(Some afterthoughts on the last edit) |
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Jump, special, normal cancellable | {{Description|6|text=* Jump, special, normal 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 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. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Jump, special, normal cancellable | {{Description|7|text=* 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. | |||
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{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special, normal cancellable | {{Description|7|text=* Special, normal cancellable | ||
Jump cancellable on hit | * 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. | |||
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{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special, normal cancellable | {{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. | |||
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{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Uncancelable autocombo ender | {{Description|7|text=* Uncancelable autocombo ender | ||
* Second hit only comes out on hit | |||
Switches sides on hit and on block. | 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special and whiff cancelable into all grounded specials and supers, on both hits. | {{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 | |||
Jubei's classic Fissuring Slash, AKA Rekkouzan, now on | 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. | ||
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{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special and whiff cancelable into all grounded specials and supers, on both hits. | {{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 | |||
Very similar to the first 5B. Can be used in confirms to put you closer than a single 5B would, or | 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. | ||
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{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Jubei/Data|5BBB}} | {{#lsth:BBTag/Jubei/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Guaranteed knockdown ender off 5BB | {{Description|7|text= * Launches | ||
* Guaranteed knockdown ender off 5BB | |||
The 5B chain in general is very stable, and connects cleanly even at high prorations. | 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. | ||
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{{Description|6|text=* Main grounded poke and main low | {{Description|6|text=* Main grounded poke and main low | ||
One of Jubei's longest normals, with good speed and recovery. | 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. | ||
}} | }} | ||
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* 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. 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. | ||
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{{#lsth:BBTag/Jubei/Data|2C}} | {{#lsth:BBTag/Jubei/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=* Both hits are jump and special cancellable even on block, and gatling into 5B | ||
* Both hits are jump and special cancellable even on block, and gatling into 5B | |||
Jubei's 6B counter animation from ''CF''. One of Jubei's best combo starters and combo pieces in general | 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. | ||
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* 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. | 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special, jBB cancellable | {{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. | |||
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{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Hits mid | {{Description|7|text=* Hits mid | ||
* Knocks down | |||
Generic ender for j.B. | Generic ender for j.B. Not as useful as the grounded version, since the 4B followup is probably better in most situations. | ||
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* Special cancellable on hit only | * Special cancellable on hit only | ||
* Hits mid | * Hits mid | ||
* Switches sides on hit | * Switches sides on hit | ||
* 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. | 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. | ||
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{{Description|6|text=* Combos into 2C or 236[B] | {{Description|6|text=* Combos into 2C or 236[B] | ||
The combo into 236[B] off back throw is character specific. | 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. | ||
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* 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. | |||
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{{Description|7|text=* Air OK when cancelling out of jB | {{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. | 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. | ||
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{{#lsth:BBTag/Jubei/Data|j.B > 4A}} | {{#lsth:BBTag/Jubei/Data|j.B > 4A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Air OK when cancelling out of jB | {{Description|7|text=* 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. | |||
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{{#lsth:BBTag/Jubei/Data|j.B > 4B}} | {{#lsth:BBTag/Jubei/Data|j.B > 4B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Carries over momentum from 44>6 | ||
* Air OK when cancelling from jB | * Air OK when cancelling from jB | ||
Telegraphed crossup. | 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. | ||
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* Charged version connects from: 2C (second hit), CH 2C (first hit), Throw. Some of these are character specific | * 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 | 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. | ||
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{{Description|6|text=* A short dash that can cross up the opponent | {{Description|6|text=* A short dash that can cross up the opponent | ||
* Projectile invincible | * Projectile invincible | ||
Can be used for | * Carries over momentum from 44>6 | ||
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] | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Shiranui: Steel</font> ====== | ====== <font style="visibility:hidden" size="0">Shiranui: Steel</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Jubei_ShiranuiSteelA.png |caption= | |image=BBTag_Jubei_ShiranuiSteelA.png |caption=The A versions travel in straight lines at different heights | ||
|image2=BBTag_Jubei_ShiranuiSteelB.png |caption2= | |image2=BBTag_Jubei_ShiranuiSteelB.png |caption2=The B versions travel in different zig-zag patterns | ||
|name=Shiranui: Steel |input=j.236A/B or j.214A/B | |name=Shiranui: Steel |input=j.236A/B or j.214A/B | ||
|data= | |data= | ||
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{{AttackVersion|name=j.214A}} | {{AttackVersion|name=j.214A}} | ||
{{#lsth:BBTag/Jubei/Data|j.214A}} | {{#lsth:BBTag/Jubei/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.236B}} | {{AttackVersion|name=j.236B}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Fully invincible frame 25-70 | {{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. | 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.214B hits crossup if | |||
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. | |||
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* Knocks down | * Knocks down | ||
Extremely fast, massive range and enough advantage on ground hit to give Jubei solo conversions. A big upgrade over 236A | 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. | ||
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{{Description|6|text=* Air OK when cancelling out of jB | {{Description|6|text=* Air OK when cancelling out of jB | ||
Very fast overhead mixup when cancelled out of 5B or 5BB | 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. | ||
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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 | 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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{{Description|6|text=* Launches | {{Description|6|text=* Launches | ||
Only useful in combos and | Only useful in combos and burst punishes, since it has little range, few active frames and not enough disjoint. | ||
}} | }} | ||
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* Almost full-screen range | * Almost full-screen range | ||
* Switches sides on hit | * 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. | |||
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{{Description|6|text=* Switches sides on hit | {{Description|6|text=* 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. | |||
}} | }} |
Revision as of 16:46, 9 September 2019
Jubei |
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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 |
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|
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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 | Template:AttackDataHeader-BBTag | ||||
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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 | Template:AttackDataHeader-BBTag |
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5B
5B Fissuring Slash/Rekkouzan |
Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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A fairly fast universal overhead with solid range. It's unsafe, but that only matters when someone actually blocks it anyway. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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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 | Template:AttackDataHeader-BBTag | ||||
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Jubei's anti-air normal. No real other uses. Combos into j236C/j214C even on normal hit. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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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 | Template:AttackDataHeader-BBTag | ||||
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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) |
Template:AttackDataHeader-BBTag |
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j.C
j.C |
Template:AttackDataHeader-BBTag
| ||||
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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 |
Template:AttackDataHeader-BBTag | ||||
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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) |
Template:AttackDataHeader-BBTag |
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Skills
First Form: Shadow Wolf
First Form: Shadow Wolf 236A (6A During 5B, 5BB or j.B) |
Template:AttackDataHeader-BBTag |
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Second Form: Demon Fox
Second Form: Demon Fox 214A (4A During 5B, 5BB or j.B) |
Template:AttackDataHeader-BBTag |
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Third Form: Wild Lion
Third Form: Wild Lion 214B (4B During 5B, 5BB or j.B) |
Template:AttackDataHeader-BBTag |
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Fourth Form: Black Panther
Fourth Form: Black Panther 236B (6B During 5B, 5BB or j.B) |
Template:AttackDataHeader-BBTag |
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Sneak Behind
Sneak Behind 66 |
Template:AttackDataHeader-BBTag | ||||
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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 |
Template:AttackDataHeader-BBTag |
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Extra Skills
First Form: Shadow Wolf
First Form: Shadow Wolf 236C (6C During 5B, 5BB or j.B) |
Template:AttackDataHeader-BBTag | ||||
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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) |
Template:AttackDataHeader-BBTag | ||||
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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 |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P 5B |
Template:AttackDataHeader-BBTag
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Forward moving assist with decent lockdown, and a lot of time to follow up from if it hits. |
6P
6P Rising Justice |
Template:AttackDataHeader-BBTag | ||||
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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 |
Template:AttackDataHeader-BBTag
| ||||
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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 |
Template:AttackDataHeader-BBTag | ||||
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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 |
Template:AttackDataHeader-BBTag | ||||
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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 |
Template:AttackDataHeader-BBTag
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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. |
Astral Heat
Asura: Thunderbird Rising 222B+C |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •