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Line 437: |
Line 437: |
| *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. |
| *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. |
| *After use, Jubei cannot use this move again unless he has touched the ground at least once.
| |
|
| |
|
| 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, 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. |
Jubei
|
|
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 (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. 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
5B
5C
5C
Two swords, two strikes
|
570*2
|
HL
|
12
|
3(8)3
|
19
|
-
|
B
|
-
|
|
2A
2B
2B
Stubbed the Black Beast's toe
|
|
2C
2C
For fans of Santoryu
|
660
|
Mid
|
12
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6
|
17+16L
|
-
|
B
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-
|
|
6A
6A
Talk to the hand
|
|
|
3
|
10
|
24
|
-
|
|
-
|
1200
|
Mid
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9
|
4
|
14
|
-
|
B
|
-
|
|
6B
6B
I hope you know what you're doing when you press this
|
|
|
3
|
10
|
24
|
-
|
|
-
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800*2
|
Low, ALl
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9
|
3(3)3
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19
|
-
|
F
|
-
|
|
6C
3C
3C
Great at snipping feet
|
550*2
|
Mid, Low
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13
|
3(11)3
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21
|
-
|
B, F
|
-
|
|
j.A
j.A
Look at those pads!
|
300*2
|
High/Air
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8
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2(6)2
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14
|
-
|
H
|
-
|
|
j.B
j.B
The calisthenics of a hero
|
600*2
|
High/Air
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10
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2(6)3
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18
|
-
|
H
|
-
|
|
j.C
j.C
Sho Minazuki j.B is back!
|
700*2
|
High/Air
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13
|
2(9)2
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14
|
-
|
H
|
-
|
|
j.2C
j.2C
Back and face scratcher
|
800
|
High/Air
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10
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3
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20
|
-
|
H
|
-
|
|
Drive Moves
5D
5D
You can't see heroes
|
300,880
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Mid
|
18
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10
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30
|
-
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B, P
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-
|
300,880
|
Mid
|
14
|
10
|
30
|
-
|
B, P
|
-
|
|
j.D
j.D
Whiff punish below you
|
300,880
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Mid
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16
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Until L
|
33
|
-
|
H, P
|
-
|
300,880
|
Mid
|
12
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Until L
|
33
|
-
|
H, P
|
-
|
|
j.6D
j.6D
Whiff punish if they even just breathe
|
300,880
|
All
|
16
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Until L
|
33
|
-
|
H, P
|
-
|
300,880
|
All
|
12
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Until L
|
33
|
-
|
H, P
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-
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|
Upgraded Drive Moves
Shiranui: Hagane D~X after Fudō: Sharenjin, Air OK
A and B paths C and D paths
|
550*4
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All
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20-48
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10, 10, 10, 10
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17
|
-
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D*
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-
|
|
Universal Mechanics
Forward Throw
Forward Throw 5B+C
The claw wave goes this way
|
0*2, 1500
|
Throw
|
7
|
3
|
23
|
-
|
T
|
-
|
|
Back Throw
Back Throw 4B+C
Wait, no, this way's better
|
0, 1500
|
Throw
|
7
|
3
|
23
|
-
|
T
|
-
|
|
Air Throw
Air Throw j.B+C
|
0, 1500
|
Throw
|
7
|
3
|
23
|
-
|
T
|
-
|
|
Counter Assault
Counter Assault 6A+B during blockstun
|
|
Crush Trigger
Crush Trigger 5A+B
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)
Fury Swipes hit 3 time(s)!
|
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)
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 (Fissuring Impact) B after Fissuring Slash (Air OK)
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)
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)
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)
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)
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)
As free as a cat now
|
|
|
|
|
23
|
-
|
|
-
|
|
|
|
|
Forward: 25+5L Back: 31+5L
|
-
|
|
-
|
|
Rising Justice
Rising Justice 236C (Air OK)
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
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
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
TIME TO GO HA.. I MEAN FISH
|
|
Exceed Accel
Miroku: Spherical Illusion ABCD during Overdrive
|
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
「STAND UNRIVALED」
|
63400 (DESTROY)
|
|
4+7
|
3
|
83
|
-
|
B
|
-
|
|
External References