User:Crimefighter

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Extra Move Selection

Click to expand

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 so it doesn't combo as easily, 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.

Extra Ultimate Chaos
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.

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.







ground moves

Move Startup Block Adv Guard Cancel CH
Properties
Notes
5A
Hikaru5A.png
- - HL Yes - Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam convallis ac elit in vehicula. Etiam porttitor est eget nibh volutpat, id vehicula diam pellentesque. Donec in lorem rutrum, rutrum enim ut, congue turpis. Donec eu est aliquet, convallis mauris vel, ultricies nisl. Fusce et est sed eros maximus convallis. Mauris tempus malesuada augue, ut varius enim convallis id. Pellentesque vitae enim aliquet, efficitur turpis sed, vestibulum lectus. Sed pellentesque auctor lectus. Nullam ac tincidunt est.
2A
Hikaru2A.png
- - HL Yes -

Easier to read in edit view by writing on a new line

5B
Hikaru5B.png
- - HL Yes - put words here
2B
Hikaru2B.png
- - L Yes - put words here
cl.C
HikaruclC.png
- - HL Yes Stagger put words here
5C
Hikaru5C.png
- - HL No Stagger put words here
2C
Hikaru2C.png
- - HL Yes Stagger put words here
cl.D
HikaruclD.png
- - HL Yes Stagger put words here
5D
Hikaru5D.png
- - HL No Stagger put words here
2D
Hikaru2D.png
- - L No Launch put words here

Air moves

j.A Startup Block Adv Guard Cancel CH
Properties
HikarujA.png
- - H Yes -

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam convallis ac elit in vehicula. Etiam porttitor est eget nibh volutpat, id vehicula diam pellentesque. Donec in lorem rutrum, rutrum enim ut, congue turpis. Donec eu est aliquet, convallis mauris vel, ultricies nisl. Fusce et est sed eros maximus convallis. Mauris tempus malesuada augue, ut varius enim convallis id. Pellentesque vitae enim aliquet, efficitur turpis sed, vestibulum lectus. Sed pellentesque auctor lectus. Nullam ac tincidunt est.

j.B Startup Block Adv Guard Cancel CH
Properties
HikarujB.png
- - H Yes -
put words here
j.C
HikarujC.png
Startup Block Adv Guard Cancel CH
Properties
- - H Yes Stagger
put words here
j.D Startup Block Adv Guard Cancel CH
Properties
HikarujD.png
- - H Yes Stagger
put words here

special moves

236P Version Startup Block Adv Guard Cancel CH
Properties
HikarujA.png
A - - H Yes -

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam convallis ac elit in vehicula. Etiam porttitor est eget nibh volutpat, id vehicula diam pellentesque. Donec in lorem rutrum, rutrum enim ut, congue turpis. Donec eu est aliquet, convallis mauris vel, ultricies nisl. Fusce et est sed eros maximus convallis. Mauris tempus malesuada augue, ut varius enim convallis id. Pellentesque vitae enim aliquet, efficitur turpis sed, vestibulum lectus. Sed pellentesque auctor lectus. Nullam ac tincidunt est.

C - - H Yes -
Text.
236K Startup Block Adv Guard Cancel CH
Properties
HikarujB.png
B version
- - H Yes -
put words here
D version
- - H Yes -
put words here

notation

7   8   9    The numeric directional input assumes that the player  
  \ | /    is facing right and corresponds to the number formation
4 - 5 - 6  on a keyboard's numpad. So in application, this makes 4
  / | \    act as "back", 5 - "neutral", 6 - "forward", and so on. 
1   2   3  All further directional notation follows this template.
  
  • bold text - indicates that the text is part of a combo
  • ABCD - indicates the button to be pressed, A, B, C, or D. when grouped together such as AB or A+B it means to press the buttons together.
  • lowercase words - indicates that whatever described is not literal inputs. Usually a note such as "delay" or a system mechanic such as "exceed"
  • cl. - stands for "close", indicates the version of the move that you get when close to the opponent
  • f. - stands for "far", indicates the version of the move that you get when away from the opponent. If neither cl nor f is specified then it is either unimportant to combo or both work
  • j. - stands for "jump", indicates the move must be done in the air
  • cs - stands for "chaos shift" done by pressing A+B during a super
  • ec - stands for "exceed cancel" done by pressing B+C
  • > - indicates the next move in the combo. Assume it's a cancel unless otherwise noted
  • ~ - indicates a followup to a move
  • [X] - indicates an input should be held
  • ]X[ - indicates an input should be released
  • (X) - if X is just a number it indicates how many hits of a multi-hit move should connect. If X is more notation in indicates an optional part of the combo, usually an extension with super
  • regular text - indicates that the text is not part of a combo, when following after bold text it's usually an explanation of the combo or notes about execution.


chode select test

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Cerberus Kudlak-Sin Celia
Vein Kai Hermes

Catherine Cthylla

Bravo Cait & Sith Rui
Ray MG Hikaru Lupinus