Difference between revisions of "BBTag/Jubei"

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(Thousand Hands: Roaring Pillar)
(Shiranui: Steel)
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{{Description|7|text=* Fully invincible frame 16-60
 
{{Description|7|text=* Fully invincible frame 16-60
  
Like j.236B/j.214B, but faster, which mitigates its main weakness and allows it to be used in some solo combos. Also recovers in mid-air shortly before falling, unlike the non-metered version.
+
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.  
 
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Revision as of 12:24, 9 September 2019

Jubei
BBTag Jubei Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 25 / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Tricky, Close-range
Team Role
Point

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

Strengths Weaknesses
  • Mobility Options
  • Can run under attacks
  • High damage



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





Normal Moves

4A
4A
BBCF Jubei 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 2 13 -3
  • 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.


5A
5A
BBCF Jubei 5B.png
BBCF Jubei 5C.png
BBCF Jubei 3C.png
This one's a low
BBCF Jubei 5D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1200 All 7 3 16 -2
  • Jump, special, normal 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.

5AA 900*2 All 11 4(8)3 19 -5
  • Special, normal cancellable
  • Throw cancellable (but will always whiff, unless it catches pushblock)
  • 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.

5AAA 900*2 All, Low 13 3(11)3 21 -7
  • 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.

5AAAA 1700*2 All 12 10 30 -9
  • Uncancelable autocombo ender
  • 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.


5B
5B
Fissuring Slash/Rekkouzan
BBCF Jubei FissuringSlash.png
BBCF Jubei FissuringSlash.png
BBCF Jubei FissuringSlash2.png
FUR-SERKER BARRAGE
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1200*2 All 13 3(7)3 16 -4
  • 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, now his 5B - a two-hit forward moving attack with pressure uses, which also is crucial for his basic confirms. It is also a telegraphed but deadly mixup point, as some of his mixup options like 214C become faster, thus less reactable when canceled into from 5B. However, he can't convert from most of these options without an assist.

5BB 1200*2 All 8 3(7)3 20 -8
  • 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. Can be used in confirms to put you closer than a single 5B would, or to alter the timing of the mixup.

5BBB 1700 All 9 3 22+9L -15
  • Launches
  • Guaranteed knockdown ender off 5BB

The 5B chain in general is very stable, and connects cleanly even at high prorations. However, it's not a great knockdown outside of the corner.


5C
5C
BBCF Jubei Crush Trigger.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 24 -10
  • 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.


2A
2A
BBCF Jubei 2B.png
Go for the toes
Damage Guard Startup Active Recovery Frame Adv.
1200 Low 8 4 15 -4
  • 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.


2B
2B
BBCF Jubei 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 12 8 7+8L -4
  • 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.


2C
2C
BBCF Jubei 6B Attack.png
Damage Guard Startup Active Recovery Frame Adv.
1700*2 Low, All 18 3(4)3 25 -9
  • 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.


j.A
j.A
BBCF Jubei j.C.png
Damage Guard Startup Active Recovery Frame Adv.
1200*2 High 12 2(9)2 14 -
  • 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.


j.B
j.B
Fissuring Slash/Rekkouzan (midair)
BBCF Jubei FissuringSlash.png
BBCF Jubei FissuringSlash2.png
FUR-SERKER BARRAGE; midair version.
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1200*2 All 11 3(7)3 23 -
  • Special, jBB cancellable
  • 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.

j.BB 1700 All 9 3 35+9L -
  • 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
j.C
BBCF Jubei jD.png
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All 16 Until L 30 -
  • 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.



Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Jubei GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -
  • 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.


Fissuring Impact
Fissuring Impact
5A+D (Air OK)
BBCF Jubei FissuringImpact.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1700*2 Air Unblockable 12 4(12)3 ??+18L -??
Air 1700*2 All 12 4(12)3 Until L+18 -
  • Ground version is air unblockable
  • Fully invincible frame 1
  • 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.



Skills

First Form: Shadow Wolf
First Form: Shadow Wolf
236A (6A During 5B, 5BB or j.B)
BBCF Jubei ShadowWolf.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000 Low 13 2 21 -4
Air 2000 Low UntilL+5 2 21 -4
  • 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.


Second Form: Demon Fox
Second Form: Demon Fox
214A (4A During 5B, 5BB or j.B)
BBCF Jubei DemonFox.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1800 High 25 3 9+11L -4
Air 1800 High 25 3 12+9L -
  • Carries over momentum from 44>6
  • Air OK when cancelling out of jB

(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.


Third Form: Wild Lion
Third Form: Wild Lion
214B (4B During 5B, 5BB or j.B)
BBCF Jubei WildLion.png
Ghetto Spin dash
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 500*7, 1500 All 22 3*7(8)4 24 -11
Air 500*N, 1500 All 22 3*N(8)4 24 -11
  • 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
Fourth Form: Black Panther
236B (6B During 5B, 5BB or j.B)
BBCF Jubei BlackPanther.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2400 [2880] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3]
Air 2400 [2880] All Until L+1
[Until L+3]
3 [1] 18+9L
[14+9L]
-9 [+3]
  • (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
Sneak Behind
66
BBTag Jubei SneakBehind.png
Whoops, excuse me
Damage Guard Startup Active Recovery Frame Adv.
- - - - 21 -
  • 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


Shiranui: Steel
Shiranui: Steel
j.236A/B or j.214A/B
BBTag Jubei ShiranuiSteelA.png
The A versions travel in straight lines at different heights
BBTag Jubei ShiranuiSteelB.png
The B versions travel in different zig-zag patterns
Version Damage Guard Startup Active Recovery Frame Adv.
j.236A 800*4 All 29 10*4 Total: -
j.214A 800*4 All 29 10*4 Total: -
j.236B 800*4 All 29 10*4 Total: -
j.214B 800*4 All 29 10*4 Total: -
  • 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.



Extra Skills

First Form: Shadow Wolf
First Form: Shadow Wolf
236C (6C During 5B, 5BB or j.B)
BBCF Jubei ShadowWolf.png
Damage Guard Startup Active Recovery Frame Adv.
2200 Low 9 2 27 -5
  • Air OK when cancelling out of jB
  • Knocks down

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.


Second Form: Demon Fox
Second Form: Demon Fox
214C (4C During 5B, 5BB or j.B)
BBCF Jubei DemonFox.png
Damage Guard Startup Active Recovery Frame Adv.
1980 High 20 3 9+11L -4
  • 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.

Shiranui: Steel
Shiranui: Steel
j.236C or j.214C
BBTag Jubei ShiranuiSteelB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.236C 800*4 All 20 10*4 - -
j.214C 800*4 All 20 - - -
  • 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.



Partner Skills

5P
5P
5B
BBTag Jubei FissuringSlash.png
Damage Guard Startup Active Recovery Frame Adv.
1000*2, 1500 All (18)+13 2(4)2 22 -9
  • 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.


6P
6P
Rising Justice
BBCF Jubei RisingJustice.png
Furball
Damage Guard Startup Active Recovery Frame Adv.
1800 All (18)+30 301 Total: (18)+53 +4
  • 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.


4P
4P
Fourth Form: Black Panther
BBCF Jubei BlackPanther.png
Damage Guard Startup Active Recovery Frame Adv.
2200 All (18)+15 3 19+21L -22
  • Launches

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



Distortion Skills

Thousand Hands: Roaring Pillar
Thousand Hands: Roaring Pillar
236B+C
BBCF Jubei RoaringPillar.png
It's called "cat-ligraphy"
Damage Guard Startup Active Recovery Frame Adv.
1250*2, 5000
[1250*2, 730*9]
All 12+1 12 39 -30
  • Fully invincible frame 1
  • 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.


Twin Guardians: Mourning Shore
Twin Guardians: Mourning Shore
j.236B+C
BBCF Jubei MourningShore.png
Damage Guard Startup Active Recovery Frame Adv.
1700, 100*N, 6000
[1000, 100*N, 1600*5]
All 4+2 Until L 41 -23
  • Air only
  • Fully invincible frame 1
  • 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.



Distortion Skill Duo

Thousand Hands: Roaring Pillar
P during Main Character's Distortion Skill
BBCF Jubei RoaringPillar.png
Damage Guard Startup Active Recovery Frame Adv.
500*2, 1000
[800*2, 100*9]
All 1+1 12 39 -30
  • 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.


Astral Heat

Asura: Thunderbird Rising
222B+C
BBTag Jubei AsuraThunderbirdRising.png
「STAND UNRIVALED」
BBCF Jubei AH3.png
Damage Guard Startup Active Recovery Frame Adv.
- All 4+7 3 83 -65
  • Astral finish
  • Fully invincible frame 1

Detailed description of the usefulness of the move go here



Navigation


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Click [*] for character's frame data
System Explanations

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