Difference between revisions of "BBTag/Jubei"

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(Strengths/Weaknesses)
(Some afterthoughts on the last edit)
(One intermediate revision by the same user not shown)
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*Mobility Options
 
*Mobility Options
 
*Can run under attacks
 
*Can run under attacks
 +
*High damage
 
| style="width: 50%;"|
 
| style="width: 50%;"|
 
*
 
*
Line 73: Line 74:
 
* True blockstring up to 3 times, then goes into 5A
 
* True blockstring up to 3 times, then goes into 5A
  
Detailed description of the usefulness of the move go here
+
Generic self-chaining jab.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=* Jump, special, normal cancellable
 
{{Description|7|text=* Jump, special, normal cancellable
 
+
Generic A autocombo starter, jump cancellable even on block.
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
Line 99: Line 99:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=* Special, normal cancellable
 
{{Description|7|text=* Special, normal cancellable
 
+
Jump cancellable on hit. Second hit can combo into 236B during juggles. All of Jubei's two-hit autocombo normals have increased hitstun on both hits if the first one counterhits, making CH confirms very easy.
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{!}}-
 
{{!}}-
 
{{Description|7|text=* Special, normal cancellable
 
{{Description|7|text=* Special, normal cancellable
* Second hit is a low, launches, and is jump cancellable on hit
 
  
Detailed description of the usefulness of the move go here
+
Jump cancellable on hit. Second hit is a low and launches, which is bad for you since that makes the confirms you get worse.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{#lsth:BBTag/Jubei/Data|5AAAA}}
 
{{#lsth:BBTag/Jubei/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|7|text=* Uncancelable autocombo ender
  
Detailed description of the usefulness of the move go here
+
Switches sides on hit and on block. Second hit only happens if this move hits.
 
  }}
 
  }}
 
}}
 
}}
Line 134: Line 132:
 
{{#lsth:BBTag/Jubei/Data|5B}}
 
{{#lsth:BBTag/Jubei/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Whiff cancelable into all grounded specials and supers
+
{{Description|7|text=* Special and whiff cancelable into all grounded specials and supers, on both hits.
Jubei's classic Fissuring Slash, AKA Rekkouzan, dumbed down to a single B input. Functions roughly the same when it comes to following up any of his special moves from it, only without the need of Sharenjin existing.
+
 
 +
Jubei's classic Fissuring Slash, AKA Rekkouzan, now on a single B input. Functions roughly the same when it comes to following up any of his special moves from it, only without the need of Sharenjin existing.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
Line 141: Line 140:
 
{{#lsth:BBTag/Jubei/Data|5BB}}
 
{{#lsth:BBTag/Jubei/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Detailed description of the usefulness of the move go here
+
{{Description|7|text=* Special and whiff cancelable into all grounded specials and supers, on both hits.
 +
 
 +
Very similar to the first 5B. Can be used in confirms to put you closer than a single 5B would, or for frametraps.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
Line 147: Line 148:
 
{{#lsth:BBTag/Jubei/Data|5BBB}}
 
{{#lsth:BBTag/Jubei/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|7|text=* Guaranteed knockdown ender off 5BB
  
Detailed description of the usefulness of the move go here
+
The 5B chain in general is very stable, and connects cleanly even at high prorations.
 
  }}
 
  }}
 
}}
 
}}
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{{Description|6|text=* Damage dependent on if you have a partner available and second hit timing
 
{{Description|6|text=* Damage dependent on if you have a partner available and second hit timing
  
Detailed description of the usefulness of the move go here
+
A fairly fast universal overhead with solid range. It's unsafe, but that only matters when someone actually blocks it anyway.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Jubei/Data|2A}}
 
{{#lsth:BBTag/Jubei/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Special, normal cancellable
+
{{Description|6|text=* Main grounded poke and main low
  
One of Jubei's longest normals, good poke in neutral.
+
One of Jubei's longest normals, with good speed and recovery. Slightly worse proration than 5A, and usually has to be buffered into 5B when used as a poke as nothing else reliably reaches.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=* Head invincible
 
{{Description|6|text=* Head invincible
* Jump, jB cancellable on hit
+
* 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
  
Probably Jubei's best anti-air besides the universal DP
+
Jubei's anti-air normal. 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=* Jump, special cancellable
+
{{Description|6|text=* First hit is low
 +
* 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. Can frame trap by cancelling into Black Panther.
+
Jubei's 6B counter animation from ''CF''. One of Jubei's best combo starters and combo pieces in general. Most of his grounded normals combo into this on CH only.
 
  }}
 
  }}
 
}}
 
}}
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* Jump, special, jB cancellable
 
* Jump, special, jB cancellable
  
Detailed description of the usefulness of the move go here
+
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.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=* Special, jBB cancellable
 
{{Description|7|text=* Special, jBB cancellable
Same as the original midair Rekkouzan/Fissuring Slash, and can be cancelled into his grounded specials despite its airborne state.
+
* Hits mid
 +
* Stops air momentum
 +
 
 +
Same as the original midair Rekkouzan/Fissuring Slash, and 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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
Line 250: Line 255:
 
{{#lsth:BBTag/Jubei/Data|j.BB}}
 
{{#lsth:BBTag/Jubei/Data|j.BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|7|text=* Hits mid
  
Detailed description of the usefulness of the move go here
+
Generic ender for j.B.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=* Advantage is height dependent
 
{{Description|6|text=* Advantage is height dependent
* Special cancellable
+
* Stops air momentum
 +
* Special cancellable on hit only
 +
* Hits mid
 +
* Switches sides on hit (usually)
 +
* Can switch sides on block from close distances, even in the corner
  
Detailed description of the usefulness of the move go here
+
Second hit comes out on hit only. Can be used as an air combo ender.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Jubei/Data|BC}}
 
{{#lsth:BBTag/Jubei/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Links into 2C
+
{{Description|6|text=* Combos into 2C or 236[B]
  
Detailed description of the usefulness of the move go here
+
The combo into 236[B] off back throw is character specific.
 
  }}
 
  }}
 
}}
 
}}
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{{Description|7|text=* Ground version is air unblockable
 
{{Description|7|text=* Ground version is air unblockable
 
* Fully invincible frame 1
 
* Fully invincible frame 1
* Second hit wallbounces
+
* Second hit knocks down
  
Detailed description of the usefulness of the move go here
+
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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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_FirstFormShadowWolf.png |caption=
 
|image=BBTag_Jubei_FirstFormShadowWolf.png |caption=
|name=First Form: Shadow Wolf |input=236A (6A During 5BBB or j.B)
+
|name=First Form: Shadow Wolf |input=236A (6A During 5B, 5BB or j.B)
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
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{{Description|7|text=* Air OK when cancelling out of jB
 
{{Description|7|text=* Air OK when cancelling out of jB
  
Detailed description of the usefulness of the move go here
+
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.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_SecondFormDemonFox.png |caption=
 
|image=BBTag_Jubei_SecondFormDemonFox.png |caption=
|name=Second Form: Demon Fox |input=214A (4A During 5BBB or j.B)
+
|name=Second Form: Demon Fox |input=214A (4A During 5B, 5BB or j.B)
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
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{{Description|7|text=* Air OK when cancelling out of jB
 
{{Description|7|text=* Air OK when cancelling out of jB
  
Detailed description of the usefulness of the move go here
+
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 will still usually want assist cover to always get a conversion.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_ThirdFormWildLion.png |caption= Ghetto Spin dash
 
|image=BBTag_Jubei_ThirdFormWildLion.png |caption= Ghetto Spin dash
|name=Third Form: Wild Lion |input=214B (4B During 5BBB or j.B)
+
|name=Third Form: Wild Lion |input=214B (4B During 5B, 5BB or j.B)
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
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* Air OK when cancelling from jB
 
* Air OK when cancelling from jB
  
Detailed description of the usefulness of the move go here
+
Telegraphed crossup. Makes for a solid active switch option due to its many hits, which also doubles as a non-crossup option.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_FourthFormBlackPanther.png |caption=
 
|image=BBTag_Jubei_FourthFormBlackPanther.png |caption=
|name=Fourth Form: Black Panther |input=236B (6B During 5BBB or j.B)
+
|name=Fourth Form: Black Panther |input=236B (6B During 5B, 5BB or j.B)
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=* (charged) - hold B
 
{{Description|7|text=* (charged) - hold B
* Air OK when cancelling out of jB
+
* 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
  
Optimal reversal punish starter
+
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 also makes it an useable frametrap.
 
  }}
 
  }}
 
}}
 
}}
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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 cheeky 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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{{Description|7|text=* Fully invincible frame 25-70
 
{{Description|7|text=* Fully invincible frame 25-70
 
* Advantage is height dependent
 
* Advantage is height dependent
 
+
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. Assist cover helps mitigate this.
Jubei will really want to cover himself with an assist if he uses these to get in.
 
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
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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. Assist cover helps mitigate this.
Jubei will really want to cover himself with an assist if he uses these to get in. 214 version is useful for crossups.
+
j.214B hits crossup if spaced correctly, and allows for solo followups if it hits. Both versions can set up assist sandwiches on block.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_FirstFormShadowWolf.png |caption=
 
|image=BBTag_Jubei_FirstFormShadowWolf.png |caption=
|name=First Form: Shadow Wolf |input=236C (6C During 5BBB or j.B)
+
|name=First Form: Shadow Wolf |input=236C (6C During 5B, 5BB or j.B)
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
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* Knocks down
 
* Knocks down
  
Detailed description of the usefulness of the move go here
+
Extremely fast, massive range and enough advantage on ground hit to give Jubei solo conversions. A big upgrade over 236A, and gives Jubei some punish privileges.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_SecondFormDemonFox.png |caption=
 
|image=BBTag_Jubei_SecondFormDemonFox.png |caption=
|name=Second Form: Demon Fox |input=214C (4C During 5BBB or j.B)
+
|name=Second Form: Demon Fox |input=214C (4C During 5B, 5BB or j.B)
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
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{{Description|6|text=* Air OK when cancelling out of jB
 
{{Description|6|text=* Air OK when cancelling out of jB
  
Detailed description of the usefulness of the move go here
+
Very fast overhead mixup when cancelled out of 5B or 5BB. Nobody's going to react to this. 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
  
Jubei will really want to cover himself with an assist if he uses these to get in. 214 version is useful for crossups.
+
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.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Jubei_FissuringSlash.png |caption=
 
|image=BBTag_Jubei_FissuringSlash.png |caption=
|input=Fissuring Slash
+
|input=5B
 
|name=5P
 
|name=5P
 
|data=
 
|data=
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{{#lsth:BBTag/Jubei/Data|5P}}
 
{{#lsth:BBTag/Jubei/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|6|text= * Finishes with 5BBB on hit only, which launches and blows back
 
 
Detailed description of the usefulness of the move go here
 
  
 +
Forward moving assist with decent lockdown, and a lot of time to follow up from if it hits.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Jubei/Data|6P}}
 
{{#lsth:BBTag/Jubei/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Blows back on hit
+
{{Description|6|text=* Bounces 3 times before disappearing
 
 
Detailed description of the usefulness of the move go here
 
  
 +
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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Jubei/Data|4P}}
 
{{#lsth:BBTag/Jubei/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|6|text=* Launches
 
 
Detailed description of the usefulness of the move go here
 
  
 +
Only useful in combos and assist punishes, since its range blows.
 
  }}
 
  }}
 
}}
 
}}
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* 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
 
+
* Switches sides on hit
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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* Damage is height dependent
 
* Damage is height dependent
  
Detailed description of the usefulness of the move go here
+
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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Jubei/Data|Distortion Skill Duo}}
 
{{#lsth:BBTag/Jubei/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|6|text=* Switches sides on hit
  
Detailed description of the usefulness of the move go here
+
It's a DHC and does DHC things, like every other DHC in the game. Use in kill combos.
  
 
  }}
 
  }}

Revision as of 15:10, 8 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
  • Fastest normal
  • True blockstring up to 3 times, then goes into 5A

Generic self-chaining jab.


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

Generic A autocombo starter, jump cancellable even on block.

5AA 900*2 All 11 4(8)3 19 -5
  • Special, normal cancellable

Jump cancellable on hit. Second hit can combo into 236B during juggles. All of Jubei's two-hit autocombo normals have increased hitstun on both hits if the first one counterhits, making CH confirms very easy.

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

Jump cancellable on hit. Second hit is a low and launches, which is bad for you since that makes the confirms you get worse.

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

Switches sides on hit and on block. Second hit only happens if this move hits.


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.

Jubei's classic Fissuring Slash, AKA Rekkouzan, now on a single B input. Functions roughly the same when it comes to following up any of his special moves from it, only without the need of Sharenjin existing.

5BB 1200*2 All 8 3(7)3 20 -8
  • Special and whiff cancelable into all grounded specials and supers, on both hits.

Very similar to the first 5B. Can be used in confirms to put you closer than a single 5B would, or for frametraps.

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

The 5B chain in general is very stable, and connects cleanly even at high prorations.


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. Slightly worse proration than 5A, and usually has to be buffered into 5B when used as a poke as nothing else reliably reaches.


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. 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
  • First hit is low
  • 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. Most of his grounded normals combo into this on CH only.


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.


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
  • Hits mid
  • Stops air momentum

Same as the original midair Rekkouzan/Fissuring Slash, and 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.

j.BB 1700 All 9 3 35+9L -
  • Hits mid

Generic ender for j.B.


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 (usually)
  • 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.



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]

The combo into 236[B] off back throw is character specific.


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

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.


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 -
  • Air OK when cancelling out of jB

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 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
  • Can momentum cancel with 446 to make this go full screen
  • Air OK when cancelling from jB

Telegraphed crossup. Makes for a solid active switch option due to its many hits, which also doubles as a non-crossup option.


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 also makes it an useable frametrap.


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

Can be used for cheeky 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
BBTag Jubei ShiranuiSteelB.png
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: -
  • Fully invincible frame 25-70
  • Advantage is height dependent

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. Assist cover helps mitigate this.

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. Assist cover helps mitigate this. j.214B hits crossup if spaced correctly, and allows for solo followups if it hits. Both versions can set up assist sandwiches on block.



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. A big upgrade over 236A, and gives Jubei some punish privileges.


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 overhead mixup when cancelled out of 5B or 5BB. Nobody's going to react to this. 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 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.



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 assist punishes, since its range blows.



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


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

It's a DHC and does DHC things, like every other DHC in the game. Use in kill combos.


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



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