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*Gatlings into 6A 6B 2C 6C | *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. Bare in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it. | |||
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*Counter move. Catches moves that aren't throws, lows, overheads or projectiles. | *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. | *On successful catch, follows up with an elbow smash that can be blocked. | ||
*50% P1 makes this move lead to mediocre damage. | |||
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Definitely not a move to throw out randomly due to its short active time and the sheer number of moves that just go around it. | 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. | ||
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|description= *Counter move. Only catches moves that ''must'' be blocked low. | |description= *Counter move. Only catches moves that ''must'' be blocked low. | ||
*Fatal Counter | *Fatal Counter | ||
*90% P1 - Leads to much better damage than 6A | |||
While potentially much more rewarding than 6A, but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's 2A won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit. | |||
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{{MoveData | {{MoveData | ||
|image=BBCF_Jubei_6C.png | |image=BBCF_Jubei_6C.png | ||
|caption= | |caption= Forces crouch and can fatal counter, for maximum hitstun. | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
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*7-27F Foot/Throw invulnerability | *7-27F Foot/Throw invulnerability | ||
*Forces crouching state on hit | *Forces crouching state on hit | ||
Jubei performs a small somersault and slashes down hard with his sword. A fairly nasty mixup tool given what it is invulnerable to while still being safe on block. | Jubei performs a small somersault and slashes down hard with his sword. A fairly nasty mixup tool given what it is invulnerable to while still being safe on block while leading to very good damage if it lands. | ||
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*Used for instant overheads | *Used for instant overheads | ||
*Fastest aerial with decent range and easy confirms | *Fastest aerial with decent range and easy confirms | ||
With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. As jumping from | With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. As crouching hurtboxes vary, when j.A is used as an instant overhead several characters will be hit by only the first hit of j.A (requiring 236A angled downwards to confirm off of) while some both hits will completely whiff. | ||
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|description= | |description= | ||
*Hits both sides | *Hits both sides | ||
Has a fairly wide hitbox | Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. Comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into. | ||
A good analogue to this move would be Hibiki's j.C as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's j.C is a strong general use tool while Jubei's j.2C is more of a situationally useful crossup and air poke due to its relatively fast startup and range. | 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. | ||
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|description= | |description= | ||
*Causes Shiranui Mark on hit | *Causes Shiranui Mark on hit | ||
*Jubei | *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 | ||
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames. | |||
Depending on if 5D hits or is blocked, the length that 5D travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options. | |||
With meter 5D moves can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. | |||
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|description= | |description= | ||
*Causes Shiranui Mark on hit | *Causes Shiranui Mark on hit | ||
*Special-cancelable on hit once Jubei's sword gleams | |||
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed | |||
Travels at a fairly steep angle compared to j.6D, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. | |||
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. | |||
When following up on block with a rapid cancel, due to j.D's long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. | |||
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|description= | |description= | ||
*Causes Shiranui Mark on hit | *Causes Shiranui Mark on hit | ||
*Special-cancelable on hit once Jubei's sword gleams | |||
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed | |||
Travels further horizontally than j.D, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent however, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a low-risk poke that is easy to confirm into, with the cost being positioning on block. | |||
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. | |||
When following up on block with a rapid cancel, due to j.D's long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. | |||
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|description= | |description= | ||
*Overhead | *Overhead | ||
Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into 360A, allowing Jubei to both combo and power up off a safe opener. On block, going for 360A after is mostly safe as it leaves a 5 frame gap. | |||
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*Functions as a risky crossup | *Functions as a risky crossup | ||
*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 enhanced dash | |||
A somewhat risky special to use in neutral and pressure as it is very unsafe and leaves Jubei close to his opponent. Cannot combo without meter (outside of certain combo routes?) so reward off it is not particularly high if the side-switch is not important. | A somewhat risky special to use in neutral and pressure as it is very unsafe and leaves Jubei close to his opponent. Cannot combo without meter (outside of certain combo routes?) so reward off it is not particularly high if the side-switch is not important. | ||
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|startup= |cancel= |active= |recovery= |frameAdv= |attribute= | |startup= |cancel= |active= |recovery= |frameAdv= |attribute= | ||
|description= | |description= | ||
* | *Can be used off certain grounded options that put Jubei in the air | ||
* | *Does not count as one of Jubei's jumps | ||
Offers Jubei some precise horizontal mobility in the air. Does not grant invulnerability so j.236D should be used with some caution during pressure or in neutral. If j.236D crosses over the opponent, aerial attacks autocorrect | |||
As moves like 2C and enhanced 236A leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure (j.236D) or safety (j.214D). | |||
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Revision as of 21:30, 25 September 2017
Jubei |
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Health: 11,000
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Overview
Placeholder
Drive: Shiranui
- Similar to Taokaka's drive, Jubei performs a fast dash at his opponent and slashes them on the way past.
- Hitting with a drive marks his opponent with a black crosshair for a few seconds, causing his Distortion drives to teleport behind his opponent before starting the attack.
Upgraded Drive: Shiranui Hagane
- After activating Fudō: Sharenjin, Jubei's drive is replaced with this upgraded version.
- Pressing D in this state will put Jubei in a state where he hovers in place briefly.
- Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button you pressed. Jubei will then perform a teleport dash attack between each one in order.
- Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players.
Overdrive: Rakan: Gorinkō
- Placeholder
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 two frames of hitstun.
- This does not affect his ability to block, Jubei must still block overhead and low attacks as normal.
- Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit if Jubei is standing.
- Attempting to crouch will not reduce Jubei's size any further. The only indication that jubei is crouching is that his stance is visually different.
- Jubei's running animation however places him exceptionally low to the ground, and can run underneath a surprising number of moves. Additionally, if Jubei runs into his opponent, he will cancel into a hop move that swaps sides with his opponent.
Pros/Strengths
- Great mobility which can be further enhanced by Fudō: Sharenjin.
- Strong mixup game with various ways to open people up.
- Short height allows him to low profile many moves, specially with dash.
- Solid pressure and okizeme.
Cons/Weaknesses
- Is always in crouching state, leaving him prone to extremely damaging combos at all times.
- Poor defensive options, with no real reversals.
- Damage is lackluster without spending meter.
- Heavily momentum based.
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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j.D
j.D |
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j.6D
j.6D |
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Upgraded Drive Moves
Shiranui Hagane D~X after Fudō: Sharenjin, Air OK |
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Universal Mechanics
Forward Throw
Forward Throw 5B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
???
Rekkōzan 236A or 236236A (Air OK) |
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???
Tsuika Kōgeki A after Rekkōzan (Air OK) |
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???
Uchiage B after Rekkōzan (Air OK) |
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???
Ichi no Kata: Kage Ōkami 236B (6B during Rekkōzan) |
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???
Ni no Kata: Oni Gitsune 214B (4B during Rekkōzan) (Air OK) |
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???
San no Kata: Ranjishi 214C (C during Rekkōzan) (Air OK) |
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???
Shi no Kata: Kuro Hyō 632146C (646C during Rekkōzan) |
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???
Shitenjin j.236D/j.214D (6D/4D during Rekkōzan) |
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???
Gishōkyū 236C (Air OK) |
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Distortion Drives
???
Senju: Todoroki Setsura 236236D |
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???
Niō: Kigantotsu j.236236D |
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???
Fudō: Sharenjin 360A |
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Exceed Accel
Miroku: Rinshunrō ABCD during Overdrive |
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Astral Heat
Ashura: Hōrai Burenshō 6321463214C |
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External References
- Japanese Name: 獣兵衛
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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- 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 •
Gauges •
Misc •