Samurai Shodown V SP/Jubei Yagyu

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柳生 十兵衛, Yagyu Jubei


Depth perception is for wimps.

Defined by having catch counters, long range pokes, fast ground speed, so-so specials, strong chipping potential, and a pretty lousy jump, Jubei is a well-rounded zoning oriented character with strong active defense that takes some guts to play effectively. He uses his strengths to makes his opponents not want to sit still or take careless guesses, and takes advantage of that.


  • Extremely strong antiair tools.
  • Long ranged normals make him hard to get in on safely.
  • Catch counters are great at forcing the opponent to think twice about his actions.
  • His 623S can be used as a fakeout into throw or other mixup.
  • Strong projectile mixup.


  • Really slow jump means he can only approach safely on the ground.
  • Has trouble punishing anything outside of his 5AB range.
  • 623S is ridiculously unreliable and it is his only reversal.
  • WFT is only really good for chipping and running down the clock.


  • Damage taken: 105%
  • Rage duration: 18 seconds
  • Amount to rage: 26
  • Walk speed: 512
  • Backwalk speed: 384
  • Dash speed: 1600
  • Jump duration: 51 frames
  • Width: 24
  • Throw range: 16


Far Slashes

Properties: Recoil cancel on block. Cancelable. Deflectable.
Quick high slice. Good all-purpose poke for zoning.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Long range stab, it's slower than it looks but the range is solid. Be careful using this around fast jumpers.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Very slow but long range slice, has a nice arc and good damage. Since it has recoil cancel it's relatively safe at far range, just be careful about whiffing. This is actually really nice for anti-air from certain angles, play around with it.
Properties: Hits low. Cancelable.
Low slice. Comes out kind of slow and is more punishable on hit than on block, forcing you to cancel it. Not really worth it, as punishers 2AB is just as fast and 2B has better range. Can't be deflected, though.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Good speed long range stab. It's a great all-purpose attack, cancelable on hit or block and comboable into all sorts of stuff on hit. Use this a lot.
Properties: Hits low. Recoil cancel on block. Second hit deflectable.
Two-hit heavy that forces a far knockdown if both hit. This is actually just as fast as 2A, so go ahead and use it to punish with.

Near Slashes

Properties: Recoil cancel on block. Cancelable. Deflectable.
Hilt stab. Very fast startup and combos with 623A, so it's a good punisher sometimes. Good spacing poke but watch out for deflects.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Despite appearances, this attack is slower than Jubei's other options and does less damage. Stick to n.2B or n.5A.
Properties: Recoil cancel on block. Deflectable.
Slowish but powerful slash that hurts hard and pushes them back to neutral. Good punishment tool if available, it's the reset counterpart to the other punishment tools.
Oddly, the hit is not cancelable, but the frames immediately before are. This is pretty useless, but be more careful about timing recoil cancel.
Properties: Hits low. Cancelable.
Same as 2A.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Same as 2B.
Properties: Hits low. Recoil cancel on block. Second hit deflectable.
Same as 2AB.


Properties: Hits high. Knockdown.
This is a very long range overhead that is surprisingly difficult to punish on block. It tech jumps like most overheads, so it's also good as an anti-low tool.
Since the full animation is pretty fast, this is actually useful as a long range poke in the way 5B is.
Properties: Hits high. Knockdown.
Damage is pretty bad, forces a far knockdown, much more punishable on block. Not recommended except for its tech jump.


Flying roundhouse. Doesn't knock down or even hurt much, but it goes over lows and will even whiff on a lot of crouching characters. Sadly the recovery is pretty bad so it's difficult to use like Zangief st.rh.
Has a lot of active frames, at least.
Properties: Hits low. Cancelable.
Good speed, long range low kick that's cancelable and combos with 8BC.
Jubei doesn't duck during this and he's a lot easier to hit, so be careful about getting stuffed.
Properties: Hits low.
Standard all-purpose low kick for spacing or tick throws. Range is pretty good, recovery could be better but it's still not bad.
Properties: Hits low. Both hits cancelable. Second hit knockdown.
Two hit kick with some interesting/useless properties. Since it's cancelable on either hit you can use it to confirm a hit and cancel into something if it's blocked, or you can use it to take a risky gamble on canceling the first hit into 623A since it's a low.
You probably have better options when this is available, though.


Properties: Hits high. Deflectable.
There is no reason to use this over j.B. It's slightly faster but worse in every other way.
Properties: Hits high. Deflectable.
Amazingly long range stab. Great all purpose tool for air to air or on jumpin.
It has a lot of active frames, so be careful about deflects on landing.
Properties: Hits high. Deflectable.
Solid range, fast jumping attack that does a surprisingly large amount of damage. If you're close enough to use this instead of j.B, you probably should!
Properties: Hits high.
Basically 5C in the air. Has good range and an absolutely ridiculous number of active frames, plus its lack of hitstop means you can reset off of it easily, or annoy throw mashers.
Does slightly more damage when unarmed but is otherwise the same.


Properties: Recoil cancel on block. Cancelable. Deflectable.
Quick hilt jab. It's pretty lousy on block so it's not the best tick ever. Technically combos with 623A. Good as an antiair crossunder to create that space.
Properties: Hits low. Recoil cancel on block.
Dashing 2A, basically. Poor range, really bad on block, and only cancelable on recoil. Not recommended unless you really expect them to block high.
Properties: Knockdown.
Looks like 5AB. Startup is surprisingly fast, has good range, makes for awesome antiair, especially on crossunder. Hella punishable on block, though, so be careful.
Apparently, it can't be deflected.
Properties: Knockdown.
Low sweep. Punishable on block but not too much, but most people are not going to block high against dashing Jubei anyway, so it's not really useful. Used for spacing.


Manly palm smash. Slow, lousy on block, doesn't set up anything worthwhile. Mostly useful for stopping forward advances.
Lower palm smash that doesn't hit low. Has a lot of active frames and is marginally faster, but look out for hops.
Properties: Hits high.
Jumping palm. Doesn't hurt much or have many active frames, but has a lot of hitstop. Stick to ju.C.
Properties: Knockdown.
Quick palm attack that knocks down. Safe on block, and it actually has a fairly low hitbox so it can go under a lot of stuff. Good tick/mixup setup even if blocked.


Deflect - 216D:
Average deflect.
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
Poses with his swords for a bit and then puts them down. Takes awhile to actually disarm.


Kattotsu Suigetsutou - 236S:
Jubei's projectile.
  • Kattotsu Suigetsutou - 236A - Comes out very very fast, combos off of pretty much everything, but is horrible on block at close range. Spaced out it's what you'll be using most of the time. It can be hopped, so watch out.
  • Kattotsu Suigetsutou - 236B - Comes out slower but recovers quicker. Useful if you want to follow along with it at range or are worried about being punished on block. It can still be hopped.
  • Retsu Suigetsutou - 236AB - Starts up almost as fast as 236B and has much slower recovery. Chips 3 times, hits 5 times and it can't be rage exploded on hit. Useful for forcing a jump or block, since it's difficult to get around, but it can be hopped if timed correctly.
Nikkaku Ratou - 623S:
Jubei's DP: All of them have a small invincibility period on start while he's holding his swords up, then he dashes forward for a few shoulder hits. If they connect in any way, he follows up with an upwards sword slash.
This is an interesting move. On whiff it recovers almost instantly, especially the A version. On hit it forces a knockdown, though you recover too slow to capitalize on it well. On block it's absolutely horrible and will lead to you getting hit by the hardest punisher that is available, so be careful.

It resets on an air hit and lets the opponent recover in time to block the followup. If the shoulder-dash goes all the way into the corner, Jubei will do the uppercut even on whiff.

The best usage is spacing this so it intentionally whiffs, you can then use it for a throw mixup since they'll most likely be blocking in case the rest comes out. If you're out of range and they step into it, they're going to get hit probably by the full followup.
You need to be very careful about catching outstretched limbs, though! If it's from far enough away, they'll get hit by the first shoulder, go into hitstun and pull themselves far back, and then recover before Jubei can get there in time to continue. Using as a far punisher or far reversal directly is not recommended, start with 2B or 5B first.
Hassouhappa - 6SS:
Hundred hand sword slaps. More often than not, you are going to do this move by accident. And then more often than not the opponent is going to try to punish and get stabbed by something for almost no damage.
It's actually hard to guess when it's going to end, so it's mostly safe. Since you can cancel into it seamlessly from any B attack, it makes a good spacing tool occasionally, just watch out for anyone with a DP.
During time slow they have literally no pushback while this is going, so feel free to chip the hell out of them if they're blocking. A or B version is recommended for this.
Shingantou - 214A, 214B, 214C:
Catch counters. They all catch for 18f starting from the first frame, so it works as a reversal too. They don't care if an attack is deflectable or not, if it connects it WILL be caught. However, it does have to be a weapon skill, they can't catch anything that isn't using the weapon, so it won't get kicks or punches.
These hurt really hard if you can connect with them, so they're a great tool to keep the opponent on his toes, but they're all horribly punishable on whiff. If the opponent sees the animation, he just hits a button and immediately punishes, no need to wait on it to end.
If you have fast reactions, you can stop many attacks on reaction, and figuring out which ones is a great way to shut down the opponent's tools.
  • Shingantou: Tenra - 214C - High counter. This can catch specials. Most new players will spam this like crazy against jumpins, but you should really only use this on players that are careless enough to not try empty jumpins or j.C instead. When they start switching to that you can use more traditional antiairs for free damage, since they invariably lose range doing this.
  • Shingantou: Souha - 214B - Mid counter. Recovers slower than the others, but does more damage. Be careful about using this at random, especially since it will NOT catch specials.
  • Shingantou: Suigetsu - 214A - Low counter. This can catch specials.
Zetsu Suigetsutou - 236CD:
Gigantic geyser of massive chip damage. Comes out really slow, but it's free against jumpers, and if the opponent blocks it there is a ton of chip damage. A lot of characters can punish this on block, so be careful about that.
Its best use is to stop obvious jump shenanigans on anticipation, possibly by backrolling. Don't abuse this against anyone that can punish on whiff/block, though.
Because of Jubei's rage charge and duration, more often than not you are better off aiming for either Issen charge or the bonus rage damage than this, but it can be a helpful chipping tool at times.



  • (5A or n.5A or 2A or n.2A or 66A or 3C first hit) ...
Lots of starters for light hits, which are all comboable. This gives Jubei a wide variety of fast punishment tools, though 5A and 66A are the fastest.
  • ... xx 236A
Works at most ranges, resets to neutral.
  • ... xx 623A
Good damage at very close range.
  • (5B or n.5B or 2B or n.2B) ...
Medium starters, for larger openings.
  • ... xx 236A
For spacing, resets to neutral.
  • ... xx 623B
This works from surprisingly far away, almost the full range of 5B. Great for punish combos.
  • ... xx 623AB 2BC
Have to start it from close range but hurts like crazy. Start it from 2B!
  • 2AB 2BC
Have to start from close range for both hits to connect, for the 2BC followup you have to backhit or be near the corner. Good knockdown option, though.
  • 66AB 2BC
Near corner. Sadly, you can't 8BC even on antiair.
  • 6C xx 8BC
Hits low, good range, hard to see coming, fairly safe on block and cancelable into other stuff. Abuse liberally!
  • 3C xx 8BC
Second hit combos into 8BC easily enough, you can confirm if you want to off of the first hit and go into something else otherwise.
  • 66C 2BC
If you ever use this, you can get a little bit more damage.
  • 623AB 2BC
Very tiny amount of extra damage, but you take what you can get.
  • 236AB 8BC
Nice damage boost if they get hit by it. Plus, you can't rage explode the 236AB so it's a guaranteed finisher.
  • 236CD 8BC
For that extra little bit of hurt.

Time slow

  • (vs air) j.AB j.AB j.AB
If you can't wait for them to come down to Issen.



Jubei's a strong footsies character, his mixups are not terribly great but he's good at making the opponent very edgy. You have a fast dash speed but poor dashing attacks, so use sparingly or against jumpers. Your long poke range makes it easy for you to just walk in and out of the opponent's range safely, or to make him walk into your attacks.
Watch the opponent's patterns carefully, your catch counters are terrifyingly strong if you land them, so if they're mashing pokes or predictable specials feel free to make them stop forcefully. This is best used against grounded attacks, rather than jumpins, since good players will watch that approach carefully. And, as good as your catch counters are, don't forget that you have a normal deflect, and that it is both safer and doesn't care about mid or low.
Use whiffed 623A to catch attacks or to fake out into another mixup. Learn the range on it well!
Learn the 5B/2B 623S combos and the ranges at which they work, they are very strong punishment tools when available.
236A is incredibly obnoxious and outside of minimum range is incredibly difficult to stop. Be careful since they can hop it on reaction. Mix it up with 236B for faster recovery.
236AB is good for forcing them to jump or block, since they can't hop it and it beats most other projectiles clean. Be careful that you're not in jumpin range during startup, though.
5BC is an amazingly long range overhead that is really difficult to punish when spaced, and can function as a poke in a pinch. Plus, you can mix it up with 6C 8BC, which is a very fast low hit with solid range and cancelability.
He is pretty slow to rage, but rages for a relatively long time as far as this game goes. It's pretty easy to find room to charge for Issen but his damage can get serious and that 18 seconds can feel like forever when he's on the offense. Gauge which way fits your playstyle and strategy better.

Damage and defense

Jubei has a few ways of punishing for solid damage:
  • 2B 623x - His staple punishment combo. Reasonably fast, does really nice damage, but the knockdown doesn't set up good okizeme for you and it's easily explodable. At close range you'll want to use 623AB, further away you'll have to use 623B.
  • 5AB or n.5AB - Very slow startup, only use on really laggy attacks. This doesn't knock down or give you frame advantage, but it does reset you to the neutral game.
  • 2AB - This is only viable at close enough range that the both hits connect. Starts up slightly faster than 2B, forces a far knockdown and does good damage. Since it's two hits you have to watch out for rage explosion.
  • n.5A 623A - Point blank only, but the startup is fast enough it will catch things nothing else will.
Antiair options:
  • 5AB - Decent against far anti-air, watch out for anyone with a good downwards slice though. Will actually catch crossups, but you'll probably get n.5AB instead which you don't want.
  • 66AB - Best option if they jump over you while you're dashing, it's free on crossunder.
  • 7 or 8 j.S - His jump is slow but his jumping attacks are fast with great range, which means he can stop jumps before they get to him. Be careful about landing resets, though.
  • 214C - Antiair catch. Don't use this against players smart enough to not mash something out every time.

Frame Data

Move Damage Startup Active Total Cancel Recoil
Guard Notes
5A 5 9 2 24 9~10(2) 7(1) / 11~12(2) -4 -4 -3 Mid Weak attack, Deflectable(weak)
5B 12 13 2 33 13~33(21) 15~18(4) -2 +6 -13 Mid Medium attack, Deflectable(med)
5AB 29 22 4 55 x 18~21(4) -4 +14 -21 Mid Heavy attack, Deflectable(heavy)
2A 5 10 3 34 5~34(30) - -14 -14 -3 Low Weak attack
2B 12 12 2 33 13~33(21) - -3 +5 -13 Mid Medium attack, Deflectable(med)
2AB 5, 22 10 3 61 x - +10 +20 -21 Low Heavy attack
Second hit deflectable(heavy)
n.5A 5 5 10 20 5~20(16) 3~4(2) -5 -5 -3 Mid Weak attack, Deflectable(weak)
n.5B 8 14 3 39 14~16(3) 10~11(2) -7 +1 -13 Mid Medium attack, Deflectable(med)
n.5AB 27 17 3 55 1~16(16) 13~16(4) -1 +9 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 5 10 3 34 5~34(30) - -14 -14 -3 Low Weak attack
n.2B 12 12 2 33 12~13(2) - -3 +5 -13 Mid Medium attack, Deflectable(med)
n.2AB 5, 22 10 3 61 x - KD KD -21 Low Heavy attack
Second hit deflectable(heavy)
5C 7 13 10 35 x - -4 +4 -17 Mid Medium attack
6C 6 13 10 31 13~27(15) - KD KD -13 Low Knockdown attack
2C 2 7 8 18 x - -1 -1 -6 Low Weak attack
3C 2, 5 9 8 47 9~20(12) - KD KD -18 Low Medium attack Knockdown attack
j.A 5 8 6 27 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 9 11 8 42 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 26 12 2 44 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 8 18 30 x - -- -- -- High Heavy attack
ju.C 6 8 18 30 x - -- -- -- High Heavy attack
5BC 16 20 5 38 x - KD KD -12 High Medium attack Knockdown attack
u.5BC 4 20 7 46 x - KD KD -20 High Medium attack Knockdown attack
66A 7 6 8 18 6~7(2) - -2 -2 -21 Mid Weak attack, Deflectable(heavy)
66B 8 8 3 27 3~7(5) - -1 +7 -21 Low Medium attack
66AB 15 13 4 42 x 10~12(3) KD KD -24 Mid Knockdown attack
66C 4 8 8 27 1~7(7) - KD KD -14 Low Knockdown attack
u.5S 3 11 3 25 x - -4 -4 -9 Mid Weak attack
u.2S 3 10 8 22 x - -2 -2 -7 Mid Weak attack
ju.S 4 14 3 29 x - -- -- -- High Heavy attack
u.66S 4 9 8 21 x - KD KD -7 Mid Knockdown attack
u.66C 4 8 8 27 1~7(7) - KD KD -14 Low Knockdown attack
2BC 4 10 5 22 x - -- -- -- Mid
u.2BC 4 10 5 22 18~22(5) - -- -- -- Mid
8BC 13 39 2 116 x - -- -- -- Mid
u.8BC 8 39 1 102 x - -- -- -- Mid
Kattotsu Suigetsutou - 236A 9 10 x 47 x - +0 KD -25 Mid Medium attack
Kattotsu Suigetsutou - 236B 11 24 x 50 x - +11 KD -14 Mid Medium attack
Retsu Suigetsutou - 236AB 8, 9, 1, 1, 1 26 x 62 x - KD KD +1 Low Medium attack
Nikkaku Ratou - 623A 2x3, 16, 1 7 11 26 x - KD KD -76 Mid Shoulder part weak attack
Remainder knockdown attack
1-6f full invincible
Nikkaku Ratou - 623B 2x3, 19, 1x2 9 23 40 x - KD KD -73 Mid Shoulder part weak attack
Remainder knockdown attack
1-8f full invincible
Nikkaku Ratou - 623AB 2x3, 23, 1x4 15 x x x - KD KD -74 Mid Shoulder part weak attack
Remainder knockdown attack
1-10f full invincible
Hassouhappa - 6A x2 7x7, 4x5 16 2 114 x -  ??  ??  ?? Mid Medium attack
Hassouhappa - 6B x2  ?x21 16 2 129 x -  ??  ??  ?? Mid Medium attack
damage 5 or 1
Hassouhappa - 6AB x2  ?x34 12 2 177 x -  ??  ??  ?? Mid Medium attack
damage 5, 6, or 1
Shingantou: Tenra - 214C 40 x x 62 x - KD KD -- Mid 1-18f high catch
Shingantou: Souha - 214B 45 x x 62 x - KD KD -- Mid 1-18f mid catch
Shingantou: Suigetsu - 214A 40 x x 62 x - KD KD -- Mid 1-18f low catch
Zetsu Suigetsutou - 236CD 1x7, 28 36 58 129 x - KD KD -27 Mid Knockdown attack
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