(Descriptions are less placeholdery) |
(Some afterthoughts on the last edit) |
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*Mobility Options | *Mobility Options | ||
*Can run under attacks | *Can run under attacks | ||
*High damage | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * | ||
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* True blockstring up to 3 times, then goes into 5A | * True blockstring up to 3 times, then goes into 5A | ||
Generic self-chaining jab. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special, normal cancellable | {{Description|7|text=* 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Jubei/Data|5AAAA}} | {{#lsth:BBTag/Jubei/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Uncancelable autocombo ender | ||
Switches sides on hit and on block. Second hit only happens if this move hits. | Switches sides on hit and on block. Second hit only happens if this move hits. | ||
}} | }} | ||
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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. | ||
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. | 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. | ||
}} | }} | ||
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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. | ||
Very similar to the first 5B. Can be used in confirms to put you closer than a single 5B would. | |||
Very similar to the first 5B. Can be used in confirms to put you closer than a single 5B would, or for frametraps. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Guaranteed knockdown ender off 5BB | {{Description|7|text=* Guaranteed knockdown ender off 5BB | ||
The 5B chain in general is very stable, and connects cleanly even at high prorations. | 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 | ||
A fairly fast universal overhead with solid range. | |||
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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{{!}}- | {{!}}- | ||
{{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. Slightly worse proration than 5A, and usually has to be buffered into 5B when used as a poke as nothing else reliably reaches. | 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=* First hit is low | {{Description|6|text=* First hit is low | ||
* 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. Most of his grounded normals combo into this on CH only. | 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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{{Description|6|text=* Advantage is height dependent | {{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. | 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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* Hits mid | * Hits mid | ||
* Stops air momentum | * 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. | 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. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Hits mid | {{Description|7|text=* Hits mid | ||
Generic ender for j.B. | Generic ender for j.B. | ||
}} | }} | ||
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* Switches sides on hit (usually) | * Switches sides on hit (usually) | ||
* 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. | ||
}} | }} | ||
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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] is character specific | |||
The combo into 236[B] off back throw is character specific. | |||
}} | }} | ||
}} | }} | ||
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* Fully invincible frame 1 | * Fully invincible frame 1 | ||
* Second hit knocks down | * 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. | 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. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Air OK when cancelling out of jB | {{Description|7|text=* 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. | 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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{{Description|7|text=* Can momentum cancel with 446 to make this go full screen | {{Description|7|text=* Can momentum cancel with 446 to make this go full screen | ||
* Air OK when cancelling from jB | * 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. | 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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* Uncharged version connects from: 5AA air hit (second hit), 5B, 5BB, TK jB | * 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 | * 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. | |||
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=* Air OK when cancelling out of jB | {{Description|6|text=* Air OK when cancelling out of jB | ||
* Knocks down | * 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. | 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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{{!}}- | {{!}}- | ||
{{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. Nobody's going to react to this. | |||
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 | ||
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 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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{{!}}- | {{!}}- | ||
{{Description|6|text= * Finishes with 5BBB on hit only, which launches and blows back | {{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. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Bounces 3 times before disappearing | {{Description|6|text=* Bounces 3 times before disappearing | ||
Slow startup, slow moving, bouncing projectile that covers a lot of vertical space. | |||
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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{{!}}- | {{!}}- | ||
{{Description|6|text=* Launches | {{Description|6|text=* Launches | ||
Only useful in combos and assist punishes, since its range blows. | Only useful in combos and assist punishes, since its range blows. | ||
}} | }} | ||
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* 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. | |||
}} | }} | ||
}} | }} | ||
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{{Description|6|text=* Switches sides on hit | {{Description|6|text=* Switches sides on hit | ||
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 |
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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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Generic self-chaining jab. |
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. 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 | Template:AttackDataHeader-BBTag | ||||
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Jubei's anti-air normal. Combos into j236C/j214C even on normal hit. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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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 | 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. |
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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag | ||||
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The combo into 236[B] off back throw is character specific. |
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 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 |
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. 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) |
Template:AttackDataHeader-BBTag | ||||
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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 |
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 assist punishes, since its range blows. |
Distortion Skills
Thousand Hands: Roaring Pillar
Thousand Hands: Roaring Pillar 236B+C |
Template:AttackDataHeader-BBTag | ||||
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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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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 |
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 •