Line 437: | Line 437: | ||
===System Normals=== | ===System Normals=== | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">Line Blast</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 445: | Line 445: | ||
|caption=Front Lane | |caption=Front Lane | ||
|caption2=Back Lane | |caption2=Back Lane | ||
|name= | |name=Line Blast | ||
|input=C+D | |input=C+D | ||
|data= | |data= |
Revision as of 00:39, 17 October 2024
Introduction
Pros | Cons |
---|---|
|
|
Move List
Standing/Taunting | Crouching | Jumping |
![]() |
![]() |
![]() |
Descending hurtbox. 51F duration. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 4 | 4 | 10 | +8 | +9 | Cancel | |
|
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 4 | 7 | 5 | 15 | +4 | +5 | Cancel |
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
14 | 4 | Mid | 8 | 8 | 12 | 27 | +4 | +3 | Cancel |
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 8 | 11 | 8 | 26 | +5 | +4 | Cancel |
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 2 | Mid | 3 | 4 | 4 | 10 | +8 | +9 | Cancel | |
|
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 7 | 5 | 15 | +4 | +5 | Cancel |
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 4 | Mid | 8 | 8 | 12 | 27 | +3 | +2 | / | |
|
f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
14 | 4 | Mid | 8 | 11 | 9 | 27 | +3 | +2 | / | |
|
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 2 | Mid | 4 | 4 | 5 | 12 | +7 | +8 | Cancel | |
|
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Low | 5 | 7 | 6 | 17 | +3 | +4 | Cancel | |
|
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
12 | 4 | Mid | 6 | 8 | 10 | 23 | +6 | +5 | Cancel |
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
14 | 4 | Low | 7 | 15 | 17 | 38 | KD | -10 | / | |
Air Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Overhead | 5 | ∞ | - | - | - | - | - |
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 5 | ∞ | - | - | - | - | - |
jC
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
14 | 4 | Overhead | 6 | 17 | - | - | - | - | - |
jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Neutral Jump | 16 | 4 | Overhead | 6 | 17 | - | - | - | - | - | |
Diagonal Jump | 16 | 4 | Overhead | 7 | 17 | - | - | - | - | - | |
|
System Normals
Line Blast
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 |
Back Lane | 22 | 5 | Mid | 16 | 10 | 8 | 33 | KD | +1 | Cancel, Lane Shift |
Lane Attack
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 0 | Overhead | 9 | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
- All of Jubei's basic ground throws have the same range.
C Throw
3C Throw
9C Throw
6D Throw
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8~32 (4 x 2~8) | 0 | Throw | 1 | 1 | / | - | KD | / | / | |
4D Throw
Air Throw
Special Moves
Senbe Shuriken ([4]6P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 7 (1) | 3 | Mid | 7 | - | 24 | - | +9 | +6 | / | |
| |||||||||||
C | 14 (3) | 6 | Mid | 10 | - | 29 | - | +12 | +5 | / | |
|
Nihon Seoi Dash ([4]6K)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 16 | 3 | Throw | 12 | 9 | 15 | 35 | KD (+2) | / | / | |
| |||||||||||
D | 22 | 6 | Throw | 14 | 21 | 15 | 39 | KD (-1) | / | / | |
|
Ooizuna Otoshi ([2]8P)
Neko Jarashi (63214C)
Desperation Move
Dynamite Izuna Otoshi ([1]23B+C)
Combos
- (jX/meaty 2B) 5A/2A 5A 2C [4]6C - Two 5A's will dizzy Andy, Billy, Cheng, Duck King, Joe (with 2B/jump in), Jubei, Kim (with 2B/jump in), Laurence (with jC/D), Mai, Terry and Tung. If the opponent is backturned you can add a third 5A, and in punish situations you may have to settle for just one.
- (Corner) jD 2B [4]6C 5A 2C [4]6C - Will dizzy the whole cast if starting from the jump-in. Can redizzy against Andy, Billy, Cheng, Duck King, Joe, Jubei, Kim, Mai, Terry and Tung. Back up about half screen for the redizzy vs small characters like Mai and Tung to avoid cornering yourself after jD.
- Back Plane Corner Tick Combo - Jump B, crouch A, crouch A, C+D cancel into Desperation throw
- Close A x 1-4 > cr.C > Senbei Shuriken (C)
- cr.A x 1 - 3 > cr.C > Senbei Shuriken (C)
- (in the corner) Senbei Shuriken (C) > B > A > Senbei Shuriken (A) > A x 2 > Senbei Shuriken (A)
Strategies
To avoid an accidental [4]6A when trying to use a dodge attack, input it as 6A+C instead of 6A.
From Trieu over on SNK-Capcom:
"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.
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."
The Basics
Advanced 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.
- 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.
- 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.
- 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.
Credit to BonusKun
- 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.
Credit to Zakyn
- 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.
- 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.
- 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.
Credit to Crayfish
Match-ups
Vs. Andy Bogard
Vs. Axel Hawk
Vs. Big Bear
Jubei can low profile and punish all of Big Bear's air normals with 2B and 2D.
Vs. Billy Kane
Vs. Cheng Sinzan
2B and 2D can low profile Cheng's 2[8]A/C.
Vs. Duck King
Jubei can low profile and punish all of Duck King's air normals with 2B and 2D, but Duck can slide under Jubei's fireballs with 3D.
Vs. Geese Howard
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
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
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
Jubei can low profile and punish all of Kim's air normals and even his divekicks with 2B and 2D.
Vs. Laurence Blood
Jubei can low profile and punish all of Laurence's air normals with 2B and 2D.
Vs. Mai Shiranui
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.
Vs. Ryo Sakazaki
Vs. Terry Bogard
Vs. Tung Fu Rue
Vs. Wolfgang Krauser
Jubei can low profile and punish all of Krauser's air normals with 2B and 2D. Jubei can also 2D under low blitzball.