Samurai Shodown/Jubei Yagyu: Difference between revisions

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Revision as of 07:23, 5 January 2023

Jubei Yagyu
柳生 十兵衛, Yagyū Jūbē

Introduction

The legendary master of the Yagyū Shinkage-ryū style of swordsmanship, Yagyū Jubei is the middle-aged former samurai of the Tokugawa shogunate turned wandering ronin, seeking his own personal enlightenment. Armed with one eye, two swords, and three versions of his famous Mind’s Eye Sabre catch-counter, Jūbei is a defensive-oriented character that takes some real hardwork and guts to play effectively.

Jubei has a very fundamentals-heavy moveset, which force the enemy to play on his terms. His basic “poke into fireball” cancel is one of the better neutral tools in the game and makes it really hard for a lot of characters to establish their effective range against him. He’s remarkably safe on block for most of his moves while being able to deal significant amounts of chip damage, forcing opponents to take action against him.

If the enemy becomes too predictable with their offense, Jubei can utilize his set of counters to deal up to 45% on a good read. His quick dash and large hitbox on 66C makes it difficult for the enemy to approach him as well. On top of all that, Jubei has great, fast jumping buttons that can be used to catch opponents air-to-air.

With so many great defensive options, it should be no surprise that Jubei’s offense is… passable at best. He lacks a real mixup, outside of universal overheads and run-up throw. His moves are also somewhat finicky in their application, which makes him one of the more challenging characters to pick up, despite his seemingly basic playstyle.

Strengths Weaknesses
  • Good range on his normals that lead to damaging combos, enabling a solid keepout game
  • Strong air-to-air potential with his j.A and j.B moves
  • Fast run speed that can be set up a run-up throw, score a knockdown, or control space
  • Unique counter moves with huge reward on the correct read
  • Has a long-ranged univeral overhead that can also high-profile grounded projectiles with timing
  • Can inflict a lot of chip damage over the course of a match
  • Has a really basic mixup game that often doesn't lead to a huge reward on offense
  • Has a floaty jump
  • 623X is a unreliable reversal option that is very easy to punish on block with SSM, and will also not combo from 5B at certain ranges if not spaced properly.
  • Projectiles can be high-profiled by many characters' dashing normals
  • His Counters require solid MU knowledge to use effectivly and can be pretty risky to throw out blindly
  • WFT cannot be comboed off a backthrow unlike other characters, and the move itself isn't amazing for anything other than going for chip

Data

  • Damage Taken: 100%
  • Rage Factor: 0.18
  • Rage Duration: 16 seconds
  • Jump: 46 frames (Average)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.25 (Average)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 30 frames


Gameplan

Neutral

Poke with 2B and 5B and zone with fireballs. If you think they're going to try to jump over your fireball you can preemptively do j.A and j.B to reset to neutral; or if you have the big brain reads you can do the jump in parry. Or you can use a 5C or 66C to catch a jump at its start.

Okizeme

Although Jubei's Okizeme is extremely simple it is still effective, allowing for some pretty big damage if you condition your opponent. Jubei's main mixup on Oki is UOH and 2C, both of which knockdown allowing for another Oki situation however both are punishable on block but on a correct guess 2C can do a grip of damage. At this point when you have your opponent fearing the UOH and 2C you can mix in grabs or catch an opponent trying to disrespect you with a DP or reversal.

Normal Moves

Far Slashes

5A
5A
SS Jubei 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 8 - - 28 -8 -5 5 Yes Yes Yes No
5B
5B
SS Jubei 5B.png
The God Poke
The God Poke
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 12 - - 43 -9 -12 10 Yes Yes Yes No
5C
5C
SS Jubei 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
270 Mid 25 - - 73 -9 -16 25 No Yes Yes No
2A
2A
SS Jubei 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Low 10 - - 31 -9 -5 5 Yes Yes No No
2B
2B
SS Jubei 2B.png
Also the God Poke
Also the God Poke
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110 Mid 13 - - 42 -9 -12 10 Yes - Yes No

Cancel into DP for the most damage out of throw.

2C
2C
SS Jubei 2C.png
SS Jubei 2C(2).png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Low, Mid 11,31 - - 70 KND (2nd Hit Only: -12) -28 25 No Yes No,Yes(Disarm) No

Near Slashes

n.5A
n.5A
SS Jubei n5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 19 -1 -5 5 Yes - No No
n.5B
n.5B
SS Jubei n5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 7 - - 32 -4 -12 10 Yes Yes Yes No
n.5C
n.5C
SS Jubei n5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 12 - - 43 -4 -28 25 No Yes Yes No

Kicks

5D
5D
SS Jubei 5D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 12 - - 30 -6 -9 5 No No No Yes
6D
6D
SS Jubei 6D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 10~13 4 14~11 27 -5~-2 -8~-5 5 Yes No No Yes
2D
2D
SS Jubei 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 7 - - 27 -8 -11 5 No No No Yes
3D
3D
SS Jubei 3D(1).png
SS Jubei 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 [30,40] Low, Low 8,24 - - 57 KD -47,-17 5 Yes No No Yes

The first hit can cancel into light DP.

Dash Normals

66A
66A
SS Jubei 66A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 20 -3 -19 5 Yes No No No
66B
66B
SS Jubei 66B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Low 8 - - 29 -1 -35 10 No - No No
66C
66C
SS Jubei 66C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 16 - - 51 KD -13 20 No - Yes No
66D
66D
SS Jubei 66D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 7~12 - - 30 -7~-2 -7~-2 5 No No No Yes

No longer knocks down since version 2.10.

Air Normals

j.A
j.A
SS Jubei jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 7 - - - - - 5 - No No -
j.B
j.B
SS Jubei jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 9 - - - - - 10 - No No -

Jubei's main antiair. Excellent range, speed and angle make it perfect for jump back j.B antiair, pretty much makes up for his lack of an invincible antiair on the neutral. Now has increased horizontal hurtbox since version 2.10, making it more easily to be caught by another air attack from some distance.

j.C
j.C
SS Jubei jC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 14 - - - - - 20 - No No -
j.D
j.D
SS Jubei jD.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 12 - - - - - 5 - No No -

Unarmed Normals

u.5S
u.5S
SS Jubei u5S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 31 -5 -10 5 No No No Yes
u.2S
u.2S
SS Jubei u2S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 30 -4 -10 5 No No No Yes
ju.S
ju.S
SS Jubei juS.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - 5 No No No Yes
u.66S
u.66S
SS Jubei u66S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 30 KD -10 5 No No No Yes

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Jubei 4CD.png
Forward Throw
Forward Throw
SS Jubei 6CD.png
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral/Forward 0 No 3 - 71 74 +20 - - - - - Yes

Universal throw. Can be followed up with more attacks than forward throw.

Back 0 No 5 - 69 74 +25 - - - - No Yes

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Jubei 5BC.png
Armed
Armed
SS Jubei u5AB.png
Unarmed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 70 High 20 - - 44 +1 -12 10 No No No No

Universal overhead with long reach, doesn't knock down grounding opponent since version 1.70.

Unarmed 60 High 20 - - 51 KD -19 10 No No No Only

Universal unarmed overhead.

Dodge
Dodge
5A+B
SS Jubei 5AB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 1 16 22 38 - - - - - - Yes

Universal dodge.

Stance Break
Stance Break
A+B during Just Defense
SS Jubei gAB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Jubei 236AB.png
Counter
Counter
SS Jubei u236AB.png
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 N/A - N/A N/A N/A No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 9 22 KD N/A - N/A N/A N/A Yes

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS Jubei 5ABC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - No No No No

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Jubei Issen.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - - - No No

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.

Special Moves

Geyser Thrust
Geyser Thrust
236S
SS Jubei 236S.png
Geyser Thrust
Geyser Thrust
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light 50 Mid 17 - - 60 -19 -14 5 No No No No
Medium 60 Mid 25 - - 70 -25 -17 5 No No No No
Heavy 80 Mid 30 - - 92 KD -20 10 No No No No

Jubei's projectile. The light and medium versions have reduced recovery frames on miss since version 2.10.

Tsunami Sabre
Tsunami Sabre
623S
SS Jubei 623S.png
Tsunami Sabre
Tsunami Sabre
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light 100 Mid 15 - - 38(Miss) KD -93 25 No No No No
Medium 130 Mid 17 - - 52(Miss) KD -92 30 No No No No
Heavy 170 Mid 18 - - - KD -89 35 No No No No

Punishable on hit if opponent activates Rage Explode

Rage 210 Mid - - - - KD - 25 No No No No

Hard Knockdown on C Version during Rage

Sabre Thrash
Sabre Thrash
6S (multiple presses)
SS Jubei 6SS.png
Sabre Thrash
Sabre Thrash
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140/180/260 Mid 26 - - - KD -24/-19/-24 21/23/32 No No No No

Needs 4 Slash inputs (A, B or C) to activate. Last button determines the version.

Reflecting Mind's Eye Sabre
Reflecting Mind's Eye Sabre
214A
SS Jubei 214LS.png
Reflecting Mind's Eye Sabre
Reflecting Mind's Eye Sabre
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
350 - 8~18 - - 65 KD - - No No No No

Low weapon parry that can affect Specials

Mind's Eye Sabre of Mutual
Mind's Eye Sabre of Mutual
214B
SS Jubei 214MS.png
Mind's Eye Sabre of Mutual
Mind's Eye Sabre of Mutual
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
400 - 6~18 - - 64 - - - No No No No

Mid weapon parry that cannot catch Specials.

Raging Heaven's Mind's Eye Sabre
Raging Heaven's Mind's Eye Sabre
214C
SS Jubei 214HS.png
Raging Heaven's Mind's Eye Sabre
Raging Heaven's Mind's Eye Sabre
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300 - 6~12 - - 64 - - - No No No No

High weapon parry that can only catch jump ins and jumping specials.

Supers

Weapon Flipping Technique

Moonbeam Slicer
236B+C
SS7 jubei WFT.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
384(448) Mid 1+25 - - - KD -10 - No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit.

Super Special Move

Shinkage-ryu: Twin Devil Horns
641236C+D
SS7 jubei SSM1.jpg
SS7 jubei SSM2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
640 Mid 10+21 - - - KD -32 - No No No No

Available only once per match.

Combos

List combos, use numpad notation.

Midscreen

  • (5B / n.5B / 2B) xx 236A / 623C
    Long reaching combo for punish and from throw, 2B does the most damage. 236A isn't ideal, punishable on-hit.
  • 3D(1) xx 623A
    Cancel from the first hit, damage from a low.
  • j. B / C Deep hit...
    • (5B / n.5B / 2B) xx 236A / 623C
      Again 236A isn't ideal, considering is punishable on-hit.
    • WFT
      If j.C is REALLY deep.

Guard Crush

  • n.5C / 5C...
    After recovery...
    • (5B / n.5B / 2B) xx 236A / 623C
      GC combo.
    • SSM
      SSM follow up, only after n5C. (Be careful with opponent bursting to avoid it)
  • n.5C / 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.
    • WFT
      WFT after GC.

Videos

Colors

SS Jubei 1.png
SS Jubei 2.png
SS Jubei 3.png
SS Jubei 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
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Kazuki
Kyoshiro
Mina
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Wu
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