BBTag/Jubei

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Overview

Template:CharaOverview

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA

  • Jump, special, normal cancellable
  • Throw cancellable

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


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

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


  • Special, normal cancellable

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


  • Uncancelable autocombo ender
  • Second hit only comes out on hit

5AAAA switches sides on hit and on block, which allows for easy cross combo setups similar to what Ruby has. If you're not trying to set up a cross combo, don't press this button.

5B

Fissuring Slash/Rekkouzan

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB
5BBB

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

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


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

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


  • Launches
  • Guaranteed knockdown ender off 5BB

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

5C

2A

2B

2C

j.A

j.B

Fissuring Slash/Rekkouzan

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B
j.BB
j.BBB

  • Stops air momentum

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


  • Hits mid
  • Knocks down

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

j.C


Universal Mechanics

Ground Throw

5B+C

Fissuring Impact

5A+D (Air OK)


Skills

First Form: Shadow Wolf

236A 6A during 5B or j.B

Second Form: Demon Fox

214A 4A during 5B or j.B

Third Form: Wild Lion

214B 4B during 5B or j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214B and B > 4B
Air

  • Carries over momentum from 44>6
  • Air OK when cancelling from jB

Telegraphed crossup, but can be made to not cross up if you active switch to an already-on-screen assist just before it hits. Its extended hitstun makes it a good place to prepare an assist extension or switch to an assist, in general. When used from 44>6, Jubei travels fullscreen and bullies his way in instantly, but this sets him up to be punished on block unless you have a delayed fullscreen assist on deck. When used as j.B > 4B, it is also a good ender for air combos that ends in a grounded knockdown.

Fourth Form: Black Panther

236B 6B during 5B or j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236B
B > 6B
j.B > 6B

  • (charged) - hold B
  • Main confirm option and combo piece
  • Air OK when cancelling out of jB, becomes automatically charged when used from high enough
  • Uncharged version connects from: 5AA air hit (second hit), 5B, 5BB, TK jB
  • Charged version connects from: 2C (second hit), CH 2C (first hit), Throw. Some of these are character specific

The absolute key piece of Jubei's combos. Optimization basically revolves around using this move as often as possible. It is also his best combo starter, especially when charged - a reversal punish starting with 236[B] goes for around 10.5k meterless, assistless damage. This high damage potential, and being + on block when fully charged, make it a scary frame trap.

Sneak Behind

66

Shiranui: Steel

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.236A
j.214A
j.236B
j.214B

  • Fully invincible frame 25-70

Key tool that sets Jubei apart. It's basically uncounterable once it goes active and instantly starts pressure, but Jubei is exposed during its startup. All four Shiranui forms have different movement patterns and recover in mid-air, and can allow for solo 5A conversions after landing if spaced properly.

j.236B and j.214B, in particular, have similar-looking movement patterns, but there exists a spacing where j.236B hits sameside while j.214B hits crossup. Jubei recovers behind the opponent if they block, which also allows you to set up cross combo assist sandwiches. You can also fake a j.214B crossup by active switching to an on-screen assist just before j.214B hits, but the conversion off that can be difficult or impossible for a lot of characters.

Twilight Tiger

22A/B


Extra Skills

First Form: Shadow Wolf

236C 6C during 5B or j.B

Second Form: Demon Fox

214C 4C during 5B or j.B

EX Shiranui: Steel

j.236C j.214C

EX Twilight Tiger

22C


Partner Skills

5P

5B

6P

Rising Justice

4P

Fourth Form: Black Panther


Distortion Skills

Thousand Hands: Roaring Pillar

236B+C

Twin Guardians: Mourning Shore

j.236B+C


Distortion Skill Duo

Thousand Hands: Roaring Pillar

P during Partner's Distortion Skill


Astral Heat

Asura: Thunderbird Rising

222B+C


External References

Navigation

To edit frame data, edit values in BBTag/Jubei/Data.