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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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!Jubei
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[[File:BBCF_Jubei_Portrait.png|350x500px|center]]
|-
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{{CharData-BBCF|Jubei}}
;Play-style
:Rushdown, Pressure, Mixup
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
Mitsuyoshi, also known as One-Eyed Twin Lotus, and more famously as Jūbei, is one of the Six Heroes, as well as Konoe's husband and Kokonoe's father. He battled the Black Beast alongside Hakumen, and is known as “the strongest being on the planet”;such was his fame that, through genetic engineering, he is also the progenitor of the Kaka race. He appears as a DLC playable character in ''BlazBlue: Central Fiction''.
{{BBCF/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals.
 
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.
}}
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (6F)
| reversal = None
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]
}}
{{card|width=4
|header=Drive: Shiranui / Shiranui: Steel
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.


===Drive: Shiranui===
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).
*Similar to Taokaka's drive, Jubei performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit.
*Hitting with a drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark, causing his Distortion drives to teleport behind his opponent before starting the attack, and dealing bonus damage.


===Upgraded Drive: Shiranui Hagane===
*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 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.
*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 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.
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires. Experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.
 
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.
 
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.
* Drive moves have faster startup.
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.
* Single-use limit on upgraded Drive attacks removed.
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.
* Improved damage to Distortion Drives in line with other characters.
}}
</div>
<div id="home-content" class="home-grid">
{{card|width=6
|header=Unique Ability: Being Small
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:


===Overdrive: Rakan: Gorinkō===
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks
*Drive moves gain faster startup.
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.
*Single-use limit on installed Drive attacks removed for Overdrive duration.
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.
*Unupgraded drives trigger the second hit on block as well as hit, making them safe at neutral and adding the Shiranui Mark.
*Improved damage to Distortion Drives in line with other characters.


===Unique Ability: Being small===
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)
*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 three frames of hitstun. (universal change in CF2)
*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.
*Jubei's crouch does reduce his hurtbox size, but by only slightly compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.
*Some some opponent's 5As may whiff if he is standing, doing 5A, crouching and/or doing 2A; therefore requiring those characters to use often slightly slower 2A or 5B attacks


===Command Dash, Short Hop, and Cross-Up Dash===
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.
*Whenever Jubei runs into his opponent, he will cancel into a hop move that swaps sides with his opponent. Holding 3 during a run will prevent this.
*Jubei has a quick dash that can be activated by backstepping then holding forward in any direction. He will also automatically hop through opponents if he runs into them.
*Jubei can input anything during the command dash except normal blocking. He can however, still input Barrier Block and maintain his momentum. This can be used to effectively and safely cover distance.
*Additionally, Jubei can input 9 while running to hop only a short distance off the ground, allowing easy instant overheads and pressure from jumping attacks.
*These movement options all used together make Jubei an extremely mobile character in the right hands.


===Strengths/Weaknesses===
*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 Jubei while he is standing.
|-style="text-align:left;"
}}
! Strengths !! Weaknesses
</div>
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*Great mobility which can be further enhanced by Fudō: Sharenjin.
*Toolkit includes a strong mixup game with various ways to open people up. Has access to ground and air crossups.
*Short height during dash allows him to low profile certain attacks and many projectiles.
*Solid pressure and okizeme.
| style="width: 50%;"|
*Is always in crouching state, leaving him vulnerable to high damaging crouch-specific combos at all times.
*Virtually all of Jubei's moves push him forwards, weakening his footsie game.
*Poor defensive options, with no real reversals.
*Damage is lackluster without install confirms or being in install state.
*Heavily momentum based.
*Easily outranged by most of the cast.
|-
|}
{{CharLinks-BBCF|Jubei}}
<br clear=all/>


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_5A.png |caption=Paw paw paw!
|input=5A
|name=5A
|description=
|data=
{{AttackData-BBCF
|damage= 300 |starter= |guard=All
|startup=6 |cancel=CSOJR |active=2 |recovery=13 |frameAdv=-3 |attribute=B
|description=
*Gatlings: 6A, 6B, 2C, 6C
*Hits crouching
*Hits crouching
*Jump cancelable on hit and on block
*Jump cancelable on hit and on block
*Versus some characters, may low profile against opponent's 5As due to Jubei's small size
*Due to Jubei's small size you can low profile certain attacks and mash this move
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|B|5B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_5B.png |caption= Quasi Anti-air move
|input=5B
|name=5B
|description=
|data=
{{AttackData-BBCF
|damage= 500 |starter= |gƒ |startup=8 |cancel=SOJR |active=3 |recovery=16 |frameAdv=-2 |attribute=B
|description=
*Gatlings: 6A, 6B, 2B, 5C, 2C
*Moves Jubei forward before doing the strike.
*Moves Jubei forward before doing the strike.
*Jump cancelable on hit and on block
*Jump cancelable on hit and on block
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable.  
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable.  


Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.
}}
 
This normal also functions as Jubei's main kara cancel normal
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_5C.png |caption= Two swords, two strikes
|input=5C
|name=5C
|description=
|data=
{{AttackData-BBCF
|damage= 570*2 |starter= |guard= HL
|startup=12 |cancel= SO(J)R |active=3(8)3 |recovery=19 |frameAdv=-3 |attribute= B
|description=
*Gatlings into 6A 6B 2C 3C
*Jump cancelable on both hits
*Jump cancelable on both hits
*Moves Jubei forward
*Moves Jubei forward
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into 5C relatively far away.  
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away.  


The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as 5C is the only gatling option from max-range 5B that reliably connects.  
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.
}}
 
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|A|2A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_2A.png |caption=Tail tail tail!
|input=2A
|name=2A
|description=
|data=
{{AttackData-BBCF
|damage= 300 |starter= |guard= All
|startup=7 |cancel= CSOR |active=3 |recovery=13 |frameAdv=-3 |attribute= F
|description=
*Gatlings into 6A 6B 2C 6C
*If mashed 3 times, the third hit will only have two active frames
*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. Bear 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.
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear 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.
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_2B.png |caption=Stubbed the Black Beast's toe
|input=2B
|name=2B
|description=
|data=
{{AttackData-BBCF
|damage= 550 |starter= |guard=Low
|startup=9 |cancel=SOR |active=3 |recovery=12 |frameAdv=+2 |attribute=F
|description=
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.


With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_2C.png |caption=For fans of Santoryu
|input=2C
|name=2C
|description=
|data=
*Anti-air
{{AttackData-BBCF
|damage= 660 |starter= |guard=Mid
|startup=12 |cancel=SOJR |active=6 |recovery=17+16L |frameAdv=-10 |attribute=B
|description=
*Causes float on hit
*Causes float on hit
*Jump cancelable on hit and on block
*Jump cancelable on hit and on block
*Head Invuln 10-15
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}
*Anti-air
Jubei extends one foot off the ground  and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.
*Leaves Jubei airborne, allowing cancels into j.236D/j.214D
 
Jubei extends off one foot and slashes upwards with sword in mouth. For an anti-air, it is fairly slow, has a poor horizontal and vertical hitbox, and has heavily delayed head invulnerability. It is jump-cancelable on block which is useful if able to connect with it in the first place.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_6A.png |caption= Talk to the hand
|input=6A,6A Attack |versioned=input
|name=6A
|description=  
|data=
*Guard Point Counter move.  
{{AttackData-BBCF
*Catches Head, Body and Foot strikes unless they are a low or an overhead.
|version=Catch |damage= |starter= |guard=
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.
|startup=3 |cancel= |active=10 |recovery=24 |frameAdv= |attribute=
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.
}}
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them.  
{{AttackData-BBCF
*50% P1 and Very Short starter makes this move lead to mediocre damage.
|header=no
 
|version=Attack |damage=1200 |starter= |guard=Mid
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. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.
|startup=9 |cancel=SOR |active=4 |recovery=14 |frameAdv=+1 |attribute=B
 
|description=  
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.
*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. Crumples on grounded enemies, wallbounces airborne ones.
*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|B|6B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_6B.png |caption=I hope you know what you're doing when you press this
|input=6B,6B Attack |versioned=input
|name=6B
|description=  
|data=
*Counter move. Only catches strike property moves that also ''must'' be blocked low.
{{AttackData-BBCF
|version=Catch |damage= |starter= |guard=
|startup=3 |cancel= |active=10 |recovery=24 |frameAdv= |attribute=}}
{{AttackData-BBCF
|header=no
|version=Attack |damage=800*2 |starter= |guard=Low, ALl
|startup=9 |cancel=SOJR |active=3(3)3 |recovery=19 |frameAdv=-3 |attribute=F
|description= *Counter move. Only catches moves that ''must'' be blocked low.
*Fatal Counter
*Fatal Counter
*90% P1 - Leads to much better damage than 6A
*90% P1 - Leads to much better damage than {{clr|A|6A}}
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.
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|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.


If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
===<big>{{clr|C|6C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_6C.png |caption=For fans of Yontoryu
|input=6C
|name=6C
|description=
|data=
{{AttackData-BBCF
|damage= 800 |starter= |guard=High
|startup=25 |cancel=SOR |active=3 |recovery=18 |frameAdv=-2 |attribute=B
|description=
*Fatal Counter
*Bonus 110% proration
*7-27F Foot/Throw invulnerability
*Forces crouching state on hit
*Forces crouching state on hit
*Deals high hitstun
*Deals high hitstun
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. 6C actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range.  
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range.
 
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.


With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after 236B>360A in the corner and after OD cancels.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|C|3C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_3C.png |caption=Great at snipping feet
|input=3C
|name=3C
|description=
|data=
*Can be jump-canceled on both hits
{{AttackData-BBCF
|damage= 550*2 |starter= |guard=Mid, Low
|startup=13 |cancel=SO(J)R |active=3(11)3 |recovery=21 |frameAdv=-5 |attribute=B, F
|description=
*On hit, can be jump-canceled on both hits
*First hit has decent vertical reach
*First hit has decent vertical reach
*Second hit is a low
*Second hit is a low
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that 2C cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.
 
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.
 
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.
 
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.


The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from 3C and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_j.A.png |caption=Look at those pads!
|input=j.A
|name=j.A
|description=
|data=
{{AttackData-BBCF
|damage= 300*2 |starter= |guard=High/Air
|startup=8 |cancel=CSOJR |active=2(6)2 |recovery=14 |frameAdv= |attribute=H
|description=
*Used for instant overheads
*Used for instant overheads
*Fastest aerial with decent range and easy confirms
*Fastest aerial with decent range and easy confirms
*Jump-cancelable on block
*Jump-cancelable on block
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, j.A can easily be mashed into itself when performed high enough.
*Cancels into itself on hit
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.
 
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.


As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since 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 on some both hits will completely whiff.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}
}}
}}
}}
 
===<big>{{clr|B|j.B}}</big>===
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{BBCF Move Card
{{MoveData
|input=j.B
|image=BBCF_Jubei_j.B.png |caption=The calisthenics of a hero
|description=
|name=j.B
|data=
{{AttackData-BBCF
|damage= 600*2 |starter= |guard=High/Air
|startup=10 |cancel=SOJR |active=2(6)3 |recovery=18 |frameAdv= |attribute=H
|description=
*Both hits can hit both sides
*Both hits can hit both sides
*Good air-to-air
*Good air-to-air
*Jump-cancelable on block
*Jump-cancelable on block
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good 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.
*CH on second hit causes untech until opponent hits the ground
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.


Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_j.C.png |caption=
|input=j.C
|name=j.C
|description=
|data=
{{AttackData-BBCF
|damage= 700*2 |starter= |guard=High/Air
|startup=13 |cancel=SOJR |active=2(9)2 |recovery=14 |frameAdv= |attribute=H
|description=
*Decent air-to-air and air-to-ground
*Decent air-to-air and air-to-ground
*Jump-cancelable on block
*Jump-cancelable on block
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.
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|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 {{clr|A|j.A}} for such situations.
}}
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2C</font> ======
===<big>{{clr|C|j.2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_j.2C.png |caption=Back and face scratcher
|input=j.2C
|name=j.2C
|description=
|data=
{{AttackData-BBCF
|damage= 800 |starter= |guard=High/Air
|startup=10 |cancel=SOJR |active=3 |recovery=20 |frameAdv= |attribute=H
|description=
*Hits both sides
*Hits both sides
*Fast air poke with decent range
*Fast air poke with decent range
Line 320: Line 244:
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. On grounded opponents, 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.
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. On grounded opponents, 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.


While not the best for confirms, its speed matches j.B's and it has even more horizontal reach than j.C while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.
 
A good analogue to this move would be Hibiki's {{clr|C|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 {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range.  


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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <font style="visibility:hidden" size="0">5D</font> ======
===<big>{{clr|D|5D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_5D.png
|input=5D,5D OD |versioned=input
|name=5D |caption=You can't see heroes
|description=
|data=
{{AttackData-BBCF
|version=Normal |damage= 300,880 |cancel=SR |starter= |guard=Mid |attribute=B, P
|startup=18 |active=10 |recovery=30 |frameAdv=-9 |blockstun= |invul=}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage= 300,880 |cancel=SR |starter= |guard=Mid |attribute=B, P
|startup=14 |active=10 |recovery=30 |frameAdv=+2 |blockstun= |invul= |
|description=
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
*Special-cancelable on hit once Jubei's sword gleams
*Special-cancelable on hit once Jubei's sword gleams
*Whiffs on airborne opponents
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed
*Drags the opponent towards Jubei on block and on hit


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.
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.
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|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 {{clr|D|5D}} 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 {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.  


With meter 5D 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.  
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.D</font> ======
===<big>{{clr|D|j.D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_jD.png
|input=j.D,j.D OD |versioned=input
|name=j.D |caption=
|description=
|data=
{{AttackData-BBCF
|version=Normal |damage=300,880 |cancel=SR |starter= |guard=Mid |attribute=H, P
|startup=16 |active=Until L |recovery=33 |frameAdv=-9 |blockstun= |invul=}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=300,880 |cancel=SR |starter= |guard=Mid |attribute=H, P
|startup=12 |active=Until L |recovery=33 |frameAdv=+2 |blockstun= |invul= |
|description=
*Dive attack that goes all of the way to the ground from any height.
*Dive attack that goes all of the way to the ground from any height.
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
Line 372: Line 280:
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed
*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.
Travels at a fairly steep angle compared to {{clr|D|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.   
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.
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.6D</font> ======
===<big>{{clr|D|j.6D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_j.6D.png
|input=j.6D,j.6D OD |versioned=input
|name=j.6D |caption=
|description=
|data=
{{AttackData-BBCF
|version=Normal |damage=300,880 |cancel=SR |starter= |guard=All |attribute=H, P
|startup=16 |active=Until L |recovery=33 |frameAdv=-9 |blockstun= |invul=}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=300,880 |cancel=SR |starter= |guard=All |attribute=H, P
|startup=12 |active=Until L |recovery=33 |frameAdv=+2 |blockstun= |invul= |
|description=
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
*Special-cancelable on hit once Jubei's sword gleams
*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
*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, 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 poke that is easy to confirm into, with the cost (or reward) of positioning on block.
Travels further horizontally than {{clr|D|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, 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 poke that is easy to confirm into, with the cost (or reward) of 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.  
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.6D'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.
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Upgraded Drive Moves==
==Upgraded Drive Moves==
 
===<big>Shiranui: Hagane</big>===
 
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}
{{MoveData
{{BBCF Move Card
|image=BBCF_Jubei_5D2.png |caption=
|input=Install D
|image2=BBCF_Jubei_5D2PathAB.png |caption2=A and B paths
|description=
|image3=BBCF_Jubei_5D2PathCD.png |caption3=C and D paths
|name=Shiranui Hagane
|input=D~X after Fudō: Sharenjin, Air OK
|data=
{{AttackData-BBCF
|version=All patterns |damage= 550*4 |cancel= |starter= |guard= All |attribute=D*
|startup=20-48 |active=10, 10, 10, 10 |recovery=17 |frameAdv= |blockstun= |invul=
|description=
 
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.  
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.  
*Hold up/down when selecting a path and the path will angle in that direction  
*Hold up/down when selecting a path and the path will angle in that direction.
*Grounded versions of this drive behave the same as the air versions except that ground versions can only be angled upwards.  
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.
*Not pressing any button will result in Jubei using the standard 5D version instead.
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards.  
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.
*Any hit from any version inflicts the Shiranui Mark.  
*Any hit from any version inflicts the Shiranui Mark.  
*Unless Jubei is in overdrive, he must touch the ground before being able to use his drive again.
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.
*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.
*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.


In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, generally the D versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.


Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however.
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|input=5B+C
{{BBCF Move Card
|image=BBCF_Jubei_GroundThrow.png |caption=The claw wave goes this way
|input=B+C
|name=Forward Throw
|description=
|data=
{{AttackData-BBCF
|damage=0*2, 1500 |starter= |guard=Throw
|startup=7 |cancel=SOR |active=3 |recovery=23 |frameAdv= |attribute=T
|description=
*Grounds the opponent
*Grounds the opponent
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
===<big>Back Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=4B+C
|input=4B+C
|image=BBCF_Jubei_BackThrow.png |caption=Wait, no, this way's better
|description=
|name=Back Throw
|data=
{{AttackData-BBCF
|damage=0, 1500 |starter= |guard=Throw
|startup=7 |cancel=SOR |active=3 |recovery=23 |frameAdv= |attribute=T
|description=
*Grounds the opponent
*Grounds the opponent
*Switches sides
*Switches sides
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Air Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|input=j.B+C
|image=BBCF_Jubei_AirThrow.png |caption=
|description=
|name=Air Throw
|data=
{{AttackData-BBCF
|damage=0, 1500 |starter= |guard=Throw
|startup=7 |cancel=SOR |active=3 |recovery=23 |frameAdv= |attribute= T
|description=
*Pretty standard air throw.
*Pretty standard air throw.
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.
}}
}}
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|name=Counter Assault
{{BBCF Move Card
|input=6A+B during blockstun
|input=5A+B,5[A+B] |versioned=input
|image=BBCF_Jubei_5B.png |caption=
|description=
|data=
*Causes hard knockdown on air hit
{{AttackData-BBCF
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.
|damage=0 |starter= |guard=All
 
|startup=13 |cancel=R |active=3 |recovery=30 |frameAdv=-14 |attribute=B
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.
|description=
*Can be useful to disupt blockstrings and get 236C out before they realise they've lost momentum.
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner
{{MoveData
|input=5A+B
|image=BBCF_Jubei_Crush_Trigger.png |caption=
|name=Crush Trigger
|data=
{{AttackData-BBCF
|version=Uncharged |damage=1000 |cancel=R |starter=N |guard=Barrier
|level=3 |attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=±0 |invul=}}
{{AttackData-BBCF
|header=no
|version=Charged |damage=1000 |cancel=R |starter=N |guard=Barrier
|level=3 |attribute=B |startup=30~61 |active=1 |recovery=25 |frameAdv=±0 |invul= |description=
*Somewhat pointless given that 632146[C] exists which costs no heat and will even penetrate barrier guard.
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Fissuring Slash</font> ======
===<big>Fissuring Slash (Rekkōzan)</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}
|image=BBCF_Jubei_FissuringSlash.png |caption=Fury Swipes hit 3 time(s)!
{{BBCF Move Card
|image2=BBCF_Jubei_FissuringSlash2.png |caption2=
|input=236A / j.236A,236236A / j.236236A |versioned=input
|name=Fissuring Slash
|description=  
|input= 236A or 236236A (Air OK)
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.
|data=
*Punishable on instant block
{{AttackData-BBCF
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead
|version=236A |damage=600*2, 900 |cancel= |starter= |guard=
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei
|startup=13 |active=2(4)2(10)3 |recovery=11+7L |frameAdv=-4 |blockstun= |invul=}}
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)
{{AttackData-BBCF
 
|header=no
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.
|version=236236A |damage=600*4, 900 |cancel= |starter= |guard=
 
|startup=13 |active=2(4)2(4)2(7)4(13)3 |recovery=18+14L |frameAdv=-16 |blockstun= |invul= |
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.
|description=
*When in install, cancelable into various special moves that use a special shorter input (see below for the specifics)
236 version causes jubei to scratch three times and knocks opponent back on final hit; 236236 version makes jubei scratch five times with the last hit being in the air and on hit will send opponent to the ground close to Jubei.


A key special move in many of Jubei's combos and some of his mixup. Enables using his other special moves with shorter inputs during this move.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Fissuring Slash Followup</font> ======
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}
|image=BBCF_Jubei_FissuringSlash.png |caption=Build-A-236A Workshop
{{BBCF Move Card
|name=Fissuring Slash Followup
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input
|input= A after Fissuring Slash (Air OK)
|description=
|data=
*Can be followed up for a total of 5 attacks on hit, block, and whiff.
{{AttackData-BBCF
*Pressing A will followup with another swipe.
|version=Ground (1)|damage=600 |starter= |guard=
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.
|startup=13 |cancel= |active=3 |recovery=17 |frameAdv=-3 |attribute=B}}
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka:
{{AttackData-BBCF
**{{clr|B|4B}} will cancel into Demon Fox
|header=no
**{{clr|B|6B}} will cancel into Shadow Wolf
|version=Ground (2-3)|damage=600 |starter= |guard=
**{{clr|C|5C}} will cancel into Wild Lion
|startup=8 |cancel= |active=3 |recovery=17 |frameAdv=-3 |attribute=B}}
**{{clr|C|646C}} will cancel into Black Panther
{{AttackData-BBCF
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals
|header=no
*The air version can be shifted up and down like the non-install version.
|version=Ground (4)|damage=600 |starter= |guard=
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack
|startup=8 |cancel= |active=3 |recovery=20 |frameAdv=-6 |attribute=B}}
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.
{{AttackData-BBCF
 
|header=no
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}.  
|version=Ground (5)|damage=1200 |starter= |guard=
 
|startup=9 |cancel= |active=3 |recovery=23+9L |frameAdv=-18 |attribute=H}}
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.
{{AttackData-BBCF
 
|header=no
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely!
|version=Air (1)|damage=600 |starter= |guard=
 
|startup=11 |cancel= |active=3 |recovery=17 |frameAdv= |attribute=H}}
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!
{{AttackData-BBCF
|header=no
|version=Air (2-3)|damage=600 |starter= |guard=
|startup=8 |cancel= |active=3 |recovery=17 |frameAdv= |attribute=H}}
{{AttackData-BBCF
|header=no
|version=Air (4)|damage=600 |starter= |guard=
|startup=8 |cancel= |active=3 |recovery=20 |frameAdv= |attribute=H}}
{{AttackData-BBCF
|header=no
|version=Air (5)|damage=1200 |starter= |guard=
|startup=9 |cancel= |active=3 |recovery=Until L+9 |frameAdv= |attribute=H
|description=
*Can be used up to 5 times
*On the final hit it does a big swipe that cannot be followed up
*Can be special-canceled into j.236D/j.214D
Jubei slashes forward rapidly, using anywhere from 1 to 4 small grounded swipes and, if he chooses, a 5th large swipe that he jumps into. Tsuika Kōgeki grants Jubei great freedom compared to non-install Rekkōzan, where 236A and 236236A both lock him into a specific chain of attacks that have predictable ends. As Jubei can vary the amount of Tsuika Kōgeki slashes, choose between multiple followups that can mixup, special-cancel into j.236D for close to the ground crossups, etc., his pressure game here should not be underestimated.


While the individual slashes are minus, Jubei can easily choose how many swipes to go for and can deter mashing with his other Rekkōzan followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to avoid followups off Tsuika Kōgeki and reset pressure. Resetting back into Tsuika Kōgeki allows this process to repeat.
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.


Jubei can perform Rekkōzan followups on all but the 5th Tsuika Kōgeki so be wary about performing the final version.
Read the special move sections below for information on their "Fissuring Slash" versions.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Launch</font> ======
===<big>Fissuring Impact</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}
|image=BBCF_Jubei_FissuringImpact.png |caption=Surfing up the claw wave
{{BBCF Move Card
|name=Launch
|input=236A~5B / j.236A~5B
|input=B after Fissuring Slash (Air OK)
|description=
|data=
{{AttackData-BBCF
|version=Ground |damage=800 |starter= |guard=
|startup=12 |cancel= |active=4 |recovery=19+12L |frameAdv=-18 |attribute=H}}
{{AttackData-BBCF
|header=no
|version=Air |damage=800 |starter= |guard=
|startup=12 |cancel= |active=4 |recovery=Until L+12 |frameAdv= |attribute=H
|description=
*Swipes the opponent upwards off the ground
*Swipes the opponent upwards off the ground
*Leaves Jubei in an airborne state
*Leaves Jubei in an airborne state
*Available only in Immovable Object: Lotus
*Available only in Immovable Object: Lotus
*Not special cancelable with j.236D/j.214D
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and is somewhat like an air stance that allows Jubei to follow up afterwards with one of his special moves. Most are included except for 236C, j.236D/j.214D, and the starting slashes of 236A.
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.


214B (shortcut 6B) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block however, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Form ONE: Shadow Wolf</font> ======
===<big>Form ONE: Shadow Wolf</big>===
{{MoveData
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}
|image=BBCF_Jubei_ShadowWolf.png |caption=Grandpa says no mashing
{{BBCF Move Card
|name=Form ONE: Shadow Wolf
|input=236B,236A~6B |versioned=input
|input= 236B (6B during Fissuring Slash)
|description=
|data=
*Hits low
{{AttackData-BBCF
|version=Normal |damage=950 |starter= |guard=
|startup=13 |cancel= |active=2 |recovery=26 |frameAdv=-9 |attribute=F}}
{{AttackData-BBCF
|header=no
|version=Fissuring Slash (6B) |damage=950 |starter= |guard=
|startup=13 |cancel= |active=2 |recovery=22 |frameAdv=-5 |attribute=F}}
{{AttackData-BBCF
|header=no
|version=Air Fissuring Slash (j.6B) |damage=950 |starter= |guard=
|startup=Until L+?? |cancel= |active=2 |recovery=22 |frameAdv=-5 |attribute=F
|description=*Low
*Fatal Counter
*Used for setting up oki with 236C
*Very respectable range
*Very respectable range
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into 236C saves time that makes up for 236C's high startup.
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.
*Fatal Counter with a very high damage reward
*On hit, cancels into {{clr|C|236C}} for Oki.
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup
 
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.


Has the potential to fatal counters so it is an option to deter mashing, but when not in install Jubei is somewhat lacking grounded options that pressure opponents to mash in the first place. Still, if the opponent is particularly mash-heavy, delaying this at points they are expected to mash can yield high reward.
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.


While a low, as Jubei's overhead options later in strings are a little lacking and 236B itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool .  
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool.  


When used from Tsuika Kōgeki, it cannot be delayed long enough to frame trap opponents, but it can be used directly after Uchiage for this purpose. From Uchiage, between this and delayed 4B (during Rekkōzan), Jubei has a high/low mixup that yields a combo with meter or counterhit.
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.


Jubei is at least +13 after an immediate 236B>360A cancel, giving you true blockstrings after and ample opportunity to diversify your pressure.
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Form TWO: Demon Fox</font> ======
===<big> Form TWO: Demon Fox</big>===
{{MoveData
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}
|image=BBCF_Jubei_DemonFox.png |caption=GRANDPA SAID NO MASHING
{{BBCF Move Card
|name= Form TWO: Demon Fox
|input=214B,j.214B,236A~4B |versioned=input
|input=214B (4B during Fissuring Slash) (Air OK)
|description=
|data=
{{AttackData-BBCF
|version=Normal |damage=870 |starter= |guard=
|startup=25 |cancel= |active= |recovery= |frameAdv=-3 |attribute=H}}
{{AttackData-BBCF
|header=no
|version=Fissuring Slash (6B) |damage=870 |starter= |guard=
|startup=15 |cancel= |active=3 |recovery=12+11L |frameAdv= |attribute=H
|description=
*Overhead
*Overhead
*Generally only combos off counterhit or with meter
*Generally only combos off counterhit or with meter
*Decent ender for air combos
*Decent ender for air combos
*Jumps over lows
*Jumps over lows
Jubei jumps into the air and slashes overhead in a backwards arc. 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 leaves a 5 frame gap that many characters cannot exploit.
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.


When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.


While j.214C is a better ender for air combos due to better frame advantage and damage, j.214B lands more reliably and avoids the possibility of side-switch.
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.


When used from Uchiage it can be delayed long enough to frame trap opponents. When used from Tsuika Kōgeki however, it must be immediately canceled into. From Uchiage, between this and 6B (during Rekkōzan), Jubei has a high/low mixup that yields a combo with meter or counterhit.
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.
}}
 
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.
 
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3.
}}
}}


====== <font style="visibility:hidden" size="0">Form THREE: Wild Lion</font> ======
===<big>Form THREE: Wild Lion</big>===
{{MoveData
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}
|image=BBCF_Jubei_WildLion.png |caption=Pleasehitpleasehitpleasehit
{{BBCF Move Card
|name=Form THREE: Wild Lion
|input=214C / j.214C,236A~C |versioned=input
|input= 214C (C during Fissuring Slash) (Air OK)  
|description=
|data=
*Combo ender
{{AttackData-BBCF
|version=Normal |damage=300*N, 600 |starter= |guard=
|startup=Ground: 16<br/>Air: 15 |cancel= |active=6,3*n(8)4 |recovery=24 |frameAdv=-11 |attribute=H*N, B}}
{{AttackData-BBCF
|header=no
|version=Fissuring Slash (C) |damage=300*N, 600 |starter= |guard=
|startup=19 |cancel= |active=6,3*n(8)4 |recovery=24 |frameAdv=-11 |attribute=H*N, B
|description=
*Functions as a risky crossup
*All hits are mid
*All hits are mid
*Go-to ender for air combos
*Go-to ender for air combos
*Leaves Jubei fairly airborne allowing him to go over lows
*Leaves Jubei fairly airborne allowing him to go over lows
*Gains increased horizontal distance when used after command dash
*Gains increased horizontal distance when used after command dash
Jubei jumps in a forward arc, slashes in a flurry all around him and ends with a long slash once grounded. A risky special to use in neutral and pressure as it is very unsafe and leaves Jubei close to his opponent. Comboing off of it without meter is not possible so reward off it is not particularly high if the side-switch and/or mixup is not important.


j.214C is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and controlled side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as j.214C consistently hits when above or at an even level with opponents.
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.
 
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.


When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.


A pretty good option when used off of Jubei's command dash. 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 command dash has backdash startup built into it and lacks invincibility in itself, using 214C this way does require exploiting a lack of projectiles and active normals.  
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Form FOUR: Black Panther</font> ======
===<big> Form FOUR: Black Panther</big>===
{{MoveData
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}
|image=BBCF_Jubei_BlackPanther.png
{{BBCF Move Card
|name= Form FOUR: Black Panther |caption=X marks the unblockable fatal
|input=632146C,236A~646C,j.236A~646C |versioned=input
|input=632146C (646C during Fissuring Slash)
|description=
|data=
{{AttackData-BBCF
|version=No Charge |damage=1100 |cancel= |starter= |guard= All |attribute=B
|startup=21 |active=3 |recovery=12+L |frameAdv=-7 |blockstun= |invul=}}
{{AttackData-BBCF
|header=no
|version=Full Charge |damage=1600 |cancel= |starter= |guard=Unblockable |attribute=B
|startup= |active=3 |recovery=12+L |frameAdv=N/A |blockstun=N/A |invul= |
|description=
*Fatal Counters
*Fatal Counters
*Becomes unblockable if charged for 30 frames
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.
*Required counterhit or meter to combo with
*Becomes truly unblockable if charged for 30 frames
*Guard breaks
**Guard breaks even if opponent barrier blocks
**Has a just-frame if released at 30 frames. The Just-frame is comboable
**Does not combo outside of just-frame and counter hit
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.


Performing this move in low height air juggles, generally after 5C, 3C(1) or Uchiage, is the most common way to implement this move in combos. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into 5C>632146C or 5C(1)>632146C if you use an A-starter.  
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter.  


As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing you meterless combos from an unblockable attack! It has uses in corner okizeme situations because of this, from the 236B>236C ender.
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.
}}
}}
===<big>Rising Justice</big>===
{{InputBadge|{{clr|C|236C}} (Air OK)}}
{{BBCF Move Card
|input=236C / j.236C |versioned=input
|description=
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it.
*Lasts for 300F
*Does not travel off the screen but instead just bounces in place against the wall.
*Leaves Jubei in counterhit state during its lengthy startup
*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.
}}
}}


====== <font style="visibility:hidden" size="0">Divine Form</font> ======
===<big>Divine Form</big>===
{{MoveData
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}
|image=BBCF_Jubei_DivineForm.png |caption=As free as a cat now
{{BBCF Move Card
|name=Divine Form
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input
|input=j.236D/j.214D (6D/4D during Fissuring Slash)
|description=
|data=
{{AttackData-BBCF
|version=Normal |damage= |starter= |guard=
|startup= |cancel= |active= |recovery= 23 |frameAdv= |attribute=}}
{{AttackData-BBCF
|header=no
|version=Fissuring Slash (6D/4D) |damage= |starter= |guard=
|startup= |cancel= |active= |recovery= Forward: 25+5L<br/>Back: 31+5L |frameAdv= |attribute=
|description=
*Can be used off certain grounded options that put Jubei in the air
*Can be used off certain grounded options that put Jubei in the air
*Can be special canceled into off any aerial hit and block
*Can be special canceled into off of any aerial on hit and block
*Does not count as one of Jubei's jumps
*Does not count as one of Jubei's jumps
*Leaves Jubei in counterhit state until finished
*Leaves Jubei in counterhit state until finished
*Can pass through opponents
*Can pass through opponents
Offers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.
Essentially an extra airdash that can also be used on the ground and special cancelled into. Useful for all the reasons you think it has, extra evasion, closing in during some air and ground combos and crossups on demand.


Does not grant invulnerability and leaves Jubei in counterhit until completed so j.236D should be used with some caution during pressure or in neutral. If j.236D crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.


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


When the opponent is completely cornered, if they respect Jubei's pressure j.236D becomes a stronger pressure option. When j.236D is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup.  
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup.  
}}
}}
===<big>Quick Dash</big>===
{{InputBadge|6, on landing from backdash}}
{{BBCF Move Card
|input=44~6
|description=
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.
}}
}}


====== <font style="visibility:hidden" size="0">Rising Justice</font> ======
===<big>Run Through Opponent</big>===
{{MoveData
{{InputBadge|Automatic while running near opponent}}
|image=BBCF_Jubei_RisingJustice.png |caption=The little fireball that could
{{BBCF Move Card
|name=Rising Justice
|input=Run Through Opponent
|input= 236C (Air OK)
|description=If Jubei has been running for over 7 frames, Jubei will dodge past his opponent and turn around with a fixed animation. Doing so ends the run with Jubei facing the opposite direction.
|data=
 
{{AttackData-BBCF
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.
|version=Ground |damage=800 |starter= |guard=
|startup=30 |cancel= |active=300 |recovery=Total 53 |frameAdv=0 |attribute=P1*}}
{{AttackData-BBCF
|header=no
|version=Air |damage=800 |starter= |guard=
|startup=30 |cancel= |active=300 |recovery=Total 61+3L |frameAdv= |attribute=P1*
|description=
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it.  
*Lasts for 300F
*Does not travel off the screen but instead just bounces in place against the wall.
*Leaves Jubei in counterhit state during its lengthy startup
*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.
*Can only be triggered from a normal run, not the quick command dash after a backdash
*Will not trigger if you're holding 3 to run instead of 6
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.
}}
}}
===<big>Running Jump</big>===
{{InputBadge|Any jump while running or during 44~6}}
{{BBCF Move Card
|input=66~9
|description=
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.
}}
}}
<br clear=all/>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Thousand Hands: Roaring Pillar</font> ======
===<big>Twin Guardians: Mourning Shore</big>===
{{MoveData
{{InputBadge|{{clr|D|j.236236D}}}}
|image=BBCF_Jubei_RoaringPillar.png |caption=X marks the punish
{{BBCF Move Card
|name=Thousand Hands: Roaring Pillar
|input=j.236236D,j.236236D Mark |versioned=input
|input=236236D
|description=
|data=
{{AttackData-BBCF
|version=Normal |damage=1000*2, 2000 |cancel=R |starter= |guard=
|level= |attribute=B |startup= 12+1 |active=12 |recovery=39 |frameAdv=-30 |blockstun= |invul= |hitbox=}}
{{AttackData-BBCF
|header=no
|version=With Shiranui Mark |damage= 1250*2, 2400 |cancel=R |starter= |guard=
|level= |attribute=B |startup=12+1 |active=12 |recovery=39 |frameAdv= |blockstun= |invul= |hitbox= |
}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=1000*2, 400*9 |cancel=R |starter= |guard=
|level= |attribute=B |startup=12+1 |active= 12|recovery=39 |frameAdv= |blockstun= |invul= |hitbox=}}
{{AttackData-BBCF
|header=no
|version=OD With Shiranui Mark |damage=1250*2, 400*9 |cancel=R |starter= |guard=
|level= |attribute=B |startup= 12+1|active= 12|recovery=39 |frameAdv= |blockstun= |invul= |hitbox= |
|description=
*General purpose ground distortion to add more damage to combos and to do very long range punishes.
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.
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. If the opponent commits to a move with lengthy startup  this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.
}}
}}
 
====== <font style="visibility:hidden" size="0">Twin Guardians: Mourning Shore</font> ======
{{MoveData
|image=BBCF_Jubei_MourningShore.png |caption=Bladed Calligraphy
|name=Twin Guardians: Mourning Shore
|input=j.236236D
|data=
{{AttackData-BBCF
|version=Normal |damage=1000, 200*n, 2500 |cancel=R |starter= |guard=
|level= |attribute=H |startup=4+1  |active=until landing |recovery=40 |frameAdv=-23 |blockstun= |invul= |hitbox=}}
{{AttackData-BBCF
|header=no
|version=With Shiranui Mark |damage= 1250, 200*n, 2500 |cancel=R |starter= |guard=
|level= |attribute=H |startup=4+1 |active=until landing  |recovery=40|frameAdv= |blockstun= |invul= |hitbox= |
}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=1000, 200*n, 800*5 |cancel=R |starter= |guard=
|level= |attribute=H |startup=4+1  |active=until landing  |recovery=40 |frameAdv= |blockstun= |invul= |hitbox=}}
{{AttackData-BBCF
|header=no
|version=With Shiranui Mark |damage=1250, 200*n, 800*5 |cancel=R |starter= |guard=
|level= |attribute=H |startup=4+1  |active=until landing  |recovery=40 |frameAdv= |blockstun= |invul= |hitbox= |
|description=
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do.  
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do.  
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.
*Completely invulnerable from the start until recovery, but very punishable on block.
*Completely invulnerable from the start until recovery, but very punishable on block.
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.
}}


}}
===<big>Thousand Hands: Roaring Pillar</big>===
{{InputBadge|{{clr|D|236236D}}}}
{{BBCF Move Card
|input=236236D,236236D Mark |versioned=input
|description=
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.
*Minimum damage (Marked): 800(900) OD: 1120(1220)
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. If the opponent commits to a move with lengthy startup  this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.
}}
}}


====== <font style="visibility:hidden" size="0">Immovable Object: Lotus</font> ======
===<big>Immovable Object: Lotus</big>===
{{MoveData
{{InputBadge|{{clr|A|360A}}}}
|image=BBCF_Jubei_Lotus.png |caption= TIME TO GO HA.. I MEAN FISH
{{BBCF Move Card
|name= Immovable Object: Lotus
|input=360A
|input=360A
|data=
|description=
{{AttackData-BBCF
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.
|damage= |starter= |guard=
 
|startup=3+0 |cancel= |active= |recovery=1 |frameAdv= |attribute=
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.
|description=
 
*Disables Normal Drive and replaces it with the upgraded version for the rest of the round.
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.
*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.
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.
*Can only be activated once per round, so if you need it to make your combo work after using it once, you'll need to use a rapid cancel instead.
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.
}}
}}
}}


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Miroku: Spherical Illusion</big>===
|image=BBCF_Jubei_MirokuSphericalIllusion.png |caption=
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|name= Miroku: Spherical Illusion
{{BBCF Move Card
|input=ABCD during Overdrive
|input=A+B+C+D
|data=
|description=
{{AttackData-BBCF
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
|version=Normal
*280/638 Minimum Damage
|damage=600, 1100*2 |starter= |guard=All
 
|startup=Fast: 10<br/>Slow: 20 |cancel= |active=3 |recovery=34 |frameAdv=-10 |attribute=B
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.
|description=
}}
}}
{{AttackData-BBCF
<br style="clear:both;"/>
|header=no
|version=Active Flow
|damage=600, 1100*2, 3000 |starter= |guard=All
|startup=Fast: 10<br/>Slow: 20 |cancel= |active=3 |recovery=34 |frameAdv=-10 |attribute=B
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry.
}}
}}
<br clear=all/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Asura: Thunderbird Rising</big>===
|image=BBCF_Jubei_AH.png |caption=「STAND UNRIVALED」
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBCF_Jubei_AH3.png |caption2=
{{BBCF Move Card
|name= Asura: Thunderbird Rising
|input=6321463214C
|input=6321463214C  
|description=
|data=
{{AttackData-BBCF
|damage=63400 (DESTROY) |starter= |guard=
|startup=4+7 |cancel= |active=3 |recovery=83 |frameAdv=-67 |attribute=B
|description=
*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".
*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.
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. Do be careful with the input however, as there is no leniency for skipping out directions.
 
'''Combos From'''
*{{clr|C|5C}} (both hits)
*{{clr|C|3C}}
*{{clr|C|632146C}} (Just frame, air hit, and CH)
*{{clr|C|2C}} (CH)
 
}}
}}
}}
<br style="clear:both;"/>
<br clear=all/>
 
==Colors==
{{BBCFColors|Size=120|Character=Jubei}}
<br style="clear:both;"/>
 
==Navigation==
<center>{{Character Label|BBCF|Jubei|size=42px}}</center>
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


==External References==
{{BBCF/Navigation}}
*Japanese Name: 獣兵衛
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ny&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
----
{{CharLinks-BBCF|Jubei}}
{{Navbar-BBCF}}
[[Category:BlazBlue: Central Fiction]]
[[Category:Jubei]]

Latest revision as of 11:01, 12 March 2024

Overview

Overview

Jubei is a highly mobile rushdown character with an install mode that vastly changes his offense. He has great mixups such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals.

Unfortunately, Jubei suffers from a poor defense. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.
BBCF Jubei Nameplate.png
BBCF Jubei Portrait.png
Health
11,000
Prejump
4F
Backdash
25F (1~7F Inv All, 2~17 airborne)
Unique Movement Options
Short Jump
Low Profile Run
Backdash~Run
Divine Form
Fastest Attack
5A (6F)
Reversals
None
Fatal Starters
6B Attack
6C
236B
632146C
Drive: Shiranui / Shiranui: Steel

Jubei's Drive, Shiranui, is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.

After activating Immovable Object: Lotus, Jubei's Drive is replaced with an upgraded version called Shiranui: Steel (Shiranui: Hagane).

  • 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 pressed. Jubei will then perform a teleport dash attack between each one in order.
  • This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.
Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)

Jubei's Drive moves are enhanced in simple, but useful ways.

  • Drive moves have faster startup.
  • Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.
  • Single-use limit on upgraded Drive attacks removed.
    • If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.
  • Improved damage to Distortion Drives in line with other characters.
Unique Ability: Being Small

Jubei is particularly small and able to simply not get hit by a lot of attacks:

  • Some opponent's 5As may whiff if he is standing, doing 5A, crouching and/or doing 2A; therefore requiring those characters to use often slightly slower 2A or 5B attacks
  • Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.
  • Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.

However, all hits against him while he is standing gain 2 frames of additional hitstun, just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)

Do not confuse this extra hitstun with Jubei actually being in a crouching state when standing, therefore:

  • 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 Jubei while he is standing.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 2 13 -3 B

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 Mid 8 3 16 -2 B
  • Moves Jubei forward before doing the strike.
  • Jump cancelable on hit and on block

A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable.

Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.

This normal also functions as Jubei's main kara cancel normal

Gatling options: 6A, 2B, 6B, 5C, 2C, 3C, 5D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
570×2 Mid 12 3(8)3 19 -3 B
  • Jump cancelable on both hits
  • Moves Jubei forward

Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into 5C relatively far away.

The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as 5C is the only gatling option from max-range 5B that reliably connects.

On counter, the first hit launches, allowing combos like 5C(2) 632146C anywhere.

Gatling options: 6A, 6B, 2C, 3C, 5D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 3 (2) 12 -3 F
  • 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. Bear 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.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 9 3 12 +2 F
  • Mid range low poke that is plus on block, so it's great for blockstrings and pressure

Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.

With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.

Gatling options: 6A, 5B, 6B, 5C, 2C, 3C, 5D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
660 Mid 12 6 17+16L -20 B 10~15 H
  • Anti-air
  • Causes float on hit
  • Jump cancelable on hit and on block
  • Leaves Jubei airborne, allowing cancels into j.236D/j.214D

Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.

Gatling options: j.D, j.6D

6A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6A 36 3~12 Catch HBF
6A Attack 1200 Mid 9 4 14 +1 B 1~12 All
  • Guard Point Counter move.
  • Catches Head, Body and Foot strikes unless they are a low or an overhead.
  • On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.
  • If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.
  • Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them.
  • 50% P1 and Very Short starter 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. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.

Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably 632146C will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to 5A you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F 5A to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to 236B is a true block string into a low attack, that can also be converted into a combo off 6A if you have 50 heat to spend on 360A or a Rapid Cancel of your own.

Gatling options: None

6B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6B 36 3~12 Catch HBF
6B Attack 800×2 Low, Mid 9 3(3)3 19 -3 F, B 1~11 All
  • Counter move. Only catches strike property moves that also must be blocked low.
  • Fatal Counter
  • 90% P1 - Leads to much better damage than 6A

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.

If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.

Gatling options: None

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High 25 3 18 -2 B 7~27 FT
  • Forces crouching state on hit
  • Deals high hitstun

Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands. While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. 6C actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range.

With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after 236B>360A in the corner and after OD cancels.

Gatling options: 5D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550×2 Mid, Low 13 3(11)3 21 -5 F
  • Can be jump-canceled on both hits
  • First hit has decent vertical reach
  • Second hit is a low

Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that 2C cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.

The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from 3C and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.

3C(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.

Second hit launches slightly, allowing you to combo into and pick up after 236A in the corner without being in Lotus.

Gatling options: 5D

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×2 High/Air 8 2(6)2 14 H
  • Used for instant overheads
  • Fastest aerial with decent range and easy confirms
  • Jump-cancelable on block
  • Cancels into itself on hit

Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, j.A can easily be mashed into itself when performed high enough.

As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since 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 on some both hits will completely whiff.

Gatling options: j.A, j.D, j.6D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600x2 High/Air, All 10 2(6)3 18 H
  • Both hits can hit both sides
  • Good air-to-air
  • Jump-cancelable on block
  • CH on second hit causes untech until opponent hits the ground

Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good 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.

Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.

Gatling options: j.D, j.6D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700×2 High/Air 13 2(9)2 14 H
  • Decent air-to-air and air-to-ground
  • Jump-cancelable on block

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.

Gatling options: j.D, j.6D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High/Air 10 3 20+4L H
  • Hits both sides
  • Fast air poke with decent range
  • Not jump-cancelable on block

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. On grounded opponents, 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.

While not the best for confirms, its speed matches j.B's and it has even more horizontal reach than j.C while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.

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.

Gatling options: j.D, j.6D


Drive Moves

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 300, 880 Mid 18 10 {(24) 3} 30 {26} -9 B
5D OD 300, 880 Mid 14 10 {(24) 3} 30 {26} +2 B
  • Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
  • 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
  • Drags the opponent towards Jubei on block and on hit

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 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.

You can also use Jubei's 5D to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Normal 80 92×2 4
5D OD Normal 80 92×2 4

5D:

  • Values in {} occur on hit
  • Active frames of first hit end immediately on hit
  • Counterhit state for entire move
  • Cancellable into specials/CT/supers (not OD/EA) on hit 12 frames after second hit's first active frame
  • Second hit can only hit opponents in hit/blockstun
  • Maximum Slide duration 20F


5D OD:

  • Values in {} occur on hit/block
  • Active frames of first hit end immediately on hit/block
  • Counterhit state for entire move
  • Cancellable into specials/CT/supers (not OD/EA) on hit/block 12 frames after second hit's first active frame
  • Second hit can only hit opponents in hit/blockstun
  • Maximum Slide duration 20F

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 300, 880 All 16 Until L {(24) 3} 33 {26} H
j.D OD 300, 880 All 12 Until L {(24) 3} 33 {26} +2 H
  • Dive attack that goes all of the way to the ground from any height.
  • Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
  • 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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.D Normal 80 92×2 4
j.D OD Normal 80 92×2 4

j.D:

  • Values in {} occur on hit
  • Teleports to ground immediately on hit
  • Counterhit state for entire move
  • Special cancellable on hit 12 frames after second hit's first active frame
  • Second hit can only hit opponents in hit/blockstun
  • Maximum Slide duration 20F


j.D OD:

  • Values in {} occur on hit/block
  • Teleports to ground immediately on hit/block
  • Counterhit state for entire move
  • Special cancellable on hit/block 12 frames after second hit's first active frame
  • Second hit can only hit opponents in hit/blockstun
  • Maximum Slide duration 20F

j.6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.6D 300, 880 All 16 Until L {(24) 3} 33 {26} H
j.6D OD 300, 880 All 12 Until L {(24) 3} 33 {26} +2 H
  • Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
  • 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, 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 poke that is easy to confirm into, with the cost (or reward) of 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.6D'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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.6D Normal 80 92×2 4
j.6D OD Normal 80 92×2 4

j.6D:

  • Values in {} occur on hit
  • Teleports to ground immediately on hit
  • Counterhit state for entire move
  • Special cancellable on hit 12 frames after second hit's first active frame
  • Second hit can only hit opponents in hit/blockstun
  • Maximum Slide duration 20F


j.6D OD:

  • Values in {} occur on hit/block
  • Teleports to ground immediately on hit/block
  • Counterhit state for entire move
  • Special cancellable on hit/block 12 frames after second hit's first active frame
  • Second hit can only hit opponents in hit/blockstun
  • Maximum Slide duration 20F


Upgraded Drive Moves

Shiranui: Hagane

D~X after Fudō: Sharenjin (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550×4 All 23~48 [15~40] 10,10,10,10 13 H

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.

  • Hold up/down when selecting a path and the path will angle in that direction.
  • Button and direction can be held for easier execution, only the D-version has to be timed/mashed.
  • Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards.
  • Not pressing any button will result in Jubei using the standard 5D version instead.
  • Any hit from any version inflicts the Shiranui Mark.
  • Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.
  • During Overdrive, the move becomes special cancellable on hit or block after the last hit.
  • 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.

In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, 2C, 3C(1) and j.B can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.

Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(70) 7 3 23 T

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 500, 1000 Throw(70) 7 3 23 T
  • Grounds the opponent
  • Switches sides

Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 30 -14 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Causes hard knockdown on air hit

Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.

Somewhat pointless for crushing guards given that 632146[C] exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.

While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during 236B~236C oki pressure in the corner


Specials

Fissuring Slash (Rekkōzan)

236A (Air OK) or 236236A (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A / j.236A 600×2, 900 All 13 2(4)2(10)3 10+8L / Until L+8 -4 / - B / H
236236A / j.236236A 600×4, 900 All 13 2(4)2(4)2(7)4(13)3 16+14L / Until L+14 -16 / - B×4, H / H×5
  • The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.
  • Punishable on instant block
  • 236A is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off j.A instant overhead
  • 236236A is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei
  • When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)

Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The 236236A version has Jubei slashing 5 times and slamming the opponent down.

Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with 236236A to keep the pressure up and build heat so you can install and use the better version of this move.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236A / j.236A Long 80 94×3 3
236236A / j.236236A Long 80 94×5 3

236A / j.236A:

  • Can cancel into Immovable Object: Lotus on hit/block
  • Ground: Airborne on frame 34, recovery until landing, airborne recovery time can be altered by external forces
  • Air: Hold up/down to steer Jubei in that direction


236236A / j.236236A:

  • Can cancel into Immovable Object: Lotus on hit/block
  • Ground: Airborne from frame 43, recovery until landing, airborne recovery time can be altered by external forces
  • Air: Hold up/down to steer Jubei in that direction

Install Fissuring Slash (Rekkōzan) and Additional Attacks

236A then A for each Additional Attack (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236AA / j.236AA 600 All 8 3 17 -3 / - B / H
236AAA / j.236AAA 600 All 8 3 20 -6 / - B / H
236AAAA / j.236AAAA 600 All 8 3 20 -6 / - B / H
236AAAAA / j.236AAAAA 1200 All 9 3 Until L+9 (19+9L) (-14) / - H
  • Can be followed up for a total of 5 attacks on hit, block, and whiff.
  • Pressing A will followup with another swipe.
  • Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.
  • The first 4 attacks can be cancelled into the following specials. These specials will end the rekka:
    • 4B will cancel into Demon Fox
    • 6B will cancel into Shadow Wolf
    • 5C will cancel into Wild Lion
    • 646C will cancel into Black Panther
    • 6D/4D will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals
  • The air version can be shifted up and down like the non-install version.
  • The 5th and final attack is similar to the non-install 236A final attack
  • Air version startup is comparable to jump normals and in some cases is your best air to air attack.

Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular 236A.

During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.

While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely!

Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a 5B or dash 2B for an easy combo conversion!

As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.

Read the special move sections below for information on their "Fissuring Slash" versions.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236AA / j.236AA Long 80 94 3
236AAA / j.236AAA Long 80 94 3
236AAAA / j.236AAAA Long 80 94 3
236AAAAA / j.236AAAAA Long 80 89 3

236AA / j.236AA:

  • Can cancel into followups on hit/block, or frames 11~13 on whiff
  • Air: Hold up/down to steer Jubei in that direction


236AAA / j.236AAA:

  • Can cancel into followups on hit/block, or frames 11~13 on whiff
  • Air: Hold up/down to steer Jubei in that direction


236AAAA / j.236AAAA:

  • Can cancel into followups on hit/block, or frames 11~13 on whiff
  • Air: Hold up/down to steer Jubei in that direction


236AAAAA / j.236AAAAA:

  • Ground: Airborne from frame 3, recovery until landing, airborne recovery time can be altered by external forces
  • Normal airborne recovery time from 236AAAAA is 19F
  • Maximum Slide duration 10F

Fissuring Impact

5B after Fissuring Slash (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 12 4 Until L+12 (19+12L) (-18) / - H
  • Swipes the opponent upwards off the ground
  • Leaves Jubei in an airborne state
  • Available only in Immovable Object: Lotus
  • Not special cancelable with j.236D/j.214D

Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into 236C, j.236D/j.214D, and the A followup will always be the final slash of the rekka.

236B (shortcut 6B) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.

Form ONE: Shadow Wolf

236B or 6B during Fissuring Slash (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236B 950 Low/Air 13 2 26 -9 F
236A~6B 950 Low 13 / Until L+5 2 22 -5 F
  • Hits low
  • Very respectable range
  • If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.
  • Fatal Counter with a very high damage reward
  • On hit, cancels into 236C for Oki.
  • Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup

Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into 236C saves time that makes up for 236C's high startup.

Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.

While a low, as Jubei's overhead options later in strings are a little lacking and 236B itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool.

When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed 4B, Jubei has a high/low mixup that yields a combo with meter or counter hit.

Jubei is at least +13 after an immediate 236B>360A cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash 2B, or dash j.A as a quick instant overhead.

Form TWO: Demon Fox

214B (Air OK) or 4B during Fissuring Slash (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B 870 High/Air 25 3 9+10L -3 H
j.214B 870 High/Air 17 3 13+11L H
236A~4B 870 High/Air 17 3 Ground: 8+11L
Air: 12+11L
Ground: -3
Air: -
H
  • Overhead
  • Generally only combos off counterhit or with meter
  • Decent ender for air combos
  • Jumps over lows

Jubei jumps into the air and slashes overhead in a backwards arc. 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 leaves a 5 frame gap that many characters cannot exploit.

When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.

While j.214C is a better ender for air combos due to better frame advantage and damage, j.214B lands more reliably and avoids the possibility of side-switch.

If j.214B hits high enough on an opponent, Jubei can link this attack with 5B to pick up and continue a combo.

During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and 6B, Jubei has a high/low mixup that yields a combo with meter or counter hit.

Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214B Normal 80 92 4
j.214B Normal 80 92 4
236A~4B Normal 80 92 4

214B:

  • Can cancel into Immovable Object: Lotus on hit/block
  • Forces crouching on hit
  • Airborne from frame 9, recovery until landing
  • Maximum Slide duration 1F


j.214B:

  • Can only be used once per jump
  • Forces crouching on hit
  • Maximum Slide duration 1F


236A~4B:

  • Ground version: Airborne from frame 3
  • Forces crouching on hit
  • Maximum Slide duration 1F

Form THREE: Wild Lion

214C (Air OK) or C during Fissuring Slash (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214C / j.214C 300×N, 600 All Ground: 19
Air: 15
3,3×N(8)4 24 -11 H×N, B
236A~C 300×N 600 All Ground: 25
Air: 17 / 16
3,3×N(8)4 24 -11 H×N, B
  • Combo ender
  • All hits are mid
  • Go-to ender for air combos
  • Leaves Jubei fairly airborne allowing him to go over lows
  • Gains increased horizontal distance when used after command dash

Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.

j.214C is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as j.214C consistently hits when above or at an even level with opponents.

When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.

If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214C / j.214C Normal 100 79 3
236A~C Normal 100 79 3

214C / j.214C:

  • Can cancel into Immovable Object: Lotus on hit/block
  • Ground version: Airborne from frame 4


236A~C:

  • Ground version: Airborne from frame 7
  • Air version: Startup is 17 if done from j.236A or air A followup, 16 if done from (j.)236A~B followup

Form FOUR: Black Panther

632146C or 646C during Fissuring Slash (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146C 1100 [1600] All [Unblockable] 21 [48] 3 [1] 16+9L [23+9L] -7 B
236A~646C 1100 [1600] All [Unblockable] 21 [48] 3 [1] 16+9L [23+9L] -7 B
j.236A~646C 1100 [1600] All [Unblockable] Until L+5
[Until L+24]
3 [1] 16+9L [23+9L] -7 B
  • Fatal Counters
  • If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.
  • Becomes truly unblockable if charged for 30 frames
    • Guard breaks even if opponent barrier blocks
    • Has a just-frame if released at 30 frames. The Just-frame is comboable
    • Does not combo outside of just-frame and counter hit

Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.

In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit 5C, air hit 3C(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into 5C > 632146C or 5C(1 > 632146C if you use an A-starter.

As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the 236B > 236C ender.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146C Normal 90 [50] 94 5
236A~646C Normal 90 [50] 94 5
j.236A~646C Normal 90 [50] 94 5

632146C:

  • Fatal Counter
  • Can cancel into Immovable Object: Lotus on hit/block
  • Hold button to charge
  • Values in [] are for Max charge
  • Counterhit state during recovery
  • Airborne from active frames, recovery until landing


236A~646C:

  • Fatal Counter
  • Hold button to charge
  • Values in [] are for Max charge
  • Counterhit state during recovery


j.236A~646C:

  • Fatal Counter
  • Hold button to charge
  • Values in [] are for Max charge
  • Counterhit state during recovery

Rising Justice

236C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236C / j.236C 800 All 30 300 Total 53 / 61+3L 0 / - P1
  • Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it.
  • Lasts for 300F
  • Does not travel off the screen but instead just bounces in place against the wall.
  • Leaves Jubei in counterhit state during its lengthy startup
  • 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.

Divine Form

j.236D/j.214D or 6D/4D during Fissuring Slash (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.236D Total 23
236A~6D 25+5L
j.214D Total 23
236A~4D 31+5L
  • Can be used off certain grounded options that put Jubei in the air
  • Can be special canceled into off of any aerial on hit and block
  • Does not count as one of Jubei's jumps
  • Leaves Jubei in counterhit state until finished
  • Can pass through opponents

Essentially an extra airdash that can also be used on the ground and special cancelled into. Useful for all the reasons you think it has, extra evasion, closing in during some air and ground combos and crossups on demand.

Does not grant invulnerability and leaves Jubei in counterhit until completed so j.236D should be used with some caution during pressure or in neutral. If j.236D crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.

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).

When the opponent is completely cornered, if they respect Jubei's pressure j.236D becomes a stronger pressure option. When j.236D is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup.

Quick Dash

6, on landing from backdash

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Total 20

Unique forward dash when cancelling from backdash that's considerably faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.

From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: 5A, 2A, 2B, 3C, 214B, or 214C. These attacks will slide or even launch Jubei across the screen while attacking.

Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.

  • Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.

Run Through Opponent

Automatic while running near opponent

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Total 21 1~7 All

If Jubei has been running for over 7 frames, Jubei will dodge past his opponent and turn around with a fixed animation. Doing so ends the run with Jubei facing the opposite direction.

The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.

  • Can only be triggered from a normal run, not the quick command dash after a backdash
  • Will not trigger if you're holding 3 to run instead of 6
  • Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.

Running Jump

Any jump while running or during 44~6

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4

If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with j.A, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.

Distortion Drives

Twin Guardians: Mourning Shore

j.236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.236236D 1000, 200×N(, 200, 2500)
[1000, 200×N(, 200, 800×5)]
All 4+(76 Flash)+2 Until L 41 -21~23 H 1~(Until L) All
j.236236D Mark 1250, 200×N(, 200, 2500)
[1250, 200×N(, 200, 800×5)]
All 4+(76 Flash)+2 Until L 41 -21~23 H 1~(Until L) All
  • Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do.
  • If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.
  • Completely invulnerable from the start until recovery, but very punishable on block.
  • Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)
  • OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)

Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.236236D Long 80 84 5
j.236236D Mark Long 80 84

j.236236D:

  • Values in [] are during OD
  • Re-hits every 3 frames until landing
  • Only does landing hits on hit
  • Minimum Damage 20%: 700+40×N [1000+40×N]


j.236236D Mark:

  • Values in [] are during OD
  • Jubei appears above and behind opponent before attacking
  • Re-hits every 3 frames until landing
  • Only does landing hits on hit
  • Minimum Damage 20%: 750+40×N [1050+40×N]

Thousand Hands: Roaring Pillar

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236D 1000×2, 2000
[1000×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 B 12~24 P
236236D Mark 1250×2, 2000
[1250×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 B 12~24 P
  • General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.
  • If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.
  • Minimum damage (Marked): 800(900) OD: 1120(1220)

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. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D Long 80 84 5
236236D Mark Long 80 84 5

236236D:

  • Values in [] are during OD
  • Only does 1 hit on block
  • Crumple Duration 60F, Crumple Fall 53F
  • Minimum Damage 20%: 800 [1120]


236236D Mark:

  • Values in [] are during OD
  • Jubei appears behind opponent before attacking
  • Crumple Duration 60F, Crumple Fall 53F
  • Minimum Damage 20%: 900 [1220]

Immovable Object: Lotus

360A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4+(100 Flash)-2

Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.

Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like 236B and 214B can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.

In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.

  • Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.
  • This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.

Exceed Accel

Miroku: Spherical Illusion

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 1100×2
{600, 1100×2, 3000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with 5B. The short range means that it can be baited without much trouble.


Astral Heat

Asura: Thunderbird Rising

6321463214C when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 4300×9, 9000, 20000 All 4+(35 Flash)+7 3 83 -65 B 1~13 All
  • 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. Do be careful with the input however, as there is no leniency for skipping out directions.

Combos From

  • 5C (both hits)
  • 3C
  • 632146C (Just frame, air hit, and CH)
  • 2C (CH)


Colors

BBCF Jubei color 1.png
BBCF Jubei color 2.png
BBCF Jubei color 3.png
BBCF Jubei color 4.png
BBCF Jubei color 5.png
BBCF Jubei color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Jubei color 7.png
BBCF Jubei color 8.png
BBCF Jubei color 9.png
BBCF Jubei color 10.png
BBCF Jubei color 11.png
BBCF Jubei color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Jubei color 13.png
BBCF Jubei color 14.png
BBCF Jubei color 15.png
BBCF Jubei color 16.png
BBCF Jubei color 17.png
BBCF Jubei color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Jubei color 19.png
BBCF Jubei color 20.png
BBCF Jubei color 21.png
BBCF Jubei color 22.png
BBCF Jubei color 23.png
BBCF Jubei color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


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