BBCF/Jubei

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Jubei
BBCF Jubei Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 25 / Invul: 1-7

Movement Options
Double Jump, 1 Airdash, Crossup run
Play-style
Relentless pressure and oki
  

Overview[edit]

Placeholder

Drive: Shiranui[edit]

  • Similar to Taokaka's drive, Jubei performs a fast dash at his opponent and slashes them on the way past.
  • Hitting with a drive marks his opponent with a black crosshair for a few seconds, causing his Distortion drives to teleport behind his opponent before starting the attack.

Upgraded Drive: Shiranui Hagane[edit]

  • After activating Fudō: Sharenjin, Jubei's drive is replaced with this upgraded version.
  • Pressing D in this state will put Jubei in a state where he hovers in place briefly.
  • Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button you pressed. Jubei will then perform a teleport dash attack between each one in order.
  • Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players.

Overdrive: Rakan: Gorinkō[edit]

  • Placeholder

Unique Ability: Being small[edit]

  • More than just a joke, Jubei's small size means that the game considers him to be in a crouching state even while standing for certain interactions.
  • This means all standing hits against him are considered crouching hits, thus incurring an additional two frames of hitstun.
  • This does not affect his ability to block, Jubei must still block overhead and low attacks as normal.
  • Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit if Jubei is standing.
  • Attempting to crouch will not reduce Jubei's size any further. The only indication that jubei is crouching is that his stance is visually different.
  • Jubei's running animation however places him exceptionally low to the ground, and can run underneath a surprising number of moves. Additionally, if Jubei runs into his opponent, he will cancel into a hop move that swaps sides with his opponent.

Pros/Strengths[edit]

  • Great mobility which can be further enhanced by Fudō: Sharenjin.
  • Strong mixup game with various ways to open people up.
  • Short height allows him to low profile many moves, specially with dash.
  • Solid pressure and okizeme.

Cons/Weaknesses[edit]

  • Is always in crouching state, leaving him prone to extremely damaging combos at all times.
  • Poor defensive options, with no real reversals.
  • Damage is lackluster without spending meter.
  • Heavily momentum based.

Normal Moves[edit]

5A[edit]
5A
BBCF Jubei 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR All 6 2 13 -3 B
  • Gatlings: 6A, 6B, 2C, 6C
  • Hits crouching
  • Jump cancelable on hit and on block


5B[edit]
5B
BBCF Jubei 5B.png
Quasi Anti-air move
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
500 SOJR HL 8 3 16 -2 B
  • Gatlings: 6A, 6B, 2C
  • Moves Jubei forward before doing the strike.
  • Jump cancelable on hit and on block


5C[edit]
5C
BBCF Jubei 5C1.png
BBCF Jubei 5C2.png
Two swords, two strikes
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
570*2 SO(J)R HL 12 3(8)3 19 -3 B
  • Gatlings into 6A 6B 2C 3C
  • Jump cancelable on both hits
  • Moves Jubei forward


2A[edit]
2A
BBCF Jubei 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOR All 7 3 13 -3 F
  • Gatlings into 6A 6B 2C 6C
  • If mashed 3 times, the third hit will only have two active frames

Generally preferred over 5A when Jubei has the advantage since it has longer range for one frame more startup. Bare in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.


2B[edit]
2B
BBCF Jubei 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
550 SOR L 9 3 12 +2 F
  • Mid range low poke that is plus on block, so it's great for blockstrings and pressure.

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2C[edit]
2C
BBCF Jubei 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
660 SOJR HL 12 6 17+16L -10 B
  • Causes float on hit
  • Jump cancelable on hit and on block
  • Head Invuln 10-15


6A[edit]
6A
BBCF Jubei 6A.png
Talk to the hand
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Catch - - - 3 10 24 - -
Attack 1200 SOR HL 9 4 14 +1 B
  • Counter move. Catches moves that aren't throws, lows, overheads or projectiles.
  • On successful catch, follows up with an elbow smash that can be blocked.
  • 50% P1 makes this move lead to mediocre damage.

Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Definitely not a move to throw out randomly due to its short active time and the sheer number of moves that just go around it.


6B[edit]
6B
BBCF Jubei 6B.png
I hope you know what you're doing when you press this
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Catch - - - 3 10 24 - -
Attack 800*2 SOJR L 9 3(3)3 19 -3 F
  • Counter move. Only catches moves that must be blocked low.
  • Fatal Counter
  • 90% P1 - Leads to much better damage than 6A

While potentially much more rewarding than 6A, but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's 2A won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.


6C[edit]
6C
BBCF Jubei 6C.png
Forces crouch and can fatal counter, for maximum hitstun.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 SOR H 25 3 18 -2 B
  • Fatal Counter
  • Bonus 110% proration
  • 7-27F Foot/Throw invulnerability
  • Forces crouching state on hit

Jubei performs a small somersault and slashes down hard with his sword. A fairly nasty mixup tool given what it is invulnerable to while still being safe on block while leading to very good damage if it lands.


3C[edit]
3C
BBCF Jubei 3C.png
BBCF Jubei 3C2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
550*2 SO(J)R HL, L 13 3(11)3 21 -5 B, F
  • Both hits are jump cancelable on hit

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j.A[edit]
j.A
BBCF Jubei j.A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300*2 CSOJR HA 8 2(6)2 14 - H
  • Used for instant overheads
  • Fastest aerial with decent range and easy confirms

With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. As crouching hurtboxes vary, when j.A is used as an instant overhead several characters will be hit by only the first hit of j.A (requiring 236A angled downwards to confirm off of) while some both hits will completely whiff.


j.B[edit]
j.B
BBCF Jubei j.B.png
BBCF Jubei j.B2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600*2 SOJR HA 10 2(6)3 18 - H
  • Both hits can hit both sides
  • Good air-to-air

Used for air-to-air situations as it has a decent horizontal hitbox and it's slightly faster than j.C. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.


j.C[edit]
j.C
BBCF Jubei j.C.png
BBCF Jubei j.C2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700*2 SOJR HA 13 2(9)2 14 - H
  • Decent air-to-air and air-to-ground

Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both j.A and j.B so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use j.A for such situations.


j.2C[edit]
j.2C
BBCF Jubei j.2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 SOJR HA 10 3 20 - H
  • Hits both sides

Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. Comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.

A good analogue to this move would be Hibiki's j.C as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's j.C is a strong general use tool while Jubei's j.2C is more of a situationally useful crossup and air poke due to its relatively fast startup and range.


Drive Moves[edit]

5D[edit]
5D
BBCF Jubei 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 300,880 SR HL 18 10 30 -9 B
Overdrive 300,880 SR HL 14 - - +2 B
  • Causes Shiranui Mark on hit
  • Special-cancelable on hit once Jubei's sword gleams
  • Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed

Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.

Depending on if 5D hits or is blocked, the length that 5D travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.

With meter 5D moves can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.


j.D[edit]
j.D
BBCF Jubei jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 300,880 SR HL 16 Until L 33 -9 H
Overdrive 300,880 SR HL 12 Until L - +2 H
  • Causes Shiranui Mark on hit
  • Special-cancelable on hit once Jubei's sword gleams
  • Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed

Travels at a fairly steep angle compared to j.6D, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.

With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent.

When following up on block with a rapid cancel, due to j.D's long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.


j.6D[edit]
j.6D
BBCF Jubei j.6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 300,880 SR All 16 Until L 33 -9 H
Overdrive 300,880 SR All 12 Until L - +2 H
  • Causes Shiranui Mark on hit
  • Special-cancelable on hit once Jubei's sword gleams
  • Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed

Travels further horizontally than j.D, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent however, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a low-risk poke that is easy to confirm into, with the cost being positioning on block.

With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on.

When following up on block with a rapid cancel, due to j.D's long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.


Upgraded Drive Moves[edit]

Shiranui Hagane
D~X after Fudō: Sharenjin, Air OK
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
All patterns 550*4 - All - - - - -

After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. Not pressing any button will result in Jubei using the standard 5D version instead. Any hit from any version inflicts the Shiranui Mark on hit.

The following patterns are available:

  • D~A
  • D~B Same as A version, but waypoints 2 and 3 are swapped.
  • D~C
  • D~D Straight line pattern horizontally
  • D~8A*
  • D~8B* Same as A version, but waypoints 2 and 3 are swapped.
  • D~8C*
  • D~8D Straight line pattern at 45 degrees upwards
  • D~2A*
  • D~2B* Same as A version, but waypoints 2 and 3 are swapped.
  • D~2C*
  • D~2D* Straight line pattern at 45 degrees downwards

Patterns marked with a star are only available when Jubei is in the air. Grounded versions of this drive behave the same as the air versions. If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5B+C
BBCF Jubei GroundThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0*2, 1500 SOR T 7 3 23 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw[edit]
Back Throw
4B+C
BBCF Jubei BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 500, 1500 SOR T 7 3 23 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw[edit]
Air Throw
j.B+C
BBCF Jubei AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1500 SOR T 7 3 23 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault[edit]
Counter Assault
6A+B during blockstun
BBCF Jubei 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R All 13 5 28 - B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger[edit]
Crush Trigger
5A+B
BBCF Jubei Crush Trigger.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 R B - - - - B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials[edit]

???[edit]
Rekkōzan
236A or 236236A (Air OK)
BBCF Jubei Rekkōzan.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
236A 600*2, 900 - - 13 - - -4 -
236236A 600*4, 900 - - 13 - - -16 -
  • Cancellable into various special moves, special moves activated in this way can use a special shorter input (see each special move for the specifics)

A key special move in many of Jubei's combos and some of his mixup. Unfortunately you cannot simply mash to get more hits and instead must select which version you wish to use at startup by how much you roll the 236 motion.


???[edit]
Tsuika Kōgeki
A after Rekkōzan (Air OK)
BBCF Jubei Tsuika Kōgeki.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 - - 13 - - -3 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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???[edit]
Uchiage
B after Rekkōzan (Air OK)
BBCF Jubei Uchiage.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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???[edit]
Ichi no Kata: Kage Ōkami
236B (6B during Rekkōzan)
BBCF Jubei Ichi no Kata Kage Ōkami.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
950 - - 13 2 26 -9 -
  • Low
  • Fatal Counter


???[edit]
Ni no Kata: Oni Gitsune
214B (4B during Rekkōzan) (Air OK)
BBCF Jubei Ni no Kata Oni Gitsune.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
870 - - 25 - - -2 -
  • Overhead

Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into 360A, allowing Jubei to both combo and power up off a safe opener. On block, going for 360A after is mostly safe as it leaves a 5 frame gap.


???[edit]
San no Kata: Ranjishi
214C (C during Rekkōzan) (Air OK)
BBCF Jubei San no Kata Ranjishi.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - 22 - - -11 -
  • Functions as a risky crossup
  • Leaves Jubei fairly airborne allowing him to go over lows
  • Gains increased horizontal distance when used after enhanced dash

A somewhat risky special to use in neutral and pressure as it is very unsafe and leaves Jubei close to his opponent. Cannot combo without meter (outside of certain combo routes?) so reward off it is not particularly high if the side-switch is not important.

A pretty good option when used off of Jubei's enhanced dash however. When performed this way, it travels in a much longer horizontal arc, making it a solid means of approach against zoners and others Jubei might have difficulty getting in on. As enhanced dash has backdash startup built into it and lacks invincibility, using 214C this way does require exploiting a lack of projectiles and active normals.


???[edit]
Shi no Kata: Kuro Hyō
632146C (646C during Rekkōzan)
BBCF Jubei Shi no Kata Kuro Hyō.png
BBCF Jubei Shi no Kata Kuro Hyō2.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
No Charge 1100 - - 21 - - -7 -
Full Charge 1600 - UNB - - - - -
  • Fatal Counters
  • Becomes unblockable if charged for 30 frames.


???[edit]
Shitenjin
j.236D/j.214D (6D/4D during Rekkōzan)
BBCF Jubei Shitenjin.png
BBCF Jubei Shitenjin2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -
  • Can be used off certain grounded options that put Jubei in the air
  • Does not count as one of Jubei's jumps

Offers Jubei some precise horizontal mobility in the air. Does not grant invulnerability so j.236D should be used with some caution during pressure or in neutral. If j.236D crosses over the opponent, aerial attacks autocorrect

As moves like 2C and enhanced 236A leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure (j.236D) or safety (j.214D).


???[edit]
Gishōkyū
236C (Air OK)
BBCF Jubei Gishōkyū.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 - - 30 - - 0 -
  • Fires a large projectile that bounces along the ground at a fairly large height.
  • Does not travel off the screen but instead just bounces in place against the wall.
  • Disappears if Jubei is hit.

A key oki Tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.

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Distortion Drives[edit]

???[edit]
Senju: Todoroki Setsura
236236D
BBCF Jubei Senju Todoroki Setsura.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 1000*2, 2000 (200*2, 400) R - - - - -30 -
With Shiranui Mark 1250*2, 2400(250*2,400) R - - - - - -
  • General purpose ground distortion to add more damage,
  • If opponent is marked, Jubei appears behind opponent before attacking and deals slightly more damage.

Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. Follow the Help:Writing_Character_Pages guidelines

Overdrive (200*2, 80*9) R - - - - - -
With Shiranui Mark (250*2, 80*9) R - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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???[edit]
Niō: Kigantotsu
j.236236D
BBCF Jubei Niō Kigantotsu.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal - R - - - - -23 -
With Shiranui Mark (250, 40 x N, 500) R - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrive - R - - - - - -
With Shiranui Mark (250, 40 x N, 160 x N/2) R - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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???[edit]
Fudō: Sharenjin
360A
BBCF Jubei Fudō Sharenjin.png
TIME TO GO HA.. I MEAN FISH
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - 3+0 - 1 - -
  • Disables Normal Drive and replaces it with the upgraded version for the rest of the round.
  • Absurdly short startup and recovery time, basically impossible for your opponent to stuff.
  • Possible to use in many combos due to its rapid startup and most moves being distortion cancellable. In that way you can use it as a quasi-overdrive cancel and continue the combo in much the same way.
  • Once activated once, cannot be activated again for the rest of the round, so if you need it to make your combo work after using it once, use a rapid cancel instead.


Exceed Accel[edit]

Miroku: Rinshunrō
ABCD during Overdrive
BBCF Jubei Miroku Rinshunrō.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal (60, 110*2) - All - - - -10 B
Active Flow (60, 110*2, 300) - All - - - -10 B
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

On startup, Jubei performs a palm thrust on the opponent. If it hits, Jubei will slam his opponent into the wall and slashes the opponent with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. On Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimal damage, but is unsafe on block and cannot be rapid-canceled.


Astral Heat[edit]

Ashura: Hōrai Burenshō
6321463214C
BBCF Jubei AH.png
BBCF Jubei AH2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROY - - - - - -65 -
  • Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".

While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.


External References[edit]



Overview Button.pngCombos Button.pngStrategy Button.png

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BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc