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: Lupinus jumps straight upward to catch out an enemy in the air; on hit, she pins them under her feet, spinning down to the ground with them in tow. This super does a lot of damage, and due to the nature of how Lupinus brings the enemy down to the ground she has excellent opportunities to Chaos Shift, corner carry with other moves, or generally capitalize on where they've been positioned. The main downside to this move is that it will have no effect on grounded enemies and that it has a somewhat narrow horizontal hitbox; in combos where the enemy is close it's guaranteed, but it may be harder to catch enemies further away from you unless you bring them in. | : Lupinus jumps straight upward to catch out an enemy in the air; on hit, she pins them under her feet, spinning down to the ground with them in tow. This super does a lot of damage, and due to the nature of how Lupinus brings the enemy down to the ground she has excellent opportunities to Chaos Shift, corner carry with other moves, or generally capitalize on where they've been positioned. The main downside to this move is that it will have no effect on grounded enemies and that it has a somewhat narrow horizontal hitbox; in combos where the enemy is close it's guaranteed, but it may be harder to catch enemies further away from you unless you bring them in. | ||
*'''81st Gata = Jupiter (Raijin) ( | *'''81st Gata = Jupiter (Raijin) (236236A/C)''' | ||
: Lupinus rears back a bit, then performs a rushing dash punch. Both versions have invul, but the C version has a bit more. It has much more corner carry out of the box than Koushi does, and does just as much damage, but the tricky part is setting up Exceed loops with it. Unlike Koushi, the enemy won't end up as close to you when the move is done, so looping Raijin during Exceed combos, while doable, requires generally being closer to the corner as to properly capitalize on the Chaos Shifts required to get the loops going. | : Lupinus rears back a bit, then performs a rushing dash punch. Both versions have invul, but the C version has a bit more. It has much more corner carry out of the box than Koushi does, and does just as much damage, but the tricky part is setting up Exceed loops with it. Unlike Koushi, the enemy won't end up as close to you when the move is done, so looping Raijin during Exceed combos, while doable, requires generally being closer to the corner as to properly capitalize on the Chaos Shifts required to get the loops going. | ||
Revision as of 21:33, 29 January 2021
Story
Lupinus
『ルピナスー』
A special agent of the Earth Military Union. She got assigned to watch over Hikaru by her superiors, which is great for her because she can try to get senpai to notice her now.
Playstyle
Health: 29000
Stun: 90
Lupinus' playstyle can be best described as high mobility and high space control, with a command dash to help close the distance and command throws to crack open people at close range.
Though her normals and specials are a little on the slow side, they let her cover a broad variety of angles and ranges--she has strong and useful tools in her kit for anti-air, air-to-air, and air-to-ground. Generally speaking, she can engage at her leisure, and has respectable damage output and corner carry to match. She has a fairly high conversion rate at close and mid range, too, and she has a strong corner mixup tool with her 4/6BD Extra Special (Hayabusa/wallcling), in addition to a powerful pressure tool in her 214214K (Claymore).
The main difficulties in Lupinus' playstyle come from her lack of defensive options. As noted earlier, her normals are somewhat slow, meaning that mashing out of pressure is a tricky task, and she has limited reversal options that are mostly constrained to her Extra Moves that carry significant risk if misused. Her pressure game is also relatively lackluster without spending meter for 214214K.
Mobility (Run vs. Step)
Run: Lupinus has one of the faster runs in the game, and it tends to be more useful for helping her get midscreen combos via microdashes. Most of the time Lupinus players will use Run over Step.
Step: Lupinus' step is relatively fast and it's airborne, so you can use it to avoid grabs and possibly some lows. Most characters like step for step canceling normals into tick throws, and while Lupinus can make use of that, the nature of her command dash means that this function isn't as useful as it is for other characters.
Extra Move Selection
- 1st Gata - 43rd Shiki = Falcon (Hayabusa) (4/6BD)
- Lupinus will do a spinning somersault forward or backward depending on which direction you input to start the move. When she makes contact with the wall, she will begin to slide down it, and you have multiple followups to use from that point on. Carrying Hayabusa will give you an oppressive corner game with a variety of options to keep the opponent guessing and stressed out, and is one of Lupinus' most fearsome tools overall because of the variety of options that can be executed with it.
- M31st Gata = Gale (Hayate) (623B/D)
- Lupinus attempts to use her legs to grab the opponent and fling them down. The B version has faster startup than the D version but less invulnerability and less horizontal reach, giving them both some use as meterless reversals in matches where she needs them. Both versions are also excellent Exceed starters both at midscreen and near the corner, and as a command throw, Hayate in general is a good additional option for cracking open enemy defenses at ranges that Lupinus' other command throws may miss at, especially when used during her command dash.
- 91st Gata = Saint's Arrow (Koushi) (236236B/D)
- Lupinus jumps straight upward to catch out an enemy in the air; on hit, she pins them under her feet, spinning down to the ground with them in tow. This super does a lot of damage, and due to the nature of how Lupinus brings the enemy down to the ground she has excellent opportunities to Chaos Shift, corner carry with other moves, or generally capitalize on where they've been positioned. The main downside to this move is that it will have no effect on grounded enemies and that it has a somewhat narrow horizontal hitbox; in combos where the enemy is close it's guaranteed, but it may be harder to catch enemies further away from you unless you bring them in.
- 81st Gata = Jupiter (Raijin) (236236A/C)
- Lupinus rears back a bit, then performs a rushing dash punch. Both versions have invul, but the C version has a bit more. It has much more corner carry out of the box than Koushi does, and does just as much damage, but the tricky part is setting up Exceed loops with it. Unlike Koushi, the enemy won't end up as close to you when the move is done, so looping Raijin during Exceed combos, while doable, requires generally being closer to the corner as to properly capitalize on the Chaos Shifts required to get the loops going.
Recommended Sets
Lupinus pretty much never wants to take two specials for her Extra Moves. Though their usages vary, both of her super moves are good enough to merit carrying one of them into any given matchup because of her high conversion rate for Exceed combos. Between Hayabusa and Hayate, Hayabusa generally sees more use since Lupinus has strong enough corner carry that it's possible to make good use of it in most matchups. However, as stated earlier, matchups where she needs a meterless reversal may warrant taking Hayate instead. It's largely up to you.
Hayabusa and Raijin: While you lose some more options for air control since you're not carrying Koushi, this gives you a reversal with a bit more range plus the absurd mixup/corner conversion potential that wallcling can enforce. You'll have to get used to routing at midscreen for Raijin loops and you may not like needing meter for a reversal, but if you can work around those limitations this set works well.
Hayabusa and Koushi: This is sort of the inverse of the above selection, trading some ground coverage for a better command of the air and retaining wallcling tech. However, it's easier to use Koushi to set up for damage and some degree of corner carry--so long as you can catch out an opponent in the air or put them there.
Hayate and Koushi: When you absolutely need a grounded meterless reversal but want/need to control the air as well, this is the set you want. Hayate's Exceed potential combined with Koushi's positioning and damage means that setting up high-damage situations is a lot less demanding than getting Raijin spacing correct. The main downside to this set is the loss of wallcling, limiting some of your more obnoxious pressure to Claymore setups only.
Move List
Click on a header to expand that section of the movelist
Normal Moves
5A
5A
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5B
5B
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5C
5C
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5D
5D
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2A
2A
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2B
2B
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2C
2C
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2D
2D
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Command Moves
3C
162nd Gata = Sparrow (Suzume)
3C |
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Special Chaos Combo
Special Chaos Combo
2D~D |
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Universal Mechanics
Throw
Throw
5/6AC |
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Guard Break
Guard Break
6BD |
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Guard Break
Guard Break
AB |
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Tactical Guard
Tactical Guard
CD |
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Special Moves
214P
650th Gata = Nighthawk (Yotaka)
214P EX OK |
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j.214P
96th Gata = God Hammer (Tetsui)
j.214P EX OK |
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j.623P
69th Gata = Heaven's Sword (Tenken)
j.623P EX OK |
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41236K
R6th Gata = Regulus (Shishi)
41236K EX OK |
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63214B
1128th Gata = Striker (Gekitetsu)
63214B |
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63214D
1127th Gata = Vanguard (Kiba)
63214D |
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236A
67th Gata = Hydra (Orochi)
236A |
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236C
67th Gata Mushiki = Zero (Rei)
236C |
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Extra Special Moves
623K
M31st Gata = Gale (Hayate)
623K |
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4/6BD
1st Gata - 43rd Shiki = Falcon (Hayabusa)
4BD/6BD (air OK) |
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Ultimate Chaos Moves
214214K
92nd Gata = Claymore (Juuken)
214214K |
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6321463214P
89th Gata = Berserk (Sentora)
6321463214P |
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Extra Ultimate Chaos Moves
236236K
91st Gata = Saint's Arrow (Koushi)
236236K |
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236236P
81st Gata = Jupiter (Raijin)
236236P |
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Strategy
Neutral
When playing the ground game, your primary poking tool for the midrange is 5C--it can't be thrown out all the time but it has good reach and cancels well into 236A. 5A and 5B are also useful, but have to be used a little more carefully, as 5A tends to whiff on crouchers and 5B has good range but is a little slow. 236A itself is also an option as long as it doesn't whiff, but your main goal is to hit with the tip if you're going to be using it as an irritant.
For anti-air options, you have 3C and 214P to snatch people that are trying to approach carelessly from the air.
When in the air yourself, you have j.B and j.D as ground-to-air or air-to-air options, mostly for opponents at about your height and if you want to be able to continue a combo with a jump cancel. j.C is also an incredibly useful button in general, though, and you should never discount it as an option as you're falling down or going for an air-to-air; if it hits low enough you'll have a lot of hitstun to play with. you However, if you want to play from mid-range, j.214P is your best bet. j.214A/EX are the air-to-air options--j.214A will give you and the opponent some space but EX will put you close to them and let you stay in, possibly even convert to a combo if you're close enough to the corner. j.214C is the air-to-ground option, and if it hits will also put you in a cozy position.
If you want or need to close a gap quickly, picking Run gives you a good, quick run, but you also have 63214D as a gap-closer that can come off of any normal or even be used in neutral with fakeouts via 236C.
Combos
A few important terms to define that get used a lot in this section:
- j.C loops: Refers to pressing jumping and pressing j.C, then delaying just a bit to press j.C again. Often used in corner combos, it is a central part of Lupinus' corner routes, as j.C's absurd hitstun allows for combos if the timing of the loops is correct.
- Rejump: refers to landing on the ground, then jumping again as soon as possible with the following normal (e.g., rejump j.A means to land from the previous move, then jump up and press j.A). "Super rejump" refers simply to doing a rejump, but with a superjump input instead.
Midscreen
- 5A 5B delay 5A 5B 5C 236A~A
- Sets up a damage combo midscreen by allowing for a supercancel after 236A~A, especially if you carry 236236K as an extra super. If you have max meter, you can Exceed Cancel 236A~A and use 63214B to hit and carry the opponent to the corner.
- 5A 5B delay 5A 5B 5C 63214B
- A corner carry variant of the above combo. Can use Exceed to extend the combo.
Near Corner
- 5A 5B delay 5A 5B 5C 236A~B j.C delay j.C rejump j.A j.C double jump j.A j.B j.D j.214C
- This combo uses one j.C loop followed by a j.214C to leave the you and the opponent close to each other and near the corner. If you've carried in 4/6BD then this gives you an opportunity to run wallcling oki if you so desire. If you have max meter, then Exceed the last hit of j.214C, go into 63214B, and supercancel from there.
- 2D 5A 5B 5C 63214B 5B super jump cancel j.C delay j.C rejump j.C delay j.C rejump j.C delay j.C double jump j.B j.D j.214C
The second 5B won't connect unless 63214B brings the opponent to the corner. This particular version uses 3 reps of the j.C loop, then goes into j.B j.D j.214C, similarly to the combo above.
- 5A 5B delay 5A 5B 5C 236A~B run 3C 214A
- If you happen to be close enough to the corner for 236A~B wallstick but not close enough to get a j.C, then this combo works just fine to convert instead.
Corner
- 41236BD 2B super jump cancel j.C delay j.C super rejump j.C delay j.C rejump j.A j.C jump cancel j.B j.D j.214C
- Corner j.C loop off of 41236BD. You can confirm into this move by canceling any normal into 63214D, then canceling that into 41236BD.
With Hayate (236K)
- 2B 5A 5B 5C 623B 2A 5C super jump cancel j.B j.C 5A super jump cancel j.C delay j.C super rejump j.C delay j.C super rejump j.C delay j.C rejump j.D j.623C
- Uses three j.C loops with an air command throw ender to put the enemy into the corner. For an Exceed-able version, use j.214C to end the combo instead, and Exceed Cancel the last hit of the move when Lupinus is close to the ground, similar to the first Near Corner combo above.
- j.D 5A 5C 623B 2A 5C super jump cancel j.A j.B j.C land super jump j.C delay j.C land super jump j.C delay j.C land super jump j.C j.D j.214C B+C 63214B 236236P A+B 5D 63214B 236236P A+B 5C 63214B 6321463214P 63214P 236236P
- Requires carrying Raijin in addition to Hayate, but is a variant of the above combo that starts from a j.D. It uses the j.214C to Exceed conversion mentioned previously, then goes into a set of Raijin loops using 63214B as a bridge to do so. After two Raijins, [63214B 6321463214P 63214P] uses the first two parts of command throw super (6321463214P) to launch the opponent for another Raijin opportunity.
With Koushi (236236K)
The term "ender" in the context of these combos is usually a choice between j.214C and j.623C. For situations where you want to set up for okizeme with 4/6BD, either ender is acceptable, but specifically to start off Exceed combos it's best to try to get j.214C to land as it'll be a guaranteed conversion with 63214B. If opponents are too high up for j.214C to hit, j.623C is a better option.
- 236236K A+B 236C 5C super jump cancel j.C delay j.C rejump j.C delay j.C rejump j.C. delay jC rejump j.C jump cancel j.B j.D ender
- 2-meter conversion for a raw Koushi callout by converting into a Chaos Shift (A+B).
- ...236236K A+B 63214B (corner) 2A 5C super jump cancel j.C delay j.C rejump j.C delay j.C rejump j.C double jump j.B j.D ender
- 2-meter conversion, but can be done either from a raw Koushi callout or from some other combo starter (such as 236A~A). The 2A 5C after 63214B may be harder to connect if the opponent is *too* close to the corner during the Koushi A+B.
- 2C super jump cancel j.214C 5A 5B super jump cancel j.A j.B j.D rejump j.A j.B j.C (corner) rejump j.A j.C double jump cancel j.B j.D ender
- parry 5C iad C run j.A j.B j.C land j.C j.C land j.C double jump j.B j.D ender
- back to corner parry 5C run under 5A sjc j.C delay j.C rejump j.C delay j.C j.A j.C djc j.B j.D ender
- 5A 5B 5C 63214D 41236BD dash 5A sjc j.A j.B j.C run j.A j.B j.C (corner) j.A j.C djc j.B j.D ender
- 5A 5B 5C 63214D 41236BD dash 5A 5C 63214B 2A 5C sjcC,C j.C,C j.C djc j.B j.D ender
- 6321463214P~63214P dash 5A 5B sjc j.A j.B j.D j.A j.B j.C 214AC 2B 5C sjcBC 5A sjcC,C j.C,C j.C djc j.B j.D ender
Counterhit Combos
- CH j.C 5B sjc j.A j.B j.C run j.A j.B j.C j.214A
- CH j.C 5A 63214B (corner) 2A 5C sjc j.C delay j.C rejump j.C delay j.C j.C djc j.B j.D ender
- CH 236236A iad j.D 5A 5C 63214B (corner) 2A 5C sjc j.C delay j.C rejump j.C delay j.C rejump j.C delay j.C rejump j.C djc j.B j.D ender
- CH j.C 2B 5C sjc j.C delay j.C rejump j.C delay j.C rejump j.A j.C djc j.B j.D ender
- CH 236236A 5C sjc j.C delay j.C rejump j.C delay j.C rejump j.C djc j.B j.D ender (can Exceed if j.214C is the ender)
Exceed Combos
- j.214C Exceed 63214B 236236D AB 236C 236236D AB 236C 236236D
- j.214C Exceed 214A 236236A(?) AB 214A 236236A AB 214A 236236A (corner) AB 5C sjcC,C j.C,C j.A j.C djc j.B j.D ender
- ...236A~A Exceed 63214B 236236D AB 236C 236236D AB 236C 236236D
- 623D walk 5A sjc j.A j.B j.D j.A j.B j.C 214A B+C 41236B 236236A Exceed
Videos
- Some combos: [1]
Colors
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.