Overview
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools.
Her specials are all over the place. On one hand, she has moves that could make the even the best grapplers jealous: a frame-1 command grabGuardStartup1RecoveryAdvantage-28/D that can catch jump-ins thanks to guard cancel and a lariat-style spin kickGuardMidStartup3Recovery4Advantage+1~+23 that shrinks her hurtbox down to her feet. On the other hand, she sports a very hard-to-use air projectileGuardMidStartup16RecoveryUntil LandingAdvantage+47~+59/D that can end up in different places depending on where she is on screen. In a sense, she is both a zoner and a grappler, and she can pose a significant threat to opponents anywhere on screen as a result.
As powerful as her strange assortment of specials may be - and as versatile as they make her - the rest of Jupiter's kit leaves a lot to be desired. Many of her normals range from sub-par to borderline useless, and her movement is on the slower end. This makes it tough for Jupiter to keep up with her fellow scouts in neutral. She is also stuck with one of the worst Desperations in the game; trying to use it works about as well as putting your controller in a blender.
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!Jump Speed |
1.192 |
Jump Duration |
52 |
Jump Distance |
80 |
Forwards Speed |
1.16 |
Backwards Speed |
1.032 |
Backdash |
21f, invuln 1~>20 |
Backdash Distance |
90 |
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 |
Only useful as a meme 1 frame link into Jupiter sweep.
Gets more bonus damage from head and counter than normal LP.
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 |
You never see this come out on purpose; usually a fireball too early. 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 |
A unique normal, typically seen on accident. Poor start up.
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 |
Can work as a make shift anti air, but not recommended due to start up. 2HP does this better.
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 |
The best normal Jupiter has, the only normal she should be throwing out in neutral really. Very fast and good hitbox. You can pressure into her command grab, double axel, or backdash coconut from this move.
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 |
Only useful as part of Jupiter combo extensions from LK double axle
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 |
Another pretty useless Jupiter normal.
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 |
Can be used as a anti-air. Jupiter has far better options with coconut play, double axle, and SPD.
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 |
Not a very good low with basically no disjoint. But it does hit low and can be comboed into HK Double Axel for knockdown.
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 |
Bad slow sweep that is better as an anit air then a sweep hitbox wise. Cannot be comboed into practically, as a result mostly used a random poke.
Total Duration |
---|
31 |
j.LP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LP | High | 4 | Until Landing | Until Landing | +8~+14 | 4 | 5 | 6 | 7 |
7/9j.LP | High | 4 | Until Landing | Until Landing | +8~+14 | 7 | 9 | 11 | 12 |
Hilarious does the damage of a jumping HP by mistake. Still not that useful and mostly seen as a misinput of coconut.
Version | Total Duration |
---|---|
8j.LP | 0 |
7/9j.LP | 0 |
j.HP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HP | High | 5 | 15 | 8 | +8~+14 | 6 | 8 | 9 | 10 |
7/9j.HP | High | 5 | 15 | 8 | +8~+14 | 4 | 5 | 6 | 7 |
Hilarious does the damage of a jumping LP by mistake. Mostly seen as a misinput of coconut.
Version | Total Duration |
---|---|
8j.HP | 27 |
7/9j.HP | 27 |
j.LK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LK | High | 4 | Until Landing | Until Landing | +6~+14 | 4 | 5 | 6 | 7 |
7/9j.LK | High | 4 | Until Landing | Until Landing | +6~+14 | 4 | 5 | 6 | 7 |
Active big Jumping LK, good for fishing for a cross up into double axel for bit damage.
Version | Total Duration |
---|---|
8j.LK | 0 |
7/9j.LK | 0 |
j.HK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HK | High | 5 | 11 | 8 | +6~14 | 8 | 10 | 12 | 14 |
7/9j.HK | High | 5 | 15 | 8 | +6~+14 | 10 | 13 | 15 | 17 |
Decent enough jump in, but not as good as crossing up as jumping LK. Does more damage though so is required for her true touch of death.
Version | Total Duration |
---|---|
8j.HK | 22 |
7/9j.HK | 27 |
Universal Mechanics
Movement
Backdash
Startup | Total Duration |
---|---|
1 | 21 |
Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90
Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.
Total Duration |
---|
21 |
Throws
Power Bomb
Version | Range | DMG | Is Techable | Advantage |
---|---|---|---|---|
4/6HK | 48 | 28 | Yes | +23 (2P: +24) on tech |
j.4/6HK | 48 | 28 | Yes | +23 (2P: +24) on tech |
Her regular grab. Does pretty good damage. If they throw tech as P1 you can set up Instant Air/Backdash Thunder Coconut or either strength double axle lariat attack.
You can setup the same sort of oki as the regular grab. tends to be sort of finicky. If you can land it, awesome, but anti air double axle, Cr. HP or air to air jumping light kick tend to be better options in general.
Special Moves
Jupiter Coconut Cyclone
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Jupiter Coconut Cyclone (LP) | Mid | 16 | Projectile | Until Landing | +47~+59/D | 10 | 13 | 15 | 17 | 3x5 |
Jupiter Coconut Cyclone (HP) | Mid | 19 | Projectile | Until Landing | +34~+39/D | 12 | 16 | 18 | 20 | 3x5 |
LP coconut comes out quick but drifts limply to the ground right in front of Jupiter. Useful on knockdown if the opponent is right in front of you in the corner(Backdash or TK coconut only). Try not to actively "attack" with this move in neutral and think of it more as a "Shield". It's very effective against characters who want to walk and poke you.
If light coconut is Jupiter's "shield" then the heavy coconut is her "sword". The startup is slower and you'll see Jupiter "stall" in the air for moment before she fires out a heavy coconut like a cannon covering much more distance. At midrange you can knockdown and throw another heavy coconut! She has a ton of recovery during this so do not fire this when you're high in the air.
Version | Total Duration |
---|---|
Jupiter Coconut Cyclone (LP) | 0 |
Jupiter Coconut Cyclone (HP) | 0 |
Giant Swing
Version | Range | DMG | Is Techable | Advantage |
---|---|---|---|---|
Giant Swing (LP) | 64 | 24 | No | -28/D |
Giant Swing (HP) | 56 | 30 | No |
Like Uranus, this move can be shortcutted with a "270" motion. This is one of her best guard cancels, as its speed allows you to punish with massive damage.
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 |
This projectile knockdowns but that's about it. A lot of characters can low profile it, and most players try to bait Jupiter to throw this to punish with a sweep or jump in. You should only throw this out during certain fireball wars and niche guard cancel punishes.
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 |
This move shifts Jupiter entire hurtbox, included her head hurtbox, to her feet, making it an absolutely stellar anti-air. Jupiter can move forwards and backwards while doing the move Heavy leads to a knockdown and can be comboed into easily. LK double axel can hit multiple times and can even combo into normal. By crossing up with the move, Jupiter can hit so many hits of LK double axel that in combination with combo extensions she can touch of death any character. Good move.
Version | Total Duration |
---|---|
Jupiter Double Axel (LK) | 32 |
Jupiter Double Axel (HK) | 62 |