柳生 十兵衛, Yagyu Jubei
Colors
Introduction
Depth perception is for wimps.
Defined by having catch counters, long range pokes, fast ground speed, so-so specials, strong chipping potential, and a pretty lousy jump, Jubei is a well-rounded zoning oriented character with strong active defense that takes some guts to play effectively. He uses his strengths to makes his opponents not want to sit still or take careless guesses, and takes advantage of that.
Strengths |
Weaknesses
|
- Extremely strong antiair tools.
- Long ranged normals make him hard to get in on safely.
- Catch counters are great at forcing the opponent to think twice about his actions.
- His 623S can be used as a fakeout into throw or other mixup.
- Strong projectile mixup.
|
- Really slow jump means he can only approach safely on the ground.
- Has trouble punishing anything outside of his 5AB range.
- 623S is ridiculously unreliable and it is his only invincible attack.
- WFT is only really good for chipping and running down the clock.
|
Data
- Damage taken: 105%
- Rage duration: 18 seconds
- Amount to rage: 26
- Walk speed: 512
- Backwalk speed: 384
- Dash speed: 1600
- Jump duration: 51 frames
- Width: 24
- Throw range: 16
- Throw recovery: 46 frames
- Tier placing: C
Normals
Far Slashes
5A
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
9~10(2)
|
-
|
Recoil Cancel Deflectable (Weak) Weapon Clash 7(1) / 11~12(2)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
13
|
-4
|
-4
|
-3
|
Quick high slice. Good all-purpose poke for zoning.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
12
|
Mid
|
13~33(21)
|
-
|
Recoil Cancel Deflectable (Medium) Weapon Clash 15~18(4)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
2
|
18
|
-2
|
+6
|
-13
|
Long range stab, it's slower than it looks but the range is solid. Be careful using this around fast jumpers.
|
|
5AB
5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
29
|
Mid
|
-
|
-
|
Recoil Cancel Deflectable (Heavy) Weapon Clash 18~21(4)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
22
|
4
|
29
|
+4
|
+14
|
-21
|
Very slow but long range slice, has a nice arc and good damage. Since it has recoil cancel it's relatively safe at far range, just be careful about whiffing. This is actually really nice for anti-air from certain angles, play around with it.
|
|
n.2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Low
|
5~34(30)
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
3
|
21
|
-14
|
-14
|
-3
|
Low slice. Comes out kind of slow and is more punishable on hit than on block, forcing you to cancel it. Not really worth it, as punishers 2AB is just as fast and 2B has better range. Can't be deflected, though.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
12
|
Mid
|
13~33(21)
|
-
|
Recoil Cancel Deflectable (Medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
2
|
19
|
-3
|
+5
|
-13
|
Good speed long range stab. It's a great all-purpose attack, cancelable on hit or block and comboable into all sorts of stuff on hit. Use this a lot.
|
|
2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5+22
|
Low
|
-
|
-
|
Knockdown Recoil Cancel 2nd Hit Deflectable (Heavy)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
3
|
48
|
+10
|
+20
|
-21
|
Hits low. Recoil cancel on block. Second hit deflectable.
Two-hit heavy that forces a far knockdown if both hit. This is actually just as fast as 2A, so go ahead and use it to punish with.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
5~20(16)
|
-
|
Recoil Cancel Deflectable (Weak) Weapon Clash 3~4(2)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
10
|
5
|
-5
|
-5
|
-3
|
Hilt stab. Very fast startup and combos with 623A, so it's a good punisher sometimes. Good spacing poke but watch out for deflects.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
Mid
|
14~16(3)
|
-
|
Recoil Cancel Deflectable (Medium) Weapon Clash 10~11(2)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
3
|
22
|
-7
|
+1
|
-13
|
Despite appearances, this attack is slower than Jubei's other options and does less damage. Stick to n.2B or n.5A.
|
|
n.5AB
n.5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Mid
|
1~16(16)
|
-
|
Recoil Cancel Deflectable (Heavy) Weapon Clash 13~16(4)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
3
|
35
|
-1
|
+9
|
-21
|
Slowish but powerful slash that hurts hard and pushes them back to neutral. Good punishment tool if available, it's the reset counterpart to the other punishment tools.
Oddly, the hit is not cancelable, but the frames immediately before are. This is pretty useless, but be more careful about timing recoil cancel.
|
|
Overheads
5BC
5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16
|
High
|
-
|
-
|
Knockdown
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
5
|
13
|
KD
|
KD
|
-12
|
This is a very long range overhead that is surprisingly difficult to punish on block. It tech jumps like most overheads, so it's also good as an anti-low tool.
Since the full animation is pretty fast, this is actually useful as a long range poke in the way 5B is.
|
|
u.5BC
u.5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
Knockdown
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
7
|
19
|
KD
|
KD
|
-20
|
Damage is pretty bad, forces a far knockdown, much more punishable on block. Not recommended except for its tech jump.
|
|
Kicks
5C
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
10
|
12
|
-4
|
+4
|
-17
|
Flying roundhouse. Doesn't knock down or even hurt much, and will even whiff on a lot of crouching characters, but it goes over lows/throws. Sadly the recovery is pretty bad so it's difficult to use like Zangief st.rh. Has a lot of active frames, at least.
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Low
|
13~27(15)
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
10
|
8
|
KD
|
KD
|
-13
|
Good speed, long range low kick that's cancelable and combos with 8BC.
Jubei doesn't duck during this and he's a lot easier to hit, so be careful about getting stuffed.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
8
|
3
|
-1
|
-1
|
-6
|
Standard all-purpose low kick for spacing or tick throws. Range is pretty good, recovery could be better but it's still not bad.
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2+5
|
Low
|
9~20(12)
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
8
|
30
|
KD
|
KD
|
-18
|
Two hit kick with some interesting/useless properties. Since it's cancelable on either hit you can use it to confirm a hit and cancel into something if it's blocked, or you can use it to take a risky gamble on canceling the first hit into 623A since it's a low. You probably have better options when this is available, though.
|
|
Jumping
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
High
|
-
|
-
|
Deflectable
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
6
|
13
|
-
|
-
|
-
|
Same hitboxes and slightly faster than j.B, but worse damage. Overall not as good as its big brother.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
High
|
-
|
-
|
Deflectable
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
8
|
23
|
-
|
-
|
-
|
Amazingly long range stab. Great all purpose tool for air to air or on jumpin. It has a lot of active frames, so be careful about deflects on landing.
|
|
j.AB
j.AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
26
|
High
|
-
|
-
|
Deflectable
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
2
|
30
|
-
|
-
|
-
|
Solid range, fast jumping attack that does a surprisingly large amount of damage. If you're close enough to use this instead of j.B, you probably should!
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
18
|
4
|
-
|
-
|
-
|
Basically 5C in the air. Has good range and an absolutely ridiculous number of active frames, plus its lack of hitstop means you can reset off of it easily, or annoy throw mashers. Does slightly more damage (6) when unarmed but is otherwise the same.
|
|
Dashing
66A
66A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
6~7(2)
|
-
|
Recoil Cancel Deflectable (Heavy)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
8
|
4
|
-2
|
-2
|
-21
|
Quick hilt jab. It's pretty lousy on block so it's not the best tick ever. Technically combos with 623A. Good as an antiair crossunder to create that space.
|
|
66B
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
Low
|
3~7(5)
|
-
|
Recoil Cancel
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
3
|
16
|
-7
|
+7
|
-21
|
Dashing 2A, basically. Poor range, really bad on block, and only cancelable on recoil. Not recommended unless you really expect them to block high.
|
|
66AB
66AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
15
|
Mid
|
-
|
-
|
Knockdown Weapon Clash 10~12(3)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
4
|
25
|
KD
|
KD
|
-24
|
Looks like 5AB. Startup is surprisingly fast, has good range, makes for awesome antiair, especially on crossunder. Hella punishable on block, though, so be careful.And apparently, it can't be deflected.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Low
|
1~7(7)
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
8
|
11
|
KD
|
KD
|
-14
|
Low sweep. Punishable on block but not too much, but most people are not going to block high against dashing Jubei anyway, so it's not really useful. Jubei stops quickly, too, so range is not amazing. Used for spacing.
|
|
Unarmed
u.5S
u.5S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
3
|
11
|
-4
|
-4
|
-9
|
Manly palm smash. Slow, lousy on block, doesn't set up anything worthwhile. Mostly useful for stopping forward advances.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
8
|
4
|
-2
|
-2
|
-7
|
Lower palm smash that doesn't hit low. Has a lot of active frames and is marginally faster, but look out for hops.
|
|
u.jS
u.jS
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
3
|
12
|
-
|
-
|
-
|
Jumping palm. Doesn't hurt much or have many active frames, but has a lot of hitstop. Stick to ju.C.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
-
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
8
|
4
|
KD
|
KD
|
-7
|
Quick palm attack that knocks down. Safe on block, and it actually has a fairly low hitbox so it can go under a lot of stuff. Good tick/mixup setup even if blocked.
|
|
System
Deflect
Deflect 216D 216D
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
Deflect
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Average deflect. Don't forget about this even though you have your shiny catch counters -- it's much safer if you make the wrong guess.
|
|
Weapon Pickup
Weapon Pickup u.5A u.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Quick!
|
|
Taunt Disarm
Taunt Disarm 3 x Start 3 x Start
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Poses with his swords for a bit and then puts them down. Takes awhile to actually disarm.
|
|
Special Moves
Specials
Kattotsu Suigetsutou
Kattotsu Suigetsutou 236A or B 236A or B 236AB 236AB
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
Mid
|
-
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
-
|
37
|
0
|
KD
|
-25
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
11
|
Mid
|
-
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
24
|
-
|
26
|
+11
|
KD
|
-14
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8+9+1+1+1
|
Low*, Mid
|
-
|
-
|
Knockdown
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
26
|
-
|
36
|
KD
|
KD
|
+1
|
Jubei's projectile.
- 236A - Comes out very very fast, combos off of pretty much everything, but is horrible on block at close range. Spaced out it's what you'll be using most of the time. It can be hopped, so watch out.
- 236B - Comes out slower but recovers quicker. Useful if you want to follow along with it at range or are worried about being punished on block. It can still be hopped.
- 236AB - Starts up almost as fast as 236B and has much slower recovery. Chips 3 times, hits 5 times and it can't be rage exploded or reflected. Useful for forcing a jump or block, since it's difficult to get around, but it can be hopped if timed correctly.
- This one has two hitboxes with different properties. There is a hitbox while he is "winding" up the projectile. This hitbox is near him, stationary, and a low. Then there is a second hitbox when he actually send outs the projectile. This is a mid.
|
|
Nikkaku Ratou
Nikkaku Ratou 623S 623S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2x3+16+1
|
Mid
|
-
|
1-6f full invincible
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
11
|
8
|
KD
|
KD
|
-76
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2x3+19+1x2
|
Mid
|
-
|
1-8f full invincible
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
23
|
8
|
KD
|
KD
|
-73
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2x3+23+1x4
|
Mid
|
-
|
1-10f full invincible
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
-
|
-
|
KD
|
KD
|
-74
|
Jubei's DP. All of them have a small invincibility period on start while he's holding his swords up, then he dashes forward for a few shoulder hits. If they connect in any way, he follows up with an upwards sword slash.
This is an interesting move. On whiff it recovers almost instantly, especially the A version. On hit it forces a knockdown, though you recover too slow to capitalize on it well. On block it's absolutely horrible and will lead to you getting hit by the hardest punisher that is available, so be careful. It resets on an air hit and lets the opponent recover in time to block the followup. If the shoulder-dash goes all the way into the corner, Jubei will do the uppercut even on whiff.
The best usage is spacing this so it intentionally whiffs, you can then use it for a throw mixup since they'll most likely be blocking in case the rest comes out. If you're out of range and they step into it, they're going to get hit probably by the full followup.
You need to be very careful about catching outstretched limbs, though! If it's from far enough away, they'll get hit by the first shoulder, go into hitstun and pull themselves far back, and then recover before Jubei can get there in time to continue. Using as a far punisher or far reversal directly is not recommended, start with 2B or 5B first.
|
|
Hassouhappa
Hassouhappa Mash S Mash S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7x7, 4x5
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
16
|
-
|
-
|
??
|
??
|
??
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
?x21
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
16
|
-
|
-
|
??
|
??
|
??
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
?x34
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
-
|
-
|
??
|
??
|
??
|
Hundred hand sword slaps. More often than not, you are going to do this move by accident. And then more often than not the opponent is going to try to punish and get stabbed by something for almost no damage. This move is especially easy to get by accident because despite what the input says up there and how mash moves are for the rest of the cast, you do NOT need to hold forward for this move to come out. Temper your mashing or this move will expose you.
It's actually hard to guess when it's going to end, so it's mostly safe. Since you can cancel into it seamlessly from any B attack, it makes a good spacing tool occasionally, just watch out for anyone with a DP.
During time slow they have literally no pushback while this is going, so feel free to chip the hell out of them if they're blocking. A or B version is recommended for this.
|
|
Shingantou
Shingantou 214A 214A 214B 214B 214C 214C
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
40
|
-
|
-
|
-
|
1-18f low catch
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
62
|
KD
|
KD
|
-
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
45
|
-
|
-
|
-
|
1-18f mid catch
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
62
|
KD
|
KD
|
-
|
C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
40
|
-
|
-
|
-
|
1-18f high catch
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
62
|
KD
|
KD
|
-
|
Catch counters. They all catch for 18f starting from the first frame, so it works as a reversal too. They don't care if an attack is deflectable or not, if it connects it WILL be caught. However, it does have to be a weapon skill, they can't catch anything that isn't using the weapon, so it won't get kicks or punches.
These hurt really hard if you can connect with them, so they're a great tool to keep the opponent on his toes, but they're all horribly punishable on whiff. If the opponent sees the animation, he just hits a button and immediately punishes, no need to wait on it to end. If you have fast reactions, you can stop many attacks on reaction, and figuring out which ones is a great way to shut down the opponent's tools.
- Shingantou: Suigetsu - 214A - Low counter. This can catch specials.
- Shingantou: Souha - 214B - Mid counter. Does more damage than the others, but will NOT catch specials.
- Shingantou: Tenra - 214C - High counter. This can catch specials. Most new players will spam this like crazy against jumpins, but you should really only use this on players that are careless enough to not try empty jumpins or j.C instead. When they start switching to that you can use more traditional antiairs for free damage, since they invariably lose range doing this.
|
|
Weapon Flipping Technique
Zetsu Suigetsutou
Zetsu Suigetsutou 236CD 236CD
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1x7+28
|
Mid
|
-
|
-
|
Knockdown Disarm
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
36
|
58
|
35
|
KD
|
KD
|
-27
|
Gigantic geyser of massive chip damage. Comes out really slow, but it's free against jumpers, and if the opponent blocks it there is a ton of chip damage. A lot of characters can punish this on block, so be careful about that.
Its best use is to stop obvious jump shenanigans on anticipation, possibly by backrolling. Don't abuse this against anyone that can punish on whiff/block, though.
Because of Jubei's rage charge and duration, more often than not you are better off aiming for either Issen charge or the bonus rage damage than this, but it can be a helpful chipping tool at times.
|
|
Combos
Normal
- (5A or n.5A or 2A or n.2A or 66A or 3C first hit) ...
- Lots of starters for light hits, which are all comboable. This gives Jubei a wide variety of fast punishment tools, though 5A and 66A are the fastest.
- Works at most ranges, resets to neutral.
- Good damage at very close range.
- (5B or n.5B or 2B or n.2B) ...
- Medium starters, for larger openings.
- For spacing, resets to neutral.
- This works from surprisingly far away, almost the full range of 5B. Great for punish combos.
- Have to start it from close range but hurts like crazy. Start it from 2B!
- Have to start from close range for both hits to connect, for the 2BC followup you have to backhit or be near the corner. Good knockdown option, though.
- Near corner. Sadly, you can't 8BC even on antiair.
- Hits low, good range, hard to see coming, fairly safe on block and cancelable into other stuff. Abuse liberally!
- Second hit combos into 8BC easily enough, you can confirm if you want to off of the first hit and go into something else otherwise.
- If you ever use this, you can get a little bit more damage.
- Very tiny amount of extra damage, but you take what you can get.
- Nice damage boost if they get hit by it. Plus, you can't rage explode the 236AB so it's a guaranteed finisher.
- For that extra little bit of hurt.
Time slow
- If you can't wait for them to come down to Issen.
Strategies
General
- Jubei's a strong footsies character, his mixups are not terribly great but he's good at making the opponent very edgy. You have a fast dash speed but poor dashing attacks, so use sparingly or against jumpers. Your long poke range makes it easy for you to just walk in and out of the opponent's range safely, or to make him walk into your attacks.
- Watch the opponent's patterns carefully, your catch counters are terrifyingly strong if you land them, so if they're mashing pokes or predictable specials feel free to make them stop forcefully. This is best used against grounded attacks, rather than jumpins, since good players will watch that approach carefully. As good as your catch counters are, don't forget that you have a normal deflect, and that it is a lot safer than them in most scenarios.
- Use whiffed 623A to catch attacks or to fake out into another mixup. Learn the range on it well!
- Learn the 5B/2B 623S combos and the ranges at which they work, they are very strong punishment tools when available.
- 236A is incredibly obnoxious and outside of minimum range is incredibly difficult to stop. Be careful since they can hop it on reaction. Mix it up with 236B for faster recovery.
- 236AB is good for forcing them to jump or block, since some characters can't hop it and it beats most other projectiles clean. Be careful that you're not in jumpin range during startup, though.
- 5BC is an amazingly long range overhead that is really difficult to punish when spaced, and can function as a poke in a pinch. Plus, you can mix it up with 6C 8BC, which is a very fast low hit with solid range and cancelability.
- He is pretty slow to rage, but rages for a relatively long time as far as this game goes. It's pretty easy to find room to charge for Issen but his damage can get serious and that 18 seconds can feel like forever when he's on the offense. Gauge which way fits your playstyle and strategy better.
Damage and defense
- Jubei has a few ways of punishing for solid damage:
- 2B 623x - His staple punishment combo. Reasonably fast, does really nice damage, but the knockdown doesn't set up good okizeme for you and it's easily explodable. At close range you'll want to use 623AB, further away you'll have to use 623B.
- 5AB or n.5AB - Very slow startup, only use on really laggy attacks. This doesn't knock down or give you frame advantage, but it does reset you to the neutral game.
- 2AB - This is only viable at close enough range that the both hits connect. Starts up slightly faster than 2B, forces a far knockdown and does good damage. Since it's two hits you have to watch out for rage explosion.
- n.5A 623A - Point blank only, but the startup is fast enough it will catch things nothing else will.
- Antiair options:
- 5AB - Decent against far anti-air, watch out for anyone with a good downwards slice though. Will actually catch crossups, but you'll probably get n.5AB instead which you don't want.
- 66AB - Best option if they jump over you while you're dashing, it's free on crossunder.
- 7 or 8 j.S - His jump is slow but his jumping attacks are fast with great range, which means he can stop jumps before they get to him. Be careful about landing resets, though.
- 214C - Antiair catch. Don't use this against players smart enough to not mash something out every time.
Frame Data
Move
|
Damage
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
5 |
9 |
2 |
24 |
9~10(2) |
7(1) / 11~12(2) |
-4 |
-4 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
5B |
12 |
13 |
2 |
33 |
13~33(21) |
15~18(4) |
-2 |
+6 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
29 |
22 |
4 |
55 |
x |
18~21(4) |
+4 |
+14 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
5 |
10 |
3 |
34 |
5~34(30) |
- |
-14 |
-14 |
-3 |
Low |
Weak attack
|
2B |
12 |
12 |
2 |
33 |
13~33(21) |
- |
-3 |
+5 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
5, 22 |
10 |
3 |
61 |
x |
- |
+10 |
+20 |
-21 |
Low |
Heavy attack Second hit deflectable(heavy)
|
n.5A |
5 |
5 |
10 |
20 |
5~20(16) |
3~4(2) |
-5 |
-5 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.5B |
8 |
14 |
3 |
39 |
14~16(3) |
10~11(2) |
-7 |
+1 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
27 |
17 |
3 |
55 |
1~16(16) |
13~16(4) |
-1 |
+9 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.2A |
5 |
10 |
3 |
34 |
5~34(30) |
- |
-14 |
-14 |
-3 |
Low |
Weak attack
|
n.2B |
12 |
12 |
2 |
33 |
12~13(2) |
- |
-3 |
+5 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
5, 22 |
10 |
3 |
61 |
x |
- |
KD |
KD |
-21 |
Low |
Heavy attack Second hit deflectable(heavy)
|
5C |
7 |
13 |
10 |
35 |
x |
- |
-4 |
+4 |
-17 |
Mid |
Medium attack
|
6C |
6 |
13 |
10 |
31 |
13~27(15) |
- |
KD |
KD |
-13 |
Low |
Knockdown attack
|
2C |
2 |
7 |
8 |
18 |
x |
- |
-1 |
-1 |
-6 |
Low |
Weak attack
|
3C |
2, 5 |
9 |
8 |
47 |
9~20(12) |
- |
KD |
KD |
-18 |
Low |
Medium attack Knockdown attack
|
j.A |
5 |
8 |
6 |
27 |
x |
- |
-- |
-- |
-- |
High |
Weak attack, Deflectable(weak)
|
j.B |
9 |
11 |
8 |
42 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
|
j.AB |
26 |
12 |
2 |
44 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
|
j.C |
4 |
8 |
18 |
30 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
ju.C |
6 |
8 |
18 |
30 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
5BC |
16 |
20 |
5 |
38 |
x |
- |
KD |
KD |
-12 |
High |
Medium attack Knockdown attack
|
u.5BC |
4 |
20 |
7 |
46 |
x |
- |
KD |
KD |
-20 |
High |
Medium attack Knockdown attack
|
66A |
7 |
6 |
8 |
18 |
6~7(2) |
- |
-2 |
-2 |
-21 |
Mid |
Weak attack, Deflectable(heavy)
|
66B |
8 |
8 |
3 |
27 |
3~7(5) |
- |
-1 |
+7 |
-21 |
Low |
Medium attack
|
66AB |
15 |
13 |
4 |
42 |
x |
10~12(3) |
KD |
KD |
-24 |
Mid |
Knockdown attack
|
66C |
4 |
8 |
8 |
27 |
1~7(7) |
- |
KD |
KD |
-14 |
Low |
Knockdown attack
|
u.5S |
3 |
11 |
3 |
25 |
x |
- |
-4 |
-4 |
-9 |
Mid |
Weak attack
|
u.2S |
3 |
10 |
8 |
22 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
ju.S |
4 |
14 |
3 |
29 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
u.66S |
4 |
9 |
8 |
21 |
x |
- |
KD |
KD |
-7 |
Mid |
Knockdown attack
|
u.66C |
4 |
8 |
8 |
27 |
1~7(7) |
- |
KD |
KD |
-14 |
Low |
Knockdown attack
|
2BC |
4 |
10 |
5 |
22 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
4 |
10 |
5 |
22 |
18~22(5) |
- |
-- |
-- |
-- |
Mid |
|
8BC |
13 |
39 |
2 |
116 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
8 |
39 |
1 |
102 |
x |
- |
-- |
-- |
-- |
Mid |
|
Kattotsu Suigetsutou - 236A |
9 |
10 |
x |
47 |
x |
- |
+0 |
KD |
-25 |
Mid |
Medium attack
|
Kattotsu Suigetsutou - 236B |
11 |
24 |
x |
50 |
x |
- |
+11 |
KD |
-14 |
Mid |
Medium attack
|
Retsu Suigetsutou - 236AB |
8, 9, 1, 1, 1 |
26 |
x |
62 |
x |
- |
KD |
KD |
+1 |
Low |
Medium attack
|
Nikkaku Ratou - 623A |
2x3, 16, 1 |
7 |
11 |
26 |
x |
- |
KD |
KD |
-76 |
Mid |
Shoulder part weak attack Remainder knockdown attack 1-6f full invincible
|
Nikkaku Ratou - 623B |
2x3, 19, 1x2 |
9 |
23 |
40 |
x |
- |
KD |
KD |
-73 |
Mid |
Shoulder part weak attack Remainder knockdown attack 1-8f full invincible
|
Nikkaku Ratou - 623AB |
2x3, 23, 1x4 |
15 |
x |
x |
x |
- |
KD |
KD |
-74 |
Mid |
Shoulder part weak attack Remainder knockdown attack 1-10f full invincible
|
Hassouhappa - 6A x2 |
7x7, 4x5 |
16 |
2 |
114 |
x |
- |
?? |
?? |
?? |
Mid |
Medium attack
|
Hassouhappa - 6B x2 |
?x21 |
16 |
2 |
129 |
x |
- |
?? |
?? |
?? |
Mid |
Medium attack damage 5 or 1
|
Hassouhappa - 6AB x2 |
?x34 |
12 |
2 |
177 |
x |
- |
?? |
?? |
?? |
Mid |
Medium attack damage 5, 6, or 1
|
Shingantou: Suigetsu - 214A |
40 |
x |
x |
62 |
x |
- |
KD |
KD |
-- |
Mid |
1-18f low catch
|
Shingantou: Souha - 214B |
45 |
x |
x |
62 |
x |
- |
KD |
KD |
-- |
Mid |
1-18f mid catch
|
Shingantou: Tenra - 214C |
40 |
x |
x |
62 |
x |
- |
KD |
KD |
-- |
Mid |
1-18f high catch
|
Zetsu Suigetsutou - 236CD |
1x7, 28 |
36 |
58 |
129 |
x |
- |
KD |
KD |
-27 |
Mid |
Knockdown attack
|