"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.
A self-chaining jab used to start pressure. Hits all crouchers. Jubei, like any other character, can set up a low/throw mixup after a 4A is blocked, vary the amount of 4A he starts off with to change the timing of the mixup, or throw in more exotic pressure options to keep his opponent on his toes.
A 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
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
900×2
All
11
4(8)3
19
-5
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17, 27
22
31, 41
11
+0
+2
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
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
17
3
23
-9
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
27 + GBounce
22
41 + GBounce
11
+0
+2
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
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700×2
All
12
10
30
-9
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85×2
4
18
19
19
24
34
0/+12
+24
+29
This may be the closest we'll ever get to having Sho in the game
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.
Special and whiff cancelable into all grounded specials and supers, on both hits.
Can be canceled into his grounded special moves by pressing 4+A/B/C or 6+A/B/C
Some specials have faster startup when canceled into from this move
Jubei's classic Fissuring Slash, AKA Rekkouzan, is now his 5B. It's still a core part of his gameplan, with neutral, pressure and confirm uses, and it's even safe on block. Due to it canceling into his other specials, it is also a telegraphed but deadly mixup point, especially since the overhead (4+A/4+C) becomes faster when canceled into from 5B. Keep in mind that he can't convert from most of his mixup options without an assist.
5BB
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1200×2
All
8
3(7)3
20
-8
B
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85×2
4
14
19
21
24
36
7
+0
+5
Special and whiff cancelable into all grounded specials and supers, on both hits.
Can be canceled into his grounded special moves by pressing 4+A/B/C or 6+A/B/C
Some specials have faster startup when canceled into from this move
Very similar to the first 5B, but more negative on block. Can be used in confirms to put you closer than a single 5B would, or in pressure to frametrap and keep all your mixup options.
5BBB
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
9
3
22+9L
-15
H
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
60
Launch
75
12
+0
+5
FUR-SERKER BARRAGE
Launches
Guaranteed knockdown ender off 5BB
B Autocombo ender. The 5B chain in general is very stable, and connects cleanly even at high prorations, so 5BBB knockdown is one of the common knockdowns Jubei gets. While it's not a great knockdown outside of the corner, his combos have enough corner carry to render that disadvantage irrelevant.
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.
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.
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.
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
j.BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1200×2
All
8
3(7)3
23
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85×2
4
14
19
21
24
36
7
+0
+5
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.
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.
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)
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)
(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)
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)
Values in [ ] are for max charge version Minimum Damage 120 [144]
Send them to the air with style
B > 6B
j.B > 6B
j.B > 6BAir Followup Fourth Form: Black Pantherspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2400 [2880]
All
Until L+1 (Min 19) [Until L+3 (Min 28)]
3 [1]
18+9L [14+9L]
-9 [+3]
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80 [90]
5
20
Launch
60
Launch
76
20 [20/+6]
+0
+8
Values in [ ] are for max charge version Minimum Damage 120 [144]
Send them to the air with style
(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.
Minimum Damage 40×4 [160] Maximum Slide duration 10F
The A versions travel in straight lines at different heights
j.214A
j.214AA Shiranui: Steelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
800×4
All
29
10×4
Total: 81
-2
H
??~68 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
95×4
4
18
Launch
40 + Slide×3, 40
Launch
55 + Slide×3, 55
0
+0
+2
Minimum Damage 40×4 [160] Maximum Slide duration 10F
The A versions travel in straight lines at different heights
j.236B
j.236BB Shiranui: Steelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
800×4
All
29
10×4
Total: 81
-2
H
??~68 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
95×4
4
18
Launch
40 + Slide×3, 40
Launch
55 + Slide×3, 55
0
+0
+2
Minimum Damage 40×4 [160] Maximum Slide duration 10F
The B versions travel in different zig-zag patterns
j.214B
j.214BB Shiranui: Steelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
800×4
All
29
10×4
Total: 81
-2
H
??~68 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
95×4
4
18
Launch
40 + Slide×3, 40
Launch
55 + Slide×3, 55
0
+0
+2
Minimum Damage 40×4 [160] Maximum Slide duration 10F
The B versions travel in different zig-zag patterns
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)
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)
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.
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.
Values in [] are for Enhanced version Minimum Damage 1320+22×N [1800+20×N] Crumple Duration 100F, Crumple Fall 123F
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
Values in [] are for Enhanced version Minimum Damage 2000 [2500] On normal and CH Crumple Duration 60F, Crumple Fall 53F
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.
To edit frame data, edit values in BBTag/Jubei/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.