BBTag/Jubei

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Overview[edit]
Overview

"You managed to keep up with me... Impressive, kid."
Lore:Jubei, formerly known as Mitsuyoshi (both names being taken from the historical Yagyu 'Jubei/Jubeh' Mitsuyoshi), and also nicknamed the One-Eyed Lotus, is one of the Six Heroes who fought in the Dark War against the Black Beast, and is the wielder of the Nox Nyctores "Mucro Somnio: Musashi." He is a cat-type beastkin, being the progenitor of the Kaka, a species created from Jubei's genes by the government to combat the Black Beast. Jubei was also the husband of Nine the Phantom - the talented mage of the Six Heroes - and is the father of Kokonoe. Incredibly wise, and a fearsome warrior, Jubei has mentored and apprenticed Ragna the Bloodedge, Jin Kisaragi, and Platinum the Trinity during his "retirement." After Nine is resurrected by Yuuki Terumi as a mindless, yet powerful, servant, Jubei raises his legendary weapon once more to hunt down and put to rest his former beloved.
Playstyle
Pros Cons
  • Many varied mobility options including his unique command dash and shiranui trickery
  • His basic run can even go under certain attacks
  • High damage
  • Overall short range
Command Dash, Short Hop, and Sneak Behind

These movement options all used together make Jubei an extremely mobile character in the right hands.

  • Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.
  • Jubei has a quick dash that can be activated by backstepping then holding forward (denoted by 446).
  • Jubei can input anything during the command dash except normal blocking, allowing him to do attacks with lots of forward momentum.
  • Jubei has a 66 command (Sneak Behind) that can cross up the opponent and has projectile invincibility

Normal Moves[edit]

4A[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1200 All 7 3 16 -2 -
5AA 900*2 All 11 4(8)3 19 -5 -
5AAA 1700 All 17 3 23 - -
5AAAA 1700*2 All 12 10 30 -9 -

[edit]

  • Jump, special, normal cancellable
  • Throw cancellable

5A's a fast close-range forward-moving autocombo starter. This is a versatile tool in pressure since it's only -2 and Jubei has basically all of his options available to him afterwards. Press in scrambles up close, to reset pressure with microdash A, or whenever you can run up to someone's face.


  • Special, normal cancellable
  • Throw cancellable (but will always whiff, unless it catches pushblock)
  • Jump cancellable on hit

5AA is a pressure and confirm filler. All of Jubei's two-hit autocombo normals have increased hitstun on both hits if the first one counterhits, making CH confirms very easy. They also count as having hit if any one of the two hits connects, so if the first hit gets pushblocked, Jubei still has access to reactive 236B+C to deal with his opponent attempting to whiff punish 5AA with their own super.


  • Special, normal cancellable

5AAA is a combo stabilizer. Not an overhead(!). You can use it during juggles to confirm into 2C since it brings the opponent to the ground.


  • Uncancelable autocombo ender
  • Second hit only comes out on hit

5AAAA switches sides on hit and on block, which allows for easy cross combo setups similar to what Ruby has. If you're not trying to set up a cross combo, don't press this button.

5B[edit]

Fissuring Slash/Rekkouzan

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1200*2 All 13 3(7)3 16 -4 -
5BB 1200*2 All 8 3(7)3 20 -8 -
5BBB 1700 All 9 3 22+9L -15 -

[edit]

  • Special and whiff cancelable into all grounded specials and supers, on both hits.
  • Can be canceled into his grounded special moves by pressing 4+A/B/C or 6+A/B/C
  • Some specials have faster startup when canceled into from this move

Jubei's classic Fissuring Slash, AKA Rekkouzan, is now his 5B. It's still a core part of his gameplan, with neutral, pressure and confirm uses, and it's even safe on block. Due to it canceling into his other specials, it is also a telegraphed but deadly mixup point, especially since the overhead (4+A/4+C) becomes faster when canceled into from 5B. Keep in mind that he can't convert from most of his mixup options without an assist.


  • Special and whiff cancelable into all grounded specials and supers, on both hits.
  • Can be canceled into his grounded special moves by pressing 4+A/B/C or 6+A/B/C
  • Some specials have faster startup when canceled into from this move

Very similar to the first 5B, but more negative on block. Can be used in confirms to put you closer than a single 5B would, or in pressure to frametrap and keep all your mixup options.


  • Launches
  • Guaranteed knockdown ender off 5BB

B Autocombo ender. The 5B chain in general is very stable, and connects cleanly even at high prorations, so 5BBB knockdown is one of the common knockdowns Jubei gets. While it's not a great knockdown outside of the corner, his combos have enough corner carry to render that disadvantage irrelevant.

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

Fissuring Slash/Rekkouzan

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1200*2 All 11 3(8)3 23 - -
j.BB 1200*2 All 8 3(7)3 23 - -
j.BBB 1700 All 9 3 35+9L - -

=[edit]

  • Stops air momentum

Very similar to his grounded 5B. Can be cancelled into his grounded specials despite its airborne state. If this move is cancelled into 6A, 6B or 6C, the followup is delayed until Jubei lands, which may break combos if Jubei is too high. As it completely negates his air momentum and moves forward, the sudden momentum shift makes it a good move to catch people trying to chase you while you run away with air backdashes.


  • Hits mid
  • Knocks down

Generic ender for j.B. Not as useful as the grounded version, since the 4B followup is probably better in most situations.

j.C[edit]


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Fissuring Impact5A+D (air OK)[edit]


Skills[edit]

First Form: Shadow Wolf[edit]

236A 6A during 5B or j.B

Second Form: Demon Fox[edit]

214A 4A during 5B or j.B

Third Form: Wild Lion[edit]

214B 4B during 5B or j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214B and B > 4B 500*7, 1500 All 22 3*7(8)4 24 -11 -
Air 500*N, 1500 All 25 3*N(8)4 24 -11 -

[edit]

  • Carries over momentum from 44>6
  • Air OK when cancelling from jB

Telegraphed crossup, but can be made to not cross up if you active switch to an already-on-screen assist just before it hits. Its extended hitstun makes it a good place to prepare an assist extension or switch to an assist, in general. When used from 44>6, Jubei travels fullscreen and bullies his way in instantly, but this sets him up to be punished on block unless you have a delayed fullscreen assist on deck. When used as j.B > 4B, it is also a good ender for air combos that ends in a grounded knockdown.

Fourth Form: Black Panther[edit]

236B 6B during 5B or j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236B 2400 [2880] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] -
B > 6B 2400 [2880] All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] -
j.B > 6B 2400 [2880] All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] -

[edit]

  • (charged) - hold B
  • Main confirm option and combo piece
  • Air OK when cancelling out of jB, becomes automatically charged when used from high enough
  • Uncharged version connects from: 5AA air hit (second hit), 5B, 5BB, TK jB
  • Charged version connects from: 2C (second hit), CH 2C (first hit), Throw. Some of these are character specific

The absolute key piece of Jubei's combos. Optimization basically revolves around using this move as often as possible. It is also his best combo starter, especially when charged - a reversal punish starting with 236[B] goes for around 10.5k meterless, assistless damage. This high damage potential, and being + on block when fully charged, make it a scary frame trap.

Sneak Behind[edit]

66

Shiranui: Steel[edit]

j.236A/B j.214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.236A 800*4 All 29 10*4 Total: 81 - ??-68 All
j.214A 800*4 All 29 10*4 Total: 81 - ??-68 All
j.236B 800*4 All 29 10*4 Total: 81 - ??-68 All
j.214B 800*4 All 29 10*4 Total: 81 - ??-68 All

[edit]

  • Fully invincible frame 25-70

Key tool that sets Jubei apart. It's basically uncounterable once it goes active and instantly starts pressure, but Jubei is exposed during its startup. All four Shiranui forms have different movement patterns and recover in mid-air, and can allow for solo 5A conversions after landing if spaced properly.

j.236B and j.214B, in particular, have similar-looking movement patterns, but there exists a spacing where j.236B hits sameside while j.214B hits crossup. Jubei recovers behind the opponent if they block, which also allows you to set up cross combo assist sandwiches. You can also fake a j.214B crossup by active switching to an on-screen assist just before j.214B hits, but the conversion off that can be difficult or impossible for a lot of characters.

Twilight Tiger[edit]

22A/B


Extra Skills[edit]

First Form: Shadow Wolf[edit]

236C 6C during 5B or j.B

Second Form: Demon Fox[edit]

214C 4C during 5B or j.B

EX Shiranui: Steel[edit]

j.236C j.214C

EX Twilight Tiger[edit]

22C


Partner Skills[edit]

5P[edit]

5B

6P[edit]

Rising Justice

4P[edit]

Fourth Form: Black Panther


Distortion Skills[edit]

Thousand Hands: Roaring Pillar[edit]

236B+C

Twin Guardians: Mourning Shore[edit]

j.236B+C


Distortion Skill Duo[edit]

Thousand Hands: Roaring Pillar[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Asura: Thunderbird Rising[edit]

222B+C



External References[edit]

Navigation[edit]


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