Jubei |
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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 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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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5B
5B |
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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. |
5C
5C |
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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. |
2A
2A |
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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. |
2B
2B |
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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. |
2C
2C |
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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. |
6A
6A | Template:AttackDataHeader-BBCF |
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6B
6B | Template:AttackDataHeader-BBCF |
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6C
6C |
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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. |
3C
3C |
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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. |
j.A
j.A |
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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. |
j.B
j.B |
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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. |
j.C
j.C |
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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. |
j.2C
j.2C |
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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. |
Drive Moves
5D
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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. |
j.D
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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. |
j.6D
j.6D | Template:AttackDataHeader-BBCF | |||||
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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. |
Upgraded Drive Moves
Shiranui: Hagane D~X after Fudō: Sharenjin, Air OK |
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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.
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. 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. |
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
Fissuring Slash
Fissuring Slash (Rekkōzan) 236A or 236236A (Air OK) |
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Fissuring Slash Followup
Install Fissuring Slash (Rekkōzan) and Additional Attacks 236A then A for each Additional Attack (Air OK) |
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Launch
Launch (Fissuring Impact) B after Fissuring Slash (Air OK) |
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Form ONE: Shadow Wolf
Form ONE: Shadow Wolf 236B (6B during Fissuring Slash) |
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Form TWO: Demon Fox
Form TWO: Demon Fox 214B (4B during Fissuring Slash) (Air OK) |
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Form THREE: Wild Lion
Form THREE: Wild Lion 214C (C during Fissuring Slash) (Air OK) |
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Form FOUR: Black Panther
Form FOUR: Black Panther 632146C (646C during Fissuring Slash) |
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Divine Form
Divine Form j.236D/j.214D (6D/4D during Fissuring Slash) |
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Rising Justice
Rising Justice 236C (Air OK) |
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Distortion Drives
Thousand Hands: Roaring Pillar
Thousand Hands: Roaring Pillar 236236D |
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Twin Guardians: Mourning Shore
Twin Guardians: Mourning Shore j.236236D |
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Immovable Object: Lotus
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
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