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Lupinus is a member of the earth union military who wants to use the endless power of the chaos code to get senpai to notice her.
Lupinus has really strong movement options and good range thanks to her extendo arm. She can run away very easily and force the opponent to come in on her terms. If she takes wall cling she gets one of the strongest corner mix-ups in the game. That all being said, lupinus has some of the worst defensive options in the game and often has to rely on strong defensive reads to carry her through a match.
Run vs Step
Run Lupinus has one of the faster runs, and that extra mobility is nice, but honestly she doesn't need it. What she does need though, are midscreen combos, and microdashes help out there a lot. This is the more common choice among Lupinus players.
Step Because lupinus's walk speed is so good having to commit to a step isn't a big deal, if she doesn't want to she can just walk. 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, but lupinus just has a command run so she doesn't care so much for that.
Corner j.D > 5A > 5C > 623B > 2A > 5C > sjc > j.A > j.B > j.C > land > super jump > j.C > j.C > land > super jump > j.C > j.C > land > super jump > j.C > j.D > j.214C > exceed > 63214B > 236236P > chaos shift > 5D > 63214B > 236236P > chaos shift > 5C > 63214B > 6321463214P > 63214P > 236236P
Corner combo using 623B going int an exceed. video
Some of these might be off a bit, still needs to be checked, you can always reference the video if something seems wrong.
2D 5ABC 624B (corner) 5B sjcC,C jC,C jC,C jC djcBD ender 5AB 5AB etc
2C sjc j.214C 5AB sjcABD jABC (corner) jC,C jC djcBD ender
parry 5C iadC run jABC jC,C jC djcBD ender
back to corner parry 5C run under 5A sjcC,C jC,C jAC djcBD ender
CH jC 5B sjcABC run jABC 214A
CH jC 5A 624B (corner) 2A 5C sjcC,C jC,C jC djcBD ender
(corner) CH jC 2B 5C sjcC,C jC,C jAC djcBD ender
5ABC 624D 426BD dash 5A sjcABC run jABC (corner) jAC djcBD ender
5ABC 624D 426BD dash 5AC 624B 2A 5C sjcC,C jC,C jC djcBD ender
624624C~624C dash 5AB sjcABD jABC 214AC 2B 5C sjcBC 5A sjcC,C jC,C jC djcBD ender
corner whatever 236236D A+B 236C 5C sjcC,C jC,C jC,C jC djcBD ender
whatever 236236D A+B 624B (corner) 2A 5C sjcC,C jC,C jC djcBD ender
whatever 236A~A super
j214C B+C 624B 236236D A+B 236C 236236D A+B 236C 236236D
j214C B+D 214A 236236A(?) A+B 214A 236236A A+B 214A 236236A (corner) A+B 5C sjcC,C jC,C jAC djcBD ender
whatever 236A~A BC (uppercut?) 624B 236236D A+B 236C 236236D A+B 236C 236236D
CH 236236A iad jD 5AC 624B (corner) 2A 5C sjcC,C jC,C jC,C jC djcBD ender
corner CH 236236A 5C sjcC,C jC,C jC,C jC djcBD ender (can exceed into 2C into whatever combo
623D walk 5A sjcABD jABC 214A B+C 426B 236236A etc
| 5A - Mid. Cancelable.
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.
| 2A - Mid. Cancelable.
Crouching jab. Not much else notable about it, but it's pretty good for what it is.
| 5B - Mid. Cancelable.
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.
| 2B - Low. Cancelable.
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. Get used to it, and try not to leave off on 2B since it's at a disadvantage on block.
| 5C - Mid. Cancelable.
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.
| 2C - low. Cancelable.
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.
| 5D - Mid. Not cancelable.
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.
| 2D - Low. Not cancelable.
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 - Overhead. Cancelable.
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 - Overhead. Cancelable.
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 - Overhead. Cancelable.
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 - Overhead. Cancelable.
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.
| 162nd Gata = Sparrow (Suzume) - 3C - Mid. Cancelable. Good anti-air.
| Special Chaos Combo - 2D>5D - Target combo, the version of 5D you get here is different than if you do it raw. Mid. Cancelable.
| 650th Gata = Nighthawk (Yotaka) - 214P
| 96th Gata = God Hammer (Tetsui) - j.214P
| 69th Gata = Heaven's Sword (Tenken) - j.623P
| R6th Gata = Regulus (Shishi) - 41236K
| 1128th Gata = Striker (Gekitesu) - 63214B
| 1127th Gata = Vanguard (Kiba) - 63214D
| 67th Gata = Hydra (Orochi) - 236A
| 67th Gata Mushiki = Zero (Rei) - 236C
| M31st Gata = Gale (Hayate) - 623K
Command grab. Seems to have some invun, but not all the way through.
| 1st Gata - 43rd Shiki = Falcon (Hayabusa) - 4B+D or 6B+D
Wall cling. Has 4 followups depending on stick direction.
| 92nd Gata = Claymore (Juuken) - 214214K
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.
| 89th Gata = Berserk (Sentora) - 6321463214P
Has 2 followups: 63214P and then 236236P
Extra Ultimate Chaos
| 91st Gata = Saint's Arrow (Koushi) - 236236K
Has invun but doesn't connect reliably against grounded opponents so only really useful as an anti-air in that respect. Useful in exceed combos.
| 81st Gata = Jupiter (Raijin) - 236236P
Can be used as a reversal due to invun, good in exceed combos.
| M270th Gata = Mars (Ikusagami) - 2363214PP
Lupinus walldives at the opponent. Whiffs near the corner. You can combo off the wallslam at the end.