Samurai Shodown/Jubei Yagyu

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SamSho Jubei Profile.png
Jubei Yagyu
柳生 十兵衛, Yagyū Jūbē
  • 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

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
SS Jubei Icon.png Jubei Yagyu is a defensive character with a powerful mid-range presence and oppressive 50/50 options.
Strengths Weaknesses
  • 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.
  • 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.

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
SS Jubei 5A.png
SS Jubei 5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 8 2 19 28 -8 -5 5 Yes Yes Yes No

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).
Toggle Hitboxes
Toggle Hitboxes


5B
5B
SS Jubei 5B.png
SS Jubei 5B hb.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 3 29 43 -9 -12 10 Yes Yes Yes No

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.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
SS Jubei 5C.png
SS Jubei 5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
270 Mid 25 2 47 73 -9 -16 25 No Yes Disarm No

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
Toggle Hitboxes
Toggle Hitboxes
2A
2A
SS Jubei 2A.png
SS Jubei 2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Low 10 4 19 31 -9 -5 5 Yes Yes No No

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
Toggle Hitboxes
Toggle Hitboxes


2B
2B
SS Jubei 2B.png
SS Jubei 2B hb.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 3 27 42 -9 -12 10 Yes Yes Yes No

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
Toggle Hitboxes
Toggle Hitboxes
2C
2C
SS Jubei 2C 1.png
SS Jubei 2C hb.png
SS Jubei 2C 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 (80, 120) Low, Mid 11,31 5,5 35 70 KND (2nd Hit Only: -12) -28 25 No Yes No,Yes(Disarm) No

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).
Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5A
n.5A
SS Jubei n5A.png
SS Jubei clA hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 5 10 19 -1 -5 5 Yes Yes Yes No

Jubei bashes the opponent with the hilt of his front sword

  • Standard light jab best for dealing with overly aggressive opponents.
Toggle Hitboxes
Toggle Hitboxes
n.5B
n.5B
SS Jubei n5B.png
SS Jubei clB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 8 2 23 32 -4 -12 10 Yes Yes Yes No

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
Toggle Hitboxes
Toggle Hitboxes


n.5C
n.5C
SS Jubei n5C.png
SS Jubei clC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 12 4 28 43 -4 -28 25 No Yes Disarm No

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
Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SS Jubei 5D.png
SS Jubei 5D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 12 4 15 30 -6 -9 5 No No No Yes

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
Toggle Hitboxes
Toggle Hitboxes


6D
6D
SS Jubei 6D.png
SS Jubei 6D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 10~13 4 11~14 27 --2~5 --5~8 5 Yes No No Yes

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).
Toggle Hitboxes
Toggle Hitboxes


2D
2D
SS Jubei 2D.png
SS Jubei 2D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 7 3 18 27 -8 -11 5 No No No Yes

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.
Toggle Hitboxes
Toggle Hitboxes


3D
3D
SS Jubei 3D(1).png
SS Jubei 3D hb.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 3,2 32 57 KD -42,-17 5 (3, 2) Yes,Yes No No Yes

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.
Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SS Jubei 66A.png
SS Jubei 66A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 4 12 20 -3 -19 5 Yes Yes Yes No

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
Toggle Hitboxes
Toggle Hitboxes
66B
66B
SS Jubei 66B.png
SS Jubei 66B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 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
SS Jubei 66C.png
SS Jubei 66C hb.png
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
SS Jubei 66D.png
SS Jubei 66D hb.png
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
SS Jubei jA.png
SS Jubei jA hb.png
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
SS Jubei jB.png
SS Jubei jB hb.png
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
SS Jubei jC.png
SS Jubei jC hb.png
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
SS Jubei jD.png
SS Jubei jD hb.png
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
SS Jubei u5S.png
SS Jubei uaS hb.png
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
SS Jubei u2S.png
SS Jubei ua2S hb.png
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.

  • Same as above
Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS Jubei juS.png
SS Jubei ua jS hb.png
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

  • Same as above
Toggle Hitboxes
Toggle Hitboxes
u.66S
u.66S
SS Jubei u66S.png
SS Jubei ua66S hb.png
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
SS Jubei 6CD.png
SS Jubei 6CD hb.png
Forward Throw
Forward Throw
SS Jubei 4CD.png
SS Jubei 4CD hb.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 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
SS Jubei 5BC.png
SS Jubei BC hb.png
Armed
Armed
SS Jubei u5BC.png
SS Jubei uaBC hb.png
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
SS Jubei 5AB hb.png
SS Jubei 5AB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 1 16 22 38 - - - - - - Yes

Universal dodge.

Toggle Hitboxes
Toggle Hitboxes
Stance Break
Stance Break
A+B during Just Defense
SS Jubei gAB.png
SS Jubei SB hb.png
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

Universal Stance Break.

Toggle Hitboxes
Toggle Hitboxes
Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Jubei 236AB.png
SS Jubei 236AB hb.png
Counter
Counter
SS Jubei u236AB.png
SS Jubei ua 236AB hb.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.

Toggle Hitboxes
Toggle Hitboxes
Rage Explosion
Rage Explosion
5A+B+C
SS Jubei 5ABC.png
SS Jubei 5ABC hb.png
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
SS Jubei Issen.png
SS Jubei ISSEN hb.png
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
SS Jubei 236S.png
SS Jubei 236A hb.png
REPPUKEN!
REPPUKEN!
SS Jubei 236C.png
SS Jubei 236B hb.png
DOUBLE REPPUKEN!
DOUBLE REPPUKEN!
SS Jubei 236C hb.png
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
SS Jubei 623S 1.png
SS Jubei ua 623S hb.png
SS Jubei 623S 2.png
SS Jubei 623S 2 hb.png
SS Jubei 623S 3.png
SS Jubei 623S 3 hb.png
SS Jubei 623S 4.png
SS Jubei 623S 4 hb.png
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)
SS Jubei 6SSS.png
SS Jubei 6SSS hb.png
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.
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Reflecting Mind's Eye Sabre
Reflecting Mind's Eye Sabre
214A
SS Jubei 214A.png
SS Jubei 214A hb.png
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)
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Mind's Eye Sabre of Mutual
Mind's Eye Sabre of Mutual
214B
SS Jubei 214B.png
SS Jubei 214B hb.png
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).
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Raging Heaven's Mind's Eye Sabre
Raging Heaven's Mind's Eye Sabre
214C
SS Jubei 214C.png
SS Jubei 214C hb.png
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).
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Supers

Weapon Flipping Technique

Moonbeam Slicer
236B+C
SS Jubei 236BC 1.png
SS Jubei 236BC hb.png
SS Jubei 236BC 2.png
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
SS Jubei 641236CD.png
SS Jubei 641236CD hb.png
SS Jubei 641236CD 2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
640 Mid 10+21 5 60 - KD -32 - No No No No

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.

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
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora