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.
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Move List
General Hurtboxes
Standing/Taunting | Crouching | Jumping | Dizzy |
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Descending hurtbox. 54F (4+47+3) duration. | Final 19F are invincible and unmashable. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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6 | 2 | Mid | 3 | 4 | 4 | 10 | +8 | +9 | Kara Cancel | |
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c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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8 | 2 | Mid | 4 | 7 | 5 | 15 | +4 | +5 | Kara Cancel | |
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c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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14 | 4 | Mid | 8 | 8 | 12 | 27 | +4 | +3 | Kara Cancel | |
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c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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16 | 4 | Mid | 8 | 11 | 8 | 26 | +5 | +4 | Kara Cancel | |
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Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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5 | 2 | Mid | 3 | 4 | 4 | 10 | +8 | +9 | Kara Cancel | |
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f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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6 | 2 | Mid | 4 | 7 | 5 | 15 | +4 | +5 | Kara Cancel | |
Identical to close 5B.
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f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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12 | 4 | Mid | 8 | 8 | 12 | 27 | +3 | +2 | / | |
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f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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14 | 4 | Mid | 8 | 11 | 9 | 27 | +3 | +2 | / | |
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Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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5 | 2 | Mid | 4 | 4 | 5 | 12 | +7 | +8 | Kara Cancel | |
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2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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6 | 2 | Low | 5 | 7 | 6 | 17 | +3 | +4 | Kara Cancel | |
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2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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12 | 4 | Mid | 6 | 8 | 10 | 23 | +6 | +5 | Kara Cancel | |
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2D
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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6 | 2 | Overhead | 5 | ∞ | - | - | - | - | - | |
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jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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8 | 2 | Overhead | 5 | ∞ | - | - | - | - | - | |
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jC
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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14 | 4 | Overhead | 6 | 17 | - | - | - | - | - | |
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jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
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Diagonal Jump | 16 | 4 | Overhead | 7 | 17 | - | - | - | - | - |
Neutral Jump | 16 | 4 | Overhead | 6 | 17 | - | - | - | - | - |
Universal Mechanics
Lane Blast (CD)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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Front Lane | 22 | 5 | Mid | 9 | 8 | 19 | 35 | KD | -8 | Cancel, Lane Shift | |
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Back Lane | 22 | 5 | Mid | 16 | 10 | 8 | 33 | KD | +1 | Cancel, Lane Shift | |
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Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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A/B | 18 | 2 | Overhead | 9 | - | 4 | - | - | - | / | |
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C/D | 18 | 4 | Overhead | 9 | - | 4 | - | - | - | / | |
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Dodge Attack
Throws
- All of Jubei's basic ground throws have the same range.
Ippon Seoi (4/6C)
Taware Nage (3C)
Kumo Koroshi (9C)
Benkei Nakashi (6D)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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8~32 (4 x 2~8) | 0 | Throw | 1 | 1 | / | - | KD | / | / | |
Tomoe Nage (4D)
Izuna Otoshi (j2D)
Special Moves
Senbei Shuriken ([4]6P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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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.
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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.
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Nihon Seoi Dash ([4]6K)
- Charge time for both versions is 50F.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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B | 16 | 3 | Throw | 12 | 9 | 15 | 35 | KD (+2) | / | / | |
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D | 22 | 6 | Throw | 14 | 21 | 15 | 49 | KD (-1) | / | / | |
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Dai-Izuna Otoshi ([2]8P)
- 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 | |
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A | 21 | 3 | Throw | 1 | 1 | / | / | - | / | / | |
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C | 21 | 6 | Throw | 1 | 1 | / | / | - | / | / |
Neko Jarashi (63214C)
Desperation Move
Dynamite Izuna Otoshi ([1]23B+C)
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.