Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 4 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 (+9) | +4(+7) | +1(+4) | 5A Crouch Cancel Special/Super | Mid Air-UB | ||||
Jab punch, decent range, misses the majority of crouching characters. Can follow up with another 5A or 2A. Can link into 5B with Crouch Cancel or late hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -26 | Special/Super | Mid Air-UB | ||||
Also known as "The wall", this move creates a massive square of pain right in front of Rubber Soul that lasts for a while. Excellent move for intercepting most midair attacks, needs to be canceled into a special to be safe, though. This move will become 5A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 3 / 2 | 49 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -8 | -25 | Special/Super | Mid Air-UB | ||||
Yellow Temperance forms a drill right in front of Rubber Soul, 2 hits, pretty good range. Not particularly useful and will mostly come out when you missed a grab. You can follow it up with a special if you like, just note that if both hits connect, the opponent will be usually pushed far away. The primary use of this move is to build meter at fullscreen by canceling it instantly into one of Rubber's specials. Some characters can duck under it. This move will become 5A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 13 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | 2A Special/Super | Low | ||||
The shin slayer. Rubber's primary attack, a simple low kick yet it gets the job done. Similar range to 5A, hits low, quite fast, combos into itself. You will be tapping it a lot so get used to the timing. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 2 / 2 | 42 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -8 | -19 | Special/Super | Low | ||||
A much more disappointing version of the standing drill, the low drill attack also hits 2 times. Slow and with low range. Pretty much useless! This move will become 2A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 / 6 | 2 / 2 | 40 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-KND | -4 | -22 | Special/Super | Low | ||||
Another two hit drill attack. This move is so incredibly flawed you'll never see anyone use this unless they inputted it by accident. The second hit comes out so late, the first hit will most likely push you out of the range, which is just depressing, as otherwise this attack would have a lot of utility, but sadly, it doesn't. You can use this normal to build meter after canceling it with a special instantly, otherwise, avoid using it. This move will become 2A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | Infinite | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
All praise the mighty Godhand, the palm of destruction, the king of all air-to-air. Not many moves can challenge this. Very few can, and they will most likely trade with the might of this simple-looking normal. Fairly quick, active until you land. Can combo into j.S. If used together with j.S as a cross-up, the Godhand will be still active and turn towards the opponent, obliterating all of their hopes and dreams. This move's only weakness is that it won't work as a jump-in against the shortest characters in the roster like Iggy and Alessi, making these two matchups a bit of a pain. Other than that, this move is just the best. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
Jumping drill attack, pointing downwards at about 45 degrees angle. Decent range. Has a chance to combo into j.S during a midair hit if the opponent doesn't recover fast enough. Use it as a jump-in attack if j.A isn't working out for you. This move will become j.A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
Same in appearance as j.B. Way slower but does more damage. Has a chance to combo into j.S during a midair hit if the opponent doesn't recover fast enough. It can also be used as a jump-in, but 10f startup makes it easier to read. This move will become j.A if Yellow Temperance is out, performing a Special/Super move. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 13 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | Special/Super | Mid Air-UB | ||||
Visually the same as 5A but it comes out slightly slower. With added forward momentum, this move is usually used as a poke against taller characters and has a few uses in combos. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -26 | Special/Super | Mid Air-UB | ||||
"The wall" strikes back, except now it's mobile. With the added momentum from the dash, this move becomes quite strong during pressure as it's pretty meaty and very disjointed. Great at catching jumping attempts, anti-airs, and whatnot. Just remember to cancel it into a special or you'll eat a big punish. This move will become d.5A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 3 / 2 | 47 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -6 | -23 | Special/Super | Mid Air-UB | ||||
Same as 5C but with added momentum from the dash. Hits twice. Minimally safer if both hits connect. It can lead to a proper combo, too. Quite risky to just throw out due to 9f startup. This move will become d.5A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 12 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | Special/Super | Low | ||||
Your main combo starter, pressure tool, and primary low poke. Generally, a pretty good low, though 5f startup isn't that good. It's the best you've got though, so use it well. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 5 | 31 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -11 | -19 | Special/Super | Low | ||||
It's the drill move again but now only hitting once. Did they forget to make it hit twice or something? Nobody knows, but it's still pretty useless in general. This move will become d.2A if Yellow Temperance is out, performing a Special/Super move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 / 6 | 2 / 2 | 42 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | -1 | -22 | Special/Super | Low (1st hit) Mid (2nd hit) | ||||
Even the dashing version of this move is pretty depressing. It's still hard to land and it loses the hard knockdown property. The only noteworthy thing about it is that out of all dashing moves it builds the most meter on whiff, and that if both hits connect it's actually safe! Still, it's best to just avoid using it. The second hit is a mid and not a low. This move will become d.2A if Yellow Temperance is out, performing a Special/Super move. |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | - | - | - | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KND | - | - | None | Proximity Grab | ||||
Rubber Soul grabs the opponent with Yellow Temperance and fires 8 gloopy projectiles at the foe. This is probably the most damaging regular grab in the entire game. It also builds A LOT of super meter (around 30% of a stock if all bits hit) and causes a hard knockdown. It gives you some very good okizeme too. It's quite essential in Rubber's gameplan. In the corner, some characters can be even juggled after it, though any follow-ups after the grab are easy to tech from, though it's good to know this in case you're going for the kill. |
Unique Moves
Yellow Temperance - S (Air OK)
Rubber Soul calls out Yellow Temperance to perform a variety of attacks while mimicking Kakyoin's Hierophant Green. Any S attack can be used to cancel a normal move. This is where Rubber Soul's moveset starts to shine, as all of his S attacks put him at large frame advantage. The only downside is that after using them, Rubber Soul can only attack using his jabs and he cannot block either. Learning to keep yourself safe during this period is the key to playing this character in neutral.
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 29 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +15 | +12 | None | Mid Air-UB | ||||
Yellow Temperance attacks with all limbs at once. Good move to end short combos with, though the range isn't long, but it comes out fairly quick. Launches opponents away at a pretty low height. This might give you an opportunity for a juggle follow-up, and during longer combos, opponents in Stand Off will be instantly knocked down. Characters in Stand On won't be knocked down, which means that during longer combos, they will recover from the move nearly instantly. Watch out for that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 4 | 44 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+20 | +18 | +15 | None | Mid Air-UB | ||||
Yellow Temperance performs a long and very fast punch forward. Long range but can be punished if you don't follow it up with anything. Use it during rushdown or when you want to intercept an opponent from afar or quickly punish a projectile move. Many enemies can duck under this move which makes it less useful in certain matchups. If done close enough, you can follow it up with a dashing jab, and if timed right, score an entire combo. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 2 | 26 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +18 | +15 | None | Mid Air-UB | ||||
One of Rubber Soul's main combo enders. Yellow Temperance quickly punches upwards. This move is one of the best anti-airs in the game, if not the best. It's one of Rubber's best keepaway tools due to decent hitbox and fast recovery as well. Launches opponents high up. During longer combos, opponents in Stand Off will be instantly knocked down. Characters in Stand On won't be knocked down, which means that during longer combos, they will recover from the move nearly instantly. Watch out for that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 4 | 49 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+15 | +13 | +10 | None | Low | ||||
Yellow Temperance quickly kicks downwards. Hits low, poor range, the slowest recovery out of all S moves on par with 6S, but high damage and pretty fast startup. Evade using this move unless you can end the fight with it or you know how to use it in combos, as it is possible to follow them up with dashing jabs |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 24 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+17 | +15 | +12 | None | High Untechable | ||||
A very powerful punch attack tilted slightly downwards. Long range, high damage but can be punished if you do it too high or whiff it completely. The opponent cannot perform recovery after being hit by this move in midair, which results in hard knockdown against characters in Stand Off. It does not result in a knockdown while the enemy is on the ground, and it can be followed up with a dashing jab if done deep enough for a full combo. Rubber cannot move for 4 frames after landing. |