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| |guard=Mid | | |guard=Mid |
| |startup=1+21 | | |startup=10+21 |
| |active= | | |active= |
| |recovery= | | |recovery= |
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
|
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 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
|
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
|
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 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 Forward Throw Forward Throw 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 Armed Armed 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
1
|
16
|
22
|
38
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter 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
|
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
|
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 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 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) 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 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 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 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
|
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
|
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
External Links