BBTag/Jubei: Difference between revisions

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(Color Coding, BlazBlue roster done. I'll pick this up tomorrow for P4A cast)
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==Normal Moves==
==Normal Moves==


===<big>4A</big>===
===<big>{{clr|1|4A}}</big>===
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* Throw cancellable
* Throw cancellable
* Fastest normal
* Fastest normal
* True blockstring up to 3 times, then goes into 5A
* True blockstring up to 3 times, then goes into {{clr|1|5A}}


A self-chaining jab used to start pressure. Hits all crouchers. Jubei, like any other character, can set up a low/throw mixup after a 4A is blocked, vary the amount of 4A he starts off with to change the timing of the mixup, or throw in more exotic pressure options to keep his opponent on his toes.
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 {{clr|1|4A}} is blocked, vary the amount of {{clr|1|4A}} he starts off with to change the timing of the mixup, or throw in more exotic pressure options to keep his opponent on his toes.
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===<big>5A</big>===
===<big>{{clr|1|5A}}</big>===
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* Throw cancellable
* Throw cancellable


5A's a fast close-range forward-moving 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.
{{clr|1|5A}}'s a fast close-range forward-moving autocombo starter. This is a versatile tool in pressure since it's only -2 and Jubei has basically all of his options available to him afterwards. Press in scrambles up close, to reset pressure with microdash A, or whenever you can run up to someone's face.
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* Special, normal cancellable
* Special, normal cancellable
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* Jump cancellable on hit
* Jump cancellable on hit


5AA is a 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.
{{clr|1|5AA}} is a 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 {{clr|3|236B}}+{{clr|4|C}} to deal with his opponent attempting to whiff punish {{clr|1|5AA}} with their own super.
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* Special, normal cancellable
* Special, normal cancellable


5AAA is a combo stabilizer. Not an overhead(!). You can use it during juggles to confirm into 2C since it brings the opponent to the ground.  
{{clr|1|5AAA}} is a combo stabilizer. Not an overhead(!). You can use it during juggles to confirm into {{clr|4|2C}} since it brings the opponent to the ground.  
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* Uncancelable autocombo ender
* Uncancelable autocombo ender
* Second hit only comes out on hit
* Second hit only comes out on hit


5AAAA 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.  
{{clr|1|5AAAA}} switches sides on hit and on block, which allows for easy cross combo setups similar to what Ruby has. If you're not trying to set up a cross combo, don't press this button.  
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===<big>5B</big>===
===<big>{{clr|3|5B}}</big>===
<span class="input-badge">'''Fissuring Slash/Rekkouzan'''</span>
<span class="input-badge">'''Fissuring Slash/Rekkouzan'''</span>
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==== ====
==== ====
* Special and whiff cancelable into all grounded specials and supers, on both hits.
* 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
* Can be canceled into his grounded special moves by pressing 4+{{clr|1|A}}/{{clr|3|B}}/{{clr|4|C}} or 6+{{clr|1|A}}/{{clr|3|B}}/{{clr|4|C}}
* 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, 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.
Jubei's classic Fissuring Slash, AKA Rekkouzan, is now his {{clr|3|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+{{clr|1|A}}/4+{{clr|4|C}}) becomes faster when canceled into from {{clr|3|5B}}. Keep in mind that he can't convert from most of his mixup options without an assist.
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* Special and whiff cancelable into all grounded specials and supers, on both hits.
* 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
* Can be canceled into his grounded special moves by pressing 4+{{clr|1|A}}/{{clr|3|B}}/{{clr|4|C}} or 6+{{clr|1|A}}/{{clr|3|B}}/{{clr|4|C}}
* 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, 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.
Very similar to the first {{clr|3|5B}}, but more negative on block. Can be used in confirms to put you closer than a single {{clr|3|5B}} would, or in pressure to frametrap and keep all your mixup options.
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* Launches
* Launches
* Guaranteed knockdown ender off 5BB
* Guaranteed knockdown ender off {{clr|3|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.
B Autocombo ender. The {{clr|3|5B}} chain in general is very stable, and connects cleanly even at high prorations, so {{clr|3|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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===<big>5C</big>===
===<big>{{clr|4|5C}}</big>===
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Jubei_5C.png | Surprised it wasn't his 6C
BBTag_Jubei_5C.png | Surprised it wasn't his {{clr|4|6C}}
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===<big>2A</big>===
===<big>{{clr|1|2A}}</big>===
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* Main grounded poke and main low
* Main grounded poke and main low


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.
One of Jubei's longest normals, with good speed and recovery. Use it in pressure if you need a low - ideally before {{clr|1|5A}}, chaining it into {{clr|1|5A}} - or whenever you need to poke someone on the ground.
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===<big>2B</big>===
===<big>{{clr|3|2B}}</big>===
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===<big>2C</big>===
===<big>{{clr|4|2C}}</big>===
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==== ====
==== ====
* 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 {{clr|3|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.
Jubei's {{clr|3|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 {{clr|3|236[B]}}, and his go-to CH confirm as most of his grounded normals combo into this on CH only. It also has uses in pressure, due to its forward-moving, low, jump-cancellable nature.
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===<big>j.A</big>===
===<big>{{clr|1|j.A}}</big>===
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===<big>j.B</big>===
===<big>{{clr|3|j.B}}</big>===
<span class="input-badge">'''Fissuring Slash/Rekkouzan'''</span>
<span class="input-badge">'''Fissuring Slash/Rekkouzan'''</span>
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* Stops air momentum
* Stops air momentum


Very similar to his grounded 5B. Can be cancelled into his grounded specials despite its airborne state. If this move is cancelled into 6A, 6B or 6C, the followup is delayed until Jubei lands, which may break combos if Jubei is too high. As it completely negates his air momentum and moves forward, the sudden momentum shift makes it a good move to catch people trying to chase you while you run away with air backdashes.
Very similar to his grounded {{clr|3|5B}}. Can be cancelled into his grounded specials despite its airborne state. If this move is cancelled into {{clr|1|6A}}, {{clr|3|6B}} or {{clr|4|6C}}, the followup is delayed until Jubei lands, which may break combos if Jubei is too high. As it completely negates his air momentum and moves forward, the sudden momentum shift makes it a good move to catch people trying to chase you while you run away with air backdashes.
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* Hits mid
* Hits mid
* Knocks down
* Knocks down


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 {{clr|3|j.B}}. Not as useful as the grounded version, since the {{clr|3|4B}} followup is probably better in most situations.
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===<big>j.C</big>===
===<big>{{clr|4|j.C}}</big>===
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* 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. Special cancel this into 236A for a knockdown and some extra damage.
Second hit comes out on hit only. Can be used as an air combo ender. Special cancel this into {{clr|1|236A}} for a knockdown and some extra damage.
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===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
<span class="input-badge">'''{{clr|3|5B}}+{{clr|4|C}}'''</span>
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==== ====
==== ====
* Combos into 2C or 236[B]
* Combos into {{clr|4|2C}} or {{clr|3|236[B]}}


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.
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 {{clr|3|236[B]}} off back throw is character specific, and {{clr|4|2C}} is a hard link in general.
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===<big>Fissuring Impact</big>===
===<big>Fissuring Impact</big>===
<span class="input-badge">'''5A+D (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|D}} (Air OK)'''</span>
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==Skills==
==Skills==
===<big>First Form: Shadow Wolf</big>===
===<big>First Form: Shadow Wolf</big>===
<span class="input-badge">'''236A</span> <span class="input-badge"><small>6A during 5B or j.B'''</small></span>
<span class="input-badge">'''{{clr|1|236A}}</span> <span class="input-badge"><small>{{clr|1|6A}} during {{clr|3|5B}} or {{clr|3|j.B}}'''</small></span>
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* Air OK when cancelling out of jB
* 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. It also is a good knockdown ender whenever you have the chance to connect it.
Low mixup option from {{clr|3|5B}} chains. Jubei gets nothing out of this solo, even on counter hit, so it is recommended to cover it with an assist. It also is a good knockdown ender whenever you have the chance to connect it.
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===<big>Second Form: Demon Fox</big>===
===<big>Second Form: Demon Fox</big>===
<span class="input-badge">'''214A</span> <span class="input-badge"><small>4A during 5B or j.B'''</small></span>
<span class="input-badge">'''{{clr|1|214A}}</span> <span class="input-badge"><small>{{clr|1|4A}} during {{clr|3|5B}} or {{clr|3|j.B}}'''</small></span>
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* Air OK when cancelling out of jB
* Air OK when cancelling out of jB


(Reactable) overhead mixup option from 5B chains. Jubei does get a CH confirm out of this solo, giving it some use as a frametrap as well, but he will still usually want assist cover to always get a conversion.
(Reactable) overhead mixup option from {{clr|3|5B}} chains. Jubei does get a CH confirm out of this solo, giving it some use as a frametrap as well, but he will still usually want assist cover to always get a conversion.
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===<big>Third Form: Wild Lion</big>===
===<big>Third Form: Wild Lion</big>===
<span class="input-badge">'''214B</span> <span class="input-badge"><small>4B during 5B or j.B'''</small></span>
<span class="input-badge">'''{{clr|3|214B}}</span> <span class="input-badge"><small>{{clr|3|4B}} during {{clr|3|5B}} or {{clr|3|j.B}}'''</small></span>
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{{FrameDataHeader-BBTag|version=yes}}
{{FrameDataHeader-BBTag|version=yes}}
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{{AttackVersion|name=214B and B > 4B}}
{{AttackVersion|name=214A and 5B > 4B}}
{{#cargo_query:tables=MoveData_BBTag
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
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* Air OK when cancelling from jB
* Air OK when cancelling from jB


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.
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 {{clr|3|j.B}} > {{clr|3|4B}}, it is also a good ender for air combos that ends in a grounded knockdown.
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===<big>Fourth Form: Black Panther</big>===
===<big>Fourth Form: Black Panther</big>===
<span class="input-badge">'''236B</span> <span class="input-badge"><small>6B during 5B or j.B'''</small></span>
<span class="input-badge">'''{{clr|3|236B}}</span> <span class="input-badge"><small>{{clr|3|6B}} during {{clr|3|5B}} or {{clr|3|j.B}}'''</small></span>
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* Main confirm option and combo piece
* Main confirm option and combo piece
* Air OK when cancelling out of jB, becomes automatically charged when used from high enough
* 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
* Uncharged version connects from: {{clr|1|5AA}} air hit (second hit), {{clr|3|5B}}, {{clr|3|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: {{clr|4|2C}} (second hit), CH {{clr|4|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.
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 {{clr|3|236[B]}} goes for around 10.5k meterless, assistless damage. This high damage potential, and being + on block when fully charged, make it a scary frame trap.
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===<big>Shiranui: Steel</big>===
===<big>Shiranui: Steel</big>===
<span class="input-badge">'''j.236A/B</span>  <span class="input-badge"><small>j.214A/B'''</small></span>
<span class="input-badge">'''{{clr|1|j.236A}}/{{clr|3|B}}</span>  <span class="input-badge"><small>{{clr|1|j.214A}}/{{clr|3|B}}'''</small></span>
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==== ====
* Fully invincible frame 25-70
* 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 {{clr|1|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.
{{clr|3|j.236B}} and {{clr|3|j.214B}}, in particular, have similar-looking movement patterns, but there exists a spacing where {{clr|3|j.236B}} hits sameside while {{clr|3|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 {{clr|3|j.214B}} crossup by active switching to an on-screen assist just before {{clr|3|j.214B}} hits, but the conversion off that can be difficult or impossible for a lot of characters.
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===<big>Twilight Tiger</big>===
===<big>Twilight Tiger</big>===
<span class="input-badge">'''22A/B'''</span>
<span class="input-badge">'''{{clr|1|22A}}/{{clr|3|B}}'''</span>
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===<big>EX First Form: Shadow Wolf</big>===
===<big>EX First Form: Shadow Wolf</big>===
<span class="input-badge">'''236C'''</span> <span class="input-badge">'''6C during 5B or j.B'''</span>
<span class="input-badge">'''{{clr|4|236C}}'''</span> <span class="input-badge">'''{{clr|4|6C}} during {{clr|3|5B}} or {{clr|3|j.B}}'''</span>
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* Knocks down
* Knocks down


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.
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 {{clr|1|236A}} that gives Jubei some punish privileges and can even allow him to disrespect pushblock.
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===<big>EX Second Form: Demon Fox</big>===
===<big>EX Second Form: Demon Fox</big>===
<span class="input-badge">'''214C'''</span> <span class="input-badge">'''4C during 5B or j.B'''</span>
<span class="input-badge">'''{{clr|4|214C}}'''</span> <span class="input-badge">'''{{clr|4|4C}} during {{clr|3|5B}} or {{clr|3|j.B}}'''</span>
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* Air OK when cancelling out of jB
* 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 {{clr|3|5B}} or {{clr|3|5BB}}. Can tack on {{clr|3|j.236B}}+{{clr|4|C}} for extra damage after the {{clr|3|5B}} version, otherwise still needs an assist to convert.
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===<big>EX Shiranui: Steel</big>===
===<big>EX Shiranui: Steel</big>===
<span class="input-badge">'''j.236C'''</span> <span class="input-badge">'''j.214C'''</span>
<span class="input-badge">'''{{clr|4|j.236C}}'''</span> <span class="input-badge">'''{{clr|4|j.214C}}'''</span>
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* Fully invincible frame 16-60
* Fully invincible frame 16-60


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.  
Like {{clr|3|j.236B}}/{{clr|3|j.214B}}, but with faster startup, which mitigates its main weakness. The faster startup also makes it possible to use this in solo combos.  
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===<big>EX Twilight Tiger</big>===
===<big>EX Twilight Tiger</big>===
<span class="input-badge">'''22C'''</span>
<span class="input-badge">'''{{clr|4|22C}}'''</span>
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==Partner Skills==
==Partner Skills==
===<big>5P</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''5B'''</span>
<span class="input-badge">'''{{clr|3|5B}}'''</span>
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|}
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==== ====
==== ====
* Finishes with 5BBB on hit only, which launches and blows back
* Finishes with {{clr|3|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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===<big>6P</big>===
===<big>{{clr|5|6P}}</big>===
<span class="input-badge">'''Rising Justice'''</span>
<span class="input-badge">'''Rising Justice'''</span>
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===<big>4P</big>===
===<big>{{clr|5|4P}}</big>===
<span class="input-badge">'''Fourth Form: Black Panther'''</span>
<span class="input-badge">'''Fourth Form: Black Panther'''</span>
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===<big>Thousand Hands: Roaring Pillar</big>===
===<big>Thousand Hands: Roaring Pillar</big>===
<span class="input-badge">'''236B+C'''</span>
<span class="input-badge">'''{{clr|3|236B}}+{{clr|4|C}}'''</span>
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===<big>Twin Guardians: Mourning Shore</big>===
===<big>Twin Guardians: Mourning Shore</big>===
<span class="input-badge">'''j.236B+C'''</span>
<span class="input-badge">'''{{clr|3|j.236B}}+{{clr|4|C}}'''</span>
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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.
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 {{clr|3|5B}} {{clr|4|4C}} j236B+{{clr|4|C}}.
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==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Thousand Hands: Roaring Pillar</big>===
===<big>Thousand Hands: Roaring Pillar</big>===
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
<span class="input-badge">'''{{clr|5|P}} during Partner's Distortion Skill'''</span>
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==Astral Heat==
==Astral Heat==
===<big>Asura: Thunderbird Rising</big>===
===<big>Asura: Thunderbird Rising</big>===
<span class="input-badge">'''222B+C'''</span>
<span class="input-badge">'''{{clr|3|222B}}+{{clr|4|C}}'''</span>


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Revision as of 03:09, 27 February 2022

Overview
Overview

 Jubei  Jubei

Pros
Cons
  • Many varied mobility options including his unique command dash and shiranui trickery
  • His basic run can even go under certain attacks
  • High damage
  • Overall short range

These movement options all used together make Jubei an extremely mobile character in the right hands.

  • 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
Jubei
BBTag Jubei Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Sneak Behind
Short Hop
Fastest Attack
Reversals

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1200 All 7 3 16 -2 B
5AA 900×2 All 11 4(8)3 19 -5 B
5AAA 1700 All 17 3 23 -9 B
5AAAA 1700×2 All 12 10 30 -9 B

  • Jump, special, normal cancellable
  • Throw cancellable

5A's a fast close-range forward-moving 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.


  • Special, normal cancellable
  • Throw cancellable (but will always whiff, unless it catches pushblock)
  • Jump cancellable on hit

5AA is a 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.


  • Special, normal cancellable

5AAA is a combo stabilizer. Not an overhead(!). You can use it during juggles to confirm into 2C since it brings the opponent to the ground.


  • Uncancelable autocombo ender
  • Second hit only comes out on hit

5AAAA 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.

5B

Fissuring Slash/Rekkouzan

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1200×2 All 13 3(7)3 16 -4 B
5BB 1200×2 All 8 3(7)3 20 -8 B
5BBB 1700 All 9 3 22+9L -15 H

  • 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.


  • 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.


  • 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.

5C

2A

2B

2C

j.A

j.B

Fissuring Slash/Rekkouzan

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1200×2 All 11 3(8)3 23 H
j.BB 1200×2 All 8 3(7)3 23 H
j.BBB 1700 All 9 3 35+9L H

  • Stops air momentum

Very similar to his grounded 5B. Can be cancelled into his grounded specials despite its airborne state. If this move is cancelled into 6A, 6B or 6C, the followup is delayed until Jubei lands, which may break combos if Jubei is too high. As it completely negates his air momentum and moves forward, the sudden momentum shift makes it a good move to catch people trying to chase you while you run away with air backdashes.


  • 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.

j.C


Universal Mechanics

Ground Throw

5B+C

Fissuring Impact

5A+D (Air OK)


Skills

First Form: Shadow Wolf

236A 6A during 5B or j.B

Second Form: Demon Fox

214A 4A during 5B or j.B

Third Form: Wild Lion

214B 4B during 5B or j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A and 5B > 4B 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B
j.B > 4B 500×N, 1500 All 25 3×N(8)4 24 -11 H*N, B

  • Carries over momentum from 44>6
  • Air OK when cancelling from jB

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

236B 6B during 5B or j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236B 2400 [2880] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] B
5B > 6B 2400 [2880] All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] B
j.B > 6B 2400 [2880] All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] B

  • (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.

Sneak Behind

66

Shiranui: Steel

j.236A/B j.214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.236A 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.214A 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.236B 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.214B 800×4 All 29 10×4 Total: 81 -2 H ??~68 All

  • 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.

Twilight Tiger

22A/B


Extra Skills

EX First Form: Shadow Wolf

236C 6C during 5B or j.B

EX Second Form: Demon Fox

214C 4C during 5B or j.B

EX Shiranui: Steel

j.236C j.214C

EX Twilight Tiger

22C


Partner Skills

5P

5B

6P

Rising Justice

4P

Fourth Form: Black Panther


Distortion Skills

Thousand Hands: Roaring Pillar

236B+C

Twin Guardians: Mourning Shore

j.236B+C


Distortion Skill Duo

Thousand Hands: Roaring Pillar

P during Partner's Distortion Skill


Astral Heat

Asura: Thunderbird Rising

222B+C


External References

Navigation

To edit frame data, edit values in BBTag/Jubei/Data.
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