(Some more detailed descriptions plus a bit of tidbits) |
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(22 intermediate revisions by 4 users not shown) | |||
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|image=BBTag_Jubei_5A.png |caption= | |image=BBTag_Jubei_5A.png |caption= | ||
|image2=BBTag_Jubei_5AA.png |caption2= | |image2=BBTag_Jubei_5AA.png |caption2= | ||
|image3=BBTag_Jubei_5AAA.png |caption3= | |image3=BBTag_Jubei_5AAA.png |caption3= | ||
|image4=BBTag_Jubei_5AAAA.png |caption4= | |image4=BBTag_Jubei_5AAAA.png |caption4= | ||
|name=5A | |name=5A | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special, normal cancellable | {{Description|7|text=* Special, normal cancellable | ||
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. | 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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* Some specials have faster startup when canceled into from this move | * Some specials have faster startup when canceled into from this move | ||
Jubei's classic Fissuring Slash, AKA Rekkouzan, now his 5B | 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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* Some specials have faster startup when canceled into from this move | * Some specials have faster startup when canceled into from this move | ||
Very similar to the first 5B. Can be used in confirms to put you closer than a single 5B would, or to | 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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* Guaranteed knockdown ender off 5BB | * 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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{{MoveData | {{MoveData | ||
|image=BBTag_Jubei_5B.png |caption= | |image=BBTag_Jubei_5B.png |caption= | ||
|image2=BBTag_Jubei_5BBB.png | | |image2=BBTag_Jubei_5B.png |caption2= | ||
|image3=BBTag_Jubei_5BBB.png |caption3=FUR-SERKER BARRAGE; midair version. | |||
|name=j.B | |name=j.B | ||
|input=Fissuring Slash/Rekkouzan (midair) | |input=Fissuring Slash/Rekkouzan (midair) | ||
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Generic ender for j.B. Not as useful as the grounded version, since the 4B followup is probably better in most situations. | Generic ender for j.B. Not as useful as the grounded version, since the 4B followup is probably better in most situations. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=j.BBB}} | |||
{{#lsth:BBTag/Jubei/Data|j.BBB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | }} | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=236A}} | ||
{{#lsth:BBTag/Jubei/Data|236A}} | {{#lsth:BBTag/Jubei/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=B > 6B}} | ||
{{#lsth:BBTag/Jubei/Data|j.B > 6A}} | {{#lsth:BBTag/Jubei/Data|j.B > 6A}} | ||
{{!}}- | {{!}}- | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=214A}} | ||
{{#lsth:BBTag/Jubei/Data|214A}} | {{#lsth:BBTag/Jubei/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=B > 4A}} | ||
{{#lsth:BBTag/Jubei/Data|j.B > 4A}} | {{#lsth:BBTag/Jubei/Data|j.B > 4A}} | ||
{{!}}- | {{!}}- | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=214B and B > 4B}} | ||
{{#lsth:BBTag/Jubei/Data|214B}} | {{#lsth:BBTag/Jubei/Data|214B}} | ||
{{!}}- | {{!}}- | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=236B}} | ||
{{#lsth:BBTag/Jubei/Data|236B}} | {{#lsth:BBTag/Jubei/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=B > 6B}} | ||
{{#lsth:BBTag/Jubei/Data|B > 6B}} | |||
{{!}}- | |||
{{AttackVersion|name=j.B > 6B}} | |||
{{#lsth:BBTag/Jubei/Data|j.B > 6B}} | {{#lsth:BBTag/Jubei/Data|j.B > 6B}} | ||
{{!}}- | {{!}}- | ||
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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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{{!}}- | {{!}}- | ||
{{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. 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. | 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 j.236B hits sameside | |||
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. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Twilight Tiger</font> ====== | |||
{{MoveData | |||
|image=BBTag_Jubei_TwilightTigerA.png |caption= | |||
|image2=BBTag_Jubei_TwilightTigerAttackA.png |caption2= | |||
|image3=BBTag_Jubei_TwilightTigerB.png |caption3= | |||
|image4=BBTag_Jubei_TwilightTigerAttackB.png |caption4= | |||
|name=Twilight Tiger |input=22A/B | |||
|data= | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=22A Catch}} | |||
{{#lsth:BBTag/Jubei/Data|22A}} | |||
{{!}}- | |||
{{AttackVersion|name=22A Attack}} | |||
{{#lsth:BBTag/Jubei/Data|22A Attack}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
{{AttackVersion|name=22B Catch}} | |||
{{#lsth:BBTag/Jubei/Data|22B}} | |||
{{!}}- | |||
{{AttackVersion|name=22B Attack}} | |||
{{#lsth:BBTag/Jubei/Data|22B Attack}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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|name=First Form: Shadow Wolf |input=236C (6C During 5B, 5BB or j.B) | |name=First Form: Shadow Wolf |input=236C (6C During 5B, 5BB or j.B) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=236C and B > 6C}} | |||
{{#lsth:BBTag/Jubei/Data|236C}} | {{#lsth:BBTag/Jubei/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{AttackVersion|name=j.B > 6C}} | ||
{{#lsth:BBTag/Jubei/Data|j.B > 6C}} | |||
{{!}}- | |||
{{Description|7|text=* Air OK when cancelling out of jB | |||
* Knocks down | * Knocks down | ||
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|name=Second Form: Demon Fox |input=214C (4C During 5B, 5BB or j.B) | |name=Second Form: Demon Fox |input=214C (4C During 5B, 5BB or j.B) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=214C}} | |||
{{#lsth:BBTag/Jubei/Data|214C}} | {{#lsth:BBTag/Jubei/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{AttackVersion|name=B > 4C and j.B > 4C}} | ||
{{#lsth:BBTag/Jubei/Data|j.B > 4C}} | |||
{{!}}- | |||
{{Description|7|text=* Air OK when cancelling out of jB | |||
Very fast, unreactable overhead mixup when cancelled out of 5B or 5BB. Can tack on j.236B+C for extra damage after the 5B version, otherwise still needs an assist to convert. | 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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Shiranui: Steel</font> ====== | |||
====== <font style="visibility:hidden" size="0">EX Shiranui: Steel</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Jubei_ShiranuiSteelB.png |caption= | |image=BBTag_Jubei_ShiranuiSteelB.png |caption= | ||
|name=Shiranui: Steel |input=j.236C or j.214C | |name=EX Shiranui: Steel |input=j.236C or j.214C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
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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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">EX Twilight Tiger</font> ====== | |||
{{MoveData | |||
|image=BBTag_Jubei_TwilightTigerA.png |caption= | |||
|image2=BBTag_Jubei_TwilightTigerAttackC.png |caption2= | |||
|name=EX Twilight Tiger |input=22C | |||
|data= | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Catch}} | |||
{{#lsth:BBTag/Jubei/Data|22C}} | |||
{{!}}- | |||
{{AttackVersion|name=Attack}} | |||
{{#lsth:BBTag/Jubei/Data|22C Attack}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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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. | 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. | ||
}} | }} | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Roadmap== | |||
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--> | |||
{{Roadmap}} | |||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Jubei/Data|Links}} | {{#lsth:BBTag/Jubei/Data|Links}} |
Revision as of 19:07, 21 November 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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|
|
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 | ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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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Twilight Tiger
Twilight Tiger 22A/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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Second Form: Demon Fox
Second Form: Demon Fox 214C (4C During 5B, 5BB or j.B) |
Template:AttackDataHeader-BBTag |
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EX Shiranui: Steel
EX Shiranui: Steel j.236C or j.214C |
Template:AttackDataHeader-BBTag |
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EX Twilight Tiger
EX Twilight Tiger 22C |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P 5B |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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
| ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 |
Roadmap
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 •