BBTag/Jubei

From Dustloop Wiki
< BBTag
Revision as of 12:36, 9 September 2019 by 77.64.145.159 (talk) (→‎5B)
Jubei
BBTag Jubei Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Tricky, Close-range
Team Role
Point

Overview

"You managed to keep up with me... Impressive, kid."

Backstory

Jubei, formerly known as Mitsuyoshi (both names being taken from the historical Yagyu 'Jubei/Jubeh' Mitsuyoshi), and also nicknamed the One-Eyed Lotus, is one of the Six Heroes who fought in the Dark War against the Black Beast, and is the wielder of the Nox Nyctores "Mucro Somnio: Musashi." He is a cat-type beastkin, being the progenitor of the Kaka, a species created from Jubei's genes by the government to combat the Black Beast. Jubei was also the husband of Nine the Phantom - the talented mage of the Six Heroes - and is the father of Kokonoe. Incredibly wise, and a fearsome warrior, Jubei has mentored and apprenticed Ragna the Bloodedge, Jin Kisaragi, and Platinum the Trinity during his "retirement." After Nine is resurrected by Yuuki Terumi as a mindless, yet powerful, servant, Jubei raises his legendary weapon once more to hunt down and put to rest his former beloved.

Playstyle

Strengths/Weaknesses

Strengths Weaknesses
  • Mobility Options
  • Can run under attacks
  • High damage



Drive: Shiranui

Command Dash, Short Hop, and Sneak Behind

  • Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.
  • Jubei has a quick dash that can be activated by backstepping then holding forward (denoted by 446).
  • Jubei can input anything during the command dash except normal blocking, allowing him to do attacks with lots of forward momentum.
  • Jubei has a 66 command (Sneak Behind) that can cross up the opponent and has projectile invincibility
  • These movement options all used together make Jubei an extremely mobile character in the right hands.




Normal Moves

4A
4A
BBTag Jubei 4A.png
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 2 13 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Jubei 4A.png
BBTAG Jubei 4A Hitbox.png
  • Jump, special, normal cancellable
  • Throw cancellable
  • Fastest normal
  • True blockstring up to 3 times, then goes into 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.

5A
5A
BBTag Jubei 5A.png
BBTag Jubei 5AA.png
BBTag Jubei 5AAA.png
This one's a low
BBTag Jubei 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 All 7 3 16 -2 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Jubei 5A.png
BBTAG Jubei 5A Hitbox.png
  • Jump, special, normal cancellable
  • Throw cancellable

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


5AA
normal
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
BBTag Jubei 5AA.png
BBTAG Jubei 5AA1 Hitbox.pngBBTAG Jubei 5AA2 Hitbox.png
  • 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


5AAA
normal
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
BBTag Jubei 5AAA.png
BBTAG Jubei 5AAA Hitbox.png
  • 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


5AAAA
normal
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
BBTag Jubei 5AAAA.png
This may be the closest we'll ever get to having Sho in the game
BBTAG Jubei 5AAAA Hitbox.png
  • 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.

5B
5B
Fissuring Slash/Rekkouzan
BBTag Jubei 5B.png
BBTag Jubei 5B.png
BBTag Jubei 5BBB.png
FUR-SERKER BARRAGE
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 13 3(7)3 16 -4 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
BBTag Jubei 5B.png
BBTAG Jubei 5B1 Hitbox.pngBBTAG Jubei 5B2 Hitbox.png
  • 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


5BB
normal
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
BBTag Jubei 5B.png
BBTAG Jubei 5BB1 Hitbox.pngBBTAG Jubei 5BB2 Hitbox.png
  • 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


5BBB
normal
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
BBTag Jubei 5BBB.png
FUR-SERKER BARRAGE
BBTAG Jubei 5BBB Hitbox.png
  • 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
5C
BBTag Jubei 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Jubei 5C.png
BBTAG Jubei 5C Hitbox.png
  • Damage dependent on if you have a partner available and second hit timing

A fairly fast universal overhead with solid range. It's unsafe, but that only matters when someone actually blocks it anyway.

2A
2A
BBTag Jubei 2A.png
Go for the toes
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 Low 9 3 15 -3 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 14 17 17 22 31 11 +0 +2
BBTag Jubei 2A.png
Go for the toes
BBTAG Jubei 2A Hitbox.png
  • 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.

2B
2B
BBTag Jubei 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 8 7+8L -4 B 10~15 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 28 Launch 43 12 +0 +5
BBTag Jubei 2B.png
BBTAG Jubei 2B1 Hitbox.pngBBTAG Jubei 2B2 Hitbox.png
  • Head invincible
  • Jump cancellable, chains into jB/jC
  • Counts as being airborne, so jump cancelling this will use your second jump

Jubei's anti-air normal. No real other uses. Combos into j236C/j214C even on normal hit.

2C
2C
BBTag Jubei 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 Low, All 18 3(4)3 25 -9 F, B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 19, Launch 40 + Down 23, 40 24, Launch 55 + Down 23, 55 12 +0 +5
BBTag Jubei 2C.png
Let us begin the Wakanda loops
BBTAG Jubei 2C1 Hitbox.pngBBTAG Jubei 2C2 Hitbox.png
  • 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.

j.A
j.A
BBTag Jubei jA.png
Template:AttackDataHeader-BBTag
j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 High 12 2(9)2 14 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 3 16 17 21 22 35 11 +0 +2
BBTag Jubei jA.png
BBTAG Jubei JA1 Hitbox.pngBBTAG Jubei JA2 Hitbox.png
  • Advantage is height dependent
  • Jump, special, jB cancellable

Both hits come out even on whiff. Jubei's only air normal that doesn't alter his air momentum, and only air normal that hits overhead, 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)
BBTag Jubei 5B.png
BBTag Jubei 5BBB.png
FUR-SERKER BARRAGE; midair version.
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 11 3(8)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
BBTag Jubei 5B.png
FUR-SERKER BARRAGE; midair version.
BBTAG Jubei JB1 Hitbox.pngBBTAG Jubei JB2 Hitbox.png
  • Special, jBB cancellable
  • 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.

j.BB


j.BB
normal
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
BBTag Jubei 5B.png
BBTAG Jubei JBB1 Hitbox.pngBBTAG Jubei JBB2 Hitbox.png
  • 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
j.C
BBTag Jubei jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All 16 Until L [(25)3] 33 [25] -3~-8 H - - 80, 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 19 19 + Slide 24 34 + Slide 0/+12 0/+24, 0/+12 +29, +17
Maximum Slide duration 20F
BBTag Jubei jC.png
BBTAG Jubei JC Hitbox.png


  • Advantage is height dependent
  • Stops air momentum
  • Special cancellable on hit only
  • Hits mid
  • Switches sides on hit
  • 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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Jubei GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0×2, 4 - Launch 60 + Down 23 - - - - 0, 8 +0
Minimum Damage 2000
BBTag Jubei GroundThrow.png
BBTAG Jubei Throw Hitbox.png
  • Combos into 2C or 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.

Fissuring Impact
Fissuring Impact
5A+D (Air OK)
BBTag Jubei FissuringImpact.png
Template:AttackDataHeader-BBTag
Ground


AD
Fissuring Impact
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 Air Unblockable 12 4(12)3 25+18L -27 H 1~15 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5
Minimum Damage 85×2 (170)
BBTag Jubei FissuringImpact.png
BBTAG Jubei RA1 Hitbox.pngBBTAG Jubei RA2 Hitbox.png
Air


j.AD
Air Fissuring Impact
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All 12 4(12)3 Until L+18 - H 1~15 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5
Minimum Damage 85×2 (170)
BBTag Jubei FissuringImpact.png
BBTAG Jubei RA1 Hitbox.pngBBTAG Jubei RA2 Hitbox.png
  • Ground version is air unblockable
  • Fully invincible frame 1
  • Second hit knocks down

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)
BBTag Jubei FirstFormShadowWolf.png
Template:AttackDataHeader-BBTag
Ground


236A
First Form: Shadow Wolf
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 13 2 21 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 20 +0 +5
Minimum Damage 100
BBTag Jubei FirstFormShadowWolf.png
Sweep the legs
BBTAG Jubei 236A Hitbox.png
Air


j.B > 6A
Followup First Form: Shadow Wolf
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low Until L+5 2 21 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 20 +0 +5
Minimum Damage 100
BBTag Jubei FirstFormShadowWolf.png
Sweep the legs
BBTAG Jubei 236A Hitbox.png
  • 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.

Second Form: Demon Fox
Second Form: Demon Fox
214A (4A During 5B, 5BB or j.B)
BBTag Jubei SecondFormDemonFox.png
Template:AttackDataHeader-BBTag
Ground


214A
Second Form: Demon Fox
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 High 25 3 9+11L -4 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
Minimum Damage 90
Maximum Slide duration 1F
BBTag Jubei SecondFormDemonFox.png
Slash the head
BBTAG Jubei 214A Hitbox.png
Air


j.B > 4A
Followup Second Form: Demon Fox
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 High 18 3 12+9L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
Minimum Damage 90
Maximum Slide duration 1F
BBTag Jubei SecondFormDemonFox.png
Slash the head
BBTAG Jubei 214A Hitbox.png
  • Carries over momentum from 44>6
  • 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.

Third Form: Wild Lion
Third Form: Wild Lion
214B (4B During 5B, 5BB or j.B)
BBTag Jubei ThirdFormWildLion.png
Ghetto Spin dash
Template:AttackDataHeader-BBTag
Ground


214B
Third Form: Wild Lion
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×8 3 16 17×4, Launch 60 + Down 23×4, 60 22×4, Launch 74 + Down 23×4, 74 1×4, 11 -1×4, +0 -1×4, +2
Minimum Damage 25×7, 75 (250)
BBTag Jubei ThirdFormWildLion.png
Ghetto Spin dash
BBTAG Jubei 214B Hitbox.png
Air


j.B > 4B
Followup Third Form: Wild Lion
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×N, 1500 All 25 3×N(8)4 24 -11 H*N, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×N+1 3 16 17×N, Launch 60 + Down 23×N, 60 22×N, Launch 74 + Down 23×N, 74 1×N, 11 -1×N, +0 -1×N, +2
Minimum Damage 25×N, 75
BBTag Jubei ThirdFormWildLion.png
Ghetto Spin dash
BBTAG Jubei 214B Hitbox.png
  • 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
Fourth Form: Black Panther
236B (6B During 5B, 5BB or j.B)
BBTag Jubei FourthFormBlackPanther.png
Template:AttackDataHeader-BBTag
Ground


236B
Fourth Form: Black Panther
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 [2880] All 23 [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]
BBTag Jubei FourthFormBlackPanther.png
Send them to the air with style
BBTAG Jubei 236B Hitbox.png
Air


j.B > 6B
Air Followup Fourth Form: Black Panther
special
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]
BBTag Jubei FourthFormBlackPanther.png
Send them to the air with style
BBTAG Jubei 236B Hitbox.png
  • (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
Sneak Behind
66
BBTag Jubei SneakBehind.png
Whoops, excuse me
Template:AttackDataHeader-BBTag
66
Sneak Behind
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 21 - - 4~17 P - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Jubei SneakBehind.png
Whoops, excuse me
  • A short dash that can cross up the opponent
  • Projectile invincible
  • Carries over momentum from 44>6

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
BBTag Jubei ShiranuiSteelA.png
The A versions travel in straight lines at different heights
BBTag Jubei ShiranuiSteelB.png
The B versions travel in different zig-zag patterns
Template:AttackDataHeader-BBTag
j.236A


j.236A
A Shiranui: Steel
special
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
BBTag Jubei ShiranuiSteelA.png
The A versions travel in straight lines at different heights
BBTAG Jubei J214A Hitbox.png
j.214A


j.214A
A Shiranui: Steel
special
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
BBTag Jubei ShiranuiSteelA.png
The A versions travel in straight lines at different heights
BBTAG Jubei J214A Hitbox.png
j.236B


j.236B
B Shiranui: Steel
special
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
BBTag Jubei ShiranuiSteelB.png
The B versions travel in different zig-zag patterns
BBTAG Jubei J214B Hitbox.png
j.214B


j.214B
B Shiranui: Steel
special
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
BBTag Jubei ShiranuiSteelB.png
The B versions travel in different zig-zag patterns
BBTAG Jubei J214B Hitbox.png
  • 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)
BBTag Jubei FirstFormShadowWolf.png
Template:AttackDataHeader-BBTag
236C
EX First Form: Shadow Wolf
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 Low 9 2 27 -5 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 24 Launch + Down 23 60 Launch + Down 23 75 20 +0 +5
Minimum Damage 220
BBTag Jubei FirstFormShadowWolf.png
BBTAG Jubei 236C Hitbox.png
  • Air OK when cancelling out of jB
  • 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.

Second Form: Demon Fox
Second Form: Demon Fox
214C (4C During 5B, 5BB or j.B)
BBTag Jubei SecondFormDemonFox.png
Template:AttackDataHeader-BBTag
214C
EX Second Form: Demon Fox
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1980 High 20 3 9+11L -4 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
Minimum Damage 198
Maximum Slide duration 1F
BBTag Jubei SecondFormDemonFox.png
DID GRANDPA CAT JUST CATCH YOU DUCK MASHING?!
BBTAG Jubei 214C Hitbox.png
  • 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.

Shiranui: Steel
Shiranui: Steel
j.236C or j.214C
BBTag Jubei ShiranuiSteelB.png
Template:AttackDataHeader-BBTag
j.236C


j.236C
EX Shiranui: Steel
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×4 All 20 10×4 Total: 72 -2 H ??-59 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×4 - 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
Minimum Damage 80×4 (320)
Maximum Slide duration 10F
BBTag Jubei ShiranuiSteelB.png
BBTAG Jubei J236C Hitbox.png
j.214C


j.214C
EX Shiranui: Steel
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×4 All 20 10×4 Total: 72 -2 - ??-59 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×4 - 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
Minimum Damage 80×4 (320)
Maximum Slide duration 10F
BBTag Jubei ShiranuiSteelB.png
BBTAG Jubei J236C Hitbox.png
  • 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.


Partner Skills

5P
5P
5B
BBTag Jubei FissuringSlash.png
Template:AttackDataHeader-BBTag
5P
Fissuring Slash
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2, 1500 All (18)+13 2(4)2 [(12)3] 22 [12+8L] -9 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 14×2 19×2, Launch 21×2, 40 - - 7×2, 11 +0×2, +2 -
Goes into followup (values in []) on hit
Minimum Damage 50×2, 75 (175)
BBTag Jubei FissuringSlash.png
BBTAG Jubei 5B1 Hitbox.pngBBTAG Jubei 5B2 Hitbox.pngBBTAG Jubei 5BBB Hitbox.png


  • Finishes with 5BBB on hit only, which launches and blows back

Forward moving assist with decent lockdown, and a lot of time to follow up from if it hits.

6P
6P
Rising Justice
BBTag Jubei RisingJustice.png
Furball
Template:AttackDataHeader-BBTag
6P
Rising Justice
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 All (18)+30 301 Total: (18)+53 +4 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 22 40 - - 0/+11 +11 -
Minimum Damage 90
BBTag Jubei RisingJustice.png
Furball
BBTAG Jubei 6P Hitbox.png
  • Bounces 3 times before disappearing

Slow startup, slow moving, bouncing projectile that covers a lot of vertical space. Has less hit- and blockstun compared to similar assists, but projectile cover is always useful.

4P
4P
Fourth Form: Black Panther
BBTag Jubei FourthFormBlackPanther.png
Template:AttackDataHeader-BBTag
4P
Fourth Form: Black Panther
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All (18)+15 3 19+21L -22 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 5 20 Launch 60 - - 20 +0 -
Minimum Damage 110
BBTag Jubei FourthFormBlackPanther.png
BBTAG Jubei 4P Hitbox.png


  • Launches

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
BBTag Jubei ThousandHandsRoaringPillar.png
It's called "cat-ligraphy"
Template:AttackDataHeader-BBTag
236BC
Thousand Hands: Roaring Pillar
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1250×2, 5000
[1250×2, 730×9]
All 12+(40 Flash)+1 12 39 -30 B 1~24 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×2, 60 [100×10, 60] 5 20 Crumple Stand - - 2 2, 0×2 [×10] +8
Values in [] are for Enhanced version
Minimum Damage 312×2, 1300 (1924) [312×2, 189×9 (2325)]
On normal and CH Crumple Duration 60F, Crumple Fall 53F
BBTag Jubei ThousandHandsRoaringPillar.png
It's called "cat-ligraphy"
BBTAG Jubei 236BC Hitbox.png
  • Fully invincible frame 1
  • Frame advantage is -30 at point blank, -20 at max range
  • Almost full-screen range
  • 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.

Twin Guardians: Mourning Shore
Twin Guardians: Mourning Shore
j.236B+C
BBTag Jubei TwinGuardiansMourningShore.png
Template:AttackDataHeader-BBTag
j.236BC
Twin Guardians: Mourning Shore
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 100×N, 6000
[1000, 100×N, 1600×5]
All 4+(40 Flash)+2 Until L,3 41 - H 1~(Until L) All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×N+1, 60 5 20 Crumple×N+1, Launch 100 + GBounce×N, Stand, 100 Crumple×N+1, Launch 116 + GBounce×N, Stand, 116 1 1×N, +0, 20 +8
Values in [] are for Enhanced version
Minimum Damage 1320+22×N [1800+20×N]
Crumple Duration 100F, Crumple Fall 123F
BBTag Jubei TwinGuardiansMourningShore.png
BBTAG Jubei J236BC Hitbox.png
  • 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
BBTag Jubei ThousandHandsRoaringPillar.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Thousand Hands: Roaring Pillar
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×2, 1000
[800×2, 100×9]
All 1+(77 Flash)+1 12 39 -30 B 1~13 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Crumple Stand - - 2 2, 0×2 [×10] +8
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
On normal and CH Crumple Duration 60F, Crumple Fall 53F
BBTag Jubei ThousandHandsRoaringPillar.png
BBTAG Jubei DSD Hitbox.png


  • Switches sides on hit

This functions as a DHC ender like every other Distortion Skill Duo. The interesting part about this super is both that it is easy to whiff when used as a DHC, and that it has very low whiff recovery. By purposefully whiffing it after a point character's raw Distortion, the followup combo will usually do more damage than the Distortion Skill Duo would.


Astral Heat

Asura: Thunderbird Rising
222B+C
BBTag Jubei AsuraThunderbirdRising.png
「STAND UNRIVALED」
BBCF Jubei AH3.png
Template:AttackDataHeader-BBTag
222BC
Asura: Thunderbird Rising
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 4+(35 Flash)+7 3 83 -65 - 1~13 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 3 - -
BBTag Jubei AsuraThunderbirdRising.pngBBCF Jubei AH3.png
「STAND UNRIVALED」 • The catapult is ready to launch
BBTAG Jubei 222BC Hitbox.png


  • Astral finish
  • Fully invincible frame 1

Detailed description of the usefulness of the move go here


Navigation

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.