BBCF/Jubei/Combos

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 Jubei


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi



Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Basic Starter Combo (Midscreen)
  2. Basic Starter Corner Combo
  3. Basic Air Starter Combo
  4. Basic Anti-Air Combo
  5. Basic Grab Combo


Basic Midscreen Bnb

Basic Starter Combo (Midscreen)Your go-to midscreener
Very Easy

(2A > 2A >) 5B > 5C > 3C (> 5D) > 236B/236236A
Outside of Lotus State, this will be your typical midscreen BnB as Jubei does not have much in terms of high damage midscreen combos while not in said state. That being said, the upside is that since it's a short combo, it's not hard to learn and will serve as a good starting point for beginners. You can tack on a 5D after 3C to side switch.

The two enders you can use are both key okizeme starters.

Basic Starter Combo (Lotus)Your go-to midscreener
Very Easy

(2A > 2A >) 5B > 5C > 236AAAA6B (> 236C)
This is a starter combo to get you used to the rekka system in Lotus State while still giving you your midscreen okizeme.

If the combo ends a fair distance away from the corner, it's recommended to end the combo at the 6B ender, since the opponent can roll away from the fireball if there's enough room behind them.

Basic Starter Corner Combo

Basic Starter Corner ComboStarter combo
Easy

Starter > 5B > 5C > 3C > 236A > 2B > 5B > 5C > sjc > j.C> jc > j.C > j.214C
Basic corner combo that incorporates a key structure of many Jubei combos (such as 2B > 5B > 5C(1)). The ideal BnB is covered in the Core Combos section.

Be sure to practice the 236A > 2B link, as it might be a bit tricky to establish consistency with it at first. If you input 2B right when the "X" slash effect comes out from 236A, you should be able to get it consistently. Also note that the link will not work if the opponent's feet are on the ground, so the 3C is essential if they're standing.

Basic Starter Corner Combo (Lotus)Starter combo
Easy

Starter > 5B > 5C > 236AAAB > dl.A > 2C >j.D2A > 236B (> 236C)
Basic Lotus corner combo that incorporates a key ender for many of the state's combos. The ideal BnB is covered in the Core Combos section.

Be sure that the final A finisher in the rekka is delayed for the combo to connect properly and ideally.

Basic Air Starter Combo

Basic Air Starter Combo (Midscreen)
Very Easy

j.B > jc > j.B > j.214C
Your standard air combo. j.B is very reliable and stable compared to j.C, so this combo tends to see use in other combos despite the lower damage.

Basic Air Side Switch
Easy

j.B > jc > j.B > j.214B > 6D > Ender
You should perform this air combo if your back is close to the corner when you hit them with j.B.

You can also remove a j.B from the combo if you think you might carry the opponent too far from the corner.

Basic Anti-Air Combo

Basic 2C Anti-Air ComboCapitalize off careless air buttons
Easy

2C > j.C > j.214C
Anti-air combo off of 2C, utilizing its head-invulnerability. It's an extremely short combo as a result of 2C eating a jump, but it's still a good enough combo to have on hand as you're starting out. As range and defense are big holes in Jubei's neutral, being able to punish large air-to-ground buttons will give you a leg up in many match-ups.

Basic Grab Combo

Basic Grab Combo
Medium

6T/4T/j.T > (66)5C > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C
Standard grab combo. Off air throw and Bullet & Rachel, you will need to microdash.

Combo Theory

Knockdown/Push To The Corner


Jubei's okizeme is crucial to setting up his versatile mix-up game. How this is achieved will vary depending on where the combos ends.

236B/236236A are both commonly used to set up hard knockdown oki. If you're ending with with 236236A, you should only do it midscreen, since you cannot cancel into fireball oki after it.

If you're doing an air combo, you will typically end with j.214C, which ends with the highest possible damage. If you'd like, you can give yourself stronger okizeme if you substitute it with j.214B > j.6D > (Oki Ender) while not in Lotus.

During Lotus, there are two different kinds of enders, both which involve his upgraded drive (specifically j.D2A):

  • If your back is close to the wall, once you land the combo and if it allows, perform the corner carry combo by going into 66 > 2B (or additionally choose from 5B/3C if done off of Rekka 646C) > 2C > j.D2A > 66 > 2B > 5C(1) > 236B (> 236C)
  • If your combo is about to end at the corner, end with 2C > j.D2A > 236B > (> 214C).

j.D2/8A Branching


Once you've reached the j.D part of an ender in the corner, you can end in one of two or three ways

  • j.D2A > 236B for Oki.
  • j.D8A > j.214C/j.236236D for damage
    • Can additionally OD cancel from 2C and loop this move to the ceiling to get a massive damage boost off of j.236236D

Lotus Corner Carry


Off of a number of starters while in Lotus State, you can initiate a corner carry if you're far away from midscreen. This involves chaining certain microdashed normals into 2C > j.D2A, which will launch you and your opponent to the other side of the arena and allow to even apply okizeme.

However, a core component involving this requires getting deep into the opponent's hurtbox range, hence the microdash. Though this wiki recommends 3C(1), you may find it easier to opt for microdash 5B, 2B, or even just microdashing straight to 2C. However, though easier, they may potentially be less consistent depending on the situation. That being said, those buttons are still valid in lieu of 3C(1), and even are commonly used in high level play.

If you find yourself passing underneath the opponent during the microdash normal, you may be inputting it too early (or in the case of 5B/2B, also too quickly). This does require some practice, but learning this corner carry is crucial to playing a consistent Jubei.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

General Routes

  1. B Corner BnB
  2. Lotus Activation Combo
  3. Lotus Corner Carry

Grab Combos

  1. Grab Combo
  2. Corner Grab Combo

Air Starters

  1. Instant Overhead

2C Anti-Air Combos

  1. Non-Lotus Anti-Air Combo (Corner/Near Corner)
  2. Lotus Anti-Air Combo

Parry Combos

  1. Parry Combos

General Routes

Corner Combo BNB

2/5B Corner BnBKnow this like the back of your hand
Medium

Starter > 5B > 5C > 3C > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C)
The one combo that you will absolutely need to know to play a competent Jubei, as all of the hits near the end set up his crucial okizeme game while maintaining good damage. This combo does not need to be performed explicitly in the corner since the combo involves 236A. However, the 2B after it cannot connect outside of the corner. If you find yourself just a tad too far from the corner, but also just barely close enough, you can microdash 2B. Be aware however that even if you land the 2B from a far distance, the following 5C and 2C buttons may not connect as a result.

Canceling the first hit of 5C mid-combo might seem tricky at first, but all you need to do is to press the next button right when you press 5C like any other button.

This combo also utilizes a pickup using 5B after j.214B. Be sure to practice the timing well.

Once you reach the ender, typically you may opt to cancel 236B into 236C. However, be aware that it is not foolproof even if you bait delay tech, as some characters have ways to counter or bypass the situation (Such as Azrael's Growler or Hakumen's Drive). In these instances, you will obviously need to stop at 236B and run your midscreen okizeme.

B Corner Lotus BnBAdjust rekka slashes depending on starter
Medium

Starter > 5B > 5C > 236AAA5B > 646C > 236AAAB dl.A > 2C > j.D2A > Ender
The other important BnB that you'll need to know. This combo does much higher damage than the one outside of Lotus State and has more flexible okizeme. 3C is omitted from the combo as it will cause 646C to whiff, so don't auto pilot the button during the combo.

This combo also introduces how you connect Black Panther during the rekka, which is launching with Rekka 5B, then performing the 646 input. Be sure to take the time to input it precisely.

The delayed A rekka ender near the end of the combo is required in order to get the right height for the 236B ender.

Lotus Activation Combo

Damage Oriented Lotus ActivationKnow your routes, this is the other half of your character.
Medium

5B > 5C > 236B > 360A > 66 > 5C > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C
An important combo to learn, as it will allow you the easiest way to access Lotus (because of the 360 input), in addition to learning some of the theory to continue the combo after activation.

This route prioritizes damage using the air combo. Be sure to get the super jump to maximize the damage of j.214C

Lotus Activation with corner carryKnow your routes, this is the other half of your character.
Medium

5B > 5C > 236B > 360A > 66 > 2B > 2C > j.D2A > 66 > 2B > 5C(1) > 236B (> 236C)
An important combo to learn, as it will allow you the easiest way to access Lotus (because of the 360 input), in addition to learning some of the theory to continue the combo after activation.

This combo prioritizes corner carry. Though it's a bit more difficult, you should ideally use this combo if you are midscreen in order to initiate Jubei's oppressive corner game.

Lotus Corner Carry

Lotus Corner CarryThe OTHER reason you want Lotus State
Hard

Starter > 5B > 5C > 236AAAB > 646C > 66 > 3C(1) > j.D2A > 66 > 2B > 5C(1) > 236B (> 236C)
This will be the combo to make sure you can carry out your oki game. It allows near-garunteed carry to the other side of the arena from anywhere (or at worst, only slightly away from the wall). Note however that you must microdash before the button after 646C in order to get deep enough in the opponent's space for 2C > j.D2A to connect.

If you're quite a distance away from the other side, you may need to run for quite a bit after the Drive in order to connect not only the 2B, but also the buttons afterward.

As mentioned in the combo theory, you can substitute 3C(1) with 5B, 2B, or even forgo it entirely and go straight to 2C if it's too difficult. However, they may not as consistent. That being said, the button substitutions are frequently used at even high levels of play, so they're still valid.

Grab Combos

Grab Combo

Corner Grab Combo

j.A Routes

Instant Overhead

Instant OverheadNeed a Layer 1? Start here.
Medium

669 > j.A(1) > 236A[2]
This combo does very middling damage, especially when compared to the other IOH combos. However, it is still very useful for establishing your first layer of offense and disrupting your opponent's defensive game. The latter is especially important, as the combo is so short that the opponent won't have much time to get their bearings from getting suddenly opened up, allowing for a stronger pressure vortex.

An important component of the combo is holding downwards during 236A so that it will connect after the IOH j.A. Also while the IOH j.A is humanely impossible to react to, this also means that you will likely be inputting the combo on faith that it will hit. If you're uncertain if it will be blocked or not when you go for it, be sure to have 50 Heat ready for RC or 360A.

Instant Overhead (Lotus Activation)Need a Layer 1? Start here.
Hard

669 > j.A(1) > 236A[2] > 360A > 5B > 2C> > j.D2A > dl.2B > 2C > j.D2A > 2C > j.D2A > 236B (> 236C)
A strong way to get your Lotus cake and have its damage too in the same combo. Be sure you are delaying the 2B so it doesn't whiff when the opponent falls back down.

Instant Overhead (Lotus)Need a Layer 1? Start here.
Hard

669 > j.A(1) > j.236AA[2]B > 646C > 5C > 632146C > 236AAAA A > 2B > 2C > j.D2A > 236B > 236C
The most potent of the IOH combos. Not only can you get a good damage conversion off of it, you can still make yourself safe on block with the rekka and go for rekka mix on reaction.

The j.D8A > j.214C ender can be used instead for more damage at the cost of okizeme.

2C Anti-Air Combos

Non-Lotus Anti-Air Combo (Corner/Near Corner)

Standard Anti-Air (Corner/Near Corner)
Hard

2C > jc > j.2C > j.236A[2] > 5C > 632146C > 5C > 2C > j.214B > 5B > 5C(1) > 236B (> 236C)
Optimal anti-air combo when not in Lotus state and near or at the corner.

Lotus Anti-Air Combo

Parry Combo

Parry Combos

6A Parry Combo
Medium

6A/6B > 632146C > 2B > 5C > hjc > j.C > jc > j.B > j.214C
Combo off 6A/6B parry. 6A & 6B can share a punish combo, but 6B can Fatal. Depending on how prepared you want to be, you can also learn that combo as well.

Realistically speaking, you might not use this combo too often. HOWEVER, being able to perform this on command may potentially save your life. Either whipping one out by accident that happens to trigger, or fighting a far too predictable opponent, being prepared for this scenario can let you suddenly close out matches.


Optimized Combos

These are combos that should be practiced once you have gotten consistent with the respective combos, as those combos will help you understand the combo theory that goes into the optimized ones.

Standard Combos

A/B Starter
Combo Position Damage Description Video
5B/2B > 5C > 3C > 236A > 2B > 5C(1) > 3C(1) > 632146C > 5C > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Corner BnB (Oki) -
5B/2B > 5C > 3C > 236A > 2B > 5C(1) > 3C(1) > 632146C > 2B > 5C > sjc > j.C > jc > j.C > j.214C Corner - Corner Bnb (Damage) -
A/B Starter
Combo Position Damage Description Video
5B/2B > 5C > 236B > 360A > 66C > 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Midscreen - Midscreen-to-corner activation combo. Can substitute j.D2A > 236B (> 236C) with j.D8A > j.214C for more damage at the cost of okizeme. -
5B/2B > 5C > 236B > 360A > 66C > 236AB > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214C Anywhere - Highly damaging activation combo. -
5B/2B > 5C > 236B > 360A > 6C > 236AB > 646C > 5C > 632146C > 2C > j.D2A > 2C > j.D2A > 236B (> 236C) Corner - Corner activation combo. Can substitute j.D2A > 236B (> 236C) with j.D8A > j.214C for more damage at the cost of okizeme. -
A/B Starter
Combo Position Damage Description Video
5A/2A > 5B > 5C> 236AAB > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > j.B > j.214C Midscreen - A Button Midscreen Bnb -
5B/2B > 5C > 236AB > 646C > 5C > 632146C > 5C(1) > 236AAAAA > 2B > 2C > j.D8A > j.214C Midscreen - Midscreen Bnb Combo (Damage) -
5A/2A > 5B > 5C> 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D2A > Ender Corner - A Button Corner BnB Combo -
5B/2B > 5C > 236AB > 646C > 5C > 632146C > 5C(1) > 236AAAAA > 2B > 2C > Ender Corner - Corner Bnb Combo (Damage) -

Crouch Confirms

5B Starter

Combo Position Damage Description Video
5B > 5C > 5D > 632146C > 2B > 5C > sjc >j.C > jc > j.B > j.214C Anywhere - Basic variation of Jubei's 5B crouch confirm that works anywhere on screen, replace 5D with an j.6D against Carl and Amane -
5B > 5C > 632146C > 2B > 5C > sjc >j.C > jc > j.C > j.214B > j.6D > 236236A Anywhere - More optimized variation of the above combo, still works anywhere -
5B > 5C > 632146C > 2B > 5C > sjc > j.2C > j.236A[2] > 5C > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Corner route for crouching 5B, ball oki variant, replace the j.2C with j.C(1) if you find it too difficult -
5B > 5C > 632146C > 2B > 5C > sjc > j.2C > j.236A[2] > 5C > 2C > j.214B > 5B > 5C > sjc > j,C > jc > j.B > j.214C Corner - Corner route for crouching 5B, damage variant, replace the j.2C with j.C(1) if you find it too difficult -

6C Starter

Combo Position Damage Description Video
6C > 5D > 632146C > 2B > 5C > sjc > j.C > jc > j.C > j.214C Anywhere - Basic variation of Jubei's 6C route, works anywhere on screen. -
6C > 632146C > 2B > 5C > sjc > j.C > jc > j.C > j.214B > j.6D > 236236A Anywhere - More optimized variant of the above combo -
6C > 632146C > 2B > 5C(1) > 236A > 2B >5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Basic corner route from 214B RC, ball oki variant -
6C > 632146C > 2B > 5C(1) > 236A > 2B >5B > 5C(1) > 2C > j.214B > 5B > 5C > sjc > j.C > jc > j.B > j.214C Corner - Basic corner route from 214B RC, damage variant -
6C > 632146C > 2B > 5C > sjc > j.2C > j.236A[2] > 5C > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Optimized corner route from 214B RC, ball oki variant -
6C > 632146C > 2B > 5C > sjc > j.236A[2] > 5C > 2C > j.214B > 5B > 5C > sjc > j.C > jc > j.B > j.214C Corner - Optimized corner route from 214B RC, damage variant -
Combo Position Damage Description Video
6C > 236B > 360A > 66C > 236AB > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214C Anywhere - Basic activation route from 6C, works anywhere on screen -
6C > 236B > 360A > 66C > 236AB > 646C > 662B > 2C > j.D2A > 665C(1) > 236AAABA > 236B (> 236C) Midscreen/Full Screen Fullscreen corner carry route from 6C activation, ball oki variant -
6C > 236B > 360A > 66C > 236AB > 646C > 662B > 2C > j.D2A > 662B > 5C > sjc > j.C > jc > j.B > j.214C Midscreen/Full Screen - Fullscreen corner carry route from 6C activation, damage variant -
6C > 236B > 360A > 6C > 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Corner - Corner Activation route from 6C, ball oki variant -
6C > 236B > 360A > 6C > 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D8A > j.214C Corner - Corner Activation route from 6C, damage variant -
Caption text
Combo Position Damage Description Video
6C > 236AAAB > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214C Anywhere - Basic install 6C route, works anywhere on screen -
6C > 236AAB > 646C > 662C > j.D2A > 665C(1) > 236AAAAA > (66)2B > 2C > j.D2A > 236B (> 236C) Midscreen/Full Screen - Fullscreen corner carry route from 6C while in install, ball oki variant, replace 662C with an 663C(1) if you find it too hard -
6C > 236AAB > 646C > 662C > j.D2A > 665C(1) > 236AAAAA > (66)2B > 2C > j.D8A > j.214C Midscreen/Full Screen - Fullscreen corner carry route from 6C while in install, damage variant, replace 662C with an 663C(1) if you find it too hard -
6C > 236AB > 646C > 5C > 632146C > 5C(1) > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Corner - 6C corner route while in install, ball oki variant -
6C > 236AB > 646C > 5C > 632146C > 5C(1) > 236AAAAA > 2B > 2C > j.D8A > j.214C Corner - 6C corner route while in install, damage variant -


214B Starter

Combo Position Damage Description Video
214B > rc > 5B >5C(1) > 632146C > 2B > 5C > sjc > j.C > jc > j.C > j.214C Anywhere - Fairly standard 214B RC route, if you are having problems confirming in to this combo you can just do basic 5B BnB after RC -
214B > rc > 5B >5C(1) > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214B > j.6D > 236236A Anywhere - More optimized variant of the above combo -
214B > rc > 5B > 5C > 3C > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Basic corner route from 214B RC, ball oki variant -
214B > rc > 5B > 5C > 3C > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C > sjc > j.C > jc > j.B > j.214C Corner - Basic corner route from 214B RC, damage variant -
214B > rc > 5B > 2C > j.236A[2] > 5C > 632146C > 5C > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Optimized corner route from 214B RC, ball oki variant
214B > rc > 5B > 2C > j.236A[2] > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.C > j.214C Corner - Optimized corner route from 214B RC, damage variant -
Combo Position Damage Description Video
214B > 360A > 5B > 5C > 236AB > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214C Anywhere - Standard install activation route from 214B, works anywhere on screen -
214B > 360A > 5B > 5C > 236AB > 646C > 662B > 2C > j.D2A > 665C(1) > 236AAABA > 236B (> 236C) Midscreen/ Fullscreen - Fullscreen corner carry route from 214B activation, ball oki variant -
214B > 360A > 5B > 5C > 236AB > 646C > 662B > 2C > j.D2A > 662B > 5C > sjc > j.C > jc > j.B > j.214C Midscreen/Fullscreen - Fullscreen corner carry route from 214B activation, damage variant -
214B > 360A > 5B > 5C > 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Corner - Corner Activation route from 214B, ball oki variant -
214B > 360A > 5B > 5C > 236AB > 646C > 5C > 632146C > 5C(1) > 236AAABA > 2C > jc > j.B > j.214C Corner- - Corner Activation route from 214B, damage variant -
Combo Position Damage Description Video
214B > rc > 5B > 5C > 236AB > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214C Anywhere - Standard install route from 214B, works anywhere on screen -
214B > rc > j.236AAAB[2] > 646C > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214C Anywhere - More optimized variant of the above combo, works anywhere on screen -
214B > rc > 5B > 5C > 236AB > 646C > 662B > 2C > j.D2A > 665C(1) > 236AAABA > 236B (> 236C) Midscreen/Fullscreen - Fullscreen corner carry route from 214B while in install, ball oki variant. -
214B > rc > 5B > 5C > 236AAB > 646C > 662C > j.D2A > 662B > 5C > sjc > j.C > jc > j.B > j.214C Midscreen/Fullscreen - Fullscreen corner carry route from 214B while in install, damage variant -
214B > rc > j.236AAAB[2] > 646C > 662C > j.D2A > 665C(1) > 236ABA > (66)2C > j.D2A > 236B (> 236C) Midscreen/Fullscreen - Optimized fullscreen corner carry route from 214B while in install, ball oki variant -
214B > rc > j.236AAAB[2] > 646C > 662C > j.D2A > 665C(1) > 236ABA > (66)2C > j.D8A > j.214C Midscreen/Fullscreen - Optimized fullscreen corner carry route from 214B while in install, damage variant -
214B > rc > j.236AB[2] > 646C > 5C > 632146C > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Corner - Corner route from 214B while in install, ball oki variant -
214B > rc > j.236AB[2] > 646C > 5C > 632146C > 236AAAAA > 2B > 2C > j.D8A > j.214C Corner - Corner route from 214B while in install, damage variant -

j.B/j.C Starter

Combo Position Damage Description Video
j.B/j.C > 5B > 5C > 632146C > 2B > 5C > sjc > j.C > jc > j.B > j.214B > j.6D > 236236A Anywhere - Basic route from crouch hit j.B/j.C, sideswaps, replace j.B > j.214B > j.6D > 236236A with j.C > j.214C if you want to keep the same side -
j.B/j.C > 5B > 5C > 632146C > 2B > 5C(1) > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Basic corner route from crouch hit j.B/j.C, ball oki variant -
j.B/j.C > 5B > 5C > 632146C > 2B > 5C(1) > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C > sjc > j.C > jc > j.B > j.214C Corner - Basic corner route from crouch hit j.B/j.C, damage variant -
j.B/j.C > 5B > 5C > 632146C > 2B > 5C > sjc > j.2C > j.236A[2] > 5C > 2C > j.214B > 5B > 5C(1) > 236B (> 236C) Corner - Optimized corner route from crouch hit j.B/j.C, ball oki variant -
j.B/j.C > 5B > 5C > 632146C > 2B > 5C > sjc > j.236A[2] > 5C > 2C > j.214B > 5B > 5C > sjc > j.C > jc > j.B > j.214C Corner - Optimized corner route from crouch hit j.B/j.C, damage variant -
Combo Position Damage Description Video
j.B/j.C > 5B > 5C > 236B > 360A > 66C > 236AB > 646C > 2B > 5C > sjc > j.C > jc > j.C > j.214C Anywhere - Standard Activation route from crouch hit j.B/j.C, works anywhere on screen -
j.B/j.C > 5B > 5C > 236B > 360A > 66C > 236AB > 646C > 662B > 2C > j.D2A > 665C(1) > 236AAABA > 236B (> 236C) Midscreen/Fullscreen - Fullscreen corner carry route from j.B/j.C activation, ball oki variant -
j.B/j.C > 5B > 5C > 236B > 360A > 66C > 236AB > 646C > 662B > 2C > j.D2A > 662B > 5C > sjc > j.C > jc > j.B > j.214C Midscreen/ Fullscreen - Fullscreen corner carry route from j.B/j.C activation, damage variant -
j.B/j.C > 5B > 5C > 236B > 360A > 6C > 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Corner - Corner Activation route from crouch hit j.B/j.C, ball oki variant -
j.B/j.C > 5B > 5C > 236B > 360A > 6C > 236AB > 646C > 5C(1) > 236AAAAA > 2B > 2C > j.D8A > j.214C Corner - Corner Activation route from crouch hit j.B/j.C, damage variant -
Combo Position Damage Description Video
j.B/j.C > 5B > 5C > 236AAAB > 646C > 5C > 632146C > 2B >5C >sjc > j.C > jc > j.B > j.214C Anywhere - Basic j.B/j.C route while in install, works anywhere on screen -
j.B/j.C > 5B > 5C > 236AB > 646C > 662C > j.D2A > 665C(1) > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Midscreen/Fullscreen - Fullscreen corner carry route from j.B/j.C while in install, ball oki variant -
j.B/j.C > 5B > 5C > 236AB > 646C > 662C > j.D2A > 665C(1) > 236AAAAA > 2B > 2C > j.D8A > j.214C Midscreen/Fullscreen - Fullscreen corner carry route from j.B/j.C while in install, damage variant -
j.B/j.C > 5B > 5C > 236AB > 646C > 5C > 632146C > 236AAAAA > 2B > 2C > j.D2A > 236B (> 236C) Corner - Basic corner route from j.B/j.C while in install, ball oki variant -
j.B/j.C > 5B > 5C > 236AB > 646C > 5C > 632146C > 236AAAAA > 2B > 2C > j.D8A > j.214C Corner - Basic corner route from j.B/j.C while in install, damage variant -

Combo List

Please note that all the combos listed below have been simplified for beginners. For a list of various other optimized combos, check this combo list.

Midscreen

Non Install

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5B > 5C > 236B (> 236C) Anywhere 1512 10 (+5~6) All [1] Very Easy
5B > 5C > 3C > 236A Anywhere 2127 15 All [1] Very Easy Enables a safe jump (9f reversals) if an Instant Air Dash is done after 236A.
5A/2A > 5B > 5C > 3C > (5D) > 236A or 236236A or 236B (> 236C) Anywhere 1596~2226 11~15 (+5~6) All [1] Very Easy Can use 5D to sideswap. 236A has great corner carry + safe jump, 236236A deals the most damage + best midscreen oki, and 236B has the best corner oki.
2C > jc > j.B or j.C > j.214C Anywhere 1996~2089 15 All [2] Easy Anti-air combo, also works on grounded opponents. Use j.C for more damage, or j.B for better consistency.
2C > jc > j.C > j.214B > j.6D > 236A or 236236A or 236B (> 236C) Anywhere 2164~2691 15~19 (+5~6) All [2] Easy Sideswap anti-air combo, also works on grounded opponents. Unlike the same-side combo above, j.B does not make the combo more consistent as it often causes j.6D to not connect.
6C (> 5D) > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3126~3235 22~23 All* [2] Easy Use 5D to sideswap. 5D > 632146C won't connect on Carl and Amane.
5B > 5C (> 5D) > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3558~3678 25~26 Jubei; all* crouching [2] Easy Crouching hit only. Use 5D to sideswap. 5D > 632146C won't connect on Carl and Amane. Use 5C(1) > 632146C for shorter combo starters such as 5A.
5B > 5C > jc > j.6D > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3638 26 Jubei; all crouching Intermediate Crouching hit only. Slightly harder version of the above sideswap combo which works against Carl and Amane.
CH 5C > 5C > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3883 27 All [2] Easy Counter-hit 5C combo.
6A > 632146C > 2B > 5C > hjc > j.C > djc > j.B > j.214C Anywhere 2646 33 All Intermediate Optimal 6A parry combo, gives a lot of meter. Needs to delay 632146C if 6A hits airborne.
6B > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3822 27 All Intermediate 6B parry combo.
6T/4T/j.T > (66)5C > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3184~3210 22 All [2] Easy Basic throw combo. Air throw requires a microdash before 5C; ground throw does not.
5B > 5C > 236B > 360A > 66 > 5C > 632146C > 2B > 5C > hjc > j.C > jc > j.C > j.214C Anywhere 3885 -27 All [2] Easy Damage-oriented Lotus activation combo with half-screen carry.
5B > 5C > 236B > 360A > 66 > 2B > 2C > j.D2A > 66 > 2B > 5C(1) > 236B (> 236C) Anywhere 3254 All [4] Hard Lotus activation combo with fullscreen carry. Needs a deep 2B for 2C > j.D2A to connect.

Install

Any Non Install combo that doesn't have 236A will still work normally.

5B > 5C > 236AAAB > 646C > 2B > 5C > sjc > j.C > djc > j.C > j.214C

Damage: 3968
Requires: N/A
Notes:
  • Damage oriented. Can reduce the number of A claw hits for shorter combo starters (5A).

5B > 5C > 236AAAB > 646C > 66 > 3C(1) > j.D2A > 66 > 2B > 5C(1) > 236B (> 236C)

Damage: 3519
Requires: N/A
Notes:
  • Fullscreen carry oriented. Needs a microdash 3C(1). Can reduce the number of A claw hits for shorter combo starters (5A).

Corner

All of the combos in the Midscreen section are still available.

Non Install

(2A > 2A >) 5B > 5C > 3C > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C)

Damage: (2222) 2987
Requires: N/A
Notes:
  • Bread and butter combo. Works on the entire cast. For more damage, do 2B > 5C > 2C > j.214B.

5B > 5C > 632146C > 2B > 5C > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C)

Damage: 3692
Requires: Crouching Opponent
Notes:
  • Same route as the bread and butter combo. Works on the entire cast. For A starter, do 2A > 5B > 5C(1) > 632146C.

Throw/Back throw/Air throw > 5C > 236A > 2B > 5B > 5C(1) > 2C > j.214B > 5B > 5C(1) > 236B (> 236C)

Damage: 2956
Requires: N/A
Notes:
  • 236A can miss 1 hit and still combo. Damage is based on missing that 1 hit.

5B > 5C > 236B > 360A > 6C > 236AAAB delay A > (4)2C > j.D2A > 236B (> 236C)

Damage: 3873
Requires: 50 Heat
Notes:
  • Lotus Activation Combo. Can reduce the number of A claw hits for shorter combo starters (5A).

Install

Any Non Install combo that doesn't have 236A will still work normally.

5B > 5C > 236AAAB > 646C > 236AAAB delay A > (4)2C > j.D2A > 236B (> 236C)

Damage: 3608
Requires: N/A
Notes:
  • Can reduce the number of A claw hits for shorter combo starters (5A).

Throw/Back throw/Air throw > 5C(1) > 236AB > 646C > 236AAAB delay A > (4)2C > j.D2A > 236B (> 236C)

Damage: 3202
Requires: N/A
Notes:

Video Examples

BBCF 2.0 Jubei Combos (By Sugi_VS)

BBCF 2.0 Jubei Combos and Setups (By Sugi_VS)

BBCF 2.0 Jubei Combos Introduction (By Hima)

BBCF 2.0 Jubei Combo Guide (By @mAceOfHearts)

BBCF2 JUBEI combo collections


External References

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