BBTag/Jubei: Difference between revisions

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{{BBTag_Construction_Card}}
|-
==Overview==
!Jubei
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Jubei_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=
||
Jubei is a highly mobile rushdown character with tricky mixups and effective ways to get in on his opponent. He has a plethora of high and low special moves, and he can also use them in the air to alter his momentum or catch opponents off guard with jumping lows. His [[BBTag/Jubei|Shiranui Steel]] special is extremely good for forcing your way in on an opponent, and leads to difficult mixup situations when combined with assist.
{{#lsth:BBTag/Jubei/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run


;Playstyle
Use Jubei's unique movement to lock down the opponent and open them up with his excellent mixup options.
:Aggressive, Tricky, Close-range
}}
 
{{BBTag/Infobox
;Team Role:
| fastestAttack = [[#4A|4A]] (6F)
:Point
| reversal = [[#Fissuring Impact|A+D]] (12F)<br/>[[#Thousand Hands: Roaring Pillar|236B+C]] (13F)
|}
}}
<div style="float:left; margin-right:25px;">
{{ProsAndCons
{{TOC limit|2}}
|intro=
|pros=
*Many varied mobility options including his unique command dash and shiranui trickery
*His basic run low profiles several attacks
*High damage off of the right starters
|cons=
*Overall short range
*Difficulty handling opponents who can deal with Shiranui Steel and punish him accordingly
*Poor defensive options, doesn't have a great way of discouraging opponents from rushing him down.
}}
</div>
</div>
==Overview==
''"You managed to keep up with me... Impressive, kid."''
===Backstory===
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===


===Strengths/Weaknesses===
{{card|width=4
{|  
|header=Unique Ability: Command Dash, Short Hop, and Sneak Behind
|-style="text-align:left;"
|content=  
! Strengths !! Weaknesses
These movement options all used together make Jubei an extremely mobile character in the right hands.
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
*Mobility Options
*Can run under attacks
*High damage
| style="width: 50%;"|
*
|-
|}
<br style="clear:both;"/>


<br style="clear:both;"/>
===Drive: Shiranui===
===Command Dash, Short Hop, and Sneak Behind===
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.  
*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 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 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
*Jubei has a 66 command (Sneak Behind) that can cross up the opponent and has projectile invincibility
*These movement options all used together make Jubei an extremely mobile character in the right hands.
}}
<br style="clear:both;"/>
 
{{#lst:BBTag/Jubei/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==


====== <font style="visibility:hidden" size="0">4A</font> ======
===<big>{{clr|1|4A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_4A.png |caption=
|input=4A
|name=4A
|description=
|data=
* Jump, special, normal cancellable
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|4A}}
{{!}}-
{{Description|6|text=* Jump, special, normal cancellable
* Throw cancellable
* Throw cancellable
* Fastest normal
* Fastest normal
* True blockstring up to 3 times, then goes into 5A
* True blockstring up to 3 times, then goes into {{clr|1|5A}}


A self-chaining jab used to start pressure. Hits all crouchers. Jubei, like any other character, can set up a low/throw mixup after a 4A is blocked, vary the amount of 4A he starts off with to change the timing of the mixup, or throw in more exotic pressure options to keep his opponent on his toes.
A self-chaining jab used to start pressure. Hits all crouchers. Jubei, like any other character, can set up a low/throw mixup after a {{clr|1|4A}} is blocked, vary the amount of {{clr|1|4A}} he starts off with to change the timing of the mixup, or throw in more exotic pressure options to keep his opponent on his toes.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|1|5A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_5A.png |caption=
|input=5A,5AA,5AAA,5AAAA
|image2=BBTag_Jubei_5AA.png |caption2=
|versioned=input
|image3=BBTag_Jubei_5AAA.png |caption3=This one's a low
|description=
|image4=BBTag_Jubei_5AAAA.png |caption4=
* Jump, special, normal cancellable
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Jubei/Data|5A}}
{{!}}-
{{Description|7|text=* Jump, special, normal cancellable
* Throw cancellable
* Throw cancellable


A fast close-range forward-moving A 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.
{{clr|1|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
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Jubei/Data|5AA}}
{{!}}-
{{Description|7|text=* Special, normal cancellable
* Throw cancellable (but will always whiff, unless it catches pushblock)
* Throw cancellable (but will always whiff, unless it catches pushblock)
* Jump cancellable on hit
* Jump cancellable on hit


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.
{{clr|1|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 {{clr|2|236B}}+{{clr|3|C}} to deal with his opponent attempting to whiff punish {{clr|1|5AA}} with their own super.
}}
----
{{!}}-
* Special, normal cancellable
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Jubei/Data|5AAA}}
{{!}}-
{{Description|7|text=* Special, normal cancellable
* Throw cancellable (but will always whiff, unless it catches pushblock)
* Jump cancellable on hit


More pressure filler. If you confirm using this, cancel after the first hit, as the second hit launches which breaks most of his real confirms. You can still use the fact that the second hit hits low to mix in an overhead in its place, every now and then.
{{clr|1|5AAA}} is a combo stabilizer. Not an overhead(!). You can use it during juggles to confirm into {{clr|3|2C}} since it brings the opponent to the ground. Frametraps after 5aa.
}}
----
{{!}}-
* Uncancelable autocombo ender
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Jubei/Data|5AAAA}}
{{!}}-
{{Description|7|text=* Uncancelable autocombo ender
* Second hit only comes out on hit
* Second hit only comes out on hit


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.  
{{clr|1|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.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{InputBadge|Fissuring Slash/Rekkouzan}}
|image=BBTag_Jubei_5B.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Jubei_5B.png |caption2=
|input=5B,5BB,5BBB
|image3=BBTag_Jubei_5BBB.png |caption3=FUR-SERKER BARRAGE
|versioned=input
|name=5B
|description=
|input=Fissuring Slash/Rekkouzan
* Special and whiff cancelable into all grounded specials and supers, on both hits.
|data=
* Can be canceled into his grounded special moves by pressing 4+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}} or 6+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Jubei/Data|5B}}
{{!}}-
{{Description|7|text=* 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
* 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.
Jubei's classic Fissuring Slash, AKA Rekkouzan, is now his {{clr|2|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+{{clr|1|A}}/4+{{clr|3|C}}) becomes faster when canceled into from {{clr|2|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.
{{AttackVersion|name=5BB}}
* Can be canceled into his grounded special moves by pressing 4+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}} or 6+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}
{{#lsth:BBTag/Jubei/Data|5BB}}
{{!}}-
{{Description|7|text=* 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
* 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.
Very similar to the first {{clr|2|5B}}, but more negative on block. Can be used in confirms to put you closer than a single {{clr|2|5B}} would, or in pressure to frametrap and keep all your mixup options.
}}
----
{{!}}-
* Launches
{{AttackVersion|name=5BBB}}
* Guaranteed knockdown ender off {{clr|2|5BB}}
{{#lsth:BBTag/Jubei/Data|5BBB}}
{{!}}-
{{Description|7|text= * 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.
B Autocombo ender. The {{clr|2|5B}} chain in general is very stable, and connects cleanly even at high prorations, so {{clr|2|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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_5C.png |caption=
|input=5C
|name=5C
|description=
|data=
* Damage dependent on if you have a partner available and second hit timing
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|5C}}
{{!}}-
{{Description|6|text=* Damage dependent on if you have a partner available and second hit timing


A fairly fast universal overhead with solid range. It's unsafe, but that only matters when someone actually blocks it anyway.
A fairly fast universal overhead with solid range. It's unsafe, but that only matters when someone actually blocks it anyway.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_2A.png |caption=Go for the toes
|input=2A
|name=2A
|description=
|data=
* Main grounded poke and main low
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|2A}}
{{!}}-
{{Description|6|text=* Main grounded poke and main low


One of Jubei's longest normals, with good speed and recovery. Use it in pressure if you need a low - ideally before 5A, chaining it into 5A - or whenever you need to poke someone on the ground.
One of Jubei's longest normals, with good speed and recovery. Use it in pressure if you need a low - ideally before {{clr|1|5A}}, chaining it into {{clr|1|5A}} - or whenever you need to poke someone on the ground.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_2B.png |caption=
|input=2B
|name=2B
|description=
|data=
* Head invincible
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|2B}}
{{!}}-
{{Description|6|text=* Head invincible
* Jump cancellable, chains into jB/jC
* Jump cancellable, chains into jB/jC
* Counts as being airborne, so jump cancelling this will use your second jump
* Counts as being airborne, so jump cancelling this will use your second jump


Jubei's anti-air normal. No real other uses. Combos into j236C/j214C even on normal hit.
Jubei's anti-air normal. No real other uses. Combos into j236C/j214C even on normal hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_2C.png |caption=
|input=2C
|name=2C
|description=
|data=
* Both hits are jump and special cancellable even on block, and gatling into {{clr|2|5B}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|2C}}
{{!}}-
{{Description|6|text=* Both hits are jump and special cancellable even on block, and gatling into 5B


Jubei's 6B counter animation from ''CF''. Two forward-moving kicks. One of Jubei's best combo starters and combo pieces in general since this is his best way to combo into 236[B], and his go-to CH confirm as most of his grounded normals combo into this on CH only. It also has uses in pressure, due to its forward-moving, low, jump-cancellable nature.
Jubei's {{clr|2|6B}} counter animation from ''CF''. Two forward-moving kicks. One of Jubei's best combo starters and combo pieces in general since this is his best way to combo into {{clr|2|236[B]}}, and his go-to CH confirm as most of his grounded normals combo into this on CH only. It also has uses in pressure, due to its forward-moving, low, jump-cancellable nature.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_jA.png |caption=
|input=j.A
|name=j.A
|description=
|data=
* Advantage is height dependent
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|j.A}}
{{!}}-
{{Description|6|text=* Advantage is height dependent
* Jump, special, jB cancellable
* Jump, special, jB cancellable


Both hits come out even on whiff. Jubei's only air normal that doesn't alter his air momentum, and only air normal that hits overhead, so it is his only option for airdash approaches, but it's not exactly the best of options - if you use it instantly out of an IAD, the first hit has a real tendency to not hit crouchers, if you don't use it instantly the second hit doesn't even come out.
Both hits come out even on whiff. Jubei's only air normal that doesn't alter his air momentum, and only air normal that hits overhead, so it is his only option for airdash approaches, but it's not exactly the best of options - if you use it instantly out of an IAD, the first hit has a real tendency to not hit crouchers, if you don't use it instantly the second hit doesn't even come out. It's best to use this move preemptively, as its long effective duration is pretty hard for opponents to avoid.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{InputBadge|Fissuring Slash/Rekkouzan}}
|image=BBTag_Jubei_5B.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Jubei_5BBB.png |caption2=FUR-SERKER BARRAGE; midair version.
|input=j.B,j.BB,j.BBB
|name=j.B
|versioned=input
|input=Fissuring Slash/Rekkouzan (midair)
|description=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.B}}
{{#lsth:BBTag/Jubei/Data|j.B}}
{{!}}-
{{Description|7|text=* Special, jBB cancellable
* Stops air momentum
* 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.
Very similar to his grounded {{clr|2|5B}}. Can be cancelled into his grounded specials despite its airborne state. If this move is cancelled into {{clr|1|6A}}, {{clr|2|6B}} or {{clr|3|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
{{AttackVersion|name=j.BB}}
{{#lsth:BBTag/Jubei/Data|j.BB}}
{{!}}-
{{Description|7|text=* Hits mid
* Knocks down
* Knocks down


Generic ender for j.B. Not as useful as the grounded version, since the 4B followup is probably better in most situations.
Generic ender for {{clr|2|j.B}}. Not as useful as the grounded version, since the {{clr|2|4B}} followup is probably better in most situations.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_jC.png |caption=
|input=j.C
|name=j.C
|description=
|data=
* Advantage is height dependent
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|j.C}}
{{!}}-
{{Description|6|text=* Advantage is height dependent
* Stops air momentum
* Stops air momentum
* Special cancellable on hit only
* Special cancellable on hit only
Line 290: Line 177:
* Can switch sides on block from close distances, even in the corner
* Can switch sides on block from close distances, even in the corner


Second hit comes out on hit only. Can be used as an air combo ender. Special cancel this into 236A for a knockdown and some extra damage.
Second hit comes out on hit only. Can be used as an air combo ender. Special cancel this into {{clr|1|236A}} for a knockdown and some extra damage.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
|image=BBTag_Jubei_GroundThrow.png |caption=
{{BBTag Move Card|game=BBTag
|name=Ground Throw
|input=BC
|input=5B+C
|description=
|data=
* Combos into {{clr|3|2C}} or {{clr|2|236[B]}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|BC}}
{{!}}-
{{Description|6|text=* Combos into 2C or 236[B]


If Jubei is solo or otherwise doesn't have access to assists, this is Jubei's most scary mixup option, leading to very respectable damage if you can hit the optimal combos. The combo into 236[B] off back throw is character specific, and 2C is a hard link in general.
If Jubei is solo or otherwise doesn't have access to assists, this is Jubei's most scary mixup option, leading to very respectable damage if you can hit the optimal combos. The combo into {{clr|2|236[B]}} off back throw is character specific, and {{clr|3|2C}} is a hard link in general.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Fissuring Impact</font> ======
===<big>Fissuring Impact</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
|image=BBTag_Jubei_FissuringImpact.png |caption=
{{BBTag Move Card|game=BBTag
|name=Fissuring Impact
|input=AD,j.AD
|input=5A+D (Air OK)
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Jubei/Data|AD}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Jubei/Data|j.AD}}
{{!}}-
{{Description|7|text=* Ground version is air unblockable
* Fully invincible frame 1
* Second hit knocks down
* Second hit knocks down


Not a bad DP in terms of hitboxes and speed, but the frame advantage Jubei gets off this is kind of poor and doesn't allow him to keep up the pressure midscreen.
Not a bad DP in terms of hitboxes and speed, but the frame advantage Jubei gets off this is kind of poor and doesn't allow him to keep up the pressure midscreen.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
===<big>First Form: Shadow Wolf</big>===
{{InputBadge|{{clr|1|236A}}}} {{InputBadge|{{clr|1|6A}} during {{clr|2|5B}}}} {{InputBadge|{{clr|1|6A}} during {{clr|2|j.B}}}}
{{BBTag Move Card|game=BBTag
|input=236A,5B > 6A,j.B > 6A
|versioned=input
|description=
* Air OK when cancelling out of jB
* Can be canceled into on 5B/jB whiff


====== <font style="visibility:hidden" size="0">First Form: Shadow Wolf</font> ======
Low mixup option from {{clr|2|5B}} chains. Jubei gets nothing out of this solo, even on counter hit, so it is recommended to cover it with an assist. It also is a good knockdown ender whenever you have the chance to connect it.
{{MoveData
|image=BBTag_Jubei_FirstFormShadowWolf.png |caption=
|name=First Form: Shadow Wolf |input=236A (6A During 5B, 5BB or j.B)
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Jubei/Data|236A}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Jubei/Data|j.B > 6A}}
{{!}}-
{{Description|7|text=* Air OK when cancelling out of jB
 
Low mixup option from 5B chains. Jubei gets nothing out of this solo, even on counter hit, so it is recommended to cover it with an assist. It also is a good knockdown ender whenever you have the chance to connect it.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Second Form: Demon Fox</font> ======
===<big>Second Form: Demon Fox</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}}} {{InputBadge|{{clr|1|4A}} during {{clr|2|5B}}}} {{InputBadge|{{clr|1|4A}} during {{clr|2|j.B}}}}  
|image=BBTag_Jubei_SecondFormDemonFox.png |caption=
{{BBTag Move Card|game=BBTag
|name=Second Form: Demon Fox |input=214A (4A During 5B, 5BB or j.B)
|input=214A,5B > 4A,j.B > 4A
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
* Carries over momentum from 44>6
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Jubei/Data|214A}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Jubei/Data|j.B > 4A}}
{{!}}-
{{Description|7|text=* Carries over momentum from 44>6
* Air OK when cancelling out of jB
* Air OK when cancelling out of jB
* Can be canceled into on 5B/jB whiff


(Reactable) overhead mixup option from 5B chains. Jubei does get a CH confirm out of this solo, giving it some use as a frametrap as well, but he will still usually want assist cover to always get a conversion.
(Reactable) overhead mixup option from {{clr|2|5B}} chains. Jubei does get a CH confirm out of this solo, giving it some use as a frametrap as well, but he will still usually want assist cover to always get a conversion. +1 on non-counterhit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Third Form: Wild Lion</font> ======
===<big>Third Form: Wild Lion</big>===
{{MoveData
{{InputBadge|{{clr|1|214B}}}} {{InputBadge|{{clr|1|4B}} during {{clr|2|5B}}}} {{InputBadge|{{clr|1|4B}} during {{clr|2|j.B}}}}
|image=BBTag_Jubei_ThirdFormWildLion.png |caption= Ghetto Spin dash
{{BBTag Move Card|game=BBTag
|name=Third Form: Wild Lion |input=214B (4B During 5B, 5BB or j.B)
|input=214B,5B > 4B,j.B > 4B
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
* Carries over momentum from 44>6
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Jubei/Data|214B}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Jubei/Data|j.B > 4B}}
{{!}}-
{{Description|7|text=* Carries over momentum from 44>6
* Air OK when cancelling from jB
* Air OK when cancelling from jB
* Can be canceled into on 5B/jB whiff


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.
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 {{clr|2|j.B}} > {{clr|2|4B}}, it is also a good ender for air combos that ends in a grounded knockdown.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Fourth Form: Black Panther</font> ======
===<big>Fourth Form: Black Panther</big>===
{{MoveData
{{InputBadge|{{clr|1|236B}}}} {{InputBadge|{{clr|1|6B}} during {{clr|2|5B}}}} {{InputBadge|{{clr|1|6B}} during {{clr|2|j.B}}}}
|image=BBTag_Jubei_FourthFormBlackPanther.png |caption=
{{BBTag Move Card|game=BBTag
|name=Fourth Form: Black Panther |input=236B (6B During 5B, 5BB or j.B)
|input=236B,5B > 6B,j.B > 6B
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
* (charged) - hold B
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Jubei/Data|236B}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Jubei/Data|j.B > 6B}}
{{!}}-
{{Description|7|text=* (charged) - hold B
* Main confirm option and combo piece
* Main confirm option and combo piece
* Air OK when cancelling out of jB, becomes automatically charged when used from high enough
* 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
* Uncharged version connects from: {{clr|1|5AA}} air hit (second hit), {{clr|2|5B}}, {{clr|2|5BB}}, TK jB
* Charged version connects from: 2C (second hit), CH 2C (first hit), Throw. Some of these are character specific
* Charged version connects from: {{clr|3|2C}} (second hit), CH {{clr|3|2C}} (first hit), Throw. Some of these are character specific
* Can be canceled into on 5B/jB whiff


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.
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 {{clr|2|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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Sneak Behind</font> ======
===<big>Sneak Behind</big>===
{{MoveData
{{InputBadge|66}}
|image=BBTag_Jubei_SneakBehind.png |caption=Whoops, excuse me
{{BBTag Move Card|game=BBTag
|name=Sneak Behind|input=66
|input=66
|data=
|description=
{{AttackDataHeader-BBTag}}
* A short dash that can cross up the opponent
{{!}}-
{{#lsth:BBTag/Jubei/Data|66}}
{{!}}-
{{Description|6|text=* A short dash that can cross up the opponent
* Projectile invincible
* Projectile invincible
* Carries over momentum from 44>6
* Carries over momentum from 44>6
Can be used for assist-based left/right mixups.
Can be used for assist-based left/right mixups.
Can be used to punish projectile distortions [https://www.youtube.com/watch?v=AZsUa_bbCyM&feature=youtu.be on reaction]
Can be used to punish projectile distortions [https://www.youtube.com/watch?v=AZsUa_bbCyM&feature=youtu.be on reaction]
}}
}}
}}


====== <font style="visibility:hidden" size="0">Shiranui: Steel</font> ======
===<big>Shiranui: Steel</big>===
{{MoveData
{{InputBadge|{{clr|1|j.236A}}/{{clr|2|B}}}} {{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
|image=BBTag_Jubei_ShiranuiSteelA.png |caption=The A versions travel in straight lines at different heights
{{BBTag Move Card|game=BBTag
|image2=BBTag_Jubei_ShiranuiSteelB.png |caption2=The B versions travel in different zig-zag patterns
|input=j.236A,j.214A,j.236B,j.214B
|name=Shiranui: Steel |input=j.236A/B or j.214A/B
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
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 {{clr|1|5A}} conversions after landing if spaced properly.
{{!}}-
 
{{AttackVersion|name=j.236A}}
{{clr|2|j.236B}} and {{clr|2|j.214B}}, in particular, have similar-looking movement patterns, but there exists a spacing where {{clr|2|j.236B}} hits sameside while {{clr|2|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 {{clr|2|j.214B}} crossup by active switching to an on-screen assist just before {{clr|2|j.214B}} hits, but the conversion off that can be difficult or impossible for a lot of characters.
{{#lsth:BBTag/Jubei/Data|j.236A}}
{{!}}-
{{AttackVersion|name=j.214A}}
{{#lsth:BBTag/Jubei/Data|j.214A}}
{{!}}-
{{AttackVersion|name=j.236B}}
{{#lsth:BBTag/Jubei/Data|j.236B}}
{{!}}-
{{AttackVersion|name=j.214B}}
{{#lsth:BBTag/Jubei/Data|j.214B}}
{{!}}-
{{Description|7|text=* 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.
Allows for air attacks afterwards, but not airdashes or double jumps. -2 so long as the last paw hits.
}}
}}
}}


===<big>Twilight Tiger</big>===
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=22A,22A Attack,22B,22B Attack
|versioned=input
|description=
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==


====== <font style="visibility:hidden" size="0">First Form: Shadow Wolf</font> ======
===<big>EX First Form: Shadow Wolf</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}} {{InputBadge|{{clr|3|6C}} during {{clr|2|5B}}}} {{InputBadge|{{clr|3|6C}} during {{clr|2|j.B}}}}
|image=BBTag_Jubei_FirstFormShadowWolf.png |caption=
{{BBTag Move Card|game=BBTag
|name=First Form: Shadow Wolf |input=236C (6C During 5B, 5BB or j.B)
|input=236C,5B > 6C,j.B > 6C
|data=
|versioned=input
{{AttackDataHeader-BBTag}}
|description=
{{!}}-
{{#lsth:BBTag/Jubei/Data|236C}}
{{!}}-
{{Description|6|text=* Air OK when cancelling out of jB
* Knocks down
* Knocks down
* Can be canceled into on 5B/jB whiff


Extremely fast, massive range and enough advantage on ground hit to give Jubei solo conversions, while still being safe on block. A big upgrade over 236A that gives Jubei some punish privileges and can even allow him to disrespect pushblock.
Extremely fast, massive range and enough advantage on ground hit to give Jubei solo conversions, while still being safe on block. A big upgrade over {{clr|1|236A}} that gives Jubei some punish privileges and can even allow him to disrespect pushblock.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Second Form: Demon Fox</font> ======
===<big>EX Second Form: Demon Fox</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}}}} {{InputBadge|{{clr|3|4C}} during {{clr|2|5B}}}} {{InputBadge|{{clr|3|4C}} during {{clr|2|j.B}}}}
|image=BBTag_Jubei_SecondFormDemonFox.png |caption=
{{BBTag Move Card|game=BBTag
|name=Second Form: Demon Fox |input=214C (4C During 5B, 5BB or j.B)
|input=214C,5B > 4C,j.B > 4C
|data=
|versioned=input
{{AttackDataHeader-BBTag}}
|description=
{{!}}-
* Can be canceled into on 5B/jB whiff
{{#lsth:BBTag/Jubei/Data|214C}}
{{!}}-
{{Description|6|text=* Air OK when cancelling out of jB


Very fast, unreactable overhead mixup when cancelled out of 5B or 5BB. Can tack on j.236B+C for extra damage after the 5B version, otherwise still needs an assist to convert.
Very fast, unreactable overhead mixup when cancelled out of {{clr|2|5B}} or {{clr|2|5BB}}. Can tack on {{clr|2|j.236B}}+{{clr|3|C}} for extra damage after the {{clr|2|5B}} version, otherwise still needs an assist to convert. +1 on non-counterhit.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Shiranui: Steel</font> ======
{{MoveData
|image=BBTag_Jubei_ShiranuiSteelB.png |caption=
|name=Shiranui: Steel |input=j.236C or j.214C
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.236C}}
{{#lsth:BBTag/Jubei/Data|j.236C}}
{{!}}-
{{AttackVersion|name=j.214C}}
{{#lsth:BBTag/Jubei/Data|j.214C}}
{{!}}-
{{Description|7|text=* Fully invincible frame 16-60


Like j.236B/j.214B, but with faster startup, which mitigates its main weakness. The faster startup also makes it possible to use this in solo combos.  
===<big>EX Shiranui: Steel</big>===
}}
{{InputBadge|{{clr|3|j.236C}}}} {{InputBadge|{{clr|3|j.214C}}}}
{{BBTag Move Card|game=BBTag
|input=j.236C,j.214C
|versioned=input
|description=
Like {{clr|2|j.236B}}/{{clr|2|j.214B}}, but with faster startup, which mitigates its main weakness. The faster startup also makes it possible to use this in solo combos.  
 
Allows for air attacks afterwards, but not airdashes or double jumps. -2 so long as the last paw hits.
}}
}}


===<big>EX Twilight Tiger</big>===
{{InputBadge|{{clr|3|22C}}}}
{{BBTag Move Card|game=BBTag
|input=22C,22C Attack
|versioned=input
|description=
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
 
===<big>{{clr|5|5P}}</big>===
====== <font style="visibility:hidden" size="0">5P</font> ======
{{InputBadge|{{clr|2|5B}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Jubei_FissuringSlash.png |caption=
|input=5P
|input=5B
|description=
|name=5P
* Finishes with {{clr|2|5BBB}} on hit only, which launches and blows back
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|5P}}
{{!}}-
{{Description|6|text= * Finishes with 5BBB on hit only, which launches and blows back


Forward moving assist with decent lockdown, and a lot of time to follow up from if it hits.
Forward moving assist with decent lockdown, and a lot of time to follow up from if it hits.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|Rising Justice}}
|image=BBTag_Jubei_RisingJustice.png |caption= Furball
{{BBTag Move Card|game=BBTag
|input=Rising Justice
|input=6P
|name=6P
|description=
|data=
* Bounces 3 times before disappearing
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|6P}}
{{!}}-
{{Description|6|text=* Bounces 3 times before disappearing


Slow startup, slow moving, bouncing projectile that covers a lot of vertical space. Has less hit- and blockstun compared to similar assists, but projectile cover is always useful.
Slow startup, slow moving, bouncing projectile that covers a lot of vertical space. Has less hit- and blockstun compared to similar assists, but projectile cover is always useful.
}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|Fourth Form: Black Panther}}
|image=BBTag_Jubei_FourthFormBlackPanther.png |caption=
{{BBTag Move Card|game=BBTag
|input=Fourth Form: Black Panther
|input=4P
|name=4P
|description=
|data=
* Launches
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|4P}}
{{!}}-
{{Description|6|text=* Launches


Only useful in combos and burst punishes, since it has little range, few active frames and not enough disjoint.
Only useful in combos and burst punishes, since it has little range, few active frames and not enough disjoint.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==


====== <font style="visibility:hidden" size="0">Thousand Hands: Roaring Pillar</font> ======
===<big>Thousand Hands: Roaring Pillar</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Jubei_ThousandHandsRoaringPillar.png |caption=It's called "cat-ligraphy"
{{BBTag Move Card|game=BBTag
|name=Thousand Hands: Roaring Pillar |input=236B+C
|input=236BC
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|236BC}}
{{!}}-
{{Description|6|text=* Fully invincible frame 1
* Frame advantage is -30 at point blank, -20 at max range
* Frame advantage is -30 at point blank, -20 at max range
* Almost full-screen range
* Almost full-screen range
Line 590: Line 385:


A long-range fast super that can be used for extra damage at the end of your combo, or as a raw distortion to whiff punish enemy attacks or supers.
A long-range fast super that can be used for extra damage at the end of your combo, or as a raw distortion to whiff punish enemy attacks or supers.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Twin Guardians: Mourning Shore</font> ======
===<big>Twin Guardians: Mourning Shore</big>===
{{MoveData
{{InputBadge|{{clr|2|j.236B}}+{{clr|3|C}}}}
|image=BBTag_Jubei_TwinGuardiansMourningShore.png |caption=
{{BBTag Move Card|game=BBTag
|name=Twin Guardians: Mourning Shore |input=j.236B+C
|input=j.236BC
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|j.236BC}}
{{!}}-
{{Description|6|text=* Air only
* Fully invincible frame 1
* Damage is height dependent
* Damage is height dependent


Aside from its obvious use of ending air combos with a super, this is also Jubei's fastest air attack by a mile, which allows for unique confirm options where nothing else connects, such as 5B 4C j236B+C.
Aside from its obvious use of ending air combos with a super, this is also Jubei's fastest air attack by a mile, which allows for unique confirm options where nothing else connects, such as {{clr|2|5B}} {{clr|3|4C}} j236B+{{clr|3|C}}.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Thousand Hands: Roaring Pillar</big>===
|image=BBTag_Jubei_ThousandHandsRoaringPillar.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Main Character's Distortion Skill
{{BBTag Move Card|game=BBTag
|name=Thousand Hands: Roaring Pillar
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
* Switches sides on hit
{{!}}-
{{#lsth:BBTag/Jubei/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* Switches sides on hit


This functions as a DHC ender like every other Distortion Skill Duo. The interesting part about this super is both that it is easy to whiff when used as a DHC, and that it has very low whiff recovery. By purposefully whiffing it after a point character's raw Distortion, the followup combo will usually do more damage than the Distortion Skill Duo would.
This functions as a DHC ender like every other Distortion Skill Duo. However, due to its low recovery on whiff it can be purposefully whiffed after a launching distortion from the point character, allowing for a followup combo which will usually do more damage than the Distortion Skill Duo hitting would.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Asura: Thunderbird Rising</big>===
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBTag Move Card|game=BBTag
|input=222BC
|description=


{{MoveData
|image=BBTag_Jubei_AsuraThunderbirdRising.png |caption=「STAND UNRIVALED」
|image2=BBCF_Jubei_AH3.png |caption2=
|name=Asura: Thunderbird Rising |input=222B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Jubei/Data|222BC}}
{{!}}-
{{Description|6|text=* Astral finish
* Fully invincible frame 1


Detailed description of the usefulness of the move go here
 
}}
 
(ignore terumi in the second image)
 
}}
}}
<br style="clear:both;"/>
==External References==
*[https://blazblue.wiki/wiki/Jubei/Gameplay#Palettes Color Palettes on https://blazblue.wiki]


<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lsth:BBTag/Jubei/Data|Links}}
<center>{{Character Label|BBTag|Jubei|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Jubei/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Jubei]]
 
[[Category:BlazBlue Cross Tag Battle]]
{{BBTag/Navigation}}

Latest revision as of 05:00, 13 December 2023


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Overview

Overview

Jubei is a highly mobile rushdown character with tricky mixups and effective ways to get in on his opponent. He has a plethora of high and low special moves, and he can also use them in the air to alter his momentum or catch opponents off guard with jumping lows. His Shiranui Steel special is extremely good for forcing your way in on an opponent, and leads to difficult mixup situations when combined with assist.

Use Jubei's unique movement to lock down the opponent and open them up with his excellent mixup options.
Jubei
BBTag Jubei Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Sneak Behind
Short Hop
Fastest Attack
4A (6F)
Reversals
A+D (12F)
236B+C (13F)

 Jubei

Pros
Cons
  • Many varied mobility options including his unique command dash and shiranui trickery
  • His basic run low profiles several attacks
  • High damage off of the right starters
  • Overall short range
  • Difficulty handling opponents who can deal with Shiranui Steel and punish him accordingly
  • Poor defensive options, doesn't have a great way of discouraging opponents from rushing him down.


Unique Ability: 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

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 2 13 -3 B
  • Jump, special, normal cancellable
  • Throw cancellable
  • Fastest normal
  • True blockstring up to 3 times, then goes into 5A

A self-chaining jab used to start pressure. Hits all crouchers. Jubei, like any other character, can set up a low/throw mixup after a 4A is blocked, vary the amount of 4A he starts off with to change the timing of the mixup, or throw in more exotic pressure options to keep his opponent on his toes.

Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200 All 7 3 16 -2 B
5AA 900×2 All 11 4(8)3 19 -5 B
5AAA 1700 All 17 3 23 -9 B
5AAAA 1700×2 All 12 10 30 -9 B
  • 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. Frametraps after 5aa.


  • 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.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85×2

5A:
5AA:
5AAA:
5AAAA:

5B

Fissuring Slash/Rekkouzan

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1200×2 All 13 3(7)3 16 -4 B
5BB 1200×2 All 8 3(7)3 20 -8 B
5BBB 1700 All 9 3 22+9L -15 H
  • 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.

Version Level P1 P2
5B 4 80 85×2
5BB 4 80 85×2
5BBB 4 100 85

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B
  • Damage dependent on if you have a partner available and second hit timing

A fairly fast universal overhead with solid range. It's unsafe, but that only matters when someone actually blocks it anyway.

Level P1 P2
3

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Low 9 3 15 -3 F
  • Main grounded poke and main low

One of Jubei's longest normals, with good speed and recovery. Use it in pressure if you need a low - ideally before 5A, chaining it into 5A - or whenever you need to poke someone on the ground.

Level P1 P2
3 90 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 12 8 7+8L -4 B 10~15 H
  • Head invincible
  • Jump cancellable, chains into jB/jC
  • Counts as being airborne, so jump cancelling this will use your second jump

Jubei's anti-air normal. No real other uses. Combos into j236C/j214C even on normal hit.

Level P1 P2
4 90 75

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 Low, All 18 3(4)3 25 -9 F, B
  • Both hits are jump and special cancellable even on block, and gatling into 5B

Jubei's 6B counter animation from CF. Two forward-moving kicks. One of Jubei's best combo starters and combo pieces in general since this is his best way to combo into 236[B], and his go-to CH confirm as most of his grounded normals combo into this on CH only. It also has uses in pressure, due to its forward-moving, low, jump-cancellable nature.

Level P1 P2
4 90 85×2

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2 High 12 2(9)2 14 H
  • Advantage is height dependent
  • Jump, special, jB cancellable

Both hits come out even on whiff. Jubei's only air normal that doesn't alter his air momentum, and only air normal that hits overhead, so it is his only option for airdash approaches, but it's not exactly the best of options - if you use it instantly out of an IAD, the first hit has a real tendency to not hit crouchers, if you don't use it instantly the second hit doesn't even come out. It's best to use this move preemptively, as its long effective duration is pretty hard for opponents to avoid.

Level P1 P2
3 80 80×2

j.B

Fissuring Slash/Rekkouzan

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1200×2 All 11 3(8)3 23 H
j.BB 1200×2 All 8 3(7)3 23 H
j.BBB 1700 All 9 3 35+9L H
  • 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.

Version Level P1 P2
j.B 4 80 85×2
j.BB 4 80 85×2
j.BBB 4 80 85

j.B:
j.BB:
j.BBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All 16 Until L [(25)3] 33 [25] -3~-8 H
  • Advantage is height dependent
  • Stops air momentum
  • Special cancellable on hit only
  • Hits mid
  • Switches sides on hit
  • Can switch sides on block from close distances, even in the corner

Second hit comes out on hit only. Can be used as an air combo ender. Special cancel this into 236A for a knockdown and some extra damage.

Level P1 P2
4 80, 100 85×2
  • Maximum Slide duration 20F


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T
  • Combos into 2C or 236[B]

If Jubei is solo or otherwise doesn't have access to assists, this is Jubei's most scary mixup option, leading to very respectable damage if you can hit the optimal combos. The combo into 236[B] off back throw is character specific, and 2C is a hard link in general.

Level P1 P2
0×2, 4 100 50
  • Minimum Damage 2000

Fissuring Impact

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1700×2 Air Unblockable 12 4(12)3 25+18L -27 H 1~15 All
j.AD 1700×2 All 12 4(12)3 Until L+18 H 1~15 All
  • Second hit knocks down

Not a bad DP in terms of hitboxes and speed, but the frame advantage Jubei gets off this is kind of poor and doesn't allow him to keep up the pressure midscreen.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 85×2 (170)


j.AD:

  • Minimum Damage 85×2 (170)


Skills

First Form: Shadow Wolf

236A 6A during 5B 6A during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 Low 13 2 21 -4 F
5B > 6A 2000 Low 13 2 21 -4 F
j.B > 6A 2000 Low Until L+5 2 21 -4 F
  • Air OK when cancelling out of jB
  • Can be canceled into on 5B/jB whiff

Low mixup option from 5B chains. Jubei gets nothing out of this solo, even on counter hit, so it is recommended to cover it with an assist. It also is a good knockdown ender whenever you have the chance to connect it.

Version Level P1 P2
236A 4 90 85
5B > 6A 4 90 85
j.B > 6A 4 90 85

236A:

  • Minimum Damage 100


5B > 6A:

  • Minimum Damage 100


j.B > 6A:

  • Minimum Damage 100

Second Form: Demon Fox

214A 4A during 5B 4A during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1800 High 25 3 9+11L -4 H
5B > 4A 1800 High 25 3 9+11L -4 H
j.B > 4A 1800 High 18 3 12+9L H
  • Carries over momentum from 44>6
  • Air OK when cancelling out of jB
  • Can be canceled into on 5B/jB whiff

(Reactable) overhead mixup option from 5B chains. Jubei does get a CH confirm out of this solo, giving it some use as a frametrap as well, but he will still usually want assist cover to always get a conversion. +1 on non-counterhit.

Version Level P1 P2
214A 4 80 85
5B > 4A 4 80 85
j.B > 4A 4 80 85

214A:

  • Minimum Damage 90
  • Maximum Slide duration 1F


5B > 4A:

  • Minimum Damage 90
  • Maximum Slide duration 1F


j.B > 4A:

  • Minimum Damage 90
  • Maximum Slide duration 1F

Third Form: Wild Lion

214B 4B during 5B 4B during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B
5B > 4B 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B
j.B > 4B 500×N, 1500 All 25 3×N(8)4 24 -11 H*N, B
  • Carries over momentum from 44>6
  • Air OK when cancelling from jB
  • Can be canceled into on 5B/jB whiff

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.

Version Level P1 P2
214B 3 80 95×8
5B > 4B 3 80 95×8
j.B > 4B 3 80 95×N+1

214B:

  • Minimum Damage 25×7, 75 (250)


5B > 4B:

  • Minimum Damage 25×7, 75 (250)


j.B > 4B:

  • Minimum Damage 25×N, 75

Fourth Form: Black Panther

236B 6B during 5B 6B during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 2400 [2880] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] B
5B > 6B 2400 [2880] All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] B
j.B > 6B 2400 [2880] All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] B
  • (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
  • Can be canceled into on 5B/jB whiff

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.

Version Level P1 P2
236B 5 100 80 [90]
5B > 6B 5 100 80 [90]
j.B > 6B 5 100 80 [90]

236B:

  • Values in [ ] are for max charge version
  • Minimum Damage 120 [144]


5B > 6B:

  • Values in [ ] are for max charge version
  • Minimum Damage 120 [144]


j.B > 6B:

  • Values in [ ] are for max charge version
  • Minimum Damage 120 [144]

Sneak Behind

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
21 4~17 P
  • A short dash that can cross up the opponent
  • Projectile invincible
  • Carries over momentum from 44>6

Can be used for assist-based left/right mixups. Can be used to punish projectile distortions on reaction

Level P1 P2

Shiranui: Steel

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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.214A 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.236B 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.214B 800×4 All 29 10×4 Total: 81 -2 H ??~68 All

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.

Allows for air attacks afterwards, but not airdashes or double jumps. -2 so long as the last paw hits.

Version Level P1 P2
j.236A 4 80 95×4
j.214A 4 80 95×4
j.236B 4 80 95×4
j.214B 4 80 95×4

j.236A:

  • Minimum Damage 40×4 [160]
  • Maximum Slide duration 10F


j.214A:

  • Minimum Damage 40×4 [160]
  • Maximum Slide duration 10F


j.236B:

  • Minimum Damage 40×4 [160]
  • Maximum Slide duration 10F


j.214B:

  • Minimum Damage 40×4 [160]
  • Maximum Slide duration 10F

Twilight Tiger

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 45 4~25 Guard HB
22A Attack 1500 All 9 4 36 -21 B
22B 45 4~25 Guard F
22B Attack 1000×2 Low, All 9 3(4)3 39 -23 F, B
Version Level P1 P2
22A
22A Attack 4 80 85
22B
22B Attack 4 80 85

22A:

  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 29F


22A Attack:

  • Minimum Damage 75


22B:

  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 29F


22B Attack:

  • Minimum Damage 50×2 [100]


Extra Skills

EX First Form: Shadow Wolf

236C 6C during 5B 6C during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 2200 Low 9 2 27 -5 F
5B > 6C 2200 Low 9 2 27 -5 F
j.B > 6C 2200 Low Until L+3 2 27 -5 F
  • Knocks down
  • Can be canceled into on 5B/jB whiff

Extremely fast, massive range and enough advantage on ground hit to give Jubei solo conversions, while still being safe on block. A big upgrade over 236A that gives Jubei some punish privileges and can even allow him to disrespect pushblock.

Version Level P1 P2
236C 4 90 75
5B > 6C 4 90 75
j.B > 6C 4 90 85

236C:

  • Minimum Damage 220


5B > 6C:

  • Minimum Damage 220


j.B > 6C:

  • Minimum Damage 220

EX Second Form: Demon Fox

214C 4C during 5B 4C during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1980 High 20 3 9+11L -4 H
5B > 4C 1980 High 14 3 12 H
j.B > 4C 1980 High 14 3 12 H
  • Can be canceled into on 5B/jB whiff

Very fast, unreactable overhead mixup when cancelled out of 5B or 5BB. Can tack on j.236B+C for extra damage after the 5B version, otherwise still needs an assist to convert. +1 on non-counterhit.

Version Level P1 P2
214C 4 80 85
5B > 4C 4 80 85
j.B > 4C 4 80 85

214C:

  • Minimum Damage 198
  • Maximum Slide duration 1F


5B > 4C:

  • Minimum Damage 198
  • Maximum Slide duration 1F


j.B > 4C:

  • Minimum Damage 198
  • Maximum Slide duration 1F

EX Shiranui: Steel

j.236C j.214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236C 800×4 All 20 10×4 Total: 72 -2 H ??-59 All
j.214C 800×4 All 20 10×4 Total: 72 -2 ??-59 All

Like j.236B/j.214B, but with faster startup, which mitigates its main weakness. The faster startup also makes it possible to use this in solo combos.

Allows for air attacks afterwards, but not airdashes or double jumps. -2 so long as the last paw hits.

Version Level P1 P2
j.236C 80 95×4
j.214C 80 95×4

j.236C:

  • Minimum Damage 80×4 (320)
  • Maximum Slide duration 10F


j.214C:

  • Minimum Damage 80×4 (320)
  • Maximum Slide duration 10F

EX Twilight Tiger

22C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22C 45 4~25 Guard HBF
22C Attack 2000 All 14 4 33 + 12L -28 B
Version Level P1 P2
22C
22C Attack 5 80 90

22C:

  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 34F


22C Attack:

  • Minimum Damage 200


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 1500 All (18)+13 2(4)2 [(12)3] 22 [12+8L] -9 B
  • Finishes with 5BBB on hit only, which launches and blows back

Forward moving assist with decent lockdown, and a lot of time to follow up from if it hits.

Level P1 P2
4 70 85
  • Goes into followup (values in []) on hit
  • Minimum Damage 50×2, 75 (175)

6P

Rising Justice

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All (18)+30 301 Total: (18)+53 +4 P1
  • Bounces 3 times before disappearing

Slow startup, slow moving, bouncing projectile that covers a lot of vertical space. Has less hit- and blockstun compared to similar assists, but projectile cover is always useful.

Level P1 P2
3 70 80
  • Minimum Damage 90

4P

Fourth Form: Black Panther

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+15 3 19+21L -22 B
  • Launches

Only useful in combos and burst punishes, since it has little range, few active frames and not enough disjoint.

Level P1 P2
5 70 85
  • Minimum Damage 110


Distortion Skills

Thousand Hands: Roaring Pillar

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250×2, 5000
[1250×2, 730×9]
All 12+(40 Flash)+1 12 39 -30 B 1~24 All
  • Frame advantage is -30 at point blank, -20 at max range
  • Almost full-screen range
  • Switches sides on hit

A long-range fast super that can be used for extra damage at the end of your combo, or as a raw distortion to whiff punish enemy attacks or supers.

Level P1 P2
5 80 100×2, 60 [100×10, 60]
  • Values in [] are for Enhanced version
  • Minimum Damage 312×2, 1300 (1924) [312×2, 189×9 (2325)]
  • On normal and CH Crumple Duration 60F, Crumple Fall 53F

Twin Guardians: Mourning Shore

j.236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 100×N, 6000
[1000, 100×N, 1600×5]
All 4+(40 Flash)+2 Until L,3 41 H 1~(Until L) All
  • Damage is height dependent

Aside from its obvious use of ending air combos with a super, this is also Jubei's fastest air attack by a mile, which allows for unique confirm options where nothing else connects, such as 5B 4C j236B+C.

Level P1 P2
5 80 100×N+1, 60
  • Values in [] are for Enhanced version
  • Minimum Damage 1320+22×N [1800+20×N]
  • Crumple Duration 100F, Crumple Fall 123F


Distortion Skill Duo

Thousand Hands: Roaring Pillar

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2, 1000
[800×2, 100×9]
All 1+(77 Flash)+1 12 39 -30 B 1~13 All
  • Switches sides on hit

This functions as a DHC ender like every other Distortion Skill Duo. However, due to its low recovery on whiff it can be purposefully whiffed after a launching distortion from the point character, allowing for a followup combo which will usually do more damage than the Distortion Skill Duo hitting would.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]
  • On normal and CH Crumple Duration 60F, Crumple Fall 53F


Astral Heat

Asura: Thunderbird Rising

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(35 Flash)+7 3 83 -65 1~13 All

(ignore terumi in the second image)

Level P1 P2
5


External References

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To edit frame data, edit values in BBTag/Jubei/Data.


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