BBCF/Jubei: Difference between revisions

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*This does not affect his ability to block, Jubei must still block overhead and low attacks as normal.
*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.
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit if Jubei is standing.
*Attempting to crouch will not reduce Jubei's size any further. The only indication that jubei is crouching is that his stance is visually different.
*Jubei's 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===
===Let's Dash! Under, Through, Into Short Hop, Command Quick Dash, and also Dash Momentum with Attacks and Super Jumps===
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.  
*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.
*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. The hops duration is 21 frames, frames 1-7 are invulnerable. Must run for 7 frames before available.
*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.
*While risky, due how low to the ground his dash is and his ability to run through opponents, used wisely dashing forward can sometimes escape pressure and swap places with opponents in the corner. Make people regret jump cancels during pressure!
*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 performing any run to hop only a short distance off the ground, allowing easy instant overhead pressure with his j.A and pressure from jumping attacks.
*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.
*Jubei has a 'quick dash' command dash that can be activated by back stepping then hitting forward in any direction.
*These movement options all used together make Jubei an extremely mobile character in the right hands.
*Jubei can input anything during the quick dash except he cannot block normally. He can however, Barrier Block and it will maintain his momentum, sliding him forwarding to effectively and safely advance.
*During Jubei's quick dash the following attacks also keep most of the forward momentum: 5A, 2A, 2B, 3C, 214B, or 214C. These attacks will sliding or even launch Jubei across the screen while attacking.
*Quick dash momentum can also greatly extend the range of his super jump. 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.
*Jubei also has two command air dash special moves (j.236D and j.214D) to help keep opponents guessing, retreat to safety, or force whiffed anti-airs. Though they are Counter Hit status while active.
*These movement options all used together make Jubei an extremely mobile and slippery character in the right hands.


===Strengths/Weaknesses===
===Strengths/Weaknesses===
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| style="width: 50%;"|
| style="width: 50%;"|
*Great mobility which can be further enhanced by Fudō: Sharenjin.
*Great mobility which can be further enhanced by Fudō: Sharenjin.
*Amazing ability to whiff punish with drive attacks or quickly dashing
*Toolkit includes a strong mixup game with various ways to open people up. Has access to ground and air crossups.
*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.
*Short height during dash allows him to low profile certain attacks and many projectiles.
*Solid pressure and okizeme.
*Solid stagger and mixup based pressure and okizeme.
| style="width: 50%;"|
| style="width: 50%;"|
*Is always in crouching state, leaving him vulnerable to high damaging crouch-specific combos at all times.
*Is always in crouching state, leaving him vulnerable to high damaging crouch-specific combos at all times.
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*Damage is lackluster without install confirms or being in install state.
*Damage is lackluster without install confirms or being in install state.
*Heavily momentum based.
*Heavily momentum based.
*Easily outranged by most of the cast.
*Without freedom to move, his normals are out ranged by most of the cast.
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*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
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  |startup=9 |cancel=SOR |active=4 |recovery=14 |frameAdv=+1 |attribute=B
  |startup=9 |cancel=SOR |active=4 |recovery=14 |frameAdv=+1 |attribute=B
  |description=  
  |description=  
*Counter move. Catches moves that aren't throws, lows, overheads or projectiles.
*Gaurd Point 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.
*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 makes this move lead to mediocre damage.
*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.
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.
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 FCH 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.
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====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBCF_Jubei_j.C.png |caption=
|image=BBCF_Jubei_j.C.png |caption= Sho Minazuki j.B is back!
|name=j.C
|name=j.C
|data=
|data=
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{{MoveData
{{MoveData
|image=BBCF_Jubei_jD.png
|image=BBCF_Jubei_jD.png
|name=j.D |caption=
|name=j.D |caption= Whiff punish below you
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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{{MoveData
{{MoveData
|image=BBCF_Jubei_j.6D.png
|image=BBCF_Jubei_j.6D.png
|name=j.6D |caption=
|name=j.6D |caption= Whiff punish if they even just breath
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |startup=13 |cancel=R |active=3 |recovery=30 |frameAdv=-14 |attribute=B
  |startup=13 |cancel=R |active=3 |recovery=30 |frameAdv=-14 |attribute=B
  |description=
  |description=
*Can be useful to disupt blockstrings and get 236C out before they realise they've lost momentum.
*Can be useful to disrupt blockstrings and get 236C out before they realize they've lost momentum.
*Similar to Jubei 5B, Jubei will move forward a step. An opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.
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{{MoveData
{{MoveData
|input=5A+B
|input=5A+B
|image=BBCF_Jubei_Crush_Trigger.png |caption=
|image=BBCF_Jubei_Crush_Trigger.png |caption= Atleast it looks cool?
|name=Crush Trigger
|name=Crush Trigger
|data=
|data=
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  |level=3 |attribute=B |startup=30~61 |active=1 |recovery=25 |frameAdv=±0 |invul= |description=
  |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.
*Somewhat pointless given that 632146[C] exists which costs no heat and will even penetrate barrier guard.
*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 corner 236B~236C oki pressure in the corner
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|image=BBCF_Jubei_FissuringSlash.png |caption=Fury Swipes hit 3 time(s)!
|image=BBCF_Jubei_FissuringSlash.png |caption=Fury Swipes hit 3 time(s)!
|image2=BBCF_Jubei_FissuringSlash2.png |caption2=
|image2=BBCF_Jubei_FissuringSlash2.png |caption2=
|name=Fissuring Slash
|name=Fissuring Slash (Rekkōzan)
|input= 236A or 236236A (Air OK)
|input= 236A or 236236A (Air OK)
|data=
|data=
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  |startup=13 |active=2(4)2(4)2(7)4(13)3 |recovery=18+14L |frameAdv=-16 |blockstun= |invul= |
  |startup=13 |active=2(4)2(4)2(7)4(13)3 |recovery=18+14L |frameAdv=-16 |blockstun= |invul= |
  |description=  
  |description=  
*When in install, cancelable into various special moves that use a special shorter input (see below for the specifics)
*Quick horizontal forward moving Berserker Barrage style attack
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.
*Can direct the swipe up or down by holding any up or down direction during the attack
*If the final hit of 236A is instant blocked, most of the cast will punish you.
*236A/j.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)


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.
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.
 
If it is not instant blocked, you take a risk and follow this with 6A to parry your opponent's answer back, but if they have a 6 frame startup 5A that hits Jubei, you better hope they don't know to use it or you'll be counter hit for your trouble!
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====== <font style="visibility:hidden" size="0">Fissuring Slash Followup</font> ======
====== <font style="visibility:hidden" size="0">Fissuring Slash Followup</font> ======
{{MoveData
{{MoveData
|image=BBCF_Jubei_FissuringSlash.png |caption=Build-A-236A Workshop
|image=BBCF_Jubei_FissuringSlash.png |caption= Tsuika Kōgeki is Japanese For Additional Attack
|name=Fissuring Slash Followup
|name=Install Fissuring Slash (Rekkōzan) and Additional Attacks
|input= A after Fissuring Slash (Air OK)
|input= 236A then A for each Additional Attack (Air OK)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |startup=9 |cancel= |active=3 |recovery=Until L+9 |frameAdv= |attribute=H
  |startup=9 |cancel= |active=3 |recovery=Until L+9 |frameAdv= |attribute=H
  |description=
  |description=
*Can be used up to 5 times
*Can be used for a total of 5 attacks by pressing A 4 times after doing 236A (the 236A or j.236A are the first attack, then 4 more)
*On the final hit it does a big swipe that cannot be followed up
*The first 4 attacks can be cancelled into various other follow ups: 5B / 4B / 6B / 5C / 646C
*Can be special-canceled into j.236D/j.214D
*The first 4 attacks can also be special-canceled into j.236D/j.214D (even on the ground) by pressing 6D or 4D to cross through opponents, reset pressure, retreat, or avoid reversals
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.
*The first 4 attacks can be directed up or down by holding any up or down direction
*The 5th and final attack, it does a big finisher swipe that blows opponent back. This attack wall bounces in the corner for easy conversions, but is highly punishable on block and cannot be followed up further.
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.


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.
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. During install, Fissuring Slash ("Rekkōzan") now grants Jubei great freedom compared to how it is before you activate Jubei's install. As Jubei can now 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.


Jubei can perform Rekkōzan followups on all but the 5th Tsuika Kōgeki so be wary about performing the final version.
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! Resetting back again into stagger normals, instant overheads, other mix up tools, throws, and/or looping into Fissuring Slash and Additional Attacks and other follow ups all over again.
 
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 for a special move. Due to how fast it moves Jubei forward you might catch an opponent off guard trying to set themselves up in the air and not expecting you to suddenly be right on top of them.  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!
 
Jubei can perform other special move followups on all but the 5th Additional Attack, so be wary about performing the final version.
 
As a final important use, this can be used to stall in the air by holding upward and doing all but 5th attack so you have no landing recovery.
 
Read the special move sections below for information on their "Fissuring Slash" versions
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  |version=Air Fissuring Slash (j.6B) |damage=950 |starter= |guard=
  |version=Air Fissuring Slash (j.6B) |damage=950 |starter= |guard=
  |startup=Until L+?? |cancel= |active=2 |recovery=22 |frameAdv=-5 |attribute=F
  |startup=Until L+?? |cancel= |active=2 |recovery=22 |frameAdv=-5 |attribute=F
  |description=*Low
  |description=
*Fatal Counter
*Low
*Used for setting up oki with 236C
*Very respectable range
*Very respectable range
*Fatal Counter with a very high damage reward
*Used for setting up oki with 236C when ending a combo
*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.
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 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 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, 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 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 cannot be delayed long enough to frame trap opponents, but it can be used directly after Fissuring Slash into Launch for this purpose. From Fissuring Slash into 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.
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.
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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 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.


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.
During 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.
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====== <font style="visibility:hidden" size="0">Form THREE: Wild Lion</font> ======
====== <font style="visibility:hidden" size="0">Form THREE: Wild Lion</font> ======
{{MoveData
{{MoveData
|image=BBCF_Jubei_WildLion.png |caption=Pleasehitpleasehitpleasehit
|image=BBCF_Jubei_WildLion.png |caption= Tactical and elegant strikes
|name=Form THREE: Wild Lion
|name=Form THREE: Wild Lion
|input= 214C (C during Fissuring Slash) (Air OK)  
|input= 214C (C during Fissuring Slash) (Air OK)  
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*Fatal Counters
*Fatal Counters
*Becomes unblockable if charged for 30 frames
*Becomes unblockable if charged for 30 frames
*Required counterhit or meter to combo with
*Required counter hit, meter, or to just-frame unblockable release to combo with
*Guard breaks
*Unblockable will guard break even if opponent barrier blocks
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.  
Performing this move in low height air juggles, generally after 5C, 3C(1) or Launch, 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.  


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 you meterless combos from an unblockable attack! It has uses in corner okizeme situations because of this, from the 236B>236C ender.
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*Absurdly short startup and recovery time, basically impossible for your opponent to stuff.
*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.
*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.
*Can use the activation in neutral or on the opponent's wakeup to pause the match, see what your opponent is doing and counter what the opponent may have committed to doing
*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.
*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.
*Due to how effective non-install 5D, j.5D and j.6D are versus some character match ups, it may not always be a good idea to activate this install.
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Revision as of 15:53, 19 October 2018

Jubei
BBCF Jubei Portrait.png

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:


Play-style
Rushdown, Pressure, Mixup

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.

Drive: Shiranui

  • 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 a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button you pressed. Jubei will then perform a teleport dash attack between each one in order.
  • Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players.
  • 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.

Overdrive: Rakan: Gorinkō

  • Drive moves gain faster startup.
  • Single-use limit on installed Drive attacks removed for Overdrive duration.
  • 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

  • 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

Let's Dash! Under, Through, Into Short Hop, Command Quick Dash, and also Dash Momentum with Attacks and Super Jumps

  • 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. The hops duration is 21 frames, frames 1-7 are invulnerable. Must run for 7 frames before available.
  • While risky, due how low to the ground his dash is and his ability to run through opponents, used wisely dashing forward can sometimes escape pressure and swap places with opponents in the corner. Make people regret jump cancels during pressure!
  • Additionally, Jubei can input 9 while performing any run to hop only a short distance off the ground, allowing easy instant overhead pressure with his j.A and pressure from jumping attacks.
  • Jubei has a 'quick dash' command dash that can be activated by back stepping then hitting forward in any direction.
  • Jubei can input anything during the quick dash except he cannot block normally. He can however, Barrier Block and it will maintain his momentum, sliding him forwarding to effectively and safely advance.
  • During Jubei's quick dash the following attacks also keep most of the forward momentum: 5A, 2A, 2B, 3C, 214B, or 214C. These attacks will sliding or even launch Jubei across the screen while attacking.
  • Quick dash momentum can also greatly extend the range of his super jump. 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.
  • Jubei also has two command air dash special moves (j.236D and j.214D) to help keep opponents guessing, retreat to safety, or force whiffed anti-airs. Though they are Counter Hit status while active.
  • These movement options all used together make Jubei an extremely mobile and slippery character in the right hands.

Strengths/Weaknesses

Strengths Weaknesses
  • Great mobility which can be further enhanced by Fudō: Sharenjin.
  • Amazing ability to whiff punish with drive attacks or quickly dashing
  • 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 stagger and mixup based pressure and okizeme.
  • 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.
  • Without freedom to move, his normals are out ranged by most of the cast.

Template:CharLinks-BBCF

Normal Moves

5A
5A
BBCF Jubei 5A.png
Paw paw paw!
300 All 6 2 13 - B -
5B
5B
BBCF Jubei 5B.png
Quasi Anti-air move
500 - 8 3 16 - B -
5C
5C
BBCF Jubei 5C.png
Two swords, two strikes
570*2 HL 12 3(8)3 19 - B -
2A
2A
BBCF Jubei 2A.png
Tail tail tail!
300 All 7 3 13 - F -
2B
2B
BBCF Jubei 2B.png
Stubbed the Black Beast's toe
550 Low 9 3 12 - F -
2C
2C
BBCF Jubei 2C.png
For fans of Santoryu
660 Mid 12 6 17+16L - B -
6A
6A
BBCF Jubei 6A.png
Talk to the hand
3 10 24 - - 1200 Mid 9 4 14 - B -
6B
6B
BBCF Jubei 6B.png
I hope you know what you're doing when you press this
3 10 24 - - 800*2 Low, ALl 9 3(3)3 19 - F -
6C
6C
BBCF Jubei 6C.png
For fans of Yontoryu
800 High 25 3 18 - B -
3C
3C
BBCF Jubei 3C.png
Great at snipping feet
550*2 Mid, Low 13 3(11)3 21 - B, F -
j.A
j.A
BBCF Jubei j.A.png
Look at those pads!
300*2 High/Air 8 2(6)2 14 - H -
j.B
j.B
BBCF Jubei j.B.png
The calisthenics of a hero
600*2 High/Air 10 2(6)3 18 - H -
j.C
j.C
BBCF Jubei j.C.png
Sho Minazuki j.B is back!
700*2 High/Air 13 2(9)2 14 - H -
j.2C
j.2C
BBCF Jubei j.2C.png
Back and face scratcher
800 High/Air 10 3 20 - H -


Drive Moves

5D
5D
BBCF Jubei 5D.png
You can't see heroes
300,880 Mid 18 10 30 - B, P - 300,880 Mid 14 10 30 - B, P -
j.D
j.D
BBCF Jubei jD.png
Whiff punish below you
300,880 Mid 16 Until L 33 - H, P - 300,880 Mid 12 Until L 33 - H, P -
j.6D
j.6D Whiff punish if they even just breath
300,880 All 16 Until L 33 - H, P - 300,880 All 12 Until L 33 - H, P -


Upgraded Drive Moves

Shiranui Hagane
D~X after Fudō: Sharenjin, Air OK
BBCF Jubei 5D2.png
BBCF Jubei 5D2PathAB.png
A and B paths
BBCF Jubei 5D2PathCD.png
C and D paths
550*4 All 20-48 10, 10, 10, 10 17 - D* -

Universal Mechanics

Forward Throw
Forward Throw
5B+C
BBCF Jubei GroundThrow.png
The claw wave goes this way
0*2, 1500 Throw 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCF Jubei BackThrow.png
Wait, no, this way's better
0, 1500 Throw 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCF Jubei AirThrow.png
0, 1500 Throw 7 3 23 - T -
Counter Assault
Counter Assault
6A+B during blockstun
BBCF Jubei 5B.png
0 All 13 3 30 - B -
Crush Trigger
Crush Trigger
5A+B
BBCF Jubei Crush Trigger.png
Atleast it looks cool?
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Specials

Fissuring Slash
Fissuring Slash (Rekkōzan)
236A or 236236A (Air OK)
BBCF Jubei FissuringSlash.png
Fury Swipes hit 3 time(s)!
BBCF Jubei FissuringSlash2.png
600*2, 900 13 2(4)2(10)3 11+7L - - - 600*4, 900 13 2(4)2(4)2(7)4(13)3 18+14L - - -
Fissuring Slash Followup
Install Fissuring Slash (Rekkōzan) and Additional Attacks
236A then A for each Additional Attack (Air OK)
BBCF Jubei FissuringSlash.png
Tsuika Kōgeki is Japanese For Additional Attack
600 13 3 17 - B - 600 8 3 17 - B - 600 8 3 20 - B - 1200 9 3 23+9L - H - 600 11 3 17 - H - 600 8 3 17 - H - 600 8 3 20 - H - 1200 9 3 Until L+9 - H -
Launch
Launch
B after Fissuring Slash (Air OK)
BBCF Jubei FissuringImpact.png
Surfing up the claw wave
800 12 4 19+12L - H - 800 12 4 Until L+12 - H -
Form ONE: Shadow Wolf
Form ONE: Shadow Wolf
236B (6B during Fissuring Slash)
BBCF Jubei ShadowWolf.png
Grandpa says no mashing
950 13 2 26 - F - 950 13 2 22 - F - 950 Until L+?? 2 22 - F -
Form TWO: Demon Fox
Form TWO: Demon Fox
214B (4B during Fissuring Slash) (Air OK)
BBCF Jubei DemonFox.png
GRANDPA SAID NO MASHING
870 25 - H - 870 15 3 12+11L - H -
Form THREE: Wild Lion
Form THREE: Wild Lion
214C (C during Fissuring Slash) (Air OK)
BBCF Jubei WildLion.png
Tactical and elegant strikes
300*N, 600 Ground: 16
Air: 15
6,3*n(8)4 24 - H*N, B - 300*N, 600 19 6,3*n(8)4 24 - H*N, B -
Form FOUR: Black Panther
Form FOUR: Black Panther
632146C (646C during Fissuring Slash)
BBCF Jubei BlackPanther.png
X marks the unblockable fatal
1100 All 21 3 12+L - B - 1600 Unblockable 3 12+L - B -
Divine Form
Divine Form
j.236D/j.214D (6D/4D during Fissuring Slash)
BBCF Jubei DivineForm.png
As free as a cat now
23 - - Forward: 25+5L
Back: 31+5L
- -
Rising Justice
Rising Justice
236C (Air OK)
BBCF Jubei RisingJustice.png
The little fireball that could
800 30 300 Total 53 - P1* - 800 30 300 Total 61+3L - P1* -


Distortion Drives

Thousand Hands: Roaring Pillar
Thousand Hands: Roaring Pillar
236236D
BBCF Jubei RoaringPillar.png
X marks the punish
1000*2, 2000 12+1 12 39 - B - 1250*2, 2400 12+1 12 39 - B - 1000*2, 400*9 12+1 12 39 - B - 1250*2, 400*9 12+1 12 39 - B -
Twin Guardians: Mourning Shore
Twin Guardians: Mourning Shore
j.236236D
BBCF Jubei MourningShore.png
Bladed Calligraphy
1000, 200*n, 2500 4+1 until landing 40 - H - 1250, 200*n, 2500 4+1 until landing 40 - H - 1000, 200*n, 800*5 4+1 until landing 40 - H - 1250, 200*n, 800*5 4+1 until landing 40 - H -
Immovable Object: Lotus
Immovable Object: Lotus
360A
BBCF Jubei Lotus.png
TIME TO GO HA.. I MEAN FISH
3+0 1 - -

Exceed Accel

Miroku: Spherical Illusion
ABCD during Overdrive
BBCF Jubei MirokuSphericalIllusion.png
600, 1100*2 All Fast: 10
Slow: 20
3 34 - B - 600, 1100*2, 3000 All Fast: 10
Slow: 20
3 34 - B -


Astral Heat

Asura: Thunderbird Rising
6321463214C
BBCF Jubei AH.png
「STAND UNRIVALED」
BBCF Jubei AH3.png
63400 (DESTROY) 4+7 3 83 - B -


External References



Template:CharLinks-BBCF