Fatal Fury Special/Jubei Yamada: Difference between revisions

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[[File:Ffspecjubei.png|right]]
[[File:Ffspecjubei.png|right|The Resilient Judo Geriatric]]
[[File:Ffspecjubei_colors.png|right]]
[[File:FFS_Jubei_Stage.png|thumb|The back lane of Jubei's stage is obscured by paintings. Characters will crash through and break paintings when switching lanes but they will all reappear between each round.]]
{{TOClimit|3}}


= Introduction =
==Introduction==
Jubei is a high tier charge character who uses his low-risk projectile to put his opponent in a vicious cycle of cracker-dodging where they dare not jump or face the wrath of his godly anti-air game. He has a wide variety of throws but they're mostly for show, zoning is his thing through and through. He also has a strong combo game. If Jubei loses the life lead he will be the one trapped in a vicious cycle as he is forced to approach the opponent with his floaty jump and lack of mobility options.


== Character Colors ==
{|
 
|-style="text-align:left;"
[[File:Ffspecjubei_colors.png‎]]
! Pros !! Cons
 
|- style="vertical-align:top;text-align:left"
==Moves List==
| style="width: 50%;"|
* Smallest character in the game
* Extremely fast moves
* Can be played in a variety of ways
| style="width: 50%;"|
* Small amount of damage per move
* Poor range on normals
* Small amount of dizzy points
|-
|}


===Normal Moves===
==Move List==


===Throw===
===General Hurtboxes===
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Jumping || align="center" | Dizzy
| '''Move Name''' || '''Motion'''
|-
| Ippon Seoi || F/B+HP when close to opponent
|-
| Kumo Koroshi || UF/UB+HP when close to opponent
|-
| Tawara Nage || DF/DB+HP when close to opponent
|-
| Benkei Nakashi || F+HK when close to opponent
|-
| Tomoe Nage || B+HK when close to opponent
|-
|-
| Jumping Izuna Otoshi || air, D+HK when close to opponent
| align="center"; valign="bottom" | [[File:FFS Jubei Stand.png|bottom]] [[File:FFS Jubei Taunt.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Jubei Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Jubei Jump.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Jubei Stun.gif|bottom]]
|-
|-
| align="center" |  || align="center" |  || align="center" | Descending hurtbox. 54F (4+47+3) duration. || align="center" | Final 19F are invincible and unmashable.
|}
|}


===Special Moves===
===Close Standing Normals===
 
===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5A.png
|subtitle=
|caption=
|name=c5A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=3
|Active=4
|Recovery=4
|Total=10
|Hit Adv=+8
|Block Adv=+9
|Property=Kara Cancel
|description= * Extremely fast and advantageous.
}}
}}
 
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5B.png
|subtitle=
|caption=
|name=c5B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=4
|Active=7
|Recovery=5
|Total=15
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description= * Pulls Jubei's hurtbox back and has a completely disjointed hitbox. Not so valuable in close proximity, but the far version functions identically, making it useful for anti-air and counterpoking.
* Gives less frame advantage than 5A and 2A, so you're better off using your jabs in close range.
* In corner combos, this does more damage than 5A and can link unscaled to 5A.
}}
}}
 
===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5C.png
|subtitle=
|caption=
|name=c5C
|data=
{{AttackData-FFS
|Damage=14
|Stun=4
|Guard=Mid
|Startup=8
|Active=8
|Recovery=12
|Total=27
|Hit Adv=+4
|Block Adv=+3
|Property=Kara Cancel
|description=*Does more damage than 2C, but 2C is easier to use in combos due to having faster startup.
}}
}}
 
===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5B.png
|subtitle=
|caption=
|name=c5D
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=8
|Active=11
|Recovery=8
|Total=26
|Hit Adv=+5
|Block Adv=+4
|Property=Kara Cancel
|description= * A beefed up version of 5B that can be used for the same purposes.
}}
}}
 
===Far Standing Normals===
 
===== <span class="invisible-header">f5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5A.png
|subtitle=
|caption=
|name=f5A
|data=
{{AttackData-FFS
|Damage=5
|Stun=2
|Guard=Mid
|Startup=3
|Active=4
|Recovery=4
|Total=10
|Hit Adv=+8
|Block Adv=+9
|Property=Kara Cancel
|description= * Extremely fast and advantageous.
}}
}}
 
===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5B.png
|subtitle=
|caption=
|name=f5B
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=4
|Active=7
|Recovery=5
|Total=15
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description= Identical to close 5B.
* With proper spacing, you can anti-air some moves with this. Useful against jump-ins that beat your usual low profile anti-airs.
}}
}}
 
===== <span class="invisible-header">f5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_5C.png
|subtitle=
|caption=
|name=f5C
|data=
{{AttackData-FFS
|Damage=12
|Stun=4
|Guard=Mid
|Startup=8
|Active=8
|Recovery=12
|Total=27
|Hit Adv=+3
|Block Adv=+2
|Property=/
|description= * Same as close version but cannot be cancelled.
}}
}}


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">f5D</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Move Name''' || '''Motion'''
{{MoveData
|-
|image=FFS_Jubei_5B.png
| Nihon Seoi Dash || Charge B,F + K
|subtitle=
|-
|caption=
| Ooizuna Otoshi || Charge D,U + P when close to opponent
|name=f5D
|-
|data=
| Senbe Shuriken || Charge B,F + P
{{AttackData-FFS
|-
|Damage=14
| Neko Jarashi || HCB + HP
|Stun=4
|-
|Guard=Mid
|}
|Startup=8
|Active=11
|Recovery=9
|Total=27
|Hit Adv=+3
|Block Adv=+2
|Property=/
|description= * Subtly inferior to c5D data-wise and cannot be cancelled, though it can still anti-air.
}}
}}


===Super Move===
===Crouching Normals===


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2A</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Move Name''' || '''Motion'''
{{MoveData
|-
|image=FFS_Jubei_2A.png
| Dynamite Izuna Otoshi || Charge DB,D,DF + LK+HP when close to opponent
|subtitle=
|-
|caption=
|}
|name=2A
|data=
{{AttackData-FFS
|Damage=5
|Stun=2
|Guard=Mid
|Startup=4
|Active=4
|Recovery=5
|Total=12
|Hit Adv=+7
|Block Adv=+8
|Property=Kara Cancel
|description= * Extremely fast and advantageous.
* Less damage than c5A but links unscaled to 2C.
}}
}}


==Combos==
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_2B.png
|subtitle=
|caption=
|name=2B
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Low
|Startup=5
|Active=7
|Recovery=6
|Total=17
|Hit Adv=+3
|Block Adv=+4
|Property=Kara Cancel
|description= * Has an extremely low profile which makes it an effective anti-air. Will often hit meaty as an anti-air, allowing it to be linked out of for deadly combos.
* Without a meaty hit, this can only combo to a cracker.
* Can be whiffed repeatedly to dodge some projectiles like Mai's fans or Jubei's crackers while keeping charge.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Jubei 2B 1.png|1-4F
  FFS_Jubei_2B.png|5-11F
  FFS Jubei 2B 2.png|12-17F
</gallery>
}}
}}


*'''Back Plane Corner Tick Combo''' - Jump B, crouch A, crouch A, C+D cancel into Desperation throw
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Jubei 2C.png
|subtitle=
|caption=
|name=2C
|data=
{{AttackData-FFS
|Damage=12
|Stun=4
|Guard=Mid
|Startup=6
|Active=8
|Recovery=10
|Total=23
|Hit Adv=+6
|Block Adv=+5
|Property=Kara Cancel
|description= *Great poke and combo tool. Links from 5A and 2A, and can combo into [[#Senbei Shuriken (&#91;4&#93;6P) | Senbei Shuriken]].
}}
}}


''Credit to Infested Jester''
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_2D.png
|subtitle=
|caption=
|name=2D
|data=
{{AttackData-FFS
|Damage=14
|Stun=4
|Guard=Low
|Startup=7
|Active=15
|Recovery=17
|Total=38
|Hit Adv=KD
|Block Adv=-10
|Property=/
|description= * Moves Jubei forward while letting him maintain charge.
* Has an extremely low profile which makes it an effective anti-air.
* Can slide under most projectiles but has long recovery.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Jubei 2B 1.png|1-6F
  FFS Jubei 2D.png|7-21F
  FFS Jubei Crouch.png|22-38F
</gallery>
}}
}}


== Strategies ==
===Jumping Normals===


From Trieu over on SNK-Capcom:
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_jA.png
|subtitle=
|caption=
|name=jA
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Overhead
|Startup=5
|Active=∞
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Largely outclassed by Jubei's other air normals.
}}
}}


"Not really a glitch, but definitely hard to get out of. You basically throw a cookie at your opponent in the corner and do the special grab move, which is forward, half circle back, then straight forward again and press the C button.
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_jB.png
|subtitle=
|caption=
|name=jB
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Overhead
|Startup=5
|Active=∞
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Stays active until Jubei lands, but doesn't cross up unlike jD.
}}
}}


So it's from the middle, to 3 o'clock, half circle to 9 o'clock, back to 3 o'clock and press C button, then throw cookie, then do it again. This only works if the opponent keeps blocking, because if the opponent gets hit, the "glitch" doesn't work."
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_jC.png
|subtitle=
|caption=
|name=jC
|data=
{{AttackData-FFS
|Damage=14
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Much better hitbox than jA, despite using the same animation.
}}
}}


=Overview=
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_jD.png
|subtitle=
|caption=
|name=jD
|data=Not as disjointed as jC but crosses up and is slightly more damaging.
{{AttackData-FFS
|version=Diagonal Jump
|Damage=16
|Stun=4
|Guard=Overhead
|Startup=7
|Active=17
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|Damage=16
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


== Normal Moves ==
===Universal Mechanics===
'''Standing A'''


'''Crouching A'''
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_CD_Front.png
|image2=FFS_Jubei_CD_Back.png
|subtitle=
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FFS
|version=Front Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=9
|Active=8
|Recovery=19
|Total=35
|Hit Adv=KD
|Block Adv=-8
|Property=Cancel, Lane Shift
|description= * Jubei steps forward (about half the distance as his 2D) during this move, allowing him to reposition while charging his specials. The forward step gives this more range than the hitbox would suggest, making it a decent anti-air.
}}
{{AttackData-FFS
|header=no
|version=Back Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=16
|Active=10
|Recovery=8
|Total=33
|Hit Adv=KD
|Block Adv=+1
|Property=Cancel, Lane Shift
|description= * Startup and hitbox are significantly worse in the back lane. Still moves Jubei forward.
}}
}}


'''Standing B'''
===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_Lane_Attack_Front.png
|image2=FFS Jubei Lane Attack Back.png
|subtitle=
|caption=Front Lane
|caption2=Back Lane
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data=Jubei has the same lane attack for punch and kick buttons.
{{AttackData-FFS
|version=A/B
|Damage=18
|Stun=2
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * A straight and fast lane attack.
}}
{{AttackData-FFS
|header=no
|version=C/D
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * A slower high angle lane attack.
}}
}}


'''Crouching B'''
===== <span class="invisible-header">Dodge Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_Dodge_Attack.png
|subtitle=
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FFS
|Damage=11
|Stun=5
|Guard=Mid
|Startup=10
|Active=11
|Recovery=11
|Total=31
|Hit Adv=Air Reset (+18)
|Block Adv=-3
|Property=Kara Cancel, Upper-Body Invuln 1-20F
|description= * Excellent anti-air.
<gallery class="mw-collapsible">
  FFS Jubei Dodge Attack 1.png|Startup
  FFS_Jubei_Dodge_Attack.png|
  FFS Jubei Dodge Attack 2.png|Recovery
</gallery>
}}
}}


'''Standing C'''
===Throws===


'''Crouching C'''
:All of Jubei's basic ground throws have the same range.


'''Standing D'''
===== <span class="invisible-header">Ippon Seoi (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_C_Throw.png
|caption=
|name=Ippon Seoi
|input=close 4/6C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD
|Block Adv=/
|Property=/
|description= * Swaps sides.
<gallery class="mw-collapsible">
  FFS Jubei C Throw 1.png|
</gallery>
}}
}}


'''Crouching D'''
===== <span class="invisible-header">Taware Nage (3C)</span> =====
{{MoveData
|image=FFS_Jubei_3C_Throw.png
|caption=
|name=Tawara Nage
|input=close 3C
|data=
{{AttackData-FFS
|Damage=28
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD
|Block Adv=/
|Property=/
|description= * Above average damage.
* Swaps sides.
<gallery class="mw-collapsible">
  FFS Jubei 3C Throw 1.png|
</gallery>
}}
}}


'''Jumping A'''
===== <span class="invisible-header">Kumo Koroshi (9C)</span> =====
{{MoveData
|image=FFS_Jubei_9C_Throw.png
|caption=
|name=Kumo Koroshi
|input=close 9C
|data=
{{AttackData-FFS
|Damage=24~48 (4 x 6~12)
|Stun=0
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=
|Block Adv=/
|Property=/
|description= * Hold throw. Opponent can mash to reduce hits.
* Jubei's most damaging normal throw on average as it requires fast reactions and TAS mashing to reduce to 6 hits.
* Swaps sides.
<gallery class="mw-collapsible">
  FFS Jubei 9C Throw 1.png|
</gallery>
}}
}}


'''Jumping B'''
===== <span class="invisible-header">Benkei Nakashi (6D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_6D_Throw.png
|caption=
|name=Benkei Nakashi
|input=close 6D
|data=
{{AttackData-FFS
|Damage=8~32 (4 x 2~8)
|Stun=0
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD
|Block Adv=/
|Property=/
|description= * Hold throw. Opponent can mash to reduce hits.
* On average this is Jubei's least damaging throw as the long delay between hits makes mashing out of it easy. Avoid using this.
* Has a special voice line if used against another Jubei.
<gallery class="mw-collapsible">
  FFS Jubei 6D Throw 1.png|
</gallery>
}}
}}


'''Jumping C'''
===== <span class="invisible-header">Tomoe Nage (4D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_6D_Throw.png
|caption=
|name=Tomoe Nage
|input=close 4D
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD
|Block Adv=/
|Property=/
|description= * Swaps sides.
<gallery class="mw-collapsible">
  FFS Jubei 4D Throw 1.png|
</gallery>
}}
}}


'''Jumping D'''
===== <span class="invisible-header">Izuna Otoshi (j2D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Jubei_Air_Throw.png
|caption=
|name=Izuna Otoshi
|input=close j2D
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD
|Block Adv=/
|Property=/
|description= * Air throws are always good to have, but Jubei generally doesn't like to jump. Like other air throws it can catch backdashes.
<gallery class="mw-collapsible">
  FFS Jubei Air Throw 1.png|
</gallery>
}}
}}


===Special Moves===


===Command Moves===
===== <span class="invisible-header">Senbei Shuriken ([4]6P)</span> =====
{{MoveData
| name    = Senbei Shuriken
| input    = [4]6A/C
| subtitle =
| image    = FFS Jubei 46P.png
| caption  =
| data  = Jubei throws a rice cracker. Extremely low recovery projectile that can be linked out of in the corner.
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 7 (1)
| Stun        = 3
| Guard      = Mid
| Startup    = 7
| Active      =
| Recovery    = 24
| Total      = 30
| Hit Adv    = +9
| Block Adv  = +6
| Property    = /
| description = The core of Jubei's neutral, having the shortest recovery of any fireball in the game. It is near impossible to jump over this without getting punished.
* Charge time: 50F.
* Projectile travels slower.
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 14 (3)
| Stun        = 6
| Guard      = Mid
| Startup    = 10
| Active      =
| Recovery    = 29
| Total      = 38
| Hit Adv    = +12
| Block Adv  = +5
| Property    = /
| description = Charges and recovers slower than the A version, but is Jubei's best special to combo into.
* Charge time: 60F.
* Projectile travels faster.
}}
}}


===Line Blast===
===== <span class="invisible-header">Nihon Seoi Dash ([4]6K)</span> =====
{{MoveData
| name    = Nihon Seoi Dash
| input    = [4]6B/D
| subtitle =
| image    = FFS Jubei 46B.png
| image2  = FFS Jubei 46D.png
| caption  = B
| caption2 = D
| data  = Running throw that swaps sides on hit. Requires a reversal to escape when used as a tick throw and is difficult to react to, even in neutral.
* Charge time for both versions is 50F.
{{AttackData-FFS
| version    = B
| subtitle    =
| Damage      = 16
| Stun        = 3
| Guard      = Throw
| Startup    = 12
| Active      = 9
| Recovery    = 15
| Total      = 35
| Hit Adv    = KD (+2)
| Block Adv  = /
| Property    = /
| description = * Travels about half of the screen. Can be whiffed for fast repositioning.
}}
{{AttackData-FFS
| header      = no
| version    = D
| subtitle    =
| Damage      = 22
| Stun        = 6
| Guard      = Throw
| Startup    = 14
| Active      = 21
| Recovery    = 15
| Total      = 49
| Hit Adv    = KD (-1)
| Block Adv  = /
| Property    = /
| description = * Travels almost the full screen.
}}
}}


===Throws===
===== <span class="invisible-header">Dai-Izuna Otoshi ([2]8P)</span> =====
{{MoveData
| name    = Dai-Izuna Otoshi
| input    = [2]8A/C
| subtitle =
| image    = FFS Jubei 9C_Throw.png
| caption  =
| data  =Looks very cool but has lower damage than other throws and an awkward input.
* Charge time for both versions is 45F.
* Same range as a basic ground throw.
<gallery class="mw-collapsible">
  FFS Jubei 28P 1.png|
</gallery>
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 21
| Stun        = 3
| Guard      = Throw
| Startup    = 1
| Active      = 1
| Recovery    = /
| Total      = /
| Hit Adv    =
| Block Adv  = /
| Property    = /
| description = * Same as C version but does less stun.
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 21
| Stun        = 6
| Guard      = Throw
| Startup    = 1
| Active      = 1
| Recovery    = /
| Total      = /
| Hit Adv    =
| Block Adv  = /
| Property    = /
| description =
}}
}}


===== <span class="invisible-header">Neko Jarashi (63214C)</span> =====
{{MoveData
| name    = Neko Jarashi
| input    = 63214C
| subtitle =
| image    = FFS Jubei 63214C 1.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 25
| Stun        = 3
| Guard      = Throw
| Startup    = 1
| Active      = 1
| Recovery    = /
| Total      = /
| Hit Adv    =
| Block Adv  = /
| Property    = /
| description = * Unlike Jubei's other throws, this has far range, is easily bufferable and has good corner carry. Ignoring a small loss in damage, this throw does it all.
<gallery class="mw-collapsible">
  FFS Jubei 63214C 2.png|
</gallery>
}}
}}


== Special Moves ==
===Desperation Move===


===== <span class="invisible-header">Dynamite Izuna Otoshi ([1]23B+C)</span> =====
{{MoveData
| name    = Dynamite Izuna Otoshi
| input    = [1]23B+C
| subtitle = When health is flashing
| image    = FFS Jubei 123BC.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 48
| Stun        = 4
| Guard      = Throw
| Startup    = 1
| Active      = 1
| Recovery    = /
| Total      = /
| Hit Adv    =
| Block Adv  = /
| Property    = /
| description = * Charge time: 60F.
* Farther range than other throws, tied with 63214C.
* Jubei's best punish after a midscreen dizzy.
<gallery class="mw-collapsible">
  FFS Jubei 123BC 1.png|
</gallery>
}}
}}


== Super Move ==
==Combos==
* '''(jX/meaty 2B/5A/2A) 5A/2A 2A 2C [4]6C''' - 32 Damage
With two lights this combo will dizzy Billy, Jubei, Mai, Terry and Tung. Adding a third light (usually with backturn starter or anti-air 2B) will stun Andy, Cheng, Duck, Joe and Kim, and a heavy jump-in will get Axel and Laurence. 5A and 2A are interchangeable as combo fodder but each have their own advantages: c5A does 1 more damage than 2A so it is better when linking lights while 2A is better for the 2C link as it will always reset scaling.
* (Corner) '''jD 2B [4]6C 5A 2C [4]6C''' - 54 Damage
Dizzy combo. Can redizzy against Andy, Billy, Cheng, Duck King, Joe, Jubei, Kim, Mai, Terry and Tung. Does not work on Geese or Krauser. Back up about half screen for the redizzy vs small characters like Mai and Tung to avoid cornering yourself after jD. Against Andy, Axel, Cheng, Duck, Jubei and Laurence, 2A can be used instead of 5A to optimize the combo up to 58 damage.


=== Basics ===
== Strategy ==


*I played a lot of Fatal Fury Special these past few days and came across a lot of weird and interesting things with Jubei. I find that using him for cross ups and then doing crouching 'B' or 'A' and following up with either a Senbei-Shuriken or Nihon-Seoi Dash makes it very easy for a lot of other player to get caught in trap. The Senbei-Shuriken I would recommend doing instead of the Nihon-Seoi Dash seeing as you can keep adding more hits even after you throw the *heh* Cookie.
===The Basics===


*Neko-Jarashi *HCB+C up close* is a cool command throw for just doing a fair amount of damage. It's like a Zangief's piledriver but it's esier to get results with it.
Despite having so many unique throws, Jubei is actually an extremely defensive character whose gameplan is centered around his [4]6P rice cracker projectile. Jubei's crackers have extremely quick startup and recovery compared to most other projectiles, so he wants to throw them as much as he can.


*The Ooizuna-Otoshi I only really use for stunned oppoents due to it being a charge down/up move which needs to be done very close. I find that Jubei's abilites make him an excellent turtle fighter but he CAN be offensive if you desire to go that route. A varity of jumping D's can be used to do similar combos overall and just make anyone facing Jubie have a bad day.
If the opponent tries to jump over Jubei's crackers he can abuse the low profile on 2B and 2D to beat almost every jumping normal in the game. 2D covers more ground and is easier to use while 2B can lead into a full combo if it hits meaty, but requires proper positioning and timing. Many characters simply have no way to beat these deadly anti-airs and are heavily discouraged from jumping forward, ever. See which characters can't touch Jubei out of these moves in the Matchups section. In matchups where 2B and 2D can get stuffed, Jubei has a great dodge attack, but be sure to input it as 3A or 6A+C to get around its input overlap with [4]6A.


*I don't know if Jubei is really considered top tier but, I think he is up there. The game is just too damn easy to win with using him. I think I'll see what else I can do with him seeing as I think he might have some other things I haven't tried yet. Either way, I hope what i said is worth the read. I don't consider myself an awesome player but, I stil love this game enough to play it.
Jubei doesn't like to jump himself, as his jump is very floaty and often a much riskier option than patiently throwing crackers. That being said, his air normals are still very good.


''Credit to BonusKun''
====Throw Evaluation====


*When he goes into the SDM Mode. A simple Jump Attack (light kick), down light kick, CD Attack, buffered into SDM is a combo. It is unblockable. Either the opponent eats the light kick + CD attack which kicks him to the other plane or take the SDM.
Jubei's most important throws are:


''Credit to Zakyn''
* '''63214C''', which has great range and carries the opponent to the corner.
* '''3C''', a high damage side swapping throw that's tied to Jubei's strong 2C.
* '''[4]6K''', which is a decent running throw but shines as a command dash.


*The short charge time of the 'Cookie Cutter' projectile combined with his uber AA low.D sweep attack can zone very effectively (only a handfull of air attacks in the game can beat his slide). Once your mobility is limited, he can start mixing up between Cookies and the 'Nihon Seoi' dashing grab, then working in ticks like the one you already mentioned.
As for the others,


**The best Jubei grab tactic I've yet seen is one Middlekick does. He cancels (short)B Nihon Seoi dash off a low.C so that it just whiffs, then goes straight into the UF + C 'Choke Hold'. Many people dont know abt it, but the Choke Hold is as powerfull as a Super! This technique works much like Boxer's whiffed Dashupper into throw in the SF2 games.
* '''4/6C and 4D''' are ordinary sideswap throws with nothing special going on. They aren't tied to the best normals on whiff but have the strength of being doable while blocking or (for 6C) walking.
* '''9C''' is a very high damaging hold throw that is insanely difficult to mash out of, but risks an unwanted jump if whiffed.
* '''j2D''' is great like all air throws are, but it's hard to use when Jubei doesn't like to jump and already has great anti-air options on the ground.
* '''[1]23BC''' has great range and huge damage but is highly situational thanks to its charge input and desperation health requirement. It's quite useful after a midscreen dizzy.
* '''6D and [2]8P''' are good for a laugh. Don't use them over any other throw.


*Due to the sweep, you cannot jump against Jubei, fortunately in FFS many characters have ground attacks that can beat sweep attacks clean (like Terry's CD, Cheng's standing D, Mai's Flame Fandango etc), these will also beat the dash grab, really enabling you to stand your ground, where you can then start to bring your characters own strengths into the match. Some characters will then be able to outfireball Jubei, forcing him to jump or can win on snuff/hit-trades with longrange attacks. Some even have moves that can go under the Cookie Cutter like Joe and Tung's low.D.
===Advanced Strategy===


''Credit to Crayfish''
* When Jubei's CD is blocked in the corner, it can be cancelled late into an instant command grab that hits the opponent just as they exit blockstun. The only way to avoid the command grab is with an invincible reversal, and since Jubei will have no recovery if the grab whiffs he can meaty a reversal backdash. 5A/2A CD in the front lane is an easy frame trap that sets up this situation, and can give enough time to charge Jubei's [1]23BC if started from 2A.


=Match-ups=
==Matchups==


===Vs. Andy Bogard===
===Vs. Andy Bogard===
5 - 5


===Vs. Axel Hawk===
===Vs. Axel Hawk===
6 - 4
Front lane CD will reliably trade with Axel's air normals. Jubei can crouch under Axel's lane attacks.


===Vs. Big Bear===
===Vs. Big Bear===


===Vs. Billy Kane (self)===
6.5 - 3.5
 
Jubei can low profile and punish all of Big Bear's air normals with 2B and 2D.
 
===Vs. Billy Kane===
 
6 - 4


===Vs. Cheng Sinzan===
===Vs. Cheng Sinzan===
6.5 - 3.5
2B and 2D can low profile Cheng's 2[8]A/C.


===Vs. Duck King===
===Vs. Duck King===
6.5 - 3.5
Jubei can low profile and punish all of Duck King's air normals with 2B and 2D. Duck can slide under Jubei's fireballs with 3D and go over Jubei's slide with his [4]6P.


===Vs. Geese Howard===
===Vs. Geese Howard===
6 - 4
None of Geese's air normals can hit Jubei out of his low profile 2B and 2D, but of course he has Shippuken as an option.


===Vs. Joe Higashi===
===Vs. Joe Higashi===
3.5 - 6.5
Jubei can't rely on 2B/D to anti-air Joe's jB, and since it also crosses up it's difficult to punish by walking under. Jubei's crackers can get punished by Joe's 2D close up or overpowered by his tornadoes from a distance.


===Vs. Jubei Yamada===
===Vs. Jubei Yamada===
5 - 5
Jubei can low profile and punish all of his own air normals with 2B and 2D. Both Jubeis can also 2D slide under each other's fireballs or spam 2B to quickly dodge while keeping the cracker on screen so the enemy Jubei can't throw another.


===Vs. Kim Kaphwan===
===Vs. Kim Kaphwan===
4 - 6
Jubei can low profile and punish all of Kim's air normals and even his divekicks with 2B and 2D.


===Vs. Laurence Blood===
===Vs. Laurence Blood===
7 - 3
Jubei can low profile and punish all of Laurence's air normals with 2B and 2D.


===Vs. Mai Shiranui===
===Vs. Mai Shiranui===
4 - 6
Mai can crouchwalk under Jubei's crackers. Jubei can duck under Mai's projectile with repeated 2B's, letting him keep charge to retaliate with a cracker and keeping the fan on screen longer, preventing Mai from throwing another. The Mai stage version of Musasabi no Mai can be low profiled with 2B and 2D.


===Vs. Ryo Sakazaki===
===Vs. Ryo Sakazaki===


===Vs. Terry Bogard===
===Vs. Terry Bogard===
6 - 4


===Vs. Tung Fu Rue===
===Vs. Tung Fu Rue===
6 - 4
Tung can low profile Jubei's crackers with his 2B and 2D. Jubei can crouch under Tung's lane attacks.


===Vs. Wolfgang Krauser===
===Vs. Wolfgang Krauser===


6 - 4
Jubei can low profile and punish all of Krauser's air normals with 2B and 2D. Jubei can also 2D under low blitzball. Leg Tomahawk can be low profiled and the heavy version can even be crouched under if Jubei isn't holding block. Jubei can crouch under Krauser's lane attacks.
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Jubei Yamada]]

Latest revision as of 05:38, 27 March 2025

The Resilient Judo Geriatric
Ffspecjubei colors.png
The back lane of Jubei's stage is obscured by paintings. Characters will crash through and break paintings when switching lanes but they will all reappear between each round.

Introduction

Jubei is a high tier charge character who uses his low-risk projectile to put his opponent in a vicious cycle of cracker-dodging where they dare not jump or face the wrath of his godly anti-air game. He has a wide variety of throws but they're mostly for show, zoning is his thing through and through. He also has a strong combo game. If Jubei loses the life lead he will be the one trapped in a vicious cycle as he is forced to approach the opponent with his floaty jump and lack of mobility options.

Pros Cons
  • Smallest character in the game
  • Extremely fast moves
  • Can be played in a variety of ways
  • Small amount of damage per move
  • Poor range on normals
  • Small amount of dizzy points

Move List

General Hurtboxes

Standing/Taunting Crouching Jumping Dizzy
FFS Jubei Stand.png FFS Jubei Taunt.png FFS Jubei Crouch.png FFS Jubei Jump.png FFS Jubei Stun.gif
Descending hurtbox. 54F (4+47+3) duration. Final 19F are invincible and unmashable.

Close Standing Normals

c5A

c5A
FFS Jubei 5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 4 4 10 +8 +9 Kara Cancel
  • Extremely fast and advantageous.
c5B

c5B
FFS Jubei 5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 4 7 5 15 +4 +5 Kara Cancel
  • Pulls Jubei's hurtbox back and has a completely disjointed hitbox. Not so valuable in close proximity, but the far version functions identically, making it useful for anti-air and counterpoking.
  • Gives less frame advantage than 5A and 2A, so you're better off using your jabs in close range.
  • In corner combos, this does more damage than 5A and can link unscaled to 5A.
c5C

c5C
FFS Jubei 5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Mid 8 8 12 27 +4 +3 Kara Cancel
  • Does more damage than 2C, but 2C is easier to use in combos due to having faster startup.
c5D

c5D
FFS Jubei 5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 8 11 8 26 +5 +4 Kara Cancel
  • A beefed up version of 5B that can be used for the same purposes.

Far Standing Normals

f5A

f5A
FFS Jubei 5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
5 2 Mid 3 4 4 10 +8 +9 Kara Cancel
  • Extremely fast and advantageous.
f5B

f5B
FFS Jubei 5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 7 5 15 +4 +5 Kara Cancel

Identical to close 5B.

  • With proper spacing, you can anti-air some moves with this. Useful against jump-ins that beat your usual low profile anti-airs.
f5C

f5C
FFS Jubei 5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 4 Mid 8 8 12 27 +3 +2 /
  • Same as close version but cannot be cancelled.
f5D

f5D
FFS Jubei 5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Mid 8 11 9 27 +3 +2 /
  • Subtly inferior to c5D data-wise and cannot be cancelled, though it can still anti-air.

Crouching Normals

2A

2A
FFS Jubei 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
5 2 Mid 4 4 5 12 +7 +8 Kara Cancel
  • Extremely fast and advantageous.
  • Less damage than c5A but links unscaled to 2C.
2B

2B
FFS Jubei 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Low 5 7 6 17 +3 +4 Kara Cancel
  • Has an extremely low profile which makes it an effective anti-air. Will often hit meaty as an anti-air, allowing it to be linked out of for deadly combos.
  • Without a meaty hit, this can only combo to a cracker.
  • Can be whiffed repeatedly to dodge some projectiles like Mai's fans or Jubei's crackers while keeping charge.
2C

2C
FFS Jubei 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 4 Mid 6 8 10 23 +6 +5 Kara Cancel
  • Great poke and combo tool. Links from 5A and 2A, and can combo into Senbei Shuriken.
2D

2D
FFS Jubei 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 7 15 17 38 KD -10 /
  • Moves Jubei forward while letting him maintain charge.
  • Has an extremely low profile which makes it an effective anti-air.
  • Can slide under most projectiles but has long recovery.

Jumping Normals

jA

jA
FFS Jubei jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Overhead 5 - - - - -
  • Largely outclassed by Jubei's other air normals.
jB

jB
FFS Jubei jB.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 5 - - - - -
  • Stays active until Jubei lands, but doesn't cross up unlike jD.
jC

jC
FFS Jubei jC.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Overhead 6 17 - - - - -
  • Much better hitbox than jA, despite using the same animation.
jD

jD
FFS Jubei jD.png
Not as disjointed as jC but crosses up and is slightly more damaging.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 16 4 Overhead 7 17 - - - - -
Neutral Jump 16 4 Overhead 6 17 - - - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
FFS Jubei CD Front.png
Front Lane
FFS Jubei CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 9 8 19 35 KD -8 Cancel, Lane Shift
  • Jubei steps forward (about half the distance as his 2D) during this move, allowing him to reposition while charging his specials. The forward step gives this more range than the hitbox would suggest, making it a decent anti-air.
Back Lane 22 5 Mid 16 10 8 33 KD +1 Cancel, Lane Shift
  • Startup and hitbox are significantly worse in the back lane. Still moves Jubei forward.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Jubei Lane Attack Front.png
Front Lane
FFS Jubei Lane Attack Back.png
Back Lane
Jubei has the same lane attack for punch and kick buttons.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 18 2 Overhead 9 - 4 - - - /
  • A straight and fast lane attack.
C/D 18 4 Overhead 9 - 4 - - - /
  • A slower high angle lane attack.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Jubei Dodge Attack.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 10 11 11 31 Air Reset (+18) -3 Kara Cancel, Upper-Body Invuln 1-20F
  • Excellent anti-air.

Throws

All of Jubei's basic ground throws have the same range.
Ippon Seoi (4/6C)

Ippon Seoi
close 4/6C
FFS Jubei C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / /
  • Swaps sides.
Taware Nage (3C)
Tawara Nage
close 3C
FFS Jubei 3C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
28 3 Throw 1 1 / - KD / /
  • Above average damage.
  • Swaps sides.
Kumo Koroshi (9C)
Kumo Koroshi
close 9C
FFS Jubei 9C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24~48 (4 x 6~12) 0 Throw 1 1 / - - / /
  • Hold throw. Opponent can mash to reduce hits.
  • Jubei's most damaging normal throw on average as it requires fast reactions and TAS mashing to reduce to 6 hits.
  • Swaps sides.
Benkei Nakashi (6D)

Benkei Nakashi
close 6D
FFS Jubei 6D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8~32 (4 x 2~8) 0 Throw 1 1 / - KD / /
  • Hold throw. Opponent can mash to reduce hits.
  • On average this is Jubei's least damaging throw as the long delay between hits makes mashing out of it easy. Avoid using this.
  • Has a special voice line if used against another Jubei.
Tomoe Nage (4D)

Tomoe Nage
close 4D
FFS Jubei 6D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / /
  • Swaps sides.
Izuna Otoshi (j2D)

Izuna Otoshi
close j2D
FFS Jubei Air Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / /
  • Air throws are always good to have, but Jubei generally doesn't like to jump. Like other air throws it can catch backdashes.

Special Moves

Senbei Shuriken ([4]6P)
Senbei Shuriken
[4]6A/C
FFS Jubei 46P.png
Jubei throws a rice cracker. Extremely low recovery projectile that can be linked out of in the corner.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 7 (1) 3 Mid 7 - 24 30 +9 +6 /

The core of Jubei's neutral, having the shortest recovery of any fireball in the game. It is near impossible to jump over this without getting punished.

  • Charge time: 50F.
  • Projectile travels slower.
C 14 (3) 6 Mid 10 - 29 38 +12 +5 /

Charges and recovers slower than the A version, but is Jubei's best special to combo into.

  • Charge time: 60F.
  • Projectile travels faster.
Nihon Seoi Dash ([4]6K)
Nihon Seoi Dash
[4]6B/D
FFS Jubei 46B.png
B
FFS Jubei 46D.png
D
Running throw that swaps sides on hit. Requires a reversal to escape when used as a tick throw and is difficult to react to, even in neutral.
  • Charge time for both versions is 50F.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 16 3 Throw 12 9 15 35 KD (+2) / /
  • Travels about half of the screen. Can be whiffed for fast repositioning.
D 22 6 Throw 14 21 15 49 KD (-1) / /
  • Travels almost the full screen.
Dai-Izuna Otoshi ([2]8P)
Dai-Izuna Otoshi
[2]8A/C
FFS Jubei 9C Throw.png
Looks very cool but has lower damage than other throws and an awkward input.
  • Charge time for both versions is 45F.
  • Same range as a basic ground throw.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 21 3 Throw 1 1 / / - / /
  • Same as C version but does less stun.
C 21 6 Throw 1 1 / / - / /
Neko Jarashi (63214C)
Neko Jarashi
63214C
FFS Jubei 63214C 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
25 3 Throw 1 1 / / - / /
  • Unlike Jubei's other throws, this has far range, is easily bufferable and has good corner carry. Ignoring a small loss in damage, this throw does it all.

Desperation Move

Dynamite Izuna Otoshi ([1]23B+C)
Dynamite Izuna Otoshi
When health is flashing
[1]23B+C
FFS Jubei 123BC.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 4 Throw 1 1 / / - / /
  • Charge time: 60F.
  • Farther range than other throws, tied with 63214C.
  • Jubei's best punish after a midscreen dizzy.

Combos

  • (jX/meaty 2B/5A/2A) 5A/2A 2A 2C [4]6C - 32 Damage

With two lights this combo will dizzy Billy, Jubei, Mai, Terry and Tung. Adding a third light (usually with backturn starter or anti-air 2B) will stun Andy, Cheng, Duck, Joe and Kim, and a heavy jump-in will get Axel and Laurence. 5A and 2A are interchangeable as combo fodder but each have their own advantages: c5A does 1 more damage than 2A so it is better when linking lights while 2A is better for the 2C link as it will always reset scaling.

  • (Corner) jD 2B [4]6C 5A 2C [4]6C - 54 Damage

Dizzy combo. Can redizzy against Andy, Billy, Cheng, Duck King, Joe, Jubei, Kim, Mai, Terry and Tung. Does not work on Geese or Krauser. Back up about half screen for the redizzy vs small characters like Mai and Tung to avoid cornering yourself after jD. Against Andy, Axel, Cheng, Duck, Jubei and Laurence, 2A can be used instead of 5A to optimize the combo up to 58 damage.

Strategy

The Basics

Despite having so many unique throws, Jubei is actually an extremely defensive character whose gameplan is centered around his [4]6P rice cracker projectile. Jubei's crackers have extremely quick startup and recovery compared to most other projectiles, so he wants to throw them as much as he can.

If the opponent tries to jump over Jubei's crackers he can abuse the low profile on 2B and 2D to beat almost every jumping normal in the game. 2D covers more ground and is easier to use while 2B can lead into a full combo if it hits meaty, but requires proper positioning and timing. Many characters simply have no way to beat these deadly anti-airs and are heavily discouraged from jumping forward, ever. See which characters can't touch Jubei out of these moves in the Matchups section. In matchups where 2B and 2D can get stuffed, Jubei has a great dodge attack, but be sure to input it as 3A or 6A+C to get around its input overlap with [4]6A.

Jubei doesn't like to jump himself, as his jump is very floaty and often a much riskier option than patiently throwing crackers. That being said, his air normals are still very good.

Throw Evaluation

Jubei's most important throws are:

  • 63214C, which has great range and carries the opponent to the corner.
  • 3C, a high damage side swapping throw that's tied to Jubei's strong 2C.
  • [4]6K, which is a decent running throw but shines as a command dash.

As for the others,

  • 4/6C and 4D are ordinary sideswap throws with nothing special going on. They aren't tied to the best normals on whiff but have the strength of being doable while blocking or (for 6C) walking.
  • 9C is a very high damaging hold throw that is insanely difficult to mash out of, but risks an unwanted jump if whiffed.
  • j2D is great like all air throws are, but it's hard to use when Jubei doesn't like to jump and already has great anti-air options on the ground.
  • [1]23BC has great range and huge damage but is highly situational thanks to its charge input and desperation health requirement. It's quite useful after a midscreen dizzy.
  • 6D and [2]8P are good for a laugh. Don't use them over any other throw.

Advanced Strategy

  • When Jubei's CD is blocked in the corner, it can be cancelled late into an instant command grab that hits the opponent just as they exit blockstun. The only way to avoid the command grab is with an invincible reversal, and since Jubei will have no recovery if the grab whiffs he can meaty a reversal backdash. 5A/2A CD in the front lane is an easy frame trap that sets up this situation, and can give enough time to charge Jubei's [1]23BC if started from 2A.

Matchups

Vs. Andy Bogard

5 - 5

Vs. Axel Hawk

6 - 4

Front lane CD will reliably trade with Axel's air normals. Jubei can crouch under Axel's lane attacks.

Vs. Big Bear

6.5 - 3.5

Jubei can low profile and punish all of Big Bear's air normals with 2B and 2D.

Vs. Billy Kane

6 - 4

Vs. Cheng Sinzan

6.5 - 3.5

2B and 2D can low profile Cheng's 2[8]A/C.

Vs. Duck King

6.5 - 3.5

Jubei can low profile and punish all of Duck King's air normals with 2B and 2D. Duck can slide under Jubei's fireballs with 3D and go over Jubei's slide with his [4]6P.

Vs. Geese Howard

6 - 4

None of Geese's air normals can hit Jubei out of his low profile 2B and 2D, but of course he has Shippuken as an option.

Vs. Joe Higashi

3.5 - 6.5

Jubei can't rely on 2B/D to anti-air Joe's jB, and since it also crosses up it's difficult to punish by walking under. Jubei's crackers can get punished by Joe's 2D close up or overpowered by his tornadoes from a distance.

Vs. Jubei Yamada

5 - 5

Jubei can low profile and punish all of his own air normals with 2B and 2D. Both Jubeis can also 2D slide under each other's fireballs or spam 2B to quickly dodge while keeping the cracker on screen so the enemy Jubei can't throw another.

Vs. Kim Kaphwan

4 - 6

Jubei can low profile and punish all of Kim's air normals and even his divekicks with 2B and 2D.

Vs. Laurence Blood

7 - 3

Jubei can low profile and punish all of Laurence's air normals with 2B and 2D.

Vs. Mai Shiranui

4 - 6

Mai can crouchwalk under Jubei's crackers. Jubei can duck under Mai's projectile with repeated 2B's, letting him keep charge to retaliate with a cracker and keeping the fan on screen longer, preventing Mai from throwing another. The Mai stage version of Musasabi no Mai can be low profiled with 2B and 2D.

Vs. Ryo Sakazaki

Vs. Terry Bogard

6 - 4

Vs. Tung Fu Rue

6 - 4

Tung can low profile Jubei's crackers with his 2B and 2D. Jubei can crouch under Tung's lane attacks.

Vs. Wolfgang Krauser

6 - 4

Jubei can low profile and punish all of Krauser's air normals with 2B and 2D. Jubei can also 2D under low blitzball. Leg Tomahawk can be low profiled and the heavy version can even be crouched under if Jubei isn't holding block. Jubei can crouch under Krauser's lane attacks.

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki