JadeSapphira (talk | contribs) (Finished this character page, someone else can do the descriptions or i'll think of something to write later.) |
Oxyacetylene (talk | contribs) |
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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=c.LP | |input=c.LP | ||
|description= | |description=A fast jab that's useful for getting people off of you. | ||
}} | }} | ||
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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=f.LP | |input=f.LP | ||
|description= | |description=This jab doesn't reach quite as far as {{clr|3|5LK}}. | ||
}} | }} | ||
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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=f.HP | |input=f.HP | ||
|description= | |description=In theory, this should be a decent anti-air. Due to the fact that this normal is a far normal, this move is nearly useless. In most situations, you'd prefer to go for a special move or {{clr|2|2HP}}. | ||
}} | }} | ||
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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=5HK | |input=5HK | ||
|description= | |description=This move is a good anti-air for the space in front of Jupiter. You won't always find use for it, but it does exist for if your opponent takes a jump from far away. | ||
}} | }} | ||
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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=2HP | |input=2HP | ||
|description= | |description=A pretty good anti-air. Double Axel has more invuln, but this works in a pinch. Its fast startup means that you can use it if you don't have time for the input of Double Axel. | ||
}} | }} | ||
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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=2HK | |input=2HK | ||
|description= | |description=A sweep with a big hitbox. Good for sticking out there if you think your opponent will mash. | ||
}} | }} | ||
Revision as of 08:14, 11 December 2022
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. Her kit is pretty weird and puzzling to get the hang of. Her specials are all over the place: A Sonic Boom that knocks down but can be low profiled by most of the cast, an air special that spawns a multi hit pillar that knocks down on hit but can be difficult to use well, a command grab that can catch jumps thanks to guard cancel and also deal 1/3rd of a health bar with the heavy version, and a lariat that shrinks her hurtbox to ankles and can be used for movement (and a surprising amount of damage). Her slow movement, finicky combos and few good normals can make her a bit unintuitive for someone starting out, but once you master her more unorthodox tools you will be delivering a unique hurting on any thug that thinks they can take on the squad's bruiser beauty!
Jupiter Jupiter switches between precise graph-paper zoning with an air fireball and close range grappling with lariat and SPD.
- Coconut Cyclone: The best projectile in the game, this move alone shuts down some characters' gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit.
- Great special moves: Other than the already mentioned Coconut Cyclone, Giant Swing is a frame 1 grab that does a lot of damage and puts the opponent back at full screen, Double Axel is a good get-off-me, anti-zoning tool and occasional Guard Cancel option, and Supreme Thunder is a nice horizontal projectile to boot.
- Hybrid fighter: By virtue of being a peculiar combination of zoner and grappler, Jupiter has tools to deal with a lot of different situation, both far away and upclose.
- Bad normals: The majority of her normal attacks are either useless or completely outshined by other special moves that she has.
- Awful desperation: Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don't use it on a competent opponent.
- Struggles in the corner: If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels.
Normal Moves
c.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 6 | 5 | 9 | +3 | 4 | 5 | 6 | 7 |
A fast jab that's useful for getting people off of you.
Total Duration |
---|
19 |
f.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 6 | 5 | 9 | +3 | 3 | 4 | 5 | 5 |
This jab doesn't reach quite as far as 5LK.
Total Duration |
---|
19 |
c.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 15 | 12 | 20 | -3 | 9 | 12 | 14 | 15 |
Total Duration |
---|
46 |
f.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 15 | 14 | 20 | -5 | 8 | 10 | 12 | 14 |
In theory, this should be a decent anti-air. Due to the fact that this normal is a far normal, this move is nearly useless. In most situations, you'd prefer to go for a special move or 2HP.
Total Duration |
---|
48 |
5LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 3 | 7 | 8 | +2 | 3 | 4 | 5 | 5 |
Total Duration |
---|
17 |
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 10 | 16 | 12 | +1 | 10 | 13 | 15 | 17 |
This move is a good anti-air for the space in front of Jupiter. You won't always find use for it, but it does exist for if your opponent takes a jump from far away.
Total Duration |
---|
37 |
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 7 | 8 | +2 | 3 | 4 | 5 | 5 |
Total Duration |
---|
18 |
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 9 | 14 | 11 | +4 | 10 | 13 | 15 | 17 |
A pretty good anti-air. Double Axel has more invuln, but this works in a pinch. Its fast startup means that you can use it if you don't have time for the input of Double Axel.
Total Duration |
---|
33 |
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 4 | 7 | 8 | +3 | 3 | 4 | 5 | 5 |
Total Duration |
---|
18 |
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 9 | 12 | 11 | +7/D | 9 | 12 | 14 | 15 |
A sweep with a big hitbox. Good for sticking out there if you think your opponent will mash.
Total Duration |
---|
31 |
8LP
No results
8HP
No results
8LK
No results
8HK
No results
9LP
No results
9HP
No results
9LK
No results
9HK
No results
Universal Mechanics
Throws
Power Bomb
No results
Dashes
Backdash
Add a description to this move using the |description=
field
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
No results
Special Moves
Jupiter Coconut Cyclone
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
Jupiter Coconut Cyclone (LP) | Mid | 16 | Projectile | Until Landing | +47~+59/D | 10 | 13 | 15 | 17 |
Jupiter Coconut Cyclone (HP) | Mid | 19 | Projectile | Until Landing | +34~+39/D | 12 | 16 | 18 | 20 |
Version | Total Duration |
---|---|
Jupiter Coconut Cyclone (LP) | 0 |
Jupiter Coconut Cyclone (HP) | 0 |
Giant Swing
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Giant Swing (LP) | 1 | -28/D | 24 | |||||||
Giant Swing (HP) | Ground Throw (56/55) | 1 | 1 | 32 | 30 |
No results
Supreme Thunder
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Supreme Thunder (LP) | Mid | 13 | Projectile | 31 | +6~/D | 10 | 13 | 15 | 17 | 2 |
Supreme Thunder (HP) | Mid | 16 | Projectile | 41 | -4~/D | 12 | 16 | 18 | 20 | 3 |
Version | Total Duration |
---|---|
Supreme Thunder (LP) | 44 |
Supreme Thunder (HP) | 57 |
Jupiter Double Axel
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Jupiter Double Axel (LK) | Mid | 3 | 2x13 | 4 | +1~+23 | 4 | 5 | 6 | 7 | 1x13 |
Jupiter Double Axel (HK) | Mid | 5 | 4x13 | 6 | -25~+7/D | 12 | 16 | 18 | 20 | 3x13 |
Version | Total Duration |
---|---|
Jupiter Double Axel (LK) | 32 |
Jupiter Double Axel (HK) | 62 |
Desperation Moves
Lightning Strike
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|
Mid | 37 | 20 | 41 | -17/D | 48 | 62 | 72 | 72 | 12x3 |
No results