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Chaos Code/NSC/Lupinus
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
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 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.
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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 236A~P 236A~P 236A~K 236A~K 236A~K~K 236A~K~K
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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) 4BD 4BD 2BD 2BD 6BD 6BD 8BD 8BD 5BD 5BD
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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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2363214P
M270th Gata = Mars (Ikusagami)
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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.