BBCF/Jubei/Frame Data: Difference between revisions

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!  !! A!! B !! C !! D !! Cancels
!  !! A!! B !! C !! D !! Cancels
|-
|-
! <span style="color:blue">5A<sup>[3]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Jubei|input=5A}}<sup>[3]</sup></span>
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D || Throw, Jump, Special
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D || Throw, Jump, Special
|-
|-
! <span style="color:blue">5B<sup>[1]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Jubei|input=5B}}<sup>[1]</sup></span>
| 6A || 2B, 6B || 5C, 2C, || 5D || Jump, Special
| 6A || 2B, 6B || 5C, 2C, || 5D || Jump, Special
|-
|-
! 5C
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=5C}}
| 6A || 6B || 2C, 3C || 5D || <span style="color:red">Jump<sup>[-]</sup></span>, Special
| 6A || 6B || 2C, 3C || 5D || <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5D
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=5D}}
| - || - || - || - || <span style="color:red">Special<sup>[-]</sup> (2nd hit)</span>
| - || - || - || - || <span style="color:red">Special<sup>[-]</sup> (2nd hit)</span>
|-
|-
! <span style="color:blue">2A<sup>[3]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Jubei|input=2A}}<sup>[3]</sup></span>
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D || Throw, Special
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D || Throw, Special
|-
|-
! <span style="color:blue">2B<sup>[1]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Jubei|input=2B}}<sup>[1]</sup></span>
| 6A || 6B || 5C, 2C, 3C || 5D || Special
| 6A || 6B || 5C, 2C, 3C || 5D || Special
|-
|-
! 2C
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=2C}}
| - || - || - || j.D, j.6D || Jump, Special
| - || - || - || j.D, j.6D || Jump, Special
|-
|-
! 3C
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=3C}}
| - || - || - || 5D || <span style="color:red">Jump<sup>[-]</sup></span>, Special
| - || - || - || 5D || <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 6A (attack)
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=6A Attack}}
| - || - || - || - || Special
| - || - || - || - || Special
|-
|-
! 6B (attack)
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=6B Attack}}
| - || - || - || - || Jump (2nd hit), Special (2nd hit)
| - || - || - || - || Jump (2nd hit), Special (2nd hit)
|-
|-
! 6C
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=6C}}
| - || - || - || 5D || Special
| - || - || - || 5D || Special
|-
|-
Line 115: Line 115:
!  !! A!! B !! C !! D !! Cancels
!  !! A!! B !! C !! D !! Cancels
|-
|-
! j.A
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=j.A}}
| - || - || - || j.D, j.6D || Throw, Jump, Special
| - || - || - || j.D, j.6D || Throw, Jump, Special
|-
|-
! j.B
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=j.B}}
| - || - || - || j.D, j.6D || Jump, Special
| - || - || - || j.D, j.6D || Jump, Special
|-
|-
! j.C
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=j.C}}
| - || - || - || j.D, j.6D || Jump, Special
| - || - || - || j.D, j.6D || Jump, Special
|-
|-
! j.2C
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=j.2C}}
| - || - || - || j.D, j.6D || Special
| - || - || - || j.D, j.6D || Special
|-
|-
! j.D
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=j.D}}
| - || - || - || - || <span style="color:red">Special<sup>[-]</sup> (2nd hit)</span>
| - || - || - || - || <span style="color:red">Special<sup>[-]</sup> (2nd hit)</span>
|-
|-
! j.6D
! {{MiniMoveCard|game=BBCF|chara=Jubei|input=j.6D}}
| - || - || - || - || <span style="color:red">Special<sup>[-]</sup> (2nd hit)</span>
| - || - || - || - || <span style="color:red">Special<sup>[-]</sup> (2nd hit)</span>
|-
|-

Revision as of 07:20, 15 October 2021


System Data

name health prejump backdash forwarddash Unique Movement Options
Jubei 11,000 4F 25F (1~7F Inv All, 2~17 airborne) Short Jump
Low Profile Run
Backdash~Run
Divine Form


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 2 13 -3 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 500 Mid 8 3 16 -2 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 570×2 Mid 12 3(8)3 19 -3 100 92×2 Long S(J)R 4 18 19 19, 23 Launch 34, 38 12 +0 +5
2A 300 All 7 3 (2) 12 -3 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 12 +2 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 660 Mid 12 6 17+16L -20 10~15 H 90 82 Long SJR 4 18 Launch 28 Launch 43 12 +0 +5
6A 36 3~12 Catch HBF
6A Attack 1200 Mid 9 4 14 +1 1~12 All 50 92 Very Short SR 4 18 21 60 + WBounce 26 75 + WBounce 20 +0 +5
6B 36 3~12 Catch HBF
6B Attack 800×2 Low, Mid 9 3(3)3 19 -3 1~11 All 90 92×2 Normal SJR 4 18 Crumple + Down 10, Launch 40 + Down 23, 40 Crumple + Down 10, Launch 58 + Down 23, 58 12 +0 +5
6C 800 High 25 3 18 -2 7~27 FT 70 92 Normal SR 4 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5
3C 550×2 Mid, Low 13 3(11)3 21 -5 90 82×2 Long S(J)R 4 18 19, Launch 26 24, Launch 41, 41 + Down 23 12 +0 +5
j.A 300×2 High/Air 8 2(6)2 14 80 80×2 Normal (C)SJR 1 11 12 14 16 25 11 +0 +0
j.B 600x2 High/Air, All 10 2(6)3 18 80 85×2 Long SJR 2 13 14 19, 26 18 31, 38 10 +0 +1
j.C 700×2 High/Air 13 2(9)2 14 80 89×2 Long SJR 3 16 17 21 22 35 11 +0 +2
j.2C 800 High/Air 10 3 20+4L 80 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 300, 880 Mid 18 10 {(24) 3} 30 {26} -9 80 92×2 Normal R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
5D OD 300, 880 Mid 14 10 {(24) 3} 30 {26} +2 80 92×2 Normal R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.D 300, 880 All 16 Until L {(24) 3} 33 {26} 80 92×2 Normal (S)R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.D OD 300, 880 All 12 Until L {(24) 3} 33 {26} +2 80 92×2 Normal SR 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.6D 300, 880 All 16 Until L {(24) 3} 33 {26} 80 92×2 Normal (S)R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.6D OD 300, 880 All 12 Until L {(24) 3} 33 {26} +2 80 92×2 Normal SR 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
Install D 550×4 All 23~48 [15~40] 10,10,10,10 13 80 92×4 Normal [S]R 4 18 Launch 40 + Slide×3, 60 Launch 55 + Slide×3, 75 0 +2×3, +0 +2×3, +5

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0×2, 1500 Throw(70) 7 3 23 100 50 Normal SR 0×2, 4 Launch 60 + Down 23 0×2, 8 +0
4B+C Back Throw 0, 500, 1000 Throw(70) 7 3 23 100 50 Normal SR 0, 4×2 Launch 60 + Down 23 0, 8×2 +0
j.B+C Air Throw 0, 1500 Throw(70) 7 3 23+3L 100 50 Normal SR 0, 4 18 60 + GBounce + Down 23 0, 12/-11 +0, -11
6A+B Counter Assault 0 All 13 3 30 -14 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 80 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 80 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A / j.236A Fissuring Slash 600×2, 900 All 13 2(4)2(10)3 10+8L / Until L+8 -4 / - 80 94×3 Long R 3 16 19×2, Launch 21×2, 40 24×2, Launch 35×2, 54 7×2, 11 +0×2, +2 +2×2, +4
236236A / j.236236A Fissuring Slash 600×4, 900 All 13 2(4)2(4)2(7)4(13)3 16+14L / Until L+14 -16 / - 80 94×5 Long R 3 16 19×3, Launch×2 21×3, 40, 40 + GBounce + Down 23 24×3, Launch×2 35×3, 54, 54 + GBounce + Down 23 7×4, 11 +0×4, +2 +2×4, +4
Install 236A / j.236A Fissuring Slash 1 600 All 13 / 11 3 17 -3 / - 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AA / j.236AA Fissuring Slash 2 600 All 8 3 17 -3 / - 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAA / j.236AAA Fissuring Slash 3 600 All 8 3 20 -6 / - 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAAA / j.236AAAA Fissuring Slash 4 600 All 8 3 20 -6 / - 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAAAA / j.236AAAAA Fissuring Slash 5 1200 All 9 3 Until L+9 (19+9L) (-14) / - 80 89 Long R 3 16 Launch 60 + Slide + WBounce Launch 74 + Slide + WBounce 11 +0 +2
236A~5B / j.236A~5B Launch 800 All 12 4 Until L+12 (19+12L) (-18) / - 80 89 Long R 3 16 Launch 28 Launch 42 11 +0 +2
236B Form ONE: Shadow Wolf 950 Low/Air 13 2 26 -9 90 92 Long R 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5
236A~6B Form ONE: Shadow Wolf 950 Low 13 / Until L+5 2 22 -5 90 92 Long R 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5
214B Form TWO: Demon Fox 870 High/Air 25 3 9+10L -3 80 92 Normal R 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
j.214B Air Form TWO: Demon Fox 870 High/Air 17 3 13+11L 80 92 Normal R 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
236A~4B Form TWO: Demon Fox 870 High/Air 17 3 Ground: 8+11L
Air: 12+11L
Ground: -3
Air: -
80 92 Normal R 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
214C / j.214C Form THREE: Ranjishi 300×N, 600 All Ground: 19
Air: 15
3,3×N(8)4 24 -11 100 79 Normal R 3 16 17×N, Launch 60 + Down 23×N, 60 22×N, Launch 74 + Down 23×N, 74 1/-1×N, 11 -1×N, +0 -1×N, +2
236A~C Form THREE: Wild Lion 300×N 600 All Ground: 25
Air: 17 / 16
3,3×N(8)4 24 -11 100 79 Normal R 3 16 17×N, Launch 60 + Down 23×N, 60 22×N, Launch 74 + Down 23×N, 74 1×N, 11 -1×N, +0 -1×N, +2
632146C Form FOUR: Black Panther 1100 [1600] All [Unblockable] 21 [48] 3 [1] 16+9L [23+9L] -7 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
236A~646C Form FOUR: Black Panther 1100 [1600] All [Unblockable] 21 [48] 3 [1] 16+9L [23+9L] -7 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
j.236A~646C Form FOUR: Black Panther 1100 [1600] All [Unblockable] Until L+5
[Until L+24]
3 [1] 16+9L [23+9L] -7 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
236C / j.236C Rising Justice 800 All 30 300 Total 53 / 61+3L 0 / - 80 85 Normal R 2 13 14 14 18 26 0/+10 +10 +11
j.236D Divine Form (advancing) Total 23
236A~6D Divine Form (advancing) 25+5L
j.214D Divine Form (retreating) Total 23
236A~4D Divine Form (retreating) 31+5L
44~6 Quick Dash Total 20
66~9 Running Jump 4
Run Through Opponent Total 21 1~7 All

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
j.236236D Twin Guardians: Mourning Shore 1000, 200×N(, 200, 2500)
[1000, 200×N(, 200, 800×5)]
All 4+(76 Flash)+2 Until L 41 -21~23 1~(Until L) All 80 84 Long R 5 20 Launch 100 + GBounce Launch 116 + GBounce 1, 1×N +0, +0×N, 1/+0 [0/+3], 20/+0 +8
j.236236D Mark Twin Guardians: Mourning Shore (Mark) 1250, 200×N(, 200, 2500)
[1250, 200×N(, 200, 800×5)]
All 4+(76 Flash)+2 Until L 41 -21~23 1~(Until L) All 80 84 Long R 20 Launch 100 + GBounce Launch 116 + GBounce 1, 1×N +0, +0×N, 1/+0 [0/+3], 20/+0 +8
236236D Thousand Hands: Roaring Pillar 1000×2, 2000
[1000×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 12~24 P 80 84 Long R 5 20 Crumple + Down 10 Stand Crumple + Down 10 Stand 2 2, 0×3 [×10] +8
236236D Mark Thousand Hands: Roaring Pillar (Mark) 1250×2, 2000
[1250×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 12~24 P 80 84 Long R 5 20 Crumple + Down 10 Stand Crumple + Down 10 Stand 2 2, 0×3 [×10] +8
360A Immovable Object: Lotus 4+(100 Flash)-2

Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Miroku: Spherical Illusion 600, 1100×2
{600, 1100×2, 3000}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 Long 100 26 Launch 60 Launch 60 20 20, 9, 20 [20, 9×2, 12] +0

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
6321463214C Asura: Thunderbird Rising 0, 4300×9, 9000, 20000 All 4+(35 Flash)+7 3 83 -65 1~13 All 100 94 Long 5 20 3

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Jubei 5A.pngGuardAllStartup6Recovery13Advantage-3[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5BBBCF Jubei 5B.pngGuardMidStartup8Recovery16Advantage-2[1] 6A 2B, 6B 5C, 2C, 5D Jump, Special
5CBBCF Jubei 5C.pngGuardMidStartup12Recovery19Advantage-3 6A 6B 2C, 3C 5D Jump[-], Special
5DBBCF Jubei 5D.pngGuardMidStartup18Recovery30 {26}Advantage-9 - - - - Special[-] (2nd hit)
2ABBCF Jubei 2A.pngGuardAllStartup7Recovery12Advantage-3[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special
2BBBCF Jubei 2B.pngGuardLowStartup9Recovery12Advantage+2[1] 6A 6B 5C, 2C, 3C 5D Special
2CBBCF Jubei 2C.pngGuardMidStartup12Recovery17+16LAdvantage-20 - - - j.D, j.6D Jump, Special
3CBBCF Jubei 3C.pngGuardMid, LowStartup13Recovery21Advantage-5 - - - 5D Jump[-], Special
6A AttackBBCF Jubei 6A Attack.pngGuardMidStartup9Recovery14Advantage+1 - - - - Special
6B AttackBBCF Jubei 6B Attack.pngGuardLow, MidStartup9Recovery19Advantage-3 - - - - Jump (2nd hit), Special (2nd hit)
6CBBCF Jubei 6C.pngGuardHighStartup25Recovery18Advantage-2 - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.ABBCF Jubei j.A.pngGuardHigh/AirStartup8Recovery14Advantage- - - - j.D, j.6D Throw, Jump, Special
j.BBBCF Jubei j.B.pngGuardHigh/Air, AllStartup10Recovery18Advantage- - - - j.D, j.6D Jump, Special
j.CBBCF Jubei j.C.pngGuardHigh/AirStartup13Recovery14Advantage- - - - j.D, j.6D Jump, Special
j.2CBBCF Jubei j.2C.pngGuardHigh/AirStartup10Recovery20+4LAdvantage- - - - j.D, j.6D Special
j.DBBCF Jubei jD.pngGuardAllStartup16Recovery33 {26}Advantage- - - - - Special[-] (2nd hit)
j.6DBBCF Jubei j6D.pngGuardAllStartup16Recovery33 {26}Advantage- - - - - Special[-] (2nd hit)
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

External References


Navigation

To edit frame data, edit values in BBCF/Jubei/Data.