Mitsuyoshi/Move List

Mitsuyoshi AKA Jūbei first off, has a variety of unique mobility options just from his grounded dashes alone. His forward dash (that can low-profile most moves) whenever he contacts an opponent will always have him hop over behind them, which allows for cross-ups. Holding down-forward/3 prevents this. His backdash also allows for a unique followup dashing input via holding any forward direction that also works in a similar fashion. Also while running, Jūbei can input a forward jump that causes him to have a short-hop that works very well for overhead setups. This overall, allows for Jūbei to have very versatile mobility options.

His playstyle is that of an up-close mixup character with various gap-closing options. He is able to gain access to a solid amount of tools that can open up his foe in various ways, as well as being able to maintain his offense through pressure and wake-up offense/okizeme. His Drive, Shiranui, give him the ability to dash-slash past his opponent and via the second hit to inflict a unique mark on them on-hit for a few seconds; these allow his Distortion Drives to make Mitsuyoshi teleport behind them and inflict bonus damage, on top of it also grants him another solid mobility option. His unique offensive options are further bolstered by his offensive special moves, which all can be performed from one other as a followup and/or standalone.

The said Drive can be enhanced even further with his Fudō: Sharenjin, a Distortion Drive that powers up his Drive for the rest of a single round to become Shiranui: Hagane, where the Drive's teleport paths can be altered with extra commands for cross-up potential and more damage at the cost of having more startup and a single-use limit in a combo before returning to neutral.

However, his unique composition which is coded as him being in a crouching state at all times in neutral gives him a rather unique vulnerability to hit confirms; nearly any hit he takes in his neutral state will receive the additional 3 frames of hitstun which often allows for many crouch-specific-combo setups to work on Mitsuyoshi at all times. Anything that is also hard-coded to miss crouching targets will also still hit Mitsuyoshi as normal, as well as the fact that he still must block high and low attacks normally like the rest of the cast.

Adding in with the weakness that most of Mitsuyoshi/Jūbei's forward-moving normals giving him a non-existent-in-and-out-footsies game (tying with his short range), along with having little-to-no unique defensive options. This overall makes it so that Jūbei requires careful play despite his offensive capabilities which also require resources in order to be effectively more potent than usual.

His Overdrive is 'Rakan: Gorinkō, where his Drive gains faster startup, Sharenjin-enhanced Drive moves have their single-limit-used bypassed and any Shiranui marks can be applied even on block as long as the Drive connects which in turn allow him to apply marks more safely in neutral.