BBTag/Jubei

From Dustloop Wiki
< BBTag
Revision as of 23:29, 25 November 2020 by 190.215.228.125 (talk) (→‎5A)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview
"You managed to keep up with me... Impressive, kid."
Lore: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.

 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


Jubei
BBTag Jubei Portrait.png
Command Dash, Short Hop, and Sneak Behind

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

Normal Moves

4A

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag
5A
5AA
5AAA
5AAAA

  • 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

Template:AttackDataHeader-BBTag
5B
5BB
5BBB

  • 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

Fissuring Slash/Rekkouzan

Template:AttackDataHeader-BBTag
j.B
j.BB
j.BBB

=

  • 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

Template:AttackDataHeader-BBTag

  • 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

5B+C

Template:AttackDataHeader-BBTag

  • 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 Impact5A+D (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • 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

236A 6A during 5B or j.B

Template:AttackDataHeader-BBTag
236A
B > 6B

  • 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

214A 4A during 5B or j.B

Template:AttackDataHeader-BBTag
214A
B > 4A

  • 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

214B 4B during 5B or j.B

Template:AttackDataHeader-BBTag
214B and B > 4B
Air

  • 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

Template:AttackDataHeader-BBTag
236B
B > 6B
j.B > 6B

  • (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

Template:AttackDataHeader-BBTag

  • 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

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

Template:AttackDataHeader-BBTag
j.236A
j.214A
j.236B
j.214B

  • 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

Template:AttackDataHeader-BBTag
22A Catch
22A Attack
22B Catch
22B Attack


Extra Skills

First Form: Shadow Wolf

236C 6C during 5B or j.B

Template:AttackDataHeader-BBTag
236C and B > 6C
j.B > 6C

  • 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

214C 4C during 5B or j.B

Template:AttackDataHeader-BBTag
214C
B > 4C and j.B > 4C

  • 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.

EX Shiranui: Steel

j.236C j.214C

Template:AttackDataHeader-BBTag
j.236C
j.214C

  • 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.

EX Twilight Tiger

22C


Partner Skills

5P

5B

Template:AttackDataHeader-BBTag

  • 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

Rising Justice

Template:AttackDataHeader-BBTag

  • 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

Fourth Form: Black Panther

Template:AttackDataHeader-BBTag

  • 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

236B+C

Template:AttackDataHeader-BBTag

  • 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

j.236B+C

Template:AttackDataHeader-BBTag

  • 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 Partner's Distortion Skill

Template:AttackDataHeader-BBTag

  • Switches sides on hit

This functions as a DHC ender like every other Distortion Skill Duo. However, due to its low recovery on whiff it can be purposefully whiffed after a launching distortion from the point character, allowing for a followup combo which will usually do more damage than the Distortion Skill Duo hitting would.


Astral Heat

Asura: Thunderbird Rising

222B+C

Template:AttackDataHeader-BBTag

  • Astral finish
  • Fully invincible frame 1

Detailed description of the usefulness of the move go here



External References

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.