BBCF/Jubei

From Dustloop Wiki
Jump to navigation Jump to search
Overview

Overview

Jubei is a highly mobile rushdown character with an install mode that vastly changes his offense. He has great mixups such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals.

Unfortunately, Jubei suffers from a poor defense. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in crouching hitstun anytime even if he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a crouch confirm. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.
Playstyle
Jubei is a heavy mixup character that uses his mobility to engage on his terms.
Pros Cons
  • High Speed: Great mobility which can be further enhanced by Fudō: Sharenjin. Short height during dash allows him to low profile certain attacks and many projectiles.
  • Great Pressure: Virtually all of Jubei's moves push him forwards, making it easier to deal with Barrier and Instant Barrier. As well, he has solid stagger and mixup based pressure with good Oki.
  • Strong Mixup Potential: Jubei has a strong mixup game with various ways to open people up, including ground and air crossups.
  • Great Corner Carry: Amazing corner carry potential with Fudō: Sharenjin, which leads right into his great close-range gameplan.
  • Extended hitstun when standing: Vulnerable to high damaging combos normally only reserved for hitting a crouching opponent.
  • Poor Defense: No reversals outside of system mechanics and a pretty bad anti air.
  • Reliance on Snowballing: Damage is lackluster without confirming install or already being in install state. Jubei relies on taking advantage quickly and pushing it as far as it can go.

Drive: Shiranui

Similar to Taokaka's drive, Jubei performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark, causing his Distortion drives to teleport behind his opponent before starting the attack, and dealing bonus damage.

Upgraded Drive: Shiranui Hagane

After activating Immovable Object: Lotus, Jubei's drive is replaced with this upgraded version.

  • Pressing D in this state will put Jubei in a state where he hovers in place briefly.
  • Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button you pressed. Jubei will then perform a teleport dash attack between each one in order.
  • This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.

Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.

Overdrive: Rakan: Gorinkō

Augment's Jubei's drive moves in simple, but useful ways.

  • Drive moves have faster startup.
  • Single-use limit on upgraded Drive attacks removed.
    • If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.
  • Non-upgraded drives trigger the second hit on block as well as hit, making them safe on block and adding the Shiranui Mark.
  • Improved damage to Distortion Drives in line with other characters.

Unique Ability: Being Small

Jubei is particularly small and able to simply not get hit by a lot of attacks:

  • Some opponent's 5As may whiff if he is standing, doing 5A, crouching and/or doing 2A; therefore requiring those characters to use often slightly slower 2A or 5B attacks
  • Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.
  • Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.

However, all hits against him while he is standing gain 2 frames of additional hitstun, just like hitting a crouching opponent, (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as crumple stun and freezing, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast.

Do not confuse this extra hitstun with Jubei actually being in a crouching state when standing, therefore:

  • Jubei must still block overhead and low attacks as normal.
  • Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 2 13 -3 B
  • Gatlings: 6A, 6B, 2C, 6C
  • Hits crouching
  • Jump cancelable on hit and on block
  • Due to Jubei's small size you can low profile certain attacks and mash this move
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 Mid 8 3 16 -2 B
  • Gatlings: 6A, 6B, 2B, 5C, 2C
  • Moves Jubei forward before doing the strike.
  • Jump cancelable on hit and on block

A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable.

Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.

This normal also functions as Jubei's main kara cancel normal

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
570×2 Mid 12 3(8)3 19 -3 B
  • Gatlings into 6A 6B 2C 3C
  • Jump cancelable on both hits
  • Moves Jubei forward

Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into 5C relatively far away.

The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as 5C is the only gatling option from max-range 5B that reliably connects.

On counter, the first hit launches, allowing combos like 5C(2) 632146C anywhere.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92×2

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 3 13 -3 F
  • Gatlings into 6A 6B 2C 6C
  • If mashed 3 times, the third hit will only have two active frames

Generally preferred over 5A when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 9 3 12 +2 F
  • Mid range low poke that is plus on block, so it's great for blockstrings and pressure

Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.

With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
660 Mid 12 6 17+16L B 10~15 H
  • Anti-air
  • Causes float on hit
  • Jump cancelable on hit and on block
  • Leaves Jubei airborne, allowing cancels into j.236D/j.214D

Jubei extends off one foot and slashes upwards with sword in mouth. For an anti-air, it is rather bad. It is fairly slow, with a poor horizontal and vertical hitbox that do not make up for its heavily delayed head invulnerability. On top of that, he is considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82

6A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6A 36 3~12 Catch HBF
6A Attack 1200 Mid 9 4 14 +1 B 1~12 All
  • Guard Point Counter move.
  • Catches Head, Body and Foot strikes unless they are a low or an overhead.
  • On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.
  • If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.
  • Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them.
  • 50% P1 and Very Short starter makes this move lead to mediocre damage.

Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Definitely not a move to throw out randomly due to its short active time and the sheer number of moves that just go around it.

Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably 632146C will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to 5A you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F 5A to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to 236B is a true block string into a low attack, that can also be converted into a combo off 6A if you have 50 heat to spend on 360A or a Rapid Cancel of your own.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6A
6A Attack Very Short 4 50 92
  • 6A (notes: Catches Mid strikes On successful catch, automatically cancels into 6A Attack)
  • 6A Attack

6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6B 36 3~12 Catch HBF
6B Attack 800×2 Low, Mid 9 3(3)3 19 -3 F, B 1~11 All
  • Counter move. Only catches strike property moves that also must be blocked low.
  • Fatal Counter
  • 90% P1 - Leads to much better damage than 6A

Potentially much more rewarding than 6A but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's 2A won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.

If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6B
6B Attack Normal 4 90 92×2
  • 6B (notes: Catches Low strikes On successful catch, automatically cancels into 6B Attack)
  • 6B Attack (notes: Fatal Counter)

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 25 3 18 -2 B 7~27 FT
  • Fatal Counter
  • Bonus 110% proration
  • 7-27F Foot/Throw invulnerability
  • Forces crouching state on hit
  • Deals high hitstun

Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands. While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. 6C actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range.

With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after 236B>360A in the corner and after OD cancels.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 70 92
  • Fatal Counter Bonus proration 110%

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550×2 Mid, Low 13 3(11)3 21 -5 F
  • Can be jump-canceled on both hits
  • First hit has decent vertical reach
  • Second hit is a low

Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that 2C cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.

The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from 3C and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.

3C(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.

Second hit launches slightly, allowing you to combo into and pick up after 236A in the corner without being in Lotus.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82×2

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×2 High/Air 8 2(6)2 14 H
  • Used for instant overheads
  • Fastest aerial with decent range and easy confirms
  • Jump-cancelable on block
  • Cancels into itself on hit

Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, j.A can easily be mashed into itself when performed high enough.

As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when j.A is used as an instant overhead several characters will be hit by only the first hit of j.A (requiring 236A angled downwards to confirm off of) while on some both hits will completely whiff.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80×2

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air, All 10 2(6)3 18 H
  • Both hits can hit both sides
  • Good air-to-air
  • Jump-cancelable on block
  • CH on second hit causes untech until opponent hits the ground

Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than j.C. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.

Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85×2

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×2 High/Air 13 2(9)2 14 H
  • Decent air-to-air and air-to-ground
  • Jump-cancelable on block

Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both j.A and j.B so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use j.A for such situations.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89×2

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 10 3 20 H
  • Hits both sides
  • Fast air poke with decent range
  • Not jump-cancelable on block

Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.

While not the best for confirms, its speed matches j.B's and it has even more horizontal reach than j.C while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.

A good analogue to this move would be Hibiki's j.C as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's j.C is a strong general use tool while Jubei's j.2C is more of a situationally useful crossup and air poke due to its relatively fast startup and range.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89


Drive Moves

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 300, 880 Mid 18 10 [(24)3] 30 [26] -9 B
5D OD 300, 880 Mid 14 10 [(24)3] 30 [26] +2 B
  • Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
  • Special-cancelable on hit once Jubei's sword gleams
  • Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed
  • Drags the opponent towards Jubei on block and on hit

Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.

Depending on if 5D hits or is blocked, the length that 5D travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.

With meter 5D can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.

You can also use Jubei's 5D to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Normal 4 80 92×2
5D OD Normal 4 80 92×2
  • 5D (notes: Values in [] occur on hit)
  • 5D OD (notes: Values in [] occur on hit/block)

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D 300, 880 All 16 Until L [(24)3] 33 [26] H
j.D OD 300, 880 All 12 Until L [(24)3] 33 [26] +2 H
  • Dive attack that goes all of the way to the ground from any height.
  • Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
  • Special-cancelable on hit once Jubei's sword gleams
  • Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed

Travels at a fairly steep angle compared to j.6D, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.

With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent.

When following up on block with a rapid cancel, due to j.D's long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Normal 4 80 92×2
j.D OD Normal 4 80 92×2
  • j.D (notes: Values in [] occur on hit)
  • j.D OD (notes: Values in [] occur on hit/block)

j.6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.6D 300, 880 All 16 Until L [(24)3] 33 [26] H
j.6D OD 300, 880 All 12 Until L [(24)3] 33 [26] +2 H
  • Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.
  • Special-cancelable on hit once Jubei's sword gleams
  • Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed

Travels further horizontally than j.D, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.

With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on.

When following up on block with a rapid cancel, due to j.6D's long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.6D Normal 4 80 92×2
j.6D OD Normal 4 80 92×2
  • j.6D
  • j.6D OD (notes: Values in [] occur on hit/block)


Upgraded Drive Moves

Shiranui: Hagane

D~X after Fudō: Sharenjin (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550×4 All 28 [20] 10,10,10,10 17 H

After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern.

  • Hold up/down when selecting a path and the path will angle in that direction.
  • Button and direction can be held for easier execution, only the D-version has to be timed/mashed.
  • Grounded versions of this drive behave the same as the air versions except that ground versions can only be angled upwards.
  • Not pressing any button will result in Jubei using the standard 5D version instead.
  • Any hit from any version inflicts the Shiranui Mark.
  • Unless Jubei is in overdrive, he must touch the ground before being able to use his drive again.
  • If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.

In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, 2C, 3C(1) and j.B can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.

Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92×4
  • Values in [] are during OD Can alter angle by holding up/down Press button to select formation Attack starts up ??F after pressing button Slowest startup is 48F Can only be used once per jump

Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw(70) 7 3 23 T
  • Grounds the opponent

Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0×2, 4 100 50
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500, 1000 Throw(70) 7 3 23 T
  • Grounds the opponent
  • Switches sides

Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4×2 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23+3L T
  • Pretty standard air throw.
  • Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 30 -14 B 1~20 All
  • Can be useful to disrupt blockstrings and get 236C out before they realize they've lost momentum.
  • Uses Jubei's 5B animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Causes hard knockdown on air hit

Jubei lunges forward and slashes with his two sword. Moves Jubei forward after he recovers.

Somewhat pointless for crushing guards given that 632146[C] exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.

While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during 236B~236C oki pressure in the corner

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 80 60
5[A+B] Long 80 80 100
  • 5A+B
  • 5[A+B]


Specials

Fissuring Slash (Rekkōzan)

236A (Air OK) or 236236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A / j.236A 600×2, 900 All 13 2(4)2(10)3 11+7L / Until L+7 -4 / - B / H
236236A / j.236236A 600×4, 900 All 13 2(4)2(4)2(7)4(13)3 18+14L / Until L+14 -16 B×4, H
  • The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.
  • Punishable on instant block
  • 236A is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off j.A instant overhead
  • 236236A is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei
  • When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)

Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The 236236A version has Jubei slashing 5 times and slamming the opponent down.

Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with 236236A to keep the pressure up and build heat so you can install and use the better version of this move.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A / j.236A Long 3 80 94×3
236236A / j.236236A Long 3 80 94×5
  • 236A / j.236A (notes: Ground: Can cancel into Immovable Object: Lotus on hit/block Air: Hold up/down to steer Jubei in that direction, Can cancel into Immovable Object: Lotus on hit/block)
  • 236236A / j.236236A (notes: Ground: Can cancel into Immovable Object: Lotus on hit/block Air: Hold up/down to steer Jubei in that direction, Can cancel into Immovable Object: Lotus on hit/block)

Install Fissuring Slash (Rekkōzan) and Additional Attacks

236A then A for each Additional Attack (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236AA / j.236AA 600 All 9 3 17 -3 / - B / H
236AAA / j.236AAA 600 All 9 3 17 -3 / - B / H
236AAAA / j.236AAAA 600 All 9 3 20 -6 / - B / H
236AAAAA / j.236AAAAA 1200 All 9 3 23+9L (Until L+9) -18 / - H
  • Can be followed up for a total of 5 attacks on hit, block, and whiff.
  • Pressing A will followup with another swipe.
  • Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.
  • The first 4 attacks can be cancelled into the following specials. These specials will end the rekka:
    • 4B will cancel into Demon Fox
    • 6B will cancel into Shadow Wolf
    • 5C will cancel into Wild Lion
    • 646C will cancel into Black Panther
    • 6D/4D will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals
  • The air version can be shifted up and down like the non-install version.
  • The 5th and final attack is similar to the non-install 236A final attack
  • Air version startup is comparable to jump normals and in some cases is your best air to air attack.

Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular 236A.

During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.

While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely!

Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a 5B or dash 2B for an easy combo conversion!

As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.

Read the special move sections below for information on their "Fissuring Slash" versions.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236AA / j.236AA Long 3 80 94
236AAA / j.236AAA Long 3 80 94
236AAAA / j.236AAAA Long 3 80 94
236AAAAA / j.236AAAAA Long 3 80 89
  • 236AA / j.236AA (notes: Ground: Can cancel into followups 8-13 Air: Hold up/down to steer Jubei in that direction, Can cancel into followups 8-13F)
  • 236AAA / j.236AAA (notes: Ground: Can cancel into followups 8-13F Air: Hold up/down to steer Jubei in that direction, Can cancel into followups 8-13F)
  • 236AAAA / j.236AAAA (notes: Can cancel into followups 8-13F)
  • 236AAAAA / j.236AAAAA

Fissuring Impact

5B after Fissuring Slash (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 12 4 19+12L (Until L+12) -18 / - H
  • Swipes the opponent upwards off the ground
  • Leaves Jubei in an airborne state
  • Available only in Immovable Object: Lotus
  • Not special cancelable with j.236D/j.214D

Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into 236C, j.236D/j.214D, and the A followup will always be the final slash of the rekka.

236B (shortcut 6B) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Can cancel into folloups 12-27F

Form ONE: Shadow Wolf

236B (Air OK) or 6B during Fissuring Slash (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 950 Low/Air 13 2 26 -9 F
236A~6B 950 Low 13 / Until L+5 2 22 -5 F
  • Hits low
  • Very respectable range
  • Fatal Counter with a very high damage reward
  • On hit, cancels into 236C for Oki.
  • Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup

Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into 236C saves time that makes up for 236C's high startup.

Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.

While a low, as Jubei's overhead options later in strings are a little lacking and 236B itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool.

When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed 4B, Jubei has a high/low mixup that yields a combo with meter or counter hit.

Jubei is at least +13 after an immediate 236B>360A cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash 2B, or dash j.A as a quick instant overhead.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236B Long 4 90 92
236A~6B Long 4 90 92
  • 236B (notes: Fatal Counter Can cancel into Rising Justice on hit Can cancel into Immovable Object: Lotus on hit/block)
  • 236A~6B (notes: Fatal Counter Can cancel into Rising Justice on hit)

Form TWO: Demon Fox

214B (Air OK) or 4B during Fissuring Slash (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B / j.214B 870 High/Air 25 3 9+10L / 13+11L -3 / - H
236A~4B 870 High/Air 15 3 12+11L -4 H
  • Overhead
  • Generally only combos off counterhit or with meter
  • Decent ender for air combos
  • Jumps over lows

Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into 360A, allowing Jubei to both combo and power up off a safe opener. On block, going for 360A after leaves a 5 frame gap that many characters cannot exploit.

When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.

While j.214C is a better ender for air combos due to better frame advantage and damage, j.214B lands more reliably and avoids the possibility of side-switch.

If j.214B hits high enough on an opponent, Jubei can link this attack with 5B to pick up and continue a combo.

During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and 6B, Jubei has a high/low mixup that yields a combo with meter or counter hit.

Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214B / j.214B Normal 4 80 92
236A~4B Normal 4 80 92
  • 214B / j.214B (notes: Ground: Can cancel into Immovable Object: Lotus on hit/block Air: Can only be used once per jump)
  • 236A~4B

Form THREE: Wild Lion

214C (Air OK) or C during Fissuring Slash (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C / j.214C 300×N, 600 All 16 6,3×N(8)4 24 -11 H×N, B
236A~C 300×N 600 All 19 6,3×N(8)4 24 -11 H×N, B
  • Combo ender
  • All hits are mid
  • Go-to ender for air combos
  • Leaves Jubei fairly airborne allowing him to go over lows
  • Gains increased horizontal distance when used after command dash

Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. Strictly a combo tool due to how unsafe it is.

j.214C is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as j.214C consistently hits when above or at an even level with opponents.

When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.

If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214C / j.214C Normal 3 100 79
236A~C Normal 3 100 79
  • 214C / j.214C (notes: Can cancel into Immovable Object: Lotus on hit/block)
  • 236A~C

Form FOUR: Black Panther

632146C (Air OK) or 646C during Fissuring Slash (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146C 1100 [1600] All [Unblockable] 21 [49] 3 [1] 23+9L [26+9L] -7 B
236A~646C 1100 [1600] All [Unblockable] 22 [48] 3 [1] 23+9L [26+9L] -7 B
  • Fatal Counters
  • Becomes truly unblockable if charged for 30 frames
    • Guard breaks even if opponent barrier blocks
    • Has a just-frame if released at 30 frames. The Just-frame is comboable
    • Does not combo outside of just-frame and counter hit

Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.

In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit 5C, air hit 3C(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into 5C > 632146C or 5C(1 > 632146C if you use an A-starter.

As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the 236B > 236C ender.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146C Normal 5 90 [50] 94
236A~646C Normal 5 90 [50] 94
  • 632146C (notes: Fatal Counter Can cancel into Immovable Object: Lotus on hit/block Hold button to charge Values in [] are for Max charge Counterhit state during recovery)
  • 236A~646C (notes: Fatal Counter Hold button to charge Values in [] are for Max charge Counterhit state during recovery)

Rising Justice

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C / j.236C 800 All 30 300 Total 53 / 61+3L 0 / - P1
  • Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it.
  • Lasts for 300F
  • Does not travel off the screen but instead just bounces in place against the wall.
  • Leaves Jubei in counterhit state during its lengthy startup
  • Disappears if Jubei is hit.

A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236C / j.236C Normal 2 80 85
  • 236C / j.236C

Divine Form

j.236D/j.214D or 6D/4D during Fissuring Slash (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236D Total 23
236A~6D 25+5L
j.214D Total 23
236A~4D 31+5L
  • Can be used off certain grounded options that put Jubei in the air
  • Can be special canceled into off of any aerial on hit and block
  • Does not count as one of Jubei's jumps
  • Leaves Jubei in counterhit state until finished
  • Can pass through opponents

Offers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.

Does not grant invulnerability and leaves Jubei in counterhit until completed so j.236D should be used with some caution during pressure or in neutral. If j.236D crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.

As moves like 2C and enhanced 236A leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure (j.236D) or safety (j.214D).

When the opponent is completely cornered, if they respect Jubei's pressure j.236D becomes a stronger pressure option. When j.236D is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.236D
236A~6D
j.214D
236A~4D
  • j.236D (notes: Can pass through opponent 4-16F)
  • 236A~6D (notes: Can pass through opponent 7-17F)
  • j.214D (notes: Can pass through opponent 4-16F)
  • 236A~4D (notes: Can pass through opponent 13-23F)

Quick Dash

44~6

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total 20

Unique forward dash when cancelling from backdash that's considerably faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.

From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: 5A, 2A, 2B, 3C, 214B, or 214C. These attacks will slide or even launch Jubei across the screen while attacking.

Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can cancel into all actions 9F onwards Can cancel from backdash the moment he touches the ground.

Run Through Opponent

6, while running near opponent

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total 21 1~7 All

If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.

The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.

  • Can only be triggered from a normal run, not the quick command dash after a backdash
  • Can be avoided by holding 3 to run instead of 6
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can pass through opponent 1-17F Need to be running for 7F before this move is available Hold 3 to not run through opponent

Running Jump

Any jump while running or during 44~6

Damage Guard Startup Active Recovery On-Block Attribute Invuln
4

If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with j.A, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.

Starter Rating Level P1 P2 On-ODR Cancel Timing

Distortion Drives

Twin Guardians: Mourning Shore

j.236236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236236D 1000, 200×n, 2500
[1000, 200×n, 800×5]
All 4+(40 Flash)+1 Until L 40 H 1~(Until L) All
j.236236D Mark 1250, 200×n, 2500
[1250, 200×n, 800×5]
All 4+(40 Flash)+1 Until L 40 H 1~(Until L) All
  • Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do.
  • If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.
  • Completely invulnerable from the start until recovery, but very punishable on block.
  • Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)
  • OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)

Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.236236D Long 5 80 84
j.236236D Mark Long 80 84
  • j.236236D (notes: Values in [] are during OD Only does final slash on successful hit Minimum Damage 20%: 700+40×n [1000+40×n])
  • j.236236D Mark (notes: Values in [] are during OD Jubei appears above and behind opponent before attacking Only does followup slashes on successful hit Minimum Damage 20%: 750+40×n [1050+40×n])

Thousand Hands: Roaring Pillar

236236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 1000×2, 2000
[1000×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 B 12~Flash All
13~24 P
236236D Mark 1250×2, 2000
[1250×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 B 12~Flash All
13~24 P
  • General purpose ground distortion to add more damage to combos and to do very long range punishes.
  • If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.
  • Minimum damage (Marked): 800(900) OD: 1120(1220)

Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D Long 5 80 84
236236D Mark Long 5 80 84
  • 236236D (notes: Values in [] are during OD Only does 1 hit on block Minimum Damage 20%: 800 [1120])
  • 236236D Mark (notes: Values in [] are during OD Jubei appears behind opponent before attacking Minimum Damage 20%: 900 [1220])

Immovable Object: Lotus

360A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
4+(100 Flash)+0
  • Disables Normal Drive and replaces it with the upgraded version for the rest of the round.
  • Modifies Fissuring slash in various ways (See above)
  • Absurdly short startup and recovery time, basically impossible for your opponent to stuff. Can easily be used mid combo as an alternative to a Rapid Cancel.
  • Extremely flexible places to use it.
  • Cancels from all specials on block and hit except for 236C. Air specials require Jubei to land on the ground first.
  • Can use the activation in neutral or on the opponent's wakeup to pause the match, see what your opponent is doing and counter what the opponent may have committed to doing
  • Can only be activated once per round and its effects cannot be switched off by anything.
  • Due to how effective non-install 5D, j.5D and j.6D are versus some character match ups, it may not always be a good idea to activate this install.

Activates Jubei's trademark install. Only activates once per round, and remains active for the rest of the round. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.

Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like 236B and 214B can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.

In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Values in [] are during OD Can only be used once per round Jubei can act 2F before superflash ends

Exceed Accel

Miroku: Spherical Illusion

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 1100×2
{600, 1100×2, 3000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with 5B. The short range means that it can be baited without much trouble.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100 100
  • Values in [] are during OD Values in {} are during Active Flow 10% Minimum Damage: 280 {580+58}


Astral Heat

Asura: Thunderbird Rising

6321463214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 4300×9, 9000, 20000 All 4+(35 Flash)+7 3 83 -65 B 1~13 All
  • Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".

While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.

Combos From

  • 5C (both hits)
  • 3C
  • 632146C (Just frame, air hit, and CH)
  • 2C (CH)
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 94
  • 180F Heat Gauge Cooldown


Colors

BBCF Jubei color 1.png
BBCF Jubei color 2.png
BBCF Jubei color 3.png
BBCF Jubei color 4.png
BBCF Jubei color 5.png
BBCF Jubei color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Jubei color 7.png
BBCF Jubei color 8.png
BBCF Jubei color 9.png
BBCF Jubei color 10.png
BBCF Jubei color 11.png
BBCF Jubei color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Jubei color 13.png
BBCF Jubei color 14.png
BBCF Jubei color 15.png
BBCF Jubei color 16.png
BBCF Jubei color 17.png
BBCF Jubei color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Jubei color 19.png
BBCF Jubei color 20.png
BBCF Jubei color 21.png
BBCF Jubei color 22.png
BBCF Jubei color 23.png
BBCF Jubei color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


Navigation

Jubei
Ambox notice.png To edit frame data, edit values in BBCF/Jubei/Data.

System Explanations

Essentials
HUDControlsFAQ
The Basics
Movement/CancelingOffenseDefenseGaugesUniversal Strategy
Detailed & Advanced Information
Damage/ComboAttack AttributesFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary