SMS/Jupiter: Difference between revisions

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{{InvisibleHeader}}{{#lst:SMS/{{#titleparts:{{PAGENAME}}|1|2}}/Data|Links}}
==Overview==
======<span style=visibility:hidden;font-size:0>Overview</span>======
{{#lst:SMS/{{#titleparts:{{PAGENAME}}|1|2}}/Data|Links}}
{{Overview
<div id="home-content" class="home-grid">
|overview= 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!
{{card|width=4
|summary= switches between precise graph-paper zoning with an air fireball and close range grappling with lariat and SPD.
|header=Overview
|content= 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 {{MMC|input=360LP|label=frame-1 command grab}} that can catch jump-ins thanks to guard cancel and a {{MMC|input=236LK|label=lariat-style spin kick}} that shrinks her hurtbox down to her feet. On the other hand, she sports a very {{MMC|input=j.632LP|label=hard-to-use air projectile}} 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!
}}
{{SMS/infobox
}}
{{ProsAndCons
|intro= switches between precise graph-paper zoning with an air fireball and close range grappling with lariat and SPD.
|pros=
|pros=
* '''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.
* '''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.
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* '''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.
* '''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.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
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{{SMS_Move_Card
{{SMS_Move_Card
|input=c.LP
|input=c.LP
|description=A fast jab that's useful for getting people off of you.
|description=Only useful as a meme 1 frame link into Jupiter sweep.
 
Gets more bonus damage from head and counter than normal LP.
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=f.LP
|input=f.LP
|description=This jab doesn't reach quite as far as {{clr|3|5LK}}.  
|description=You never see this come out on purpose; usually a fireball too early. This jab doesn't reach quite as far as {{clr|3|5LK}}.  
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=c.HP
|input=c.HP
|description=  
|description= A unique normal, typically seen on accident. Poor start up.
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=f.HP
|input=f.HP
|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}}.
|description=Can work as a make shift anti air, but not recommended due to start up. {{clr|2|2HP}} does this better.  
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=5LK
|input=5LK
|description=
|description= 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.
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=5HK
|input=5HK
|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.
|description= Only useful as part of Jupiter combo extensions from LK double axle 
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=2LP
|input=2LP
|description=
|description= Another pretty useless Jupiter normal.
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=2HP
|input=2HP
|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.
|description=Can be used as a anti-air. Jupiter has far better options with coconut play, double axle, and SPD.
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=2LK
|input=2LK
|description=A standard low that can be comboed into Double Axel.
|description=Not a very good low with basically no disjoint. But it does hit low and can be comboed into HK Double Axel for knockdown.
}}
}}


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{{SMS_Move_Card
{{SMS_Move_Card
|input=2HK
|input=2HK
|description=A sweep with a big hitbox. Good for sticking out there if you think your opponent will mash. It's got a really weird hitbox, and is therefore difficult to use in most situations. In terms of combos, it's usually easier and better to go into Double Axel.
|description=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.  
}}
}}


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|versioned=yes
|versioned=yes
|input=8j.LP, 7/9j.LP
|input=8j.LP, 7/9j.LP
|description=
|description=Hilarious does the damage of a jumping HP by mistake. Still not that useful and mostly seen as a misinput of coconut.
}}
}}


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|versioned=yes
|versioned=yes
|input=8j.HP, 7/9j.HP
|input=8j.HP, 7/9j.HP
|description=
|description=Hilarious does the damage of a jumping LP by mistake. Mostly seen as a misinput of coconut.
}}
}}


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|versioned=yes
|versioned=yes
|input=8j.LK, 7/9j.LK
|input=8j.LK, 7/9j.LK
|description=
|description=Active big Jumping LK, good for fishing for a cross up into double axel for bit damage.
}}
}}
===<big>j.HK</big>===
===<big>j.HK</big>===
{{SMS_Move_Card
{{SMS_Move_Card
|versioned=yes
|versioned=yes
|input=8j.HK, 7/9j.HK
|input=8j.HK, 7/9j.HK
|description=
|description=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.
}}
}}


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|input=44
|input=44
|type=movement
|type=movement
|description=
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.
}}
}}
===Throws===
===Throws===


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|input=4/6HK, j.4/6HK
|input=4/6HK, j.4/6HK
|type=throw
|type=throw
|description=
|description=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.
}}
}}


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|input=j.632LP, j.632HP
|input=j.632LP, j.632HP
|type= special
|type= special
|description=Infamously does more damage on block than on hit. Knocks down on hit, leading, potentially, to another Coconut if you're close enough. Can be used off of a backdash for the lowest possible angle. Only after it hits the ground, leading to situations where a jump forward can allow you to jump past the projectile completely.
|description=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.  
}}
}}


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|input=[4]6LP, [4]6HP
|input=[4]6LP, [4]6HP
|type=special
|type=special
|description=This projectile has a very big hitbox, so it's good to put out there when your opponent is across the screen. Always knocks down on hit.
|description=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.  
}}
}}


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|input=236LK, 236HK
|input=236LK, 236HK
|type=special
|type=special
|description=This move has lots of head invulnerability, making it an absolutely stellar anti-air. Heavy leads to a knockdown, and light has multiple hits. Getting a late hit with the light version can be plus on hit enough to lead to further links. Jupiter can shift herself slightly left and right depending on which direction is held.
|description=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.
}}
}}


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==Navigation==
==Navigation==
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|size=50px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-SMS}}
{{SMS/Navigation}}

Latest revision as of 18:34, 23 February 2024

Overview

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 grabSMS Jupiter 360LP.pngGuardStartup1RecoveryAdvantage-28/D that can catch jump-ins thanks to guard cancel and a lariat-style spin kickSMS Jupiter 236LK.pngGuardMidStartup3Recovery4Advantage+1~+23 that shrinks her hurtbox down to her feet. On the other hand, she sports a very hard-to-use air projectileSMS Jupiter 632LP 1.pngGuardMidStartup16RecoveryUntil 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!
Jupiter
SMS Jupiter Portrait.png
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.

Pros
Cons
  • 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

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

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

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

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

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

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

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

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

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

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

8j.LP or 7/9j.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

8j.HP or 7/9j.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

8j.LK or 7/9j.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

8j.HK or 7/9j.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

44
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

4/6HK or j.4/6HK
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

j.632LP or j.632HP
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

360LP or 360HP
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

[4]6LP or [4]6HP
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

236LK or 236HK
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

Desperation Moves

Lightning Strike

2141236HP
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

Incredibly telegraphed, and basically useless. It does do good damage on hit, but you'll never hit it. Only use if you are **truly** desperate.

Total Duration
97

Navigation

 Jupiter
To edit frame data, edit values in SMS/Jupiter/Data.
System Links