SMS/Jupiter

From Dustloop Wiki
Overview
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!

 Jupiter  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.
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

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

A fast jab that's useful for getting people off of you.

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

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
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

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

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

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

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

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

2LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 4 7 8 +3 3 4 5 5

A standard low that can be comboed into Double Axel.

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

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.

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
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
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
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
Version Total Duration
8j.HK 22
7/9j.HK 27

Universal Mechanics

Movement

Backdash

44
Startup Total Duration
1 21

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.

Total Duration
21

Throws

Power Bomb

4/6HK
Range DMG Is Techable Advantage
48 28 Yes +23 (2P: +24) on tech

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
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

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.

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 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.

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 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.

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.

Click ★ for character's full frame data