Chaos Code/NSC/Lupinus: Difference between revisions
Zero-Sennin (talk | contribs) |
Zero-Sennin (talk | contribs) (some updates to combos. rediscovered some very nice ones so I'll be coming back and adding more and more.) |
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* '''5A > 5B > 5C > 236A~P''' | * '''5A > 5B > 5C > 236A~P''' | ||
:A basic midscreen or corner confirm that can be used to set up a super cancel or start an Exceed combo after 236A~P. You can substitute 63214B for 236A~P if you want to get more corner carry in exchange for less damage. | :A basic midscreen or corner confirm that can be used to set up a super cancel or start an Exceed combo after 236A~P. You can substitute 63214B for 236A~P if you want to get more corner carry in exchange for less damage. | ||
* '''5A > 5B > 5C > 236A~K > 5A > 3C > 214A''' | * '''5A > 5B > 5C > 236A~K > 5A > 3C > 214A''' | ||
:A basic corner combo that forces a wallsplat after 236A~K. 5A is used to confirm into 3C > 214A and slam the opponent down in front of you. | :A basic corner combo that forces a wallsplat after 236A~K. 5A is used to confirm into 3C > 214A and slam the opponent down in front of you. You can opt to do a jumping combo after 236A~K instead of going into 5A > 3C > 214A. | ||
* '''j.A > j.C > jump cancel j.B > j.D > j.214C''' | * '''j.A > j.C > jump cancel j.B > j.D > j.214C''' | ||
:A basic jumping combo that grabs and throws the opponent back down to the ground so that you can approach and continue to fight them. | :A basic jumping combo that grabs and throws the opponent back down to the ground so that you can approach and continue to fight them. | ||
''With Koushi (236236K)'' | |||
* '''...236A~P or 63214B > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K''' | |||
:A 3-meter basic Koushi Exceed combo using 236A~A or 63214B as the starter. Works anywhere. | |||
* '''...j.214C > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K''' | |||
:A 3-meter basic Koushi Exceed combo using j.214C as the starter. Works best when the enemy is in or near the corner. | |||
''With Raijin (236236P)'' | |||
* '''...63214B > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B''' | |||
:A 3-meter basic Raijin loop using 63214B as the starter. Works anywhere. | |||
* '''...j.214C > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B''' | |||
:A 3-meter basic Raijin loop using j.214C as the starter. Works best when the enemy is in or near the corner. | |||
</div></div> | </div></div> | ||
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==== '''0.5 Meters''' ==== | ==== '''0.5 Meters''' ==== | ||
* '''5A > 5B > EX 63214K > 5C > 63214B''' | * '''5A > 5B > EX 63214K > 5C > 63214B''' | ||
:A confirm for EX command throw that lets you bring the enemy to the corner. If you're already in the corner then you can swap out 63214B for 5A > 5C > 3C > 214A for a simple slamdown or convert into much more complex and intricate corner-specific combos due to how high the popup from EX 63214K is. | :A confirm for EX command throw that lets you bring the enemy to the corner. If you're already in the corner then you can swap out 63214B for 5A > 5C > 3C > 214A for a simple slamdown, or convert into much more complex and intricate corner-specific combos due to how high the popup from EX 63214K is. | ||
* '''j.A > j.C > jump cancel j.B > j.D > EX j.214P/EX j.623P''' | * '''j.A > j.C > jump cancel j.B > j.D > EX j.214P/EX j.623P''' | ||
:A metered alternative jump combo for use when j.214C may not reach. In general, j.214P is preferred especially if you're near the corner, as the wallslam from it will allow you to pick up and convert with the appropriate buttons and it reaches out | :A metered alternative jump combo for use when j.214C may not reach. In general, j.214P is preferred, especially if you're near the corner, as the wallslam from it will allow you to pick up and convert with the appropriate buttons and it reaches out horizontally so you're likely to hit with it. | ||
==== '''2 Meters''' ==== | ==== '''2 Meters''' ==== | ||
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===<font style="visibility:hidden" size="0">Near Corner Combos</font>=== | ===<font style="visibility:hidden" size="0">Near Corner Combos</font>=== | ||
==== '''Meterless''' ==== | |||
* '''5A > 5B > delay 5A > 5B > 5C > 236A~K > run 5A > 3C > 214A''' | * '''5A > 5B > delay 5A > 5B > 5C > 236A~K > run 5A > 3C > 214A''' | ||
:If you happen to be close enough to the corner for 236A~B wallstick but the opponent hits the wall at below half-screen, | :If you happen to be close enough to the corner for 236A~B to wallstick, but the opponent hits the wall at below half-screen, this is your conversion combo. | ||
* '''5A > 5B > delay 5A > 5B > 5C > 236A~K > j.C delay j.C > rejump j.A > j.C > double jump j.A > j.B > j.D > j.214C''' | * '''5A > 5B > delay 5A > 5B > 5C > 236A~K > 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. | :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. | ||
* '''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''' | * '''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. | 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. | ||
==== '''0.5 Meters''' ==== | |||
<!--- | <!--- | ||
* 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 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 | ||
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* 5A 5B 5C 63214D 41236BD dash 5A 5C 63214B 2A 5C sjcC,C j.C,C 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--> | ||
</div></div> | </div></div> | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Corner Combos</b></font></center></div> | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Corner Combos</b></font></center></div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
===<font style="visibility:hidden" size="0">Corner Combos</font>=== | ===<font style="visibility:hidden" size="0">Corner Combos</font>=== | ||
* '''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 EX 41236K. You can | ==== '''Meterless''' ==== | ||
* 5A > 5B > 5C > 41236K | |||
: Quick and dirty corner confirm into command throw. | |||
* j.C delay j.C > rejump j.A > j.C > double jump j.B > j.D > j.214C | |||
: One j.C loop rep combo that works well when 236A~K gets a wallstick in the corner, or from either a 5A superjump cancel or a 5A > 5C super jump cancel. | |||
''With Hayate (236B/D)'' | |||
* '''2B 5A 5B 5C 623B 2A 5C super jump cancel j.B j.C land 5A super jump cancel j.C delay j.C super rejump j.C delay j.C rejump j.C double jump cancel j.B j.D j.214C''' | |||
: Hayate confirm combo that leads into a j.214C ender. | |||
==== '''0.5 Meters''' ==== | |||
* '''5A > 5B > 5C > 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 EX 41236K using a 5A > 5B > 5C confirmation string. You can also set up the approach for this from 63214D if you're using it as an oki approach. | |||
<!--- | <!--- | ||
* '''6321463214P~63214P > dash 5A > 5B > super jump cancel j.A > j.B > j.D > rejump j.A > j.B > j.C > 214AC > 2B > 5C > super jump cancel j.B > j.C > 5A > super jump cancel j.C delay j.C > rejump j.C delay j.C > rejump j.C double jump j.B > j.D > ender''' | * '''6321463214P~63214P > dash 5A > 5B > super jump cancel j.A > j.B > j.D > rejump j.A > j.B > j.C > 214AC > 2B > 5C > super jump cancel j.B > j.C > 5A > super jump cancel j.C delay j.C > rejump j.C delay j.C > rejump j.C double jump j.B > j.D > ender''' | ||
:Super command throw confirm.--> | :Super command throw confirm.--> | ||
==== '''2 Meters''' ==== | |||
''With Koushi (236236K)'' | ''With Koushi (236236K)'' | ||
* '''236236K A+B 236C 5C super jump cancel j.C delay j.C rejump j.C delay j.C rejump j.C. delay j.C rejump j.C jump cancel j.B j.D ender''' | * '''236236K A+B 236C 5C super jump cancel j.C delay j.C rejump j.C delay j.C rejump j.C. delay j.C rejump j.C jump cancel j.B j.D ender''' | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
===<font style="visibility:hidden" size="0">Exceed Combos</font>=== | ===<font style="visibility:hidden" size="0">Exceed Combos</font>=== | ||
''With Koushi (236236K)'' | ''With Koushi (236236K)'' | ||
* '''...236A~P | * '''...236A~P/63214B > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K''' | ||
:A common Koushi loop for either midscreen or the corner using 236A~A as the starting point and using 236C's quick recovery time and super cancel window to maximize the number of Koushis you can use in the loop. Basic, reliable, and simple to use. | :A common Koushi loop for either midscreen or the corner using either 236A~A or 63214B as the starting point and using 236C's quick recovery time and super cancel window to maximize the number of Koushis you can use in the loop. Basic, reliable, and simple to use. | ||
* '''...j.214C > B+C > 63214B > | * '''...j.214C > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K''' | ||
: | :Near-corner or corner conversion from j.214C into Koushi. This is the primary reason why, whenever possible, you want to end air combos in or near the corner with j.214C, as the oki situation after this combo combined with the damage is prime positioning for a lot of Lupinus's most dangerous mixup options with 4/6BD if she has it. | ||
''With Raijin (236236P)'' | ''With Raijin (236236P)'' | ||
* '''63214B > B+C > 63214B | * '''...63214B/236A~P > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B | ||
:A | :A basic, stable Raijin loop for either midscreen or the corner by using 63214B or 236A~P as a starter. It is imperative that you use the A version of Raijin so that your spacing is set up properly for the 214As to land. This carries you to the corner from midscreen, so the last A+B allows for a variety of okizeme and chasing options: 4/6BD wallcling setups (if you took it as an Extra Move), further combo extensions, or simply tagging the opponent with something like 5A > 3C > 214A to bring them down to the ground. | ||
last A+B allows for a variety of okizeme and chasing options. | |||
* '''...j.214C > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B''' | |||
:Near-corner or corner conversion from j.214C into Raijin loops. Similar post-combo situation as the 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''' | |||
:An advanced Hayate corner combo starting from a j.D. After the j.214C Exceed, 63214B is used to bridge into Raijin > 63214B loops for about two reps. After two Raijin loops and 5C 63214B, 6321463214P~63214P uses the first two parts of command throw super to launch the opponent for another Raijin opportunity. | |||
* '''...j.214C > B+C > 5A > 214A > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A (corner) > A+B > 5C > super jump cancel j.C delay j.C > rejump j.C delay j.C > rejump j.A > j.C > double jump j.B > j.D > ender''' | * '''...j.214C > B+C > 5A > 214A > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A (corner) > A+B > 5C > super jump cancel j.C delay j.C > rejump j.C delay j.C > rejump j.A > j.C > double jump j.B > j.D > ender''' |
Revision as of 02:19, 31 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 rolling 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 startup invul and horizontal range on them both gives them some use as meterless reversals in matches where she needs them; the D version has a longer startup, but more reach, invul time, and a higher popup. 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.
- 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 and does more damage in exchange for a slower startup and farther reach. It has much more corner carry out of the box than Koushi does, and does just as much damage, making it a good choice for use against more grounded opponents.
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 using either. 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 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 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. Most often it is written as j.C delay j.C and may sometimes require a super jump cancel in order to get it to work correctly.
- 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.
- Ender: in the combos where this term is used, you're commonly choosing between j.214C, j.214AC, j.623A/C, or j.623AC. In most situations, you want to land a j.214C whenever possible, as it gives the best positioning, damage, and okizeme, especially if the enemy is near the corner. As seen in the Exceed Combos section below, j.214C also allows Lupinus to run some exceedingly nasty Exceed Combos. In situations where j.214C will miss because the enemy is just above the height where j.214C will miss, j.214AC is the preferred alternative to retain positioning for oki; j.623A/C and j.623AC will hit at about the same height as j.214AC but for combos that take the enemy high into the air, Lupinus will be thrown fairly far away from them afterward.
Beginner Combos
Some of these routes are repeated in their proper sections below, but are highlighted here in their simplest forms for newer players. As a new player you should familiarize yourself with these and then look at the more optimized variants later. They are listed in the order that it's recommended you learn them.
- 5A > 5B > 5C > 236A~P
- A basic midscreen or corner confirm that can be used to set up a super cancel or start an Exceed combo after 236A~P. You can substitute 63214B for 236A~P if you want to get more corner carry in exchange for less damage.
- 5A > 5B > 5C > 236A~K > 5A > 3C > 214A
- A basic corner combo that forces a wallsplat after 236A~K. 5A is used to confirm into 3C > 214A and slam the opponent down in front of you. You can opt to do a jumping combo after 236A~K instead of going into 5A > 3C > 214A.
- j.A > j.C > jump cancel j.B > j.D > j.214C
- A basic jumping combo that grabs and throws the opponent back down to the ground so that you can approach and continue to fight them.
With Koushi (236236K)
- ...236A~P or 63214B > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K
- A 3-meter basic Koushi Exceed combo using 236A~A or 63214B as the starter. Works anywhere.
- ...j.214C > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K
- A 3-meter basic Koushi Exceed combo using j.214C as the starter. Works best when the enemy is in or near the corner.
With Raijin (236236P)
- ...63214B > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B
- A 3-meter basic Raijin loop using 63214B as the starter. Works anywhere.
- ...j.214C > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B
- A 3-meter basic Raijin loop using j.214C as the starter. Works best when the enemy is in or near the corner.
Midscreen Combos
These combos also work in the corner.
Meterless
- 5A > 5B > (delay 5A > 5B) > 5C > 236A~P
- You can also start this combo with (2A > 2B) if you so choose. (delay 5A > 5B) usually only works if you're already up close and personal with the opponent (even if you use the 2A > 2B starter), but if you can fit it in you should do so. Feel free to substitute 63214B for 236A~P if you want to get corner carry out of this combo.
- j.A > j.C > jump cancel j.B > j.D > j.214C/j.623P
- If the opponent is close to you and either at your height or a bit lower, it's better to use j.214C as the ender here so that you can maintain your positioning and get some corner carry at the same time. If you're in a situation where j.214C might miss, j.623P is an acceptable substitute but will push Lupinus farther away from the opponent, especially if you're really high up.
0.5 Meters
- 5A > 5B > EX 63214K > 5C > 63214B
- A confirm for EX command throw that lets you bring the enemy to the corner. If you're already in the corner then you can swap out 63214B for 5A > 5C > 3C > 214A for a simple slamdown, or convert into much more complex and intricate corner-specific combos due to how high the popup from EX 63214K is.
- j.A > j.C > jump cancel j.B > j.D > EX j.214P/EX j.623P
- A metered alternative jump combo for use when j.214C may not reach. In general, j.214P is preferred, especially if you're near the corner, as the wallslam from it will allow you to pick up and convert with the appropriate buttons and it reaches out horizontally so you're likely to hit with it.
2 Meters
With Koushi (236236K)
- ...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 that 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.
Near Corner Combos
Meterless
- 5A > 5B > delay 5A > 5B > 5C > 236A~K > run 5A > 3C > 214A
- If you happen to be close enough to the corner for 236A~B to wallstick, but the opponent hits the wall at below half-screen, this is your conversion combo.
- 5A > 5B > delay 5A > 5B > 5C > 236A~K > 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.
- 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.
0.5 Meters
Corner Combos
Meterless
- 5A > 5B > 5C > 41236K
- Quick and dirty corner confirm into command throw.
- j.C delay j.C > rejump j.A > j.C > double jump j.B > j.D > j.214C
- One j.C loop rep combo that works well when 236A~K gets a wallstick in the corner, or from either a 5A superjump cancel or a 5A > 5C super jump cancel.
With Hayate (236B/D)
- 2B 5A 5B 5C 623B 2A 5C super jump cancel j.B j.C land 5A super jump cancel j.C delay j.C super rejump j.C delay j.C rejump j.C double jump cancel j.B j.D j.214C
- Hayate confirm combo that leads into a j.214C ender.
0.5 Meters
- 5A > 5B > 5C > 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 EX 41236K using a 5A > 5B > 5C confirmation string. You can also set up the approach for this from 63214D if you're using it as an oki approach.
2 Meters
With Koushi (236236K)
- 236236K A+B 236C 5C super jump cancel j.C delay j.C rejump j.C delay j.C rejump j.C. delay j.C 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).
Exceed Combos
With Koushi (236236K)
- ...236A~P/63214B > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K
- A common Koushi loop for either midscreen or the corner using either 236A~A or 63214B as the starting point and using 236C's quick recovery time and super cancel window to maximize the number of Koushis you can use in the loop. Basic, reliable, and simple to use.
- ...j.214C > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K
- Near-corner or corner conversion from j.214C into Koushi. This is the primary reason why, whenever possible, you want to end air combos in or near the corner with j.214C, as the oki situation after this combo combined with the damage is prime positioning for a lot of Lupinus's most dangerous mixup options with 4/6BD if she has it.
With Raijin (236236P)
- ...63214B/236A~P > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B
- A basic, stable Raijin loop for either midscreen or the corner by using 63214B or 236A~P as a starter. It is imperative that you use the A version of Raijin so that your spacing is set up properly for the 214As to land. This carries you to the corner from midscreen, so the last A+B allows for a variety of okizeme and chasing options: 4/6BD wallcling setups (if you took it as an Extra Move), further combo extensions, or simply tagging the opponent with something like 5A > 3C > 214A to bring them down to the ground.
- ...j.214C > B+C > 63214B > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A > A+B
- Near-corner or corner conversion from j.214C into Raijin loops. Similar post-combo situation as the 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
- An advanced Hayate corner combo starting from a j.D. After the j.214C Exceed, 63214B is used to bridge into Raijin > 63214B loops for about two reps. After two Raijin loops and 5C 63214B, 6321463214P~63214P uses the first two parts of command throw super to launch the opponent for another Raijin opportunity.
- ...j.214C > B+C > 5A > 214A > 236236A > A+B > 214A > 236236A > A+B > 214A > 236236A (corner) > A+B > 5C > super jump cancel j.C delay j.C > rejump j.C delay j.C > rejump j.A > j.C > double jump j.B > j.D > ender
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.