BBCF/Jubei/Frame Data

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System Data[edit]

Health:11,000
Prejump:4F
Backdash:28F (1~7F Inv All)
Unique Movements:Short Jump, Low Profile Run, Backdash~Run, Divine Form


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCF Jubei 5A.png 300 All 6 2 13 -3 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCF Jubei 5B.png 500 Mid 8 3 16 -2 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCF Jubei 5C.png 570*2 Mid 12 3(8)3 19 -3 B - S(J)R 100 92 Long 4 18 19 19, 23 Launch 34, 38 12 +0 +5 Click!
2ABBCF Jubei 2A.png 300 All 7 3 13 -3 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCF Jubei 2B.png 550 Low 9 3 12 +2 F - SR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCF Jubei 2C.png 660 Mid 12 6 17+16L - B 10~15 H SJR 90 82 Long 4 18 Launch 28 Launch 43 12 +0 +5 Click!
3CBBCF Jubei 3C.png 550*2 Mid, Low 13 3(11)3 21 -5 F - S(J)R 90 82 Long 4 18 19, Launch 26 24, Launch 41, 41 + Down 23 12 +0 +5 Click!
6ABBCF Jubei 6A.png
Catch
- - - - 36 - - 3~12 Catch HBF - - - - - - - - - - - - - Click!
  • Catches Mid strikes
  • On successful catch, automatically cancels into 6A Attack
6ABBCF Jubei 6A Attack.png
Attack
1200 Mid 9 4 14 +1 B 1~12 All SR 50 92 Very Short 4 18 21 60 + WBounce 26 75 + WBounce 20 +0 +5 Click!
6BBBCF Jubei 6B.png
Catch
- - - - 36 - - 3~12 Catch HBF - - - - - - - - - - - - - Click!
  • Catches Low strikes
  • On successful catch, automatically cancels into 6B Attack
6BBBCF Jubei 6B Attack.png
Attack
800*2 Low, Mid 9 3(3)3 19 -3 F, B 1~11 All SJR 90 92 Normal 4 18 Crumple 29, Launch 40 + Down 23, 40 Crumple 81 + Down 10, Launch 58 + Down 23, 58 12 +0 +5 Click!
  • Fatal Counter
6CBBCF Jubei 6C.png 800 High 25 3 18 -2 B 7~27 FT SR 70 92 Normal 4 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5 Click!
  • Fatal Counter
  • Bonus proration 110%
j.ABBCF Jubei j.A.png 300*2 High/Air 8 2(6)2 14 - H - (C)SJR 80 80 Normal 1 11 12 14 16 25 11 +0 +0 Click!
j.BBBCF Jubei j.B.png 600 High/Air, All 10 2(6)3 18 - H - SJR 80 85 Long 2 13 14 19, 26 18 31, 38 10 +0 +1 Click!
j.CBBCF Jubei j.C.png 700*2 High/Air 13 2(9)2 14 - H - SJR 80 89 Long 3 16 17 21 22 35 11 +0 +2 Click!
j.2CBBCF Jubei j.2C.png 800 High/Air 10 3 20 - H - S(J)R 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCF Jubei 5D.png 300, 880 Mid 18 10 [(24)3] 30 [26] -9 B - R 80 92 Normal 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 Click!
  • Values in [] are on hit
5D ODBBCF Jubei 5D.png 300, 880 Mid 14 10 [(24)3] 30 [26] +2 B - R 80 92 Normal 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 Click!
  • Values in [] are on hit/block
j.DBBCF Jubei jD.png 300, 880 All 16 Until L [(24)3] 33 [26] - H - R 80 92 Normal 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 Click!
  • Values in [] are on hit
j.D ODBBCF Jubei jD.png 300, 880 All 12 Until L [(24)3] 33 [26] +2 H - R 80 92 Normal 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 Click!
  • Values in [] are on hit/block
j.6DBBCF Jubei j.6D.png 300, 880 All 16 Until L [(24)3] 33 [26] - H - R 80 92 Normal 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 Click!
  • Values in [] are on hit
j.6D OD200x200px 300, 880 All 12 Until L [(24)3] 33 [26] +2 H - R 80 92 Normal 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 Click!
  • Values in [] are on hit/block
DBBCF Jubei 5D2.png
during Lotus
550*4 All 28 [20] 10,10,10,10 17 - D* - R 80 92 Long 4 18 Launch 40 + Slide 10*3, 60 Launch 55 + Slide 10*3, 75 0 +2*3, +0 +2*3, +5 Click!
  • 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[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward Throw200x200px 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 60 + Down 23 - - - 0*2, 8 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCF Jubei BackThrow.png 0, 500, 1000 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4*2 - Launch 60 + Down 23 - - - 0, 8*2 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCF Jubei AirThrow.png 0, 1500 Throw(70) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 18 Launch 60 + GBounce + Down 23 - - - 0, 12/-11 +0, -11 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Jubei 5B.png 0 All 13 3 30 -14 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCF Jubei Crush Trigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal 80 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long 80 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Fissuring SlashBBCF Jubei FissuringSlash.png
236A
600*2, 900 All 13 2(4)2(10)3 11+7L -4 B - R 80 94 Long 3 16 19*2, Launch 21*2, 40 24*2, Launch 35*2, 54 7*2, 11 +0*2, +2 +2*2, +4 Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Fissuring SlashBBCF Jubei FissuringSlash2.png
236236A
600*4, 900 All 13 2(4)2(4)2(7)4(13)3 18+14L -16 B*4, H - R 80 94 Long 3 16 19*3, Launch*2 21*3, 40, 40 + GBounce + Down 23 24*3, Launch*2 35*3, 54, 54 + GBounce + Down 23 7*4, 11 +0*4, +2 +2*4, +4 Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Fissuring SlashBBCF Jubei FissuringSlash.png
j.236A
600*2, 900 All 13 2(4)2(10)3 Until L+7 - H - R 80 94 Long 3 16 19*2, Launch 21*2, 40 24*2, Launch 35*2, 54 7*2, 11 +0*2, +2 +2*2, +4 Click!
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into Immovable Object: Lotus on hit/block
Air Fissuring SlashBBCF Jubei FissuringSlash2.png
j.236236A
600*4, 900 All 13 2(4)2(4)2(7)4(13)3 Until L+14 - H - R 80 94 Long 3 16 19*3, Launch*2 21*3, 40, 40 + GBounce + Down 23 24*3, Launch*2 35*3, 54, 54 + GBounce + Down 23 7*4, 11 +0*4, +2 +2*4, +4 Click!
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into Immovable Object: Lotus on hit/block
Fissuring SlashBBCF Jubei FissuringSlash.png
BBCF Jubei FissuringSlash2.png

During Lotus: 236A > AAAA
600 All 15 3 17 -3 B - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
600 All 9 3 17 -3 B - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
600 All 9 3 17 -3 B - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
600 All 9 3 20 -6 B - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
1200 All 9 3 23+9L -18 H - R 80 89 Long 3 16 Launch 60 + WBounce + Slide 10 Launch 74 + Slide 10 11 +0 +2 Click!
  • First hit can cancel into followups 13-18F
  • Second - Fourth hits can cancel into followups 8-13F
Air Fissuring SlashBBCF Jubei FissuringSlash.png
BBCF Jubei FissuringSlash2.png

During Lotus: j.236A > AAAA
600 All 15 3 17 - H - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
600 All 9 3 17 - H - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
600 All 9 3 17 - H - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
600 All 9 3 20 - H - R 80 94 Long 3 16 19 21 24 35 7 +0 +2 Click!
1200 All 9 3 Until L+9 - H - R 80 89 Long 3 16 Launch 60 + WBounce + Slide 10 Launch 74 + Slide 10 11 +0 +2 Click!
  • Hold up/down to steer Jubei in that direction.
  • Can only be used once per jump.
  • First hit can cancel into followups 11-16F
  • Second - Fourth hits can cancel into followups 8-13F
LaunchBBCF Jubei FissuringImpact.png
During Lotus: 236A > 5B
800 All 12 4 19+12L -18 H - R 80 89 Long 3 16 Launch 28 Launch 42 11 +0 +2 Click!
  • Can cancel into folloups 12-27F
Air LaunchBBCF Jubei FissuringImpact.png
During Lotus: j.236A > 5B
800 All 12 4 Until L+12 - H - R 80 89 Long 3 16 Launch 28 Launch 42 11 +0 +2 Click!
  • Can cancel into folloups 12-27F
Form ONE: Shadow WolfBBCF Jubei ShadowWolf.png
During Lotus: 236A > 6B
950 Low 13 2 22 -5 F - R 90 92 Long 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5 Click!
  • Can cancel into Rising Justice on hit
Air Form ONE: Shadow WolfBBCF Jubei ShadowWolf.png
During Lotus: j.236A > 6B
950 Low Until L+5 2 22 -5 F - R 90 92 Long 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5 Click!
  • Can cancel into Rising Justice on hit
Form TWO: Demon FoxBBCF Jubei DemonFox.png
During Lotus: 236A > 4B (Air OK)
870 High/Air 15 3 12+11L -4 H - R 80 92 Normal 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 Click!
Form THREE: Wild LionBBCF Jubei WildLion.png
During Lotus: 236A > C (Air OK)
300*N 600 All 19 6,3*N(8)4 24 -11 H*N, B - R 100 79 Normal 3 16 17*N, Launch 60 + Down 23*N, 60 22*N, Launch 74 + Down 23*N, 74 1*N, 11 -1*N, +0 -1*N, +2 Click!
Form FOUR: Black PantherBBCF Jubei BlackPanther.png
During Lotus: 236A > 646C
1100 [1600] All [Unblockable] 22 [48] 3 [1] 23+9L [26+9L] -7 B - R 90 [50] 94 Normal 5 20 Launch 60 Launch 79 20 +0 +8 Click!
  • Fatal Counter
  • Values in [] are for Max charge
Form FOUR: Black PantherBBCF Jubei BlackPanther.png
During Lotus: j.236A > 646C
1100 [1600] All [Unblockable] Until L+5
[Until L+26]
3 [1] 16+9L -7 B - R 90 [50] 94 Normal 5 20 Launch 60 Launch 79 20 +0 +8 Click!
  • Fatal Counter
  • Values in [] are for Max charge
Divine Form (advancing)BBCF Jubei DivineForm.png
During Lotus: 236A > 6D (air OK)
- - - - 25+5L - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 7-17F
Divine Form (retreating)BBCF Jubei DivineForm.png
During Lotus: 236A > 4D (air OK)
- - - - 31+5L - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 13-23F
Rising JusticeBBCF Jubei RisingJustice.png
236C
800 All 30 300 Total 53 0 P1 - R 80 85 Normal 2 13 14 14 18 26 0/+10 +10 +11 Click!
Air Rising JusticeBBCF Jubei RisingJustice.png
j.236C
800 All 30 300 Total 61+3L - P1 - R 80 85 Normal 2 13 14 14 18 26 0/+10 +10 +11 Click!
Form ONE: Shadow WolfBBCF Jubei ShadowWolf.png
236B
950 Low/Air 13 2 26 -9 F - R 90 92 Long 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5 Click!
  • Fatal Counter
  • Can cancel into Rising Justice on hit. Can cancel into Lotus on hit/block
Form TWO: Demon FoxBBCF Jubei DemonFox.png
214B
870 High/Air 25 3 9+10L -3 H - R 80 92 Normal 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form TWO: Demon FoxBBCF Jubei DemonFox.png
j.214B
870 High/Air 17 3 13+11L - H - R 80 92 Normal 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 Click!
  • Can only be used once per jump
Form THREE: RanjishiBBCF Jubei WildLion.png
214C
300*n, 600 All 16 6,3*n(8)4 24 -11 H*n, B - R 100 79 Normal 3 16 17*n, Launch 60 + Down 23*n, 60 22*n, Launch 74 + Down 23*n, 74 1/-1*n, 11 -1*n, +0 -1*n, +2 Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form THREE: RanjishiBBCF Jubei WildLion.png
j.214C
300*n, 600 All 15 3*n(8)4 24 -11 H*n, B - R 100 79 Normal 3 16 17*n, Launch 60 + Down 23*n, 60 22*n, Launch 74 + Down 23*n, 74 1/-1*n, 11 -1*n, +0 -1*n, +2 Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Form FOUR: Black PantherBBCF Jubei BlackPanther.png
632146C
1100 [1600] All [Unblockable] 21
[49]
3 [1] 23+9L [26+9L] -7 B - R 90 [50] 94 Normal 5 20 Launch 60 Launch 79 20 +0 +8 Click!
  • Fatal Counter
  • Can cancel into Immovable Object: Lotus on hit/block
  • Values in [] are for Max charge
Divine Form (advancing)BBCF Jubei DivineForm.png
j.236D
- - - - Total 23 - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 4-16F
Divine Form (retreating)BBCF Jubei DivineForm.png
j.214D
- - - - Total 23 - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 4-16F
Backdash > 6 - - - - Total 20 - - - - - - - - - - - - - - - - Click!
  • Can cancel into all actions 9F onwards
Run Through Opponent - - - - Total 21 - - 1~7 All - - - - - - - - - - - - - Click!
  • Can pass through opponent 1-17F
  • Need to be running for 7F before this move is available
  • Hold 3 to not run through opponent

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Twin Guardians: Mourning ShoreBBCF Jubei MourningShore.png
j.236236D
1000, 200*n, 2500
[1000, 200*n, 800*5]
All 4+(40 Flash)+1 Until L 40 - H 1~(Until L) All R 80 84 Long 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 1*n, 20 +8 Click!
  • Values in [] are during OD
  • Only does final slash on successful hit
  • Minimum Damage 20%: 700+40*n [1000+40*n]
Twin Guardians: Mourning Shore (Mark)BBCF Jubei MourningShore.png
j.236236D
1250, 200*n, 2500
[1250, 200*n, 800*5]
All 4+(40 Flash)+1 Until L 40 - H 1~(Until L) All R - - Long - 20 Launch 100 + GBounce Launch 116 + GBounce 1 1*n, 20 +8 Click!
  • 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 PillarBBCF Jubei RoaringPillar.png
236236D
1000*2, 2000
[1000*2, 400*9]
All 12+(40 Flash)+1 12 39 -30 B 12~24 P R 80 84 Long 5 20 Crumple 53 Stand Crumple 53 Stand 2 2, 0*3 [*10] +8 Click!
  • Values in [] are during OD
  • Only does 1 hit on block
  • Minimum Damage 20%: 800 [1120]
Thousand Hands: Roaring Pillar (Mark)BBCF Jubei RoaringPillar.png
236236D
1250*2, 2000
[1250*2, 400*9]
All 12+(40 Flash)+1 12 39 -30 B 12~24 P R 80 84 Long 5 20 Crumple 53 Stand Crumple 53 Stand 2 2, 0*3 [*10] +8 Click!
  • Values in [] are during OD
  • Jubei appears behind opponent before attacking
  • Minimum Damage 20%: 900 [1220]
Immovable Object: LotusBBCF Jubei Lotus.png
360A
- - - - 4+(100 Flash)+0 - - 4~4 All - - - - - - - - - - - - - Click!
  • Values in [] are during OD
  • Can only be used once per round

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Miroku: Spherical IllusionBBCF Jubei MirokuSphericalIllusion.png
during OD: ABCD
600, 1100*2
{600, 1100*2, 3000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long 100 26 Launch 60 Launch 60 20 20, 9, 20 [20, 9*2, 12] +0 Click!
  • Values in [] are during OD
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 280 {580+58}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Asura: Thunderbird RisingBBCF Jubei AH.png
BBCF Jubei AH3.png

6321463214C
0, 4300*9, 9000, 20000 All 4+(35 Flash)+7 3 83 -65 B 1~13 All - 100 94 Long 5 20 - - - - 3 - - Click!
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 5D Jump, Special
5C 6A 6B 2C, 3C 5D Jump[-], Special
5D - - - - Special[-] (2nd hit)
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special
2B[1] 6A 6B 5C, 2C, 3C 5D Special
2C - - - j.D, j.6D Jump, Special
3C - - - 5D Jump[-], Special
6A (attack) - - - - Special
6B (attack) - - - - Jump (2nd hit), Special (2nd hit)
6C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A - - - j.D, j.6D Throw, Jump, Special
j.B - - - j.D, j.6D Jump, Special
j.C - - - j.D, j.6D Jump, Special
j.2C - - - j.D, j.6D Special
j.D - - - - Special[-] (2nd hit)
j.6D - - - - Special[-] (2nd hit)
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

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