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| ==Introduction== | | ==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. | | 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 hard work and guts to play effectively. |
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| 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. | | Jubei has a strong defensive move-set that allows him to command the pace of the game. He has some of the longest-ranged normals in the game in 5B and 2B. These are unusual B normals in that they can both be cancel comboed from max distance, giving him a great source of punish damage. Jubei also has very fast and disjointed jumping normals that are great as reaction air-to-airs. Jubei is also surprising aggressive for a long-ranged character, with an excellent run speed and a great 66A and slide. He is notable as well for his great mix-up options. He has one of the best-ranged B+Cs and a variety of great lows in the form of the very high-damage 2C or the less damaging but much safer 2A and 66D. The name of Jubei's game is to camp at 3/4th screen distance. From here, you can poke out opponents with 5B and punish jumps with his air-to-airs and cross-unders. Jubei benefits a lot from air resets due to his mix-up tools and gets very high damage from a throw, especially with rage. He can really snowball damage against anxious approaches as well as punish passivity once he's trained opponents to respect his buttons. |
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| 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.
| | These strengths are not without some pronounced flaws. Jubei is notable for his unusually slow and situational WFT that cannot be comboed into from special cancels or his throw. This hurts his rage game pretty substantially and he can struggle to keep up in damage with rage-benefitting characters. While his jump normals are fast and have good horizontal range, they are all quite shallow, which combined with his floaty jump arc makes his forward jumping offense subpar. While his normals are excellent for long-ranged keep-out, his shorter-ranged pokes are quite slow and he can easily be harassed from up close. Many of Jubei's best normals can also be low-profiled, so characters with good lows are much less threatened by his neutral game. Finally, Jubei's fireball has quite a bit of recovery and can be high-profile bypassed by moves such as many characters' B+Cs. This makes his projectile game risky and it can be hard for him to win fireball wars against the game's better zoners. |
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| 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.
| | Nevertheless, Jubei is a very strong and straightforward character that can hold his own in the majority of situations. He makes for a great beginner character due to his fundamental and simple playstyle. |
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| {{ProConTable | | {{ProConTable |
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| *'''Gets bullied:''' Jubei's close range normals have comparatively slow startup and high recovery and he can have a hard time getting opponents off of him from point blank. | | *'''Gets bullied:''' Jubei's close range normals have comparatively slow startup and high recovery and he can have a hard time getting opponents off of him from point blank. |
| *'''Mediocre recoil options:''' Jubei's special moves are quite slow and unsafe, which does his recoil game no favors. | | *'''Mediocre recoil options:''' Jubei's special moves are quite slow and unsafe, which does his recoil game no favors. |
| | *'''Low-profile vulnerable:''' 5B, 5A, B+C, 66A and u.66A are all essential Jubei tools that can be low-profiled by many character's 2Ds and other lows. This can significantly hamper his gameplan against low-profiling characters like Baiken and Mina. |
| }} | | }} |
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| ===Okizeme=== | | ===Okizeme=== |
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| Jubei's okizeme game has unfortunately taken a hit ever since patch 1.70. This is due to his UOH, a key component losing it's knock down on hit for a standing opponent. That said, he still has some simple but effective tools at his disposal. His 2C has fast start up and a decent horizontal hitbox which will knock his opponent down and allow for another set up. His 6D is also very quick, catches low and is relatively safe, making it good for interrupting opponents and forcing a block. Additionally, if Jubei has some distance on a downed opponent, a well timed 236C fireball can act as a meaty projectile which also knocks down if not blocked. If Jubei has got his opponent in a corner and down to the reddest of the red, he can also be a bully with his Sabre Thrash (6+SSSS) special move to chip them out. The nature of that move however is very risky and ill advised unless Jubei knows he can close out the round for sure. | | Jubei's okizeme game has unfortunately taken a hit ever since patch 1.70. This is due to his Overhead Attack (5BC) losing it's knock-down on hit for a standing opponent. That said, he still has some simple but effective tools at his disposal. His 2C has fast start up and a decent horizontal hitbox which will knock his opponent down and allowing potential for another set up. His 6D is also very quick, hits low and is relatively safe, making it a good tool for interrupting opponents and forcing them to block. Additionally, if Jubei has some distance on a downed opponent, a well timed 236C fireball can act as a meaty projectile which if not blocked, will also cause a knock-down. If Jubei has his opponent cornered and down to the reddest of the red life, he can be a bully with his Sabre Thrash (6S[multiple presses]) special move to chip them out. However, Sabre Thrash is very risky and liberal use of it is ill-advised unless Jubei knows he can close out the round for sure. |
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| ==Normal Moves== | | ==Normal Moves== |
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| *Travels full screen like his regular C version, providing extra damage in rage. | | *Travels full screen like his regular C version, providing extra damage in rage. |
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| All versions of this special move are '''insanely punishable''' on block so it's best to keep it as a combo ender, even using the A version as command dash is very risky. | | All versions of this special move are '''insanely punishable''' on block so it's best to keep it as a means to end combos and be aware of it's risk. |
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| *Needs 4 Slash inputs (A, B or C) to activate. Last button determines the version. | | *Needs 4 Slash inputs (A, B or C) to activate. Last button determines the version. |
| *Knocks down starting from the 7th / 8th / 13th hit of A / B / C version. | | *Knocks down starting from the 7th / 8th / 13th hit of A / B / C version. |
| *With such a big startup, recovery, and no position movement unlike the multiple press special moves from characters like Charlotte or Tam Tam, it's a contender for one of the worst special moves in the game, if not THE worst. | | *With such a big startup, recovery, and a completely stationary momentum unlike similar moves from Charlotte or Tam Tam, it is a VERY unreliable special move outside of specific situations. |
| *It does have the saving grace of being able to deliver a significant amount of chip damage (up to 126 for the C version, but crouching might avoid a few chip damage). Still, use it sparingly if at all. | | *It is able to deliver a significant amount of chip damage (up to 126 for the C version, but crouching might avoid a few chip damage). Therefore, it is best to keep this move reserved for closing out a match when your opponent has only a sliver of life left, or as a weapon gating tool against a disarmed opponent. |
| }} | | }} |
| }} | | }} |
Jubei Yagyu 柳生 十兵衛, Yagyū Jūbē
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- 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
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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 hard work and guts to play effectively.
Jubei has a strong defensive move-set that allows him to command the pace of the game. He has some of the longest-ranged normals in the game in 5B and 2B. These are unusual B normals in that they can both be cancel comboed from max distance, giving him a great source of punish damage. Jubei also has very fast and disjointed jumping normals that are great as reaction air-to-airs. Jubei is also surprising aggressive for a long-ranged character, with an excellent run speed and a great 66A and slide. He is notable as well for his great mix-up options. He has one of the best-ranged B+Cs and a variety of great lows in the form of the very high-damage 2C or the less damaging but much safer 2A and 66D. The name of Jubei's game is to camp at 3/4th screen distance. From here, you can poke out opponents with 5B and punish jumps with his air-to-airs and cross-unders. Jubei benefits a lot from air resets due to his mix-up tools and gets very high damage from a throw, especially with rage. He can really snowball damage against anxious approaches as well as punish passivity once he's trained opponents to respect his buttons.
These strengths are not without some pronounced flaws. Jubei is notable for his unusually slow and situational WFT that cannot be comboed into from special cancels or his throw. This hurts his rage game pretty substantially and he can struggle to keep up in damage with rage-benefitting characters. While his jump normals are fast and have good horizontal range, they are all quite shallow, which combined with his floaty jump arc makes his forward jumping offense subpar. While his normals are excellent for long-ranged keep-out, his shorter-ranged pokes are quite slow and he can easily be harassed from up close. Many of Jubei's best normals can also be low-profiled, so characters with good lows are much less threatened by his neutral game. Finally, Jubei's fireball has quite a bit of recovery and can be high-profile bypassed by moves such as many characters' B+Cs. This makes his projectile game risky and it can be hard for him to win fireball wars against the game's better zoners.
Nevertheless, Jubei is a very strong and straightforward character that can hold his own in the majority of situations. He makes for a great beginner character due to his fundamental and simple playstyle.
Playstyle
Jubei Yagyu is a defensive character with a powerful mid-range presence and oppressive 50/50 options.
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Strengths |
Weaknesses
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- Long reach: Jubei sports some of the longest grounded mid-range normals in the game. He also has far-reaching jumping pokes that allow him to control air space well. Last but not least, he has a solid fireball game for holding space from long range.
- Good pressure: Jubei has great running normals and numerous strong options for catching jump outs and spot dodges including cl.5B, cl.5C, far 5C and a rare semi-safe 66C.
- Strong 50/50: Jubei has one of the best high-profile B+Cs and he can supplement it with his numerous excellent lows in order to leverage a threatening mix-up game.
- Big damage: With the highest damage mid-screen cancel combo in the game, Jubei gets a lot of reward off of pokes and whiff punishes from his 5B and 2B and has very high throw combo damage. His 5C also allows him massive damage from raw punishes.
- Good movement: Jubei has one of the best walk speeds and an excellent run.
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- Counter is unreliable: Jubei's counter relies on three different special move inputs for lows and specials, non-lows and air attacks, making it tricky to use reliably on a read. It also has enormous recovery and can be raw SSM'd if you aren't careful.
- Mediocre WFT: Jubei's WFT has very long startup and cannot be combo'd after either of his throws. This hampers the threat of his offense and limits the usefulness of his WFT to chip setups and niche anti-airing and raw punish situations.
- High commitment: Jubei's grounded long-ranged normals have significant recovery and other flaws such as the low-profile blind spot on 5B, the crouch state of 2B and the slow startup of 66C. He needs to pick his options carefully or else be subject to significant damage from deflects, deep jumps, low-profile counterpokes and the like.
- Gets bullied: Jubei's close range normals have comparatively slow startup and high recovery and he can have a hard time getting opponents off of him from point blank.
- Mediocre recoil options: Jubei's special moves are quite slow and unsafe, which does his recoil game no favors.
- Low-profile vulnerable: 5B, 5A, B+C, 66A and u.66A are all essential Jubei tools that can be low-profiled by many character's 2Ds and other lows. This can significantly hamper his gameplan against low-profiling characters like Baiken and Mina.
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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
Jubei's okizeme game has unfortunately taken a hit ever since patch 1.70. This is due to his Overhead Attack (5BC) losing it's knock-down on hit for a standing opponent. That said, he still has some simple but effective tools at his disposal. His 2C has fast start up and a decent horizontal hitbox which will knock his opponent down and allowing potential for another set up. His 6D is also very quick, hits low and is relatively safe, making it a good tool for interrupting opponents and forcing them to block. Additionally, if Jubei has some distance on a downed opponent, a well timed 236C fireball can act as a meaty projectile which if not blocked, will also cause a knock-down. If Jubei has his opponent cornered and down to the reddest of the red life, he can be a bully with his Sabre Thrash (6S[multiple presses]) special move to chip them out. However, Sabre Thrash is very risky and liberal use of it is ill-advised unless Jubei knows he can close out the round for sure.
Normal Moves
Far Slashes
5A
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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40
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Mid
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8
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2
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19
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28
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-8
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-5
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5
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Yes
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Yes
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Yes
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No
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Jubei performs a quick slash with the sword held in his front hand.
- Fairly fast normal with a decent hitbox making it good for closer range pokes.
- Special cancellable, but not reliable given the low hit stun and general startup on his specials (stick with 5B and 2B for those).
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Toggle Hitboxes Toggle Hitboxes
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5B
5B The God Poke The God Poke
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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100
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Mid
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12
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3
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29
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43
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-9
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-12
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10
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Yes
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Yes
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Yes
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No
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Jubei lunges forward, thrusting the sword in his back hand straight ahead.
- The primary tool to use in neutral, incredible range that can keep his opponent out and control nearly half the screen.
- Try not whiff this move, because it has 17 frames extended hurtbox, makes it very punishable on whiff.
- Can be special and whiff canceled.
- Easy to hit confirm into his 623C for a simple but very effective bread n' butter combo.
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Toggle Hitboxes Toggle Hitboxes
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5C
5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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270
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Mid
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25
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2
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47
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73
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-9
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-16
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25
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No
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Yes
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Disarm
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No
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Jubei steps with his back foot and swings his back sword underhand and above in a large arc forward.
- Slow, but very damaging attack
- If spaced correctly it can act as an anti-air or catch opponents who try to jump-in
- Similar to Haohmaru's 5C, although it has a little more start-up and more vertical range as opposed to horizontal
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Toggle Hitboxes Toggle Hitboxes
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2A
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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40
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Low
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10
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4
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19
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31
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-9
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-5
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5
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Yes
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Yes
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No
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No
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Jubei performs a quick crouching slash with the sword in his back hand
- A decent low poke with a sizeable hitbox
- Great for low pressure when approaching your opponent close to mid-screen
- Also good for shaking off opponents to get too close for comfort
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Toggle Hitboxes Toggle Hitboxes
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2B
2B Also the God Poke Also the God Poke
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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110
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Mid
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13
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3
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27
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42
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-9
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-12
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10
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Yes
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Yes
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Yes
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No
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Jubei steps from a crouching position and thrusts his back sword forward.
- Another god-like poke for Jubei
- It doesn't have quite the range as 5B, but it deals a little more damage and much less whiff punishable (5 frames extended hurtbox).
- Off a throw, cancel into 623C from this move to get the most damage
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Toggle Hitboxes Toggle Hitboxes
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2C
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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200 (80, 120)
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Low, Mid
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11,31
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5,5
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35
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70
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KND (2nd Hit Only: -12)
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-28
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25
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No
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Yes
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No,Yes(Disarm)
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No
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Jubei performs a two-hit crouching attack, slashing with his back sword then immediately following up with a forward thrust with his front.
- A surprisingly quick attack that essentially combines his 2A and 2B motions into a powerful sweep, each with their respective hitboxes.
- If the first attack of this move lands, the second will combo and knockdown the opponent.
- The opponent will not fall down if the first hit misses but the follow-up thrust lands.
- Can be followed up off a throw for quick and easy damage (but you're much better off following up with 5B or 2B to 623C).
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Toggle Hitboxes Toggle Hitboxes
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Near Slashes
n.5A
n.5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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30
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Mid
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5
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5
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10
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19
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-1
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-5
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5
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Yes
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Yes
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Yes
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No
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Jubei bashes the opponent with the hilt of his front sword
- Standard light jab best for dealing with overly aggressive opponents.
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Toggle Hitboxes Toggle Hitboxes
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n.5B
n.5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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90
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Mid
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8
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2
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23
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32
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-4
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-12
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10
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Yes
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Yes
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Yes
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No
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Jubei performs a fast slash with his back sword
- Functionally the same as his far 5B, but faster
- Can also be followed up with his 623C the same damage output, try to pull it off a deep jC for even more reward
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Toggle Hitboxes Toggle Hitboxes
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n.5C
n.5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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220
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Mid
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12
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4
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28
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43
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-4
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-28
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25
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No
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Yes
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Disarm
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No
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Jubei slices with both his swords at once
- A standard close 5C that deals solid damage
- Later patches have reduced the startup of this move making it more effective option at close range
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Toggle Hitboxes Toggle Hitboxes
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Kicks
5D
5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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50
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Mid
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12
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4
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15
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30
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-6
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-9
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5
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No
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No
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No
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Yes
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Jubei performs a high kick with his front foot, moving him forward
- Gains about a shoulder-width of ground
- Can be helpful for closing some distance
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Toggle Hitboxes Toggle Hitboxes
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6D
6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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30
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Low
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10~13
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4
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11~14
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27
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--2~5
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--5~8
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5
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Yes
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No
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No
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Yes
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Jubei strikes with a low kick with his back foot
- Surprisingly effective for close-mid range poking.
- Also a decent tool for his rather limited okizeme game, putting pressure on a downed opponent about to wake up (just keep an eye out for a DP).
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Toggle Hitboxes Toggle Hitboxes
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2D
2D
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Damage
|
Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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20
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Low
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7
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3
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18
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27
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-8
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-11
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5
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No
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No
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No
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Yes
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Jubei performs a low crouching kick with his front foot
- It's particularly slow and can't be canceled or comboed into anything, even itself. There's not a whole lot going for this move.
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Toggle Hitboxes Toggle Hitboxes
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3D
3D
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Damage
|
Guard
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Startup
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Active
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Recovery
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Total
|
Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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70 [30,40]
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Low, Low
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8,24
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3,2
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32
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57
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KD
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-42,-17
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5 (3, 2)
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Yes,Yes
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No
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No
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Yes
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Jubei performs a crouching kick with his front foot and follows up with a sweep
- The first kick can combo into 623A.
- If the first kick is blocked, there is an 8-frame gap before the second kick, the opponent could interrupt with fast attack or throw.
- The second kick will always knockdown if it hits.
- The second kick is also cancellable, but Jubei's special moves are either unsafe or too slow.
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Toggle Hitboxes Toggle Hitboxes
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Dash Normals
66A
66A
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Damage
|
Guard
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Startup
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Active
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Recovery
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Total
|
Hit Adv
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Block Adv
|
Guard Dmg
|
Cancel
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Recoil
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Deflectable
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Unarmed
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30
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Mid
|
5
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4
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12
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20
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-3
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-19
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5
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Yes
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Yes
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Yes
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No
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Jubei stops his dash and butts his opponent with the hilt of his front sword.
- Same animation and properties as his close 5A, but a little less active and slightly more recovery
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Toggle Hitboxes Toggle Hitboxes
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66B
66B
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Damage
|
Guard
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Startup
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Active
|
Recovery
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Total
|
Hit Adv
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Block Adv
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Guard Dmg
|
Cancel
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Recoil
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Deflectable
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Unarmed
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90
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Low
|
8
|
3
|
19
|
29
|
-1
|
-35
|
10
|
No
|
Yes
|
No
|
No
|
Jubei delivers a quick low slash with his back sword at his opponents feet.
- Same animation as 2A
- A low attack, with the same hitbox as his 2A
- Cannot be deflected, makes for a useful approach
|
|
Toggle Hitboxes Toggle Hitboxes
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Mid
|
16
|
2
|
34
|
51
|
KD
|
-13
|
20
|
No
|
No
|
Disarm
|
No
|
Jubei comes out of dash with a quick but wide swing underhand with his back sword.
- Same animation and hitbox as his 5C
- Like his 5C the wide range makes it a great tool for catching opponents who try to jump in, with the added benefit of faster startup
- Does not recoil on block and can easily be punished if not properly spaced
|
|
Toggle Hitboxes Toggle Hitboxes
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
7
|
7
|
17
|
30
|
-7~+2
|
-7~1
|
5
|
No
|
No
|
No
|
Yes
|
Jubei slides forward with a low kick
- Same animation and hitbox as his 2D
- No longer knocks down since version 2.10
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
2
|
-
|
-
|
-
|
-
|
5
|
-
|
No
|
No
|
No
|
Jubei performs and downward angled aerial thrust with his back sword
- A decent jump-in tool for it's speed
- Can function as an air-to-air, but the jB is a better option
- The blade lacks a hurtbox so it's harder punish
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
9
|
2
|
-
|
-
|
-
|
-
|
10
|
-
|
No
|
No
|
No
|
Jubei performs a slower but stronger version of the same aerial thrust as his jA
- Jubei's main antiair
- Excellent range, speed and angle make it perfect for jump back j.B antiair
- Has an increased horizontal hurtbox since version 2.10, making it more easily to be caught by another air attack from some distance.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
14
|
2
|
-
|
-
|
-
|
-
|
20
|
-
|
No
|
No
|
No
|
Jubei performs a single, crossing slash with both of his swords
- Great horizontal range and relatively fast startup for a heavy slash, making it an effect air-to-air move
- Landing a deep hit can easily confirm into a 2B to 623C combo
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
12
|
6
|
-
|
-
|
-
|
-
|
5
|
-
|
No
|
No
|
Yes
|
Jubei performs a mid-air kick straight ahead
- A standard air-to-air kick
- More active frames than his other jumping attacks, but overall a pretty forgettable move.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
8
|
19
|
31
|
-5
|
-10
|
5
|
No
|
No
|
No
|
Only
|
Jubei strikes with his palm.
- Standard unarmed attack.
- Jubei lacks a game, let alone special moves without his swords. Get them back ASAP
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
8
|
18
|
30
|
-5
|
-10
|
5
|
No
|
No
|
No
|
Only
|
Jubei performs a palm strike while crouched.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
8
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
Jubei performs a palm strike while jumping
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
7
|
19
|
30
|
KD
|
-10
|
5
|
No
|
No
|
No
|
Only
|
Jubei performs a palm strike coming off a dash
- Not quite "Same as above"--this move knocks down so it's your best bet for getting your swords back
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
1
|
71
|
74
|
+20
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Universal throw. Can be followed up with more attacks than forward throw.
|
Back
|
0
|
No
|
5
|
1
|
69
|
74
|
+25
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Universal throw. Can be followed up with an attack.
- Follow up with 2B xx 623C for the most damage
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
2
|
23
|
44
|
+1
|
-12
|
10
|
No
|
No
|
No
|
No
|
Jubei hops up and executes an downward angled thrust with his back sword
- Universal overhead with long reach
- Doesn't knock down a grounded opponent since version 1.70, it will knock down if they are airborne or attempt to jump
- It can be punished badly without the right spacing
|
Unarmed
|
60
|
High
|
20
|
2
|
30
|
51
|
KD
|
-19
|
10
|
No
|
No
|
No
|
Only
|
Jubei hops up and performs a straight kick
- Universal unarmed overhead
- Knocks down opponent
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
10
|
38
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
3
|
35
|
58
|
0
|
-
|
-
|
No
|
No
|
No
|
No
|
Unblockable pushback attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
8
|
65
|
81
|
KD
|
-44
|
-
|
-
|
-
|
No
|
No
|
Has projectile invulnerability and anti-airs. Damage scales up based on reamaining health.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Geyser Thrust
Geyser Thrust 236S REPPUKEN! REPPUKEN! DOUBLE REPPUKEN! DOUBLE REPPUKEN!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
50
|
Mid
|
17
|
-
|
~43
|
56
|
-19
|
-14
|
5
|
No
|
No
|
No
|
No
|
Jubei winds up and slashes the ground with his back sword sending a grounded shockwave towards his opponent.
- A solid fireball and a useful zoning tool, this version travels faster as of patch 1.70
- Can be whiff canceled into from standing or crouching A or B.
- Mix in the B version to throw off your opponent's timing in fireball fights
|
B
|
60
|
Mid
|
25
|
-
|
-
|
51
|
-25
|
-17
|
5
|
No
|
No
|
No
|
No
|
Jubei winds up and slashes the ground with his back sword sending a grounded shockwave towards his opponent.
- More startup than the A version, but the projectile does more damage and travels faster
- Mix it up with the A version to throw off your opponent's timing in fireball fights
|
C
|
100 (20*5)
|
Mid
|
30
|
-
|
-
|
56
|
KD
|
-20
|
10
|
No
|
No
|
No
|
No
|
Jubei winds up and slashes the ground with his back sword creating an in-place shockwave then slashes again to send a larger, multi-hitting projectile toward his opponent
- Has the most startup, but the projectile has a bigger hitbox
- The initial shockwave has a hitbox and if done close enough, can score all five hits on the opponent
- Can be used to create a meaty setup on a knocked down opponent
|
|
Toggle Hitboxes Toggle Hitboxes
|
Tsunami Sabre
Tsunami Sabre 623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
Mid
|
15
|
-
|
-
|
38(Miss)
|
KD
|
-93
|
25
|
No
|
No
|
No
|
No
|
Jubei shoulder charges forward and if he hits, follows up with a multi-hitting rising slash.
- The distance traveled, damage and the number of hits depend on strength of the button pressed
- The A version travels the shortest, hits with the shoulder three times and with the sword twice.
- Primarily a combo ender, but the A version is quick enough to be mixed into neutral as a "command dash" and catch opponents who overreach
|
B
|
130
|
Mid
|
17
|
-
|
-
|
52(Miss)
|
KD
|
-92
|
30
|
No
|
No
|
No
|
No
|
Jubei shoulder charges forward and if he hits, follows up with a multi-hitting rising slash.
- The B version travels about 3/4 the screen, hits with the shoulder three times and with the sword three times.
- Primarily a combo ender
|
C
|
170
|
Mid
|
18
|
-
|
-
|
-
|
KD
|
-89
|
35
|
No
|
No
|
No
|
No
|
Jubei shoulder charges forward and if he hits, follows up with a multi-hitting rising slash.
- The C version travels full screen, hits with the shoulder four times and with the sword four times.
- The optimal combo off a 5B or 2B
- If it didn't touch the edge of the screen or the opponent, it takes 67 frames to recover from dashing.
|
Rage
|
210
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-108
|
25
|
No
|
No
|
No
|
No
|
Jubei shoulder charges forward and if he hits, follows up with a multi-hitting rising slash and ends with an aerial crossing slice and the apex of his rise
- Travels full screen like his regular C version, providing extra damage in rage.
All versions of this special move are insanely punishable on block so it's best to keep it as a means to end combos and be aware of it's risk.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Sabre Thrash
Sabre Thrash 6S (multiple presses)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
140 [20*7]
|
Mid
|
26,31,36...81
|
2 * 12
|
32
|
114
|
KD
|
-24
|
21
|
No
|
No
|
No
|
No
|
B
|
180 [20*8]
|
Mid
|
26,31,36...86
|
2 * 13
|
27
|
114
|
KD
|
-19
|
23
|
No
|
No
|
No
|
No
|
C
|
260 [20*13]
|
Mid
|
26,31,36...111
|
2 * 18
|
32
|
144
|
KD
|
-24
|
32
|
No
|
No
|
No
|
No
|
Jubei winds back and unleashes a flurry of stabs and thrusts. AKA, the "Hundred Sword Slap"
- Needs 4 Slash inputs (A, B or C) to activate. Last button determines the version.
- Knocks down starting from the 7th / 8th / 13th hit of A / B / C version.
- With such a big startup, recovery, and a completely stationary momentum unlike similar moves from Charlotte or Tam Tam, it is a VERY unreliable special move outside of specific situations.
- It is able to deliver a significant amount of chip damage (up to 126 for the C version, but crouching might avoid a few chip damage). Therefore, it is best to keep this move reserved for closing out a match when your opponent has only a sliver of life left, or as a weapon gating tool against a disarmed opponent.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Reflecting Mind's Eye Sabre
Reflecting Mind's Eye Sabre 214A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
350
|
-
|
7
|
12
|
38
|
56
|
KD
|
-
|
-
|
No
|
No
|
No
|
No
|
Jubei assumes a low stance with his front sword poised to the ground, ready to intercept the opponent's attack
- Command counter that catches the opponent's crouching, blade-wielding normals (it can be low or mid attack), also running low slashes (e.g. Genjuro/ Galford/ Jubei's 66B and Darli's 66C).
- It also counters some special moves involving the opponent's blade. (if the special hits the counter hitbox)
- Cannot counter moves such as projectiles, kicks, sword-handle strikes(e.g. Haohmaru's n.2B), throws and non-deflectable strikes (e.g. Baiken's 2B)
- On the successful counter, Jubei pulls the opponent next to him and then attacks, therefore it would never whiffs. (same behaviour for 214B/C)
|
|
Toggle Hitboxes Toggle Hitboxes
|
Mind's Eye Sabre of Mutual
Mind's Eye Sabre of Mutual 214B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
400
|
-
|
6
|
13
|
33
|
51
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Jubei assumes a middle stance with his front sword poised horizontally, ready to intercept the opponent's attack.
- Command counter that catches all deflectable moves except sword-handle strikes (e.g. Yashamaru/Ukyo's 66A & Haohmaru's n.2B), but it also counters Warden/Charlotte's 5BC standing sword overhead.
- Unlike 214A/C, 214B does NOT counter any special moves.
- Despite its slower startup & longer recovery than universal deflect, the opponent cannot rage explosion to escape. It kills average opponents at 400 HP (480 at rage, almost 50% health).
|
|
Toggle Hitboxes Toggle Hitboxes
|
Raging Heaven's Mind's Eye Sabre
Raging Heaven's Mind's Eye Sabre 214C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300
|
-
|
6
|
8
|
43
|
56
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Jubei assumes a high stance with his front sword poised to the sky, ready to intercept the opponent's attack. It has very few active frames.
- Command counter that catches the opponent's airborne, blade-wielding normals (including most jump in slashes and universal overheads, also Iroha's 5C and most running overheads except Yashamur's 66C since he lands before attacking).
- Like his 214A, it also counters some special moves involving the opponent's blade. (if it hits the counter hitbox)
- Cannot counter moves such as projectiles, kicks, throws, and sword-handle strikes (e.g. Genjuro's jA).
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
67
|
25
|
117+1
|
KD
|
-10
|
-
|
No
|
No
|
No
|
No
|
Jubei winds up and strikes the ground with a powerful slice then slashes again creating a wide and explosive geyser of energy.
- Has full vertical range and is a about 1/4 screen length wide. The actual geyser is created about a character length in front of Jubei.
- With a good reaction, you can catch your opponent in the blast at the start of their jump.
- Can be whiff, hit or recoil canceled from a 5B.
- Not as reliable of a WFT as it was in version 1.0, it cannot be followed up with after a throw and it's long start up makes it easy for Jubei to get hit out of it before the first shockwave even touches the ground.
- Additionally, the geyser is considered a projectile so Jubei's opponent can rage burst the initial strike just out of pushback distance and be immediately followed up with an issen. Some SSM's like as Shizumaru's and Sogetsu's can also easily go through it at full screen so be sure never to use it when they are at a distance.
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Super Special Move
Shinkage-ryu: Twin Devil Horns 641236C+D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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640
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Mid
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10+21
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5
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60
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-
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KD
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-32
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-
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No
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No
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No
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No
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Jubei rushes towards his opponent and immediately slashes when he gets close. He then follows with two devastating slices with both swords and leaps into the air delivering a final crushing blow with both blades sending a shockwave straight through his opponent. The Yagyu clan is unstoppable!
Available only once per match.
- The initial slash activates as soon as Juebi gets in proximity of his opponent whether they are on the ground or the air.
- Pretty straightforward but efficient SSM, Jubei covers a good distance after the initial startup so it's a reliable move after a successful deflect (236A+B).
- If you're feeling really gutsy, you can anticipate your opponent's jump-in and use this move as an anti-air, or punish their attempt to jump back avoiding throw (back dash is difficult to catch).
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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 623C
GC combo, 2B is the optimal.
- SSM
SSM follow up, only after n5C. (Be careful with opponent bursting to avoid it)
- n.5C / 5C...
Cancel recovery...
- 214B xx 2B xx 623C
Cancel into 214B if 5C hits at far range (because 2B into DP doesn't combo at far range)
- Lighting Blade
Universal Issen combo.
- WFT
WFT after GC.
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