BBTag/Jubei

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Overview

Overview

Playstyle
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

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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 2 13 -3 B
  • 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.

Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200 All 7 3 16 -2 B
5AA 900×2 All 11 4(8)3 19 -5 B
5AAA 1700 All 17 3 23 -9 B
5AAAA 1700×2 All 12 10 30 -9 B
  • Jump, special, normal cancellable
  • Throw cancellable

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


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

5AA is a pressure and confirm filler. All of Jubei's two-hit autocombo normals have increased hitstun on both hits if the first one counterhits, making CH confirms very easy. They also count as having hit if any one of the two hits connects, so if the first hit gets pushblocked, Jubei still has access to reactive 236B+C to deal with his opponent attempting to whiff punish 5AA with their own super.


  • Special, normal cancellable

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


  • 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.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85×2

5A:
5AA:
5AAA:
5AAAA:

5B

Fissuring Slash/Rekkouzan

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1200×2 All 13 3(7)3 16 -4 B
5BB 1200×2 All 8 3(7)3 20 -8 B
5BBB 1700 All 9 3 22+9L -15 H
  • Special and whiff cancelable into all grounded specials and supers, on both hits.
  • Can be canceled into his grounded special moves by pressing 4+A/B/C or 6+A/B/C
  • Some specials have faster startup when canceled into from this move

Jubei's classic Fissuring Slash, AKA Rekkouzan, is now his 5B. It's still a core part of his gameplan, with neutral, pressure and confirm uses, and it's even safe on block. Due to it canceling into his other specials, it is also a telegraphed but deadly mixup point, especially since the overhead (4+A/4+C) becomes faster when canceled into from 5B. Keep in mind that he can't convert from most of his mixup options without an assist.


  • Special and whiff cancelable into all grounded specials and supers, on both hits.
  • Can be canceled into his grounded special moves by pressing 4+A/B/C or 6+A/B/C
  • Some specials have faster startup when canceled into from this move

Very similar to the first 5B, but more negative on block. Can be used in confirms to put you closer than a single 5B would, or in pressure to frametrap and keep all your mixup options.


  • Launches
  • Guaranteed knockdown ender off 5BB

B Autocombo ender. The 5B chain in general is very stable, and connects cleanly even at high prorations, so 5BBB knockdown is one of the common knockdowns Jubei gets. While it's not a great knockdown outside of the corner, his combos have enough corner carry to render that disadvantage irrelevant.

Version Level P1 P2
5B 4 80 85×2
5BB 4 80 85×2
5BBB 4 100 85

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B
  • 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.

Level P1 P2
3

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Low 9 3 15 -3 F
  • 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.

Level P1 P2
3 90 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 12 8 7+8L -4 B 10~15 H
  • 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.

Level P1 P2
4 90 75

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 Low, All 18 3(4)3 25 -9 F, B
  • 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.

Level P1 P2
4 90 85×2

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2 High 12 2(9)2 14 H
  • 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.

Level P1 P2
3 80 80×2

j.B

Fissuring Slash/Rekkouzan

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1200×2 All 11 3(8)3 23 H
j.BB 1200×2 All 8 3(7)3 23 H
j.BBB 1700 All 9 3 35+9L H
  • Stops air momentum

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


  • Hits mid
  • Knocks down

Generic ender for j.B. Not as useful as the grounded version, since the 4B followup is probably better in most situations.

Version Level P1 P2
j.B 4 80 85×2
j.BB 4 80 85×2
j.BBB 4 80 85

j.B:
j.BB:
j.BBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All 16 Until L [(25)3] 33 [25] -3~-8 H
  • 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.

Level P1 P2
4 80, 100 85×2


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T
  • 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.

Level P1 P2
0×2, 4 100 50
  • Minimum Damage 2000

Fissuring Impact

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1700×2 Air Unblockable 12 4(12)3 25+18L -27 H 1~15 All
j.AD 1700×2 All 12 4(12)3 Until L+18 H 1~15 All
  • 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.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 85×2 (170)


j.AD:

  • Minimum Damage 85×2 (170)


Skills

First Form: Shadow Wolf

236A 6A during 5B 6A during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 Low 13 2 21 -4 F
5B > 6A 2000 Low 13 2 21 -4 F
j.B > 6A 2000 Low Until L+5 2 21 -4 F
  • Air OK when cancelling out of jB
  • Can be canceled into on 5B/jB whiff

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.

Version Level P1 P2
236A 4 90 85
5B > 6A 4 90 85
j.B > 6A 4 90 85

236A:

  • Minimum Damage 100


5B > 6A:

  • Minimum Damage 100


j.B > 6A:

  • Minimum Damage 100

Second Form: Demon Fox

214A 4A during 5B 4A during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1800 High 25 3 9+11L -4 H
5B > 4A 1800 High 25 3 9+11L -4 H
j.B > 4A 1800 High 18 3 12+9L H
  • Carries over momentum from 44>6
  • Air OK when cancelling out of jB
  • Can be canceled into on 5B/jB whiff

(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. +1 on non-counterhit.

Version Level P1 P2
214A 4 80 85
5B > 4A 4 80 85
j.B > 4A 4 80 85

214A:

  • Minimum Damage 90


5B > 4A:

  • Minimum Damage 90


j.B > 4A:

  • Minimum Damage 90

Third Form: Wild Lion

214B 4B during 5B 4B during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B
5B > 4B 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B
j.B > 4B 500×N, 1500 All 25 3×N(8)4 24 -11 H*N, B
  • Carries over momentum from 44>6
  • Air OK when cancelling from jB
  • Can be canceled into on 5B/jB whiff

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.

Version Level P1 P2
214B 3 80 95×8
5B > 4B 3 80 95×8
j.B > 4B 3 80 95×N+1

214B:

  • Minimum Damage 25×7, 75 (250)


5B > 4B:

  • Minimum Damage 25×7, 75 (250)


j.B > 4B:

  • Minimum Damage 25×N, 75

Fourth Form: Black Panther

236B 6B during 5B 6B during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 2400 [2880] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] B
5B > 6B 2400 [2880] All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] B
j.B > 6B 2400 [2880] All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] B
  • (charged) - hold B
  • Main confirm option and combo piece
  • Air OK when cancelling out of jB, becomes automatically charged when used from high enough
  • Uncharged version connects from: 5AA air hit (second hit), 5B, 5BB, TK jB
  • Charged version connects from: 2C (second hit), CH 2C (first hit), Throw. Some of these are character specific
  • Can be canceled into on 5B/jB whiff

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.

Version Level P1 P2
236B 5 100 80 [90]
5B > 6B 5 100 80 [90]
j.B > 6B 5 100 80 [90]

236B:

  • Values in [ ] are for max charge version
  • Minimum Damage 120 [144]


5B > 6B:

  • Values in [ ] are for max charge version
  • Minimum Damage 120 [144]


j.B > 6B:

  • Values in [ ] are for max charge version
  • Minimum Damage 120 [144]

Sneak Behind

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
21 4~17 P
  • 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

Level P1 P2

Shiranui: Steel

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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.214A 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.236B 800×4 All 29 10×4 Total: 81 -2 H ??~68 All
j.214B 800×4 All 29 10×4 Total: 81 -2 H ??~68 All

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.

Allows for air attacks afterwards, but not airdashes or double jumps. -2 so long as the last paw hits.

Version Level P1 P2
j.236A 4 80 95×4
j.214A 4 80 95×4
j.236B 4 80 95×4
j.214B 4 80 95×4

j.236A:

  • Minimum Damage 40×4 [160]


j.214A:

  • Minimum Damage 40×4 [160]


j.236B:

  • Minimum Damage 40×4 [160]


j.214B:

  • Minimum Damage 40×4 [160]

Twilight Tiger

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 45 4~25 Guard HB
22A Attack 1500 All 9 4 36 -21 B
22B 45 4~25 Guard F
22B Attack 1000×2 Low, All 9 3(4)3 39 -23 F, B
Version Level P1 P2
22A
22A Attack 4 80 85
22B
22B Attack 4 80 85

22A:

  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 29F


22A Attack:

  • Minimum Damage 75


22B:

  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 29F


22B Attack:

  • Minimum Damage 50×2 [100]


Extra Skills

EX First Form: Shadow Wolf

236C 6C during 5B {{InputBadge|6C during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 2200 Low 9 2 27 -5 F
5B > 6C 2200 Low 9 2 27 -5 F
j.B > 6C 2200 Low Until L+3 2 27 -5 F
  • Knocks down
  • Can be canceled into on 5B/jB whiff

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.

Version Level P1 P2
236C 4 90 75
5B > 6C 4 90 75
j.B > 6C 4 90 85

236C:

  • Minimum Damage 220


5B > 6C:

  • Minimum Damage 220


j.B > 6C:

  • Minimum Damage 220

EX Second Form: Demon Fox

214C 4C during 5B {{InputBadge|4C during j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1980 High 20 3 9+11L -4 H
5B > 4C 1980 High 14 3 12 H
j.B > 4C 1980 High 14 3 12 H
  • Can be canceled into on 5B/jB whiff

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. +1 on non-counterhit.

Version Level P1 P2
214C 4 80 85
5B > 4C 4 80 85
j.B > 4C 4 80 85

214C:

  • Minimum Damage 198


5B > 4C:

  • Minimum Damage 198


j.B > 4C:

  • Minimum Damage 198

EX Shiranui: Steel

j.236C j.214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236C 800×4 All 20 10×4 Total: 72 -2 H ??-59 All
j.214C 800×4 All 20 10×4 Total: 72 -2 ??-59 All

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.

Allows for air attacks afterwards, but not airdashes or double jumps. -2 so long as the last paw hits.

Version Level P1 P2
j.236C 80 95×4
j.214C 80 95×4

j.236C:

  • Minimum Damage 80×4 (320)


j.214C:

  • Minimum Damage 80×4 (320)

EX Twilight Tiger

22C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22C 45 4~25 Guard HBF
22C Attack 2000 All 14 4 33 + 12L -28 B
Version Level P1 P2
22C
22C Attack 5 80 90

22C:

  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 34F


22C Attack:

  • Minimum Damage 200


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 1500 All (18)+13 2(4)2 [(12)3] 22 [12+8L] -9 B
  • 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.

Level P1 P2
4 70 85
  • Goes into followup (values in []) on hit
  • Minimum Damage 50×2, 75 (175)

6P

Rising Justice

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All (18)+30 301 Total: (18)+53 +4 P1
  • 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.

Level P1 P2
3 70 80
  • Minimum Damage 90

4P

Fourth Form: Black Panther

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+15 3 19+21L -22 B
  • Launches

Only useful in combos and burst punishes, since it has little range, few active frames and not enough disjoint.

Level P1 P2
5 70 85
  • Minimum Damage 110


Distortion Skills

Thousand Hands: Roaring Pillar

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250×2, 5000
[1250×2, 730×9]
All 12+(40 Flash)+1 12 39 -30 B 1~24 All
  • 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.

Level P1 P2
5 80 100×2, 60 [100×10, 60]
  • Values in [] are for Enhanced version
  • Minimum Damage 312×2, 1300 (1924) [312×2, 189×9 (2325)]

Twin Guardians: Mourning Shore

j.236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 100×N, 6000
[1000, 100×N, 1600×5]
All 4+(40 Flash)+2 Until L,3 41 H 1~(Until L) All
  • 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.

Level P1 P2
5 80 100×N+1, 60
  • Values in [] are for Enhanced version
  • Minimum Damage 1320+22×N [1800+20×N]


Distortion Skill Duo

Thousand Hands: Roaring Pillar

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2, 1000
[800×2, 100×9]
All 1+(77 Flash)+1 12 39 -30 B 1~13 All
  • 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.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Asura: Thunderbird Rising

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(35 Flash)+7 3 83 -65 1~13 All
Level P1 P2
5


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