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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. | 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. | ||
*All standing hits against him are considered crouching hits, thus incurring an additional | *All standing hits against him are considered crouching hits, thus incurring an additional two frames of hitstun. | ||
*Does not affect his ability to block, Jubei must still block overhead and low attacks as normal. | *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 standing Jubei. | *Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit standing Jubei. |
Revision as of 07:29, 13 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Videos |
Lore: | Mitsuyoshi, also known as One-Eyed Twin Lotus, and more famously as Jūbei (both names being taken from the historical Yagyū 'Jūbei/Jūbē' Mitsuyoshi), 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. |
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.
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.
- Drive moves have faster startup.
- Single-use limit on upgraded Drive attacks removed.
- Non-upgraded drives trigger the second hit on block as well as hit, making them safe on block and adding the Shiranui Mark.
- Improved damage to Distortion Drives in line with other characters.
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.
- All standing hits against him are considered crouching hits, thus incurring an additional two frames of hitstun.
- 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 standing Jubei.
- Jubei's crouch only slightly reduce 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.
- 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 has a few other unique movement tricks that give him great ways to move around the opponent.
- 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.
- Additionally, Jubei can input 9 while running to hop 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 slide 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.
Normal Moves
5A | Template:AttackDataHeader-BBCF |
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5B | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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j.2C | Template:AttackDataHeader-BBCF |
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Drive Moves
5D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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j.6D | Template:AttackDataHeader-BBCF |
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Upgraded Drive Moves
Shiranui: Hagane D~X after Fudō: Sharenjin, Air OK |
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Universal Mechanics
Forward Throw 5B+C |
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Back Throw 4B+C |
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Air Throw j.B+C |
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Counter Assault 6A+B during blockstun |
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Crush Trigger 5A+B |
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Specials
Fissuring Slash (Rekkōzan) 236A or 236236A (Air OK) |
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Install Fissuring Slash (Rekkōzan) and Additional Attacks 236A then A for each Additional Attack (Air OK) |
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Launch (Fissuring Impact) B after Fissuring Slash (Air OK) |
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Form ONE: Shadow Wolf 236B (6B during Fissuring Slash) |
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Form TWO: Demon Fox 214B (4B during Fissuring Slash) (Air OK) |
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Form THREE: Wild Lion 214C (C during Fissuring Slash) (Air OK) |
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Form FOUR: Black Panther 632146C (646C during Fissuring Slash) |
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Divine Form j.236D/j.214D (6D/4D during Fissuring Slash) |
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Rising Justice 236C (Air OK) |
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Distortion Drives
Thousand Hands: Roaring Pillar 236236D |
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Twin Guardians: Mourning Shore j.236236D |
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Immovable Object: Lotus 360A |
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Exceed Accel
Miroku: Spherical Illusion ABCD during Overdrive |
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Astral Heat
Asura: Thunderbird Rising 6321463214C |
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External References
- Japanese Name: 獣兵衛
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
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Misc •