Chaos Code/NSC/Lupinus

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CC Profile Lupinus.png

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

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

Normal Moves

5A
5A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 5f - - -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 7f - - -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 13f - - -3 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 12f - - -16 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 7f - - -1 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 7f - - -1 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 you're 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 13f - - -3 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 29f - - -1 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 6f - - - - -

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 8f - - - - -

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 11f - - - 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 10f - - - 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

Command Moves

3C
162nd Gata = Sparrow (Suzume)
3C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - - 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 12f - - -16 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.

Universal Mechanics

Universal Mechanics

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
3800 - - 5f - - - No -

Regular throw. Pushes the opponent relatively far away.

Guard Break
Guard Break
6BD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Unblockable - - - - No -

Guard break.

Guard Break
Guard Break
AB
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Unblockable - - - - No -

Roll.

Tactical Guard
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Unblockable - - - - No -

Parry.

Special Moves

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 11f - - - 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) 23f - - - 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 11f - - - 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 13f - - - - -

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 15f - - - - -

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 12f - - - - -

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 8f - - - - -

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 3f - - - - -

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 - - - 3f - - - - -

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 - - - 3f - - - - -

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 7f - - - - -

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 57f - - - - -

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 16f - - -16 - -

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 14f - - -24 - -

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 22f - - -20 - -

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 14f? - - -22 - -

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.

236C
67th Gata Mushiki = Zero (Rei)
236C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 20f - - - - -

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.

Extra Special Moves

Extra Special Moves

623K
M31st Gata = Gale (Hayate)
623K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 23f - - - Yes -

Forward-moving neck grab with some invul. On hit, Lupinus slams the opponent down and pops them up. Great Exceed starter at both midscreen and the corner, but you can only really combo into this from 5C or 2C; in the corner you can pick up with 2A 5C or similar strings then super jump cancel to begin a combo. Both this version and the D version in general are good additional options for cracking open enemy defenses at ranges that Lupinus' other command throws may miss at, especially when used during her 63214D.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 27f - - - Yes -

A slower version of the B version. Slightly more startup invul, and travels farther. Pops the enemy up a bit higher than the B version does also, but you can't combo into it at all, unlike the B version.

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 - - High/Low - - - - - -

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. 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.

4BD - - High/Low - - - - - -

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.

2BD - - High/Low - - - - - -

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.

6BD - - High/Low - - - - - -

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.

8BD, then P - - High/Low - - - - - -

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.

5BD - - High/Low - - - - - -

Lupinus detaches from the wall and falls straight down. You have no air options aside from normals while falling.

Ultimate Chaos Moves

Ultimate Chaos Moves

214214K
92nd Gata = Claymore (Juuken)
214214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

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.


6321463214P
89th Gata = Berserk (Sentora)
6321463214P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
6321463214P - - - - - - - - -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
63214P - - - - - - - - -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
236236P - - - - - - - - -

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. That said, if you do land the just frame and the opponent is near the corner, they will get wallsplatted.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

236236K
91st Gata = Saint's Arrow (Koushi)
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

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. A powerful super to use as an anti-air or when comboing an opponent in the air while on the ground. Useful in Exceed combos since the opponent lands fairly close to you when the move finishes, so Chaos Shifting with A+B both in and out of Exceed combos will allow for easy pickups with 63214B. Using it as an anti-air is kind of dicey, since it'll often go right past the opponent due to limited horizontal range, but if they're in range they're getting got.

236236P
81st Gata = Jupiter (Raijin)
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Lupinus rears back a bit, then performs a rushing dash punch. As a counterpoint to Koushi's aerial focus, Raijin has decent horizontal range and can be used as a reversal due to its start-up invulnerability. It's good in Exceed combos too, though it requires slightly different routing for setting up loops at midscreen due to the knockback it causes on hit. The C version is slower, but has more invul and damage to compensate for that.

Destruction Chaos
2363214P
M270th Gata = Mars (Ikusagami)
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - - - -

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.

Strategy

Neutral

On the Ground

When playing the ground game, your primary poking normal 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. If you are able to land a 5A or a 5B, you can usually go straight into 5C and cancel into specials from there, though if you're close enough you can confirm back into 5A > 5B > 5C.

2A and 2B are decent close-range alternatives to 5A and 5B if you want to use them, though 2A is a bit slower in exchange for not being as finicky on crouchers; 2B in particular can link back to 5A and/or 5B.

236A 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 so that it's harder to get punished.

For anti-air options, you have 3C and 214P to snatch people that are trying to approach you carelessly from the air, whether through jumping or airdashes. These moves tend to hit relatively far out from Lupinus (though 3C has a very good hitbox), and they're not super-fast moves (3C has 12 frames of startup, while 214A and EX 214P have 11 and 214C has 23), so using them on close jump-ins isn't a guaranteed punish unless you hit someone very early in their arc. If people are beginning to air block in anticipation of 3C or 214A, you can risk the higher startup of 214C to get a guaranteed unblockable option and still get the benefit of bringing them down. In the close-range anti-air scenarios that 3C and 214P don't cover, a good rising j.A or j.C will cover you well enough, and if j.C counterhits (especially in or near the corner), your opponent is going to have a very bad time since j.C's already-absurd hitstun becomes even better with a counterhit.

In the Air

When in the air yourself, you have j.A and j.B as your primary 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.D is a fairly good air-to-ground option, as it has decent hitstun and lets you continue a combo if it hits deep enough on a jump-in. j.C is, as always, another viable option, though you'll have to time your press carefully due to j.C's wind-up time.

However, if you want to play from mid-range in the air and not approach at all, 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.

Okizeme

Once Lupinus has a knockdown, there are a couple of different approaches you can take depending on your positioning from the opponent and your meter situation.

Midscreen

If you're far away from the opponent and need to cover ground to get up close, 63214D is Lupinus' best bet. Though it's not a direct attacking move, it's fast, travels far, and you can use specials or supers during it, so there are a variety of options to work for okizeme. If you want to stop short to keep yourself from getting hit, you can use 236C to cut it short. If you just need a bit of a range boost so that you can try command throwing or using a 236A just outside of a downed opponent's striking range, you'll more than likely be close enough by using 63214D to try it if you need to.

Assuming you're already up close, meaty 5A and 2A are both good quick buttons to put out if you're trying to go meterless, while meaty 5B works from a little farther out. You can pretty easily convert into strings such as (5A/2A > 5B > 5C > 236A) or (5A > 5B > 41236K). Metered oki, though, pretty much has one tool: the super move 214214K (Claymore). While Claymore is active, it sends out three surges along the ground at staggered intervals, allowing Lupinus to act independently of it and forcing enemies to avoid or block the shockwaves; if a shockwave hits them, they get opened up for a nasty combo due to its long hitstun. You can naturally combine Claymore with 63214D to get the waves immediately in the opponent's face, or to immediately move in while waves give you coverage.

Corner

Corner okizeme follows a lot of similar rules to close midscreen okizeme, but there's one major tool that should be mentioned here: Hayabusa (4/6BD Extra Special). As mentioned in the Extra Move selection, this is one of the primary picks for most Lupinus players because of the absurd amount of corner pressure it piles on thanks to its five separate followups; once you get a good knockdown that puts the opponent in or near the corner, you can easily Hayabusa to the wall behind the opponent and run your options from there. The 2BD followup brings Lupinus back to the ground quickly, sets up for a confirm with 5A, and is good for ambushing people who stay close to the corner, while the 6BD and 4BD options push you off the wall at different angles, allowing escape for the 6BD and a counterattack against aerial opponents for 4BD. 8BD is a bit harder to use but if opponents are warier of approaching because of 4BD, you can use 8BD to get an aerial counterattack that is slightly harder to predict. Even canceling Hayabusa with 5BD is a viable option since it lets you descend with air normals intact or just do it to drop down and block wakeup options.

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.
  • 5A > 5B > (delay 5A > 5B) > 5C > 63214D~41236K
A variant of the above combo that allows you to confirm into command throw with optimal damage and get a bit of corner carry. The timing can be a little tricky so feel free to omit (delay 5A > 5B) when first learning it, then work your way up to it.
  • 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 > (delay 5A > 5B) > 5C > 63214D~EX 41236K > 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, EX 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. 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.

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 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. Basic, reliable, and simple to use.
  • ...j.214C > B+C > 63214B > 236236K > A+B > 236C > 236236K > A+B > 236C > 236236K
Conversion from j.214C into Koushi. The potential for this conversion is the primary reason why, whenever possible, you want to end air combos with j.214C. 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.
  • ...236A~P > B+C > 214C > 236236C > A+B > 214C > 236236C > A+B > 214C > 236236C
Max damage Raijin loop from 236A~P. This sacrifices the oki potential from the above loops in exchange, and the timing is a little tighter as 214C has more startup than 214A; it only really works at corner or near-corner distance and is a lot more finicky as a result.
  • ...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 first Raijin loop combo listed here.
  • j.D > 5A > 5C > 623B > 2A > 5C > super jump cancel j.A > j.B > j.C > super jump j.C delay j.C > super jump j.C delay j.C > 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.
A Button
B Button
C Button
D Button
R1 + A Button
R1 + B Button
R1 + C Button
R1 + D Button


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