|
|
Line 15: |
Line 15: |
| == Introduction == | | == Introduction == |
|
| |
|
| Lupinus' playstyle can be best described as high mobility and high space control, | | 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. |
| with a smattering of close-range options in the form of several command throws to choose from. | | Though her normals are a little on the slow side, she covers a broad variety of angles and can engage at her leisure, with a respectable damage output and corner carry to match. |
| Though her normals are a little on the slow side, she covers a broad variety of angles and can engage at | |
| her leisure, with a respectable damage output and corner carry to match. | |
|
| |
|
| {| | | {| |
Line 26: |
Line 24: |
| | style="width: 50%;"| | | | style="width: 50%;"| |
| *Moves cover a variety of ranges and angles, including air-to-ground, anti-air, and air-to-air | | *Moves cover a variety of ranges and angles, including air-to-ground, anti-air, and air-to-air |
| *Above-average mobility and decent corner carry, and great corner carry with enough meter | | *Above-average mobility and decent corner carry |
| | *Strong conversions from stray hits at close-mid range |
| *Gains powerful corner mixup options with 4/6BD (wallcling) | | *Gains powerful corner mixup options with 4/6BD (wallcling) |
| *Can assert strong ground pressure with 236236K super | | *Can assert strong ground pressure with 236236K super |
| | style="width: 50%;"| | | | style="width: 50%;"| |
| *Normals, despite their range, can be slow, making it hard for her to mash out of pressure | | *Normals, despite their range, can be slow, making it hard for her to mash out of pressure |
| *Reversal options are limited and very risky, '''especially''' if whiffed | | *Reversal options are limited (mostly constrained to her Extra Moves) and very risky, '''especially''' if whiffed |
| | *Generally weak defensive game due to the above factors. |
| | *Pressure game without 236236K, while not terrible, is somewhat lackluster |
| |- | | |- |
| |} | | |} |
Profile
Member of the Earth Military Union. She likes Hikaru a lot and gets really soft around him,
but is otherwise very serious.
Lost her arm in an incident of some sort. I forget.
Game Data
Health: 29000
Stun: 90
Introduction
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 are a little on the slow side, she covers a broad variety of angles and can engage at her leisure, with a respectable damage output and corner carry to match.
Strengths |
Weaknesses
|
- Moves cover a variety of ranges and angles, including air-to-ground, anti-air, and air-to-air
- Above-average mobility and decent corner carry
- Strong conversions from stray hits at close-mid range
- Gains powerful corner mixup options with 4/6BD (wallcling)
- Can assert strong ground pressure with 236236K super
|
- Normals, despite their range, can be slow, making it hard for her to mash out of pressure
- Reversal options are limited (mostly constrained to her Extra Moves) and very risky, especially if whiffed
- Generally weak defensive game due to the above factors.
- Pressure game without 236236K, while not terrible, is somewhat lackluster
|
Normal Moves
5A
5A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
5
|
-
|
-
|
?/-3
|
Yes
|
-
|
Standard high jab. Misses on crouching block, but will connect on a croucher in hitstun. Sees a lot of use in combos, and it's a strong move to use on offense, but just be aware it might miss and use 2A instead when that's important.
|
|
5B
5B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
7
|
-
|
-
|
?/-1
|
Yes
|
-
|
Muay thai shin kick. One of Lupinus' core normals on offense, links back to a 5A on hit. You might not press it on its own, favoring a 2A instead to start a string, but even if you do it's not bad for that.
|
|
5C
5C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
Stagger
|
Big horizontal swipe. This is one of Lupinus' core footsies buttons as it controls a lot of horizontal space. Since her D buttons are so janky, this and 2C are your primary cancellable buttons. Delayed cancels are A-OK so get used to confirming from this.
|
|
5D
5D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
Launch
|
Lupinus does a flash kick like they teach you in the military, but she's smart so she stays on the ground. Sees some use as an anti-air but its hitbox isn't great, so don't push it blindly and think carefully about which approaches you try to shut down with this.
|
|
2A
2A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
-
|
Crouching jab. Not much else notable about it, but it's pretty good for what it is.
|
|
2B
2B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
-
|
Standard low kick. This is an important starter for Lupinus since it hits low, but needing to chain to a C normal to follow up makes confirming a little tricky. It can also link into 5A which can make confirms easier if your close. Get used to it, and try not to leave off on 2B since it's at a disadvantage on block.
|
|
2C
2C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
Stagger
|
Strangely, this is Lupinus' go-to sweep button. It's a very long range sweep, though, and is just as good as 5C for controlling space, as well as for confirming from since its launch height is massive. It has a lot of recovery though, so try not to miss.
|
|
2D
2D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
Launch
|
Lupinus spins forward then does a sweep. One of the weirdest buttons in Lupinus' arsenal, but also one of the strongest. On any hit it'll link to an air hit 5A, allowing for a beefy followup combo. Its long startup makes it highly unlikely that you're going to confirm into this, but that's perfectly fine for a few reasons. It has an extremely strong low profile and is plus on block, so it's actually a relatively low risk button as long as you have the time to get it out.
|
|
j.A
j.A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Air knife hand. Not really too useful outside of combos and for a fast air-to-air. If you don't have to push it, you'd rather not.
|
|
j.B
j.B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Horizontal kick. Works pretty ok for an air-to-air when you're slightly above the opponent, but mostly just used in combos and after IADs since you can follow up with jD before landing.
|
|
j.C
j.C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
-
|
-
|
-
|
-
|
Yes
|
Stagger
|
Lupinus swings her arms upward in a half-circle. This normal is Lupinus. On top of being some of the strongest combo filler out there, this thing has the goofiest hitbox this side of Cerberus jD. It's a bit on the slow side, but if it has time to come out, you should be surprised if it loses. jC functions as an air-to-air at all heights as well as easily hitting air-to-ground from an IAD, and if it counterhits on air hit, it allows a followup no matter how high the opponent is.
|
|
j.D
j.D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
-
|
-
|
-
|
-
|
Yes
|
Stagger
|
Horizontal kick that's very similar to jB. It's not jC but you can chain it from jC and it's good in combos. Sometimes it's better than jC as an air-to-ground because it's faster.
|
|
Command Moves
3C
162nd Gata = Sparrow (Suzume) 3C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
-
|
Lupinus makes an arcing swipe with her arm at a 45 degree angle. This is another strong AA tool for Lupinus as it's air unblockable and has a massive hitbox. It whiffs on grounded opponents, so use it more reactively than proactively..
|
|
Special Chaos Combo
Special Chaos Combo 2D~D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
-
|
The main use of this is for the really lazy combo from 2D, but you can also do a cute frametrap from a blocked 2D with it. Since this is cancelable, you can safely superjump and try to put on more pressure even if they block. You can do this target combo even on whiff so it can also be used to deter whiff punishing of 2D.
|
|
Throw
Throw 5/6AC
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
3800
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
Regular throw. Pushes the opponent relatively far away.
|
|
Special Moves
214P
650th Gata = Nighthawk (Yotaka) 214P EX OK Good, quick AA and combo tool. Good, quick AA and combo tool. Slower start, but completely air unblockable. Slower start, but completely air unblockable. Whip 'em into the corner and make 'em cry. Whip 'em into the corner and make 'em cry.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
11
|
-
|
-
|
-
|
Yes
|
-
|
Anti-air grapple arm. Used the most often in combos, especially if you happen to get a 3C on someone jumping at you. No versions of 214P connect on grounded opponents, but they're all valuable in neutral because of how they control aerial space. A and C versions are both very good Exceed starters.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
C
|
-
|
-
|
High/Low (ground only)
|
23
|
-
|
-
|
-
|
Yes
|
-
|
Similar to the A version, but slower to start up. In exchange, it becomes air unblockable.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
EX
|
-
|
-
|
High/Low
|
11
|
-
|
-
|
-
|
Yes
|
-
|
Same startup speed as the A version, but slams the opponent down harder for a little extra damage.
|
|
j.214P
96th Gata = God Hammer (Tetsui) j.214P EX OK
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Aerial arm stretch. The A version travels horizontally, and on hit Lupinus pulls herself in to kick the opponent away.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
C
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
This version angles downward instead of forward, and on hit, Lupinus pulls herself in and brings the opponent down to the ground in a slide. Easily one of the best starters for Exceed Combos when used as a punish.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
EX
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Like the A version, but faster, and causes wallstick on hit.
|
|
j.623P
69th Gata = Heaven's Sword (Tenken) j.623P EX OK
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A/C
|
2000
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Air grab that throws the opponent to the ground. Decent combo ender.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
EX
|
3500
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Faster air grab that does more damage.
|
|
41236K
R6th Gata = Regulus (Shishi) 41236K EX OK
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B/D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
-
|
4-hit command throw. Can be comboed into, but has a relatively short range and high recovery, and can be super canceled or used as an Exceed starter.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
EX
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Similar to the normal version, but the 4th hit causes a flying spin state that can start combos.
|
|
63214B
1128th Gata = Striker (Gekitetsu) 63214B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Lupinus runs forward and attempts to snatch the opponent. On hit, she dives to the ground with them and rolls forward. Blockable and punishable, but punishing it is tricky so if an opponent isn't ready for it, you might get out for free. This is a critical combo tool for Lupinus, and if it slams just right into the corner, you can land a 2A from it and continue the combo. Is probably the best linker you have for 95% of your Exceed combos due to the range and the corner carry.
|
|
63214D
1127th Gata = Vanguard (Kiba) 63214D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Command run. Cancelable to all specials and looks like her 62314B except with some afterimages; the cancel window is relatively early in the move so you can brake very, very early. You'll mostly use this very sparingly as a mixup, but often to close the distance to combo into EX 41236K or even 623K if you chose it as an extra special. A notable quirk of this move is that super cancelling it only costs the normal 1 bar to use the super, as opposed to most specials requiring 2 bars to super cancel.
|
|
236A
67th Gata = Hydra (Orochi) 236A 236A~P 236A~P 236A~K 236A~K 236A~K~K 236A~K~K
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
236A
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Omega Red arm. This pulls in, and is negative enough on block to be punishable, but as with many Lupinus things, punishing can be tricky. Has two followups, Rising (Hien) and Lightning (Raiden).
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
236A~P
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
67th Gata - 1st Shiki = Rising (Hien). This followup does an uppercut, and is used to maintain your close distance to the opponent as well as for damage. Super cancelling this followup is particularly strong and does good damage.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
236A~K
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
67th Gata - 2nd Shiki = Lightning (Raiden). This followup makes a projectile ball that does a lot of hits and sends the opponent towards the wall. If they hit the wall, they'll wallsplat and you can follow it up. Best used when already in the corner to get best setups for j.C loops.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
236A~K~K
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
67th Gata - 1st to 2nd Shiki = Lightning Punch (Shiden). This kicks the ball from Raiden forward to get an extra hit that causes wallslam. If you've already put the opponent in the corner, don't use this move, as your combo potential is way stronger from Raiden. However, if you're trying to push the opponent further toward the corner from midscreen, this is a good option.
|
|
236A
67th Gata Mushiki = Zero (Rei) 236C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Lupinus swings her hand up briefly. Acts more like a feint than an actual move, but it has a number of uses: 1) Meter build (you still get meter for using it, and it's fast), 2) Extending combos in the corner by canceling 5C into 236C to lessen recovery and link back into a 5A, 3) Easy way to get unscaled damage for a super cancel or during an Exceed combo and 4) A fast way to brake during 63214D, especially if you don't want to commit to a special move and risk getting blocked or caught out.
|
|
623K
M31st Gata = Gale (Hayate) 623K EX OK
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
Yes
|
-
|
Forward-moving neck grab with some invul. On hit, Lupinus slams the opponent down. Great Exceed starter, but doesn't combo unless you get a close 5C or 2C.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
D
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
A slower version of the B version. Slightly more startup invul, and travels farther. Also a good Exceed starter.
|
|
4/6BD
1st Gata - 43rd Shiki = Falcon (Hayabusa) 4BD/6BD (air OK) 4BD 4BD 2BD 2BD 6BD 6BD 8BD 8BD 5BD 5BD
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
4BD/6BD
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-
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-
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High/Low
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-
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-
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-
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-
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-
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-
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Lupinus does a jumping roll forward or backward depending on the direction you use to start the move. If she gets to the wall during the roll, she'll cling to it and slowly slide down. From here, she has 5 different options to pull off.
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4BD
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-
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-
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High/Low
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-
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-
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-
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1st of the 43rd Shiki - Blue Falcon (Ao Hayabusa). Lupinus does a diving grab at a steep angle. This whiffs crouchers, but grabs airborne opponents and is very likely to give a followup on hit. Additionally it seems to connect against any grounded button, regardless of if the opponent is crouching or not. You can get a lot of mileage out of this against an opponent who likes to jump or otherwise challenge the wall cling since it will beat just about any option that beats the 2 followup.
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2
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-
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High/Low
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-
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-
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-
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-
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-
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2nd of the 43rd Shiki - White Falcon (Shiro Hayabusa). Lupinus sinks to the floor quickly, then goes for a running grab that will hit a grounded opponent. This can be stably followed up with a 5A if it hits near the corner. The portion that falls to the ground appears to have invun, but Lupinus becomes vulnerable right before the grab comes out, so if your opponent mashes hard enough they can counterhit you, but sometimes they just whiff and die.
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6
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-
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-
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High/Low
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-
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-
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-
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-
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-
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-
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3rd of the 43rd Shiki - Red Falcon (Aka Hayabusa). Lupinus jumps off of the wall, resetting her air options and putting her back to a normal jumping state. This still takes some time, so don't get counterhit.
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8BD, then P
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-
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High/Low
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-
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-
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-
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-
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-
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-
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4th of the 43rd Shiki - Yellow Falcon (Ki Hayabusa). Lupinus spins upward and can follow up with a grab at any point by pressing P. This is the most obvious followup, and can often be punished on whiff, but the grab followup isn't avoidable any particular way like the other grab followups so the opponent has to have already escaped the situation.
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5BD
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-
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High/Low
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-
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-
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-
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Lupinus detaches from the wall and falls straight down. You have no air options aside from normals while falling.
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Ultimate Chaos Moves
214214K
92nd Gata = Claymore (Juuken) 214214K
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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-
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-
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High/Low
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-
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-
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-
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-
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-
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-
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Places a claymore on the ground that sends out 3 shockwaves at regular intervals. Can be used for set-play, to control ground space in neutral, or to do really cool looking combos.
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6321463214P
89th Gata = Berserk (Sentora) 6321463214P
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Version
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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6321463214P
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-
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-
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-
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-
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Command grab super. Whether you use this a lot will depend on your preference, as it's really good, but not an integral part to Lupinus since you could also EX command grab for a high damage grab mixup.
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Version
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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63214P
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-
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-
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-
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First followup to Berserk. If you use this super, this is probably where you stop, as you can get combos off of this part of it without too much trouble.
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Version
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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236236P
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-
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-
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-
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-
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-
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Second and final followup to Berserk. To get max damage on this move you have to land a just frame, and unless you're sure it's going to kill it's probably better just to pick up from the first followup and combo from that instead.
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236236K
91st Gata = Saint's Arrow (Koushi) 236236K
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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-
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-
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High/Low
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-
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-
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-
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-
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-
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-
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Has invun but doesn't connect against grounded opponents so only really useful as an anti-air in that respect. Useful in Exceed combos. Using it as an anti-air is kind of dicey too since it'll often go right past the opponent, but if they're in range they're getting got.
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236236P
81st Gata = Jupiter (Raijin) 236236P
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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-
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-
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High/Low
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-
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-
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-
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-
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-
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-
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Can be used as a reversal due to invun, and it's good in Exceed combos too. The heavy version is slower, but has more invuln and damage to compensate.
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Destruction Chaos
2363214P
M270th Gata = Mars (Ikusagami)
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Damage
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Stun
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Guard
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Startup
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Active
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Recovery
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Frame Advantage (block)
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Cancelable
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Counterhit Properties
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-
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-
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-
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-
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-
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-
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-
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-
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Lupinus walldives at the opponent; the angle is adjustable if you hold 6 during the startup. You can combo off the wallslam at the end. Generally speaking it's kind of difficult to set up combos for this move, and it scales a lot. You can get more reliable and bigger damage from just doing Exceed loops, but with wallstick from 236A~K or the right Exceed combo setup it's possible to try finishing off with this move.
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Strategy
Run or Step?
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.
That said, her 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.
Neutral
Matchups
Combos
Videos