab.
Input
Damage
Heat gain
(in air)
560
201
Swings her cape beneath her at an angle.
Input
Damage
Heat gain
(in air)
480
172
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
(in air)
680
244
Angled poke with a hand extending from her book.
Input
Damage
Heat gain
(in air)
480
172
Followup to j.C Will cancel any falling momentum and move Tsubaki forward in midair.
Input
Damage
Heat gain
300
108
Standard standing jab.
Input
Damage
Heat gain
520
108
A hand-shaped burst of light comes out of the book and hits the opponent. Fast and long reach.
Input
Damage
Heat gain
400
144
Followup to 5B. Moves Tsubaki forward. May whiff at maximum 5B range.
Input
Damage
Heat gain
400
144
Tsubaki pokes with her spear. Has very short range.
Input
Damage
Heat gain
620
223
Followup to 5C. Moves her forward.
Input
Damage
Heat gain
300
108
Standard crouching jab.
Input
Damage
Heat gain
400
144
Swirl of light along the ground. Hits low.
Input
Damage
Heat gain
480
172
Followup to 2B. Moves forward. Also hits low.
Input
Damage
Heat gain
660
237
Wing of light extends from Tsubaki’s book. Has upper-body invulnerability.
Input
Damage
Heat gain
680
244
Followup to 2C. Moves forward and kicks upward. Does not actually launch.
Input
Damage
Heat gain
620
223
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
400
144
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
420
151
Followup to 6B. Moves Tsubaki forward slightly. Hits low.
Input
Damage
Heat gain
250x6
90x6
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
300x3
108x3
Followup to 6C. A sword extends from the ground beneath the opponent. Hits low and launches on hit.
Input
Damage
Heat gain
720
259
Slide attack. Does not knock down.
Input
Damage
Heat gain
980
352
Followup to 3C. Upward kick that launches.
Input
Damage
Heat gain
(in air)
300
108
Standard air jab.
Input
Damage
Heat gain
(in air)
560
201
Swings her cape beneath her at an angle.
Input
Damage
Heat gain
(in air)
480
172
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
(in air)
680
244
Angled poke with a hand extending from her book.
Input
Damage
Heat gain
(in air)
480
172
Followup to j.C Will cancel any falling momentum and move Tsubaki forward in midair.
Input
Damage
Heat gain
300
108
Standard standing jab.
Input
Damage
Heat gain
520
108
A hand-shaped burst of light comes out of the book and hits the opponent. Fast and long reach.
Input
Damage
Heat gain
400
144
Followup to 5B. Moves Tsubaki forward. May whiff at maximum 5B range.
Input
Damage
Heat gain
400
144
Tsubaki pokes with her spear. Has very short range.
Input
Damage
Heat gain
620
223
Followup to 5C. Moves her forward.
Input
Damage
Heat gain
300
108
Standard crouching jab.
Input
Damage
Heat gain
400
144
Swirl of light along the ground. Hits low.
Input
Damage
Heat gain
480
172
Followup to 2B. Moves forward. Also hits low.
Input
Damage
Heat gain
660
237
Wing of light extends from Tsubaki’s book. Has upper-body invulnerability.
Input
Damage
Heat gain
680
244
Followup to 2C. Moves forward and kicks upward. Does not actually launch.
Input
Damage
Heat gain
620
223
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
400
144
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
420
151
Followup to 6B. Moves Tsubaki forward slightly. Hits low.
Input
Damage
Heat gain
250x6
90x6
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
300x3
108x3
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
720
259
Slide attack. Does not knock down. In Extend, it causes Fatal Counter.
Input
Damage
Heat gain
980
352
Followup to 3C. Upward kick that launches.
Input
Damage
Heat gain
(in air)
300
108
Standard air jab.
Input
Damage
Heat gain
(in air)
560
201
Swings her cape beneath her at an angle.
Input
Damage
Heat gain
(in air)
480
172
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
(in air)
680
244
Angled poke with a hand extending from her book.
Input
Damage
Heat gain
(in air)
480
172
Followup to j.C Will cancel any falling momentum and move Tsubaki forward in midair.
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
0,1300
0,468
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
(in air)
0,1400
0,504
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.
Input
Damage
Heat gain
0,1300
0,468
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
0,1300
0,468
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
(in air)
0,1400
0,504
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.
Input
Damage
Heat gain
0,1300
0,468
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
0,1300
0,468
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
(in air)
0,1400
0,504
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.
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
0
0
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
0
0
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.
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.
Input
Damage
Heat gain
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.
Charges Install. Charges the fastest, but has the longest recovery.
Input
Damage
Heat gain
--
--
Charges Install. Charges the slowest, but has the fastest recovery.
Input
Damage
Heat gain
(in air)
--
--
Charges Install. Charges at a moderate rate, with a moderate recovery.
Input
Japanese name
English name
Damage
Heat gain
インストール Insutōru
Install
--
--
Charges Install. Charges the fastest, but has the longest recovery.
Input
Damage
Heat gain
--
--
Charges Install. Charges the slowest, but has the fastest recovery.
Input
Damage
Heat gain
(in air)
--
--
Charges Install. Charges at a moderate rate, with a moderate recovery.
Input
Japanese name
English name
Damage
Heat gain
インストール Insutōru
Install
--
--
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
--
--
Charges Install Charges the slowest, but has the fastest recovery. In BlazBlue: Continuum Shift II, charging gradually speeds up.
Input
Damage
Heat gain
(in air)
--
--
Charges Install. Charges at a moderate rate, with a moderate recovery. Unchanged in BlazBlue: Continuum Shift II.
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.
Rushes forward with an attack. Can be canceled into 236 or 22 series on hit. Distance traveled depends on strength used.
Input
Japanese name
English name
English localization
Damage
Heat gain
/
審鎚・地ヲ砕ク鎚 Shintsui: Chi wo Kudaku Tsuchi
Judgment Mallet: Hammer That Smashes the Soil
Agnus Dei
800 (Version B), 660*2 (Version D)
Tsubaki leaps into the air and attacks from above. Hits high.
Input
Japanese name
English name
English localization
Damage
Heat gain
/
審槍・空ヲ突ク槍 Shinsō: Sora wo Tsuku Yari
Judgment Lance: Spear That Pierces the Sky
Benedictus Rex
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.
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.
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
Japanese name
English name
English localization
Damage
Heat gain
/
審技・闇ヲ穿ツ灯 Shingi: Yami wo Ugatsu Akari
Judgment Art: Light That Pierces the Darkness
Lux Macto
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
Japanese name
English name
English localization
Damage
Heat gain
審鎖・無ヘ誘ウ鎖 Shinsa: Mu e Izanau Kusari
Judgment Connection: Chain That Leads to Nothing
Sanctus Aerolata
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.
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.
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
Japanese name
English name
English localization
Damage
Heat gain
/
審槍・空ヲ突ク槍 Shinsō: Sora wo Tsuku Yari
Judgment Lance: Spear That Pierces the Sky
Benedictus Rex
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.
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
Japanese name
English name
English localization
Damage
Heat gain
// / (in air)
審技・空ヲ翔ル翼 Shingi: Sora wo Kakeru Tsubasa
Judgment Art: Wings That Soar in the Sky
Lux Aeterna
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
Japanese name
English name
English localization
Damage
Heat gain
/
審技・闇ヲ穿ツ灯 Shingi: Yami wo Ugatsu Akari
Judgment Art: Light That Pierces the Darkness
Lux Macto
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
Japanese name
English name
English localization
Damage
Heat gain
審鎖・無ヘ誘ウ鎖 Shinsa: Mu e Izanau Kusari
Judgment Connection: Chain That Leads to Nothing
Sanctus Aerolata
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.
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.
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.
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.
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.
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
Japanese name
English name
English localization
Damage
Heat gain
// / (in air)
審技・空ヲ翔ル翼 Shingi: Sora wo Kakeru Tsubasa
Judgment Art: Wings That Soar in the Sky
Lux Aeterna
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.
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
Japanese name
English name
English localization
Damage
Heat gain
(air also)
審罰・地ヲ抱ク衣 Shinbatsu: Chi wo Idaku Koromo
Punishing Judgment: Mantle That Enfolds the Soil
Macto Maledictis
--
--
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 Mantle That Enfolds the Soil.
Input
Japanese name
English name
English localization
Damage
Heat gain
審罰・地ヲ屠ル刃 Shinbatsu: Chi wo Hofuru Yaiba
Punishing Judgment: Blade That Butchers the Soil
Requiem Maledictis
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.
Input
Japanese name
English name
English localization
Damage
Heat gain
/
審罰・天ヲ刈ル焔 Shinbatsu: Ten wo Karu Honō
Punishing Judgment: Flame That Cuts the Heavens
Confutatis Maledictis
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
Japanese name
English name
English localization
Damage
Heat gain
(air also)
審罰・地ヲ抱ク衣 Shinbatsu: Chi wo Idaku Koromo
Punishing Judgment: Mantle That Enfolds the Soil
Macto Maledictis
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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 Mantle That Enfolds the Soil.
Input
Japanese name
English name
English localization
Damage
Heat gain
審罰・地ヲ屠ル刃 Shinbatsu: Chi wo Hofuru Yaiba
Punishing Judgment: Blade That Butchers the Soil
Requiem Maledictis
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.
Input
Japanese name
English name
English localization
Damage
Heat gain
/
審罰・天ヲ刈ル焔 Shinbatsu: Ten wo Karu Honō
Punishing Judgment: Flame That Cuts the Heavens
Confutatis Maledictis
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
Japanese name
English name
English localization
Damage
Heat gain
審罰・地ヲ抱ク衣 Shinbatsu: Chi wo Idaku Koromo
Punishing Judgment: Mantle That Enfolds the Soil
Macto Maledictis
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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 Mantle That Enfolds the Soil. In Extend, it is also usable in the air.