Chaos Code/NSC/Lupinus

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Revision as of 19:10, 29 January 2021 by Zero-Sennin (talk | contribs) (updated sets)
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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) (236236P)
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.