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	<updated>2026-10-12T12:32:04Z</updated>
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	<entry>
		<id>http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7892</id>
		<title>Sailor Moon S/Sailor Jupiter</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7892"/>
		<updated>2024-01-07T16:02:00Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: Added two minor technical things to the mercury matchup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Cleanup&lt;br /&gt;
|needs=having move descriptions, strategy, and match-up information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SMS_Profile&lt;br /&gt;
|title=Sailor Jupiter&lt;br /&gt;
|image=[[Image:JupiterPortrait.gif|200px|link]]&lt;br /&gt;
|realname=Makoto Kino&lt;br /&gt;
|age=15&lt;br /&gt;
|height=5&#039;6&amp;quot;&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|birthplace=Azabu-Juuban, Minato-ku, Tokyo, Japan&lt;br /&gt;
|likes=Cooking, martial arts, figure-skating, senpai&lt;br /&gt;
|dislikes=Discrimination, cheaters, slow walkspeed &amp;amp; normals&lt;br /&gt;
|skills=Swinging people into the corner and then throwing coconuts at them as they try to stand up, having 9 different ways to anti-air you&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character Overview ==&lt;br /&gt;
&lt;br /&gt;
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. Her kit is pretty weird and puzzling to get the hang of. Her specials are all over the place: A Sonic Boom that knocks down but can be low profiled by most of the cast, an air special that spawns a multi hit pillar that knocks down on hit but can be difficult to use well, a command grab that can catch jumps thanks to guard cancel and also deal 1/3rd of a health bar with the heavy version, and a lariat that shrinks her hurtbox to ankles and can be used for movement (and a surprising amount of damage). Her slow movement, finicky combos and few good normals can make her a bit unintuitive for someone starting out, but once you master her more unorthodox tools you will be delivering a unique hurting on any thug that thinks they can take on the squad&#039;s bruiser beauty!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: green; color: white; width: 650px&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;background-color: red; color: white; width: 650px&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Coconut Cyclone:&#039;&#039;&#039; The best projectile in the game, this move alone shuts down some characters&#039; gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Great special moves:&#039;&#039;&#039; Other than the already mentioned Coconut Cyclone, Giant Swing is a frame 1 grab that does a lot of damage and puts the opponent back at full screen, Double Axel is a good get-off-me, anti-zoning tool and occasional Guard Cancel option, and Supreme Thunder is a nice horizontal projectile to boot&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Hybrid fighter:&#039;&#039;&#039; By virtue of being a peculiar combination of zoner and grappler, Jupiter has tools to deal with a lot of different situation, both far away and upclose&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Bad normals:&#039;&#039;&#039; The majority of her normal attacks are either useless or completely outshined by other special moves that she has&lt;br /&gt;
• &#039;&#039;&#039;Awful desperation:&#039;&#039;&#039; Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don&#039;t use it on a competent opponent&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don&#039;t get cornered:&#039;&#039;&#039; If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&#039;&#039;&#039;Speed Forward&#039;&#039;&#039;: 1.160/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Backwards&#039;&#039;&#039;: 1.032/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump&#039;&#039;&#039;: 57F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Speed&#039;&#039;&#039;: 1.192/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumping Distance&#039;&#039;&#039;: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend Bonus&#039;&#039;&#039;: Reduce the enemy&#039;s first attack or chip damage by 20%~23% (excludes throws)&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterDash.png&lt;br /&gt;
|caption=44 &amp;lt;br&amp;gt; [[Image:B.png]][[Image:B.png]]&lt;br /&gt;
|attack=Back Dash&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=1&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |motion=21&lt;br /&gt;
 |hitstun=N/A&lt;br /&gt;
 |advantage=N/A&lt;br /&gt;
 |damage=N/A&lt;br /&gt;
 |description=&lt;br /&gt;
Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90&lt;br /&gt;
&lt;br /&gt;
Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=5. 6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Power Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech&lt;br /&gt;
 |description=Her regular grab. mix with her giant swing command grab. If they throw tech you can set up Instant Air/Backdash Thunder Coconut or either strength double axle lariat attack. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=6. j.6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; when opponent is in the air&lt;br /&gt;
|attack=Air Throw&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)?&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech?&lt;br /&gt;
 |description= You can setup the same sort of oki as the regular grab. tends to be sort of finicky. If you can land it, awesome, but anti air double axle, Cr. HP or air to air jumping light kick tend to be better options in general. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLP.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage= 3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Punch girl does a punch!  You never see this come out on purpose, usually a fireball too early.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLPC.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Slightly stronger than normal LP, not very fast, though it gets more bonus damage from head and counter than normal LP.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHP.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=48&lt;br /&gt;
 |advantage=-5&lt;br /&gt;
 |damage= 8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Can work as a make shift anti air, but not recommended due to start up.  Crouching Heavy Punch does this better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHPC.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=46&lt;br /&gt;
 |advantage=-3&lt;br /&gt;
 |damage= 9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
A unique normal, typically seen on accident.  Poor start up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLK.png&lt;br /&gt;
|caption=5LK &amp;lt;br&amp;gt; [[Image:LK.png]]&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=17&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=Her go to poke. It is her best normal and one of the best pokes in the game frame data wise, not distance wise however. You can pressure into her command grab, double axel, or backdash coconut from this move.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHK.png&lt;br /&gt;
|caption=5HK &amp;lt;br&amp;gt; [[Image:HK.png]]&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |motion=37&lt;br /&gt;
 |advantage=+1&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Decent move, slow start up, has some specific usage in combos mostly notably her ToD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLP.png&lt;br /&gt;
|caption=2LP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
This button is mid.  It&#039;s also just there, like most crouching light punches.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHP.png&lt;br /&gt;
|caption=2HP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=33&lt;br /&gt;
 |advantage=+4&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description= Decent anti-air button. After anti-air hit, you can setup meaty backdash coconut or instant-air thunder coconut from this.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLK.png&lt;br /&gt;
|caption=2LK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Go to low button, typically followed up by double axel.  A pretty mediocre low, decent frame data but poor range and no disjoint really hurt it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHK.png&lt;br /&gt;
|caption=2HK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=31&lt;br /&gt;
 |advantage=+7/D&lt;br /&gt;
 |damage=9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Knockdown on hit. It generally sucks and all memes aside works better as funky low-ground anti air.  The only way to combo into this move is with very plus jump ins or by crouch canceling standing light punch; honestly if you want knock down you&#039;re more likely to use heavy lariat instead.  The range kind of sucks AND the hitbox is at a stupid angle. If you poke with it you can cancel into backdash coconut so that&#039;s something.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Not typically seen outside of missed coconuts as jLK is usually viewed as better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=7 / 9 / 11 / 12 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Weirdly enough, it appears the damage values between moving jLP and moving jHP are swapped -- which means 7LP and 9LP have strengths similar to most jHPs.  If you wanted an active button that does a lot of damage this is it.  Sadly, jLK is much bigger and makes for a better spacing or cross up tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=6 / 8 / 9 / 10 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLP for more damage, typically not seen outside of missed coconuts.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
You hit HP while jumping forward or backward in the air and this is your punishment.  Lowest damage jHP due to possible bug.  Like I said, it&#039;s your punishment for missing a heavy coconut or air throw.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4?&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14?&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / * ?&lt;br /&gt;
 |description=&lt;br /&gt;
For some reason, the Koushun frame data didn&#039;t include this normal.  Assuming its data is similar to moving jLK &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description= If you&#039;re gonna meet someone in the air, the is the move to do it with. It has great horizontal range and is great for crossups. If you land a crossup with this move you can cancel into double axle, move into your opponent and begin a 100% combo. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHK.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=22&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLK with more damage &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHKM.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
More range below the leg than jLK and more damage&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Attacks ==&lt;br /&gt;
== Coconut Cyclone ==&lt;br /&gt;
&lt;br /&gt;
These two moves are very key to her kit and how she plays, but they can be misunderstood so they are getting their own section. The main thing to take away is that both strengths have their own arc and speed, and they can be discharged at ANY point Sailor Jupiter takes to air. This means you can actually throw Coconut Cyclones from Backdash(463214+P or 44632+P)! You can also &amp;quot;tiger knee&amp;quot; (9632 + P) the input and get instant air coconut from right off the ground! These all also have the benefit of having their own arcs since they fire straight from Jupiter herself. You can setup some interesting defensive and offensive maneuvers by experimenting with all the angles. No graph paper required just chill out in training mode and listen to some city pop while you do it. &lt;br /&gt;
&lt;br /&gt;
Do NOT throw coconut cyclones at the peak of Jupiters jump in neutral. Coconut has insanely long recovery and jupiter will float down leisurely like Mary Poppins and will be unable to do anything. She is ripe for a full punishment especially on whiff, and it will most certainly whiff, since even the fast heavy coconut will take some time to reach the ground and will give plenty of time for your opponent to just walk on over right to you, since the hitbox on the coconut is NOT active until it reaches the ground. If any coconuts are going to be used in neutral in it is generally better that the backdash ones be used. (again consider what the opponent is doing because this can still be a risk). These are going to hit the ground and become active quicker which means it will be harder to walk through. &lt;br /&gt;
&lt;br /&gt;
The coconuts can be deadly as they do more damage on guard then hit, but since guard canceling is a thing this game that aspect doesn&#039;t really matter, since they can easily gaurd cancel backdash any of the multihits that coconut causes. It&#039;s actually more of a victory if you knockdown with this move.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1LP.png&lt;br /&gt;
|caption=j.632LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=24&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+47~+59/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2x3&lt;br /&gt;
 |description= This Coconut comes out quick but drifts limply to the ground right in front of Jupiter. Useful on knockdown if the opponent is right in front of you in the corner(Backdash or TK coconut only). Try not to actively &amp;quot;attack&amp;quot; with this move in neutral and think of it more as a &amp;quot;Shield&amp;quot;. It&#039;s very effective against characters who want to walk and poke you.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1HP.png&lt;br /&gt;
|caption=j.632HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=40&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+34~+39/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3x5&lt;br /&gt;
 |description= If Backdash Light Coconut is Jupiter&#039;s &amp;quot;Shield&amp;quot; then the Heavy Backdash Coconut is her &amp;quot;Sword&amp;quot;. The startup is slower and you&#039;ll see Jupiter &amp;quot;stall&amp;quot; in the air for moment before she fires out a heavy coconut like a cannon covering much more distance. at mid range you can knockdown and throw another heavy coconut! She has a ton of recovery during this, so do not fire this when you&#039;re high in the air!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2LP.png&lt;br /&gt;
|caption=360LP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Giant Swing (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=64 (Left: 63)&lt;br /&gt;
 |damage=24&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-28/D&lt;br /&gt;
 |description=Her command grab. Will do an awesome looking giant swing and will fling the opponent really far across the screen. You can set up a well placed coconut from this. The LP version has a lot more range than you would expect. You can use this defensively against character who try to block pressure you with pokes by guard canceling into it (even most light pokes!) on attack you can use it as a tick from standing LK. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2HP.png&lt;br /&gt;
|caption=360HP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Giant Swing (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=56 (Left: 55)&lt;br /&gt;
 |damage=30&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-32/D&lt;br /&gt;
 |description=Same sort of idea. She has less range on this version, but will do more swings and more damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3LP.png&lt;br /&gt;
|caption=[4]6LP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:LP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=31&lt;br /&gt;
 |motion=44&lt;br /&gt;
 |advantage=+6~/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2&lt;br /&gt;
 |description= Her sonic boom. You can use in fireball war, or use it guard cancel certain attacks like fireballs or dragon punches. It will Knock down which is really nice. Sailor Moon and Sailor Mercury can swep under it and Sailor venus can Cr. HP under it. That&#039;s not so nice.  &lt;br /&gt;
11F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3HP.png&lt;br /&gt;
|caption=[4]6HP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=57&lt;br /&gt;
 |advantage=-4~/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3&lt;br /&gt;
 |description= Same story as lp but faster and does more damage. &lt;br /&gt;
14F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4LK.png&lt;br /&gt;
|caption=236LK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (LK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=2x13&lt;br /&gt;
 |recovery-whiff=4&lt;br /&gt;
 |motion=32&lt;br /&gt;
 |advantage=+1~+23&lt;br /&gt;
 |damage=4x13 / 5x13 / 6 / 7 / 1xN&lt;br /&gt;
 |description= Upper body invincible so use it to blow through projectiles. Make sure to take care you&#039;re not in a position to be punished. That said, its pretty easy as you can move her forward and back while she is spinning. This is a multihitting move. Great anti air, as it knocks down.&lt;br /&gt;
1~31F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4HK.png&lt;br /&gt;
|caption=236HK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (HK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4x13&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |motion=62&lt;br /&gt;
 |advantage=-25~+7/D&lt;br /&gt;
 |damage=12 / 16 / 18 / 20 / 3x13&lt;br /&gt;
 |description= The heavy version has its uses as well. It retains the upper body invincibility but stays out longer, and will only hit once but it knocks down, so use it, and be aware that it can be sweeped. &lt;br /&gt;
1~61F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Desperation Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterD.png&lt;br /&gt;
|caption=2141236HP &amp;lt;br&amp;gt; [[Image:QCB.png]][[Image:HCF.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Lightning Strike&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=37&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=97&lt;br /&gt;
 |advantage=-17/D&lt;br /&gt;
 |damage= 48 / 62 / 72 / 72 / 12x3&lt;br /&gt;
 |description=&lt;br /&gt;
37F~56F: Foot Invincible&lt;br /&gt;
&lt;br /&gt;
Not a very good desperation, but it&#039;s usable in certain very specific punishes.&lt;br /&gt;
It&#039;s still pretty bad and you should never expect it to save you from a big life deficit.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s specials are very good.  Her walk speed not so much.  Learning how to use her specials to their fullest helps to make her a strong character. &lt;br /&gt;
Characters should fear jumping at Jupiter due to her guard cancel SPDs as well as double axel (both guard canceled or in neutral).  Jupiter&#039;s Thunder Dragon fireball can be ducked by most of the cast and causes it to seem weaker by comparison, despite it&#039;s good frame data.  Her Coconut Cyclone is a huge part of her kit and can be very useful in zoning, lock down, potential chip damage, attacking while maintaining space, and more.  Despite her strong tools it can be difficult for her to protect her ankles.  Her lows are pretty pathetic and her specials don&#039;t help very well against well spaced lows.  Learning how to backdash coconut cyclone is very important for situations like this that can be difficult to escape from.&lt;br /&gt;
&lt;br /&gt;
== Match-ups ==&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mercury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s worst matchup, but winnable enough if you&#039;re on point and executing well. Mercury crouches under thunder dragon and lariat, so they&#039;re not very effective here. Your primary method of doing damage and controlling space is coconut, which is rough because, well, Mercury is a fast character. She can walk right on past your coconuts if you&#039;re not careful. The gameplan against Mercury is to try and catch her midscreen during one of her specials, be it bubble or tornado. Tornado is the best case scenario, because you don&#039;t run the risk of trading with it, which happens a lot with bubble. Using reverse tiger knee coconuts is a must in this matchup, as you&#039;ll want your coconuts to be fast, precise, and not push you back that far. Eventually though, you&#039;ll almost certainly end up at the corner or near the corner and dealing with her five frame sweep. At this point, GC backdash coconut is basically the only safe option you have to guard cancel into when being pressured by sweep, and even it&#039;s not that safe. Thunder dragon and lariat both get ducked by sweep, so it&#039;s basically pointless to go for them outside of a very close up tornado, which you should just SPD anyway. If you backdash coconut sweep, you should be able to punish it and get out. There&#039;s a million mixups Mercury can do here though, so it&#039;s all a matter of staying focused and playing around whatever the Mercury is doing.&lt;br /&gt;
&lt;br /&gt;
- If you&#039;re port 2, and the Mercury throws you and you tech it, you can do 5LK x2 &amp;gt; light lariat &amp;gt; sweep in order to get out of the corner, and a knockdown into coconut. Every time you&#039;re thrown, you should do this, as it&#039;s free damage and an escape that punishes their mixup everytime. If you are thrown out of the corner, teching and going for a tiger knee coconut on wakeup isn&#039;t guaranteed, but can catch any projectiles they try to throw at you after the throw. You can also technically punish with an unblockable 5LK. You won&#039;t get anything off of it, but it&#039;s guaranteed.&lt;br /&gt;
&lt;br /&gt;
- If you&#039;re in the corner, and the Mercury is hanging just outside of backdash coconut range, this is good. They&#039;ll most likely be using bubble or tornado to pressure you from afar, but that means you have an easy opportunity to tiger knee coconut or just jump over bubble and potentially combo into lariat, tick throw into SPD, or force them to backdash, giving you space. &lt;br /&gt;
&lt;br /&gt;
- Watch out for Mercury desperation at low health. It can punish full jump coconuts, so stick to tiger knee coconuts from around a quarter to half a screen away. There&#039;s no way for her to combo into it without 5HK or 2HP, which is easily punishable for you. You&#039;ll get hit by this once in a blue moon, but it&#039;s really not very good.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of Jupiter&#039;s most even matchups. Your gameplan here is pretty much the same against everyone else, i.e. keep them out and locked down with coconut graph paper and use your SPD to throw them back out. &lt;br /&gt;
In practice this can be tricky, as Mars&#039; projectiles force a lot of trades where both of you will be knocked down if your graph paper isn&#039;t precise enough. Using tiger knee coconuts to quickly hit her during snake or bird is generally the best case scenario. Be careful doing full height coconuts in neutral, as the Mars player can just walk right on up to you and punish.&lt;br /&gt;
&lt;br /&gt;
- Using light thunder dragon as a guard cancel against snake in fireball wars can be useful, but don&#039;t rely on it too much, as the mars can 2LK under it or even jump and punish if they have the right read.&lt;br /&gt;
&lt;br /&gt;
- When you&#039;re in the corner, guard cancel backdash coconut (Whether to use heavy or light depends on the spacing) can be used to escape from snake pressure. Just watch out for throws or birds! Using Thunder Dragon as a GC here can also work, but it&#039;s risky and at best usually just leads to a trade.&lt;br /&gt;
&lt;br /&gt;
- When you have Mars in the corner, go to town with coconuts. Mars has no reversals, so all she can do is pray that you mess up and walk into her backdash throw range or throw a coconut a bit too high up. So throw light coconuts and watch out for any random birds or jumps.&lt;br /&gt;
&lt;br /&gt;
- If Mars is using desperation, there&#039;s a lot you can do. A heavy coconut will completely eat Mars desperation in neutral, and if they throw the desperation on your wakeup, &lt;br /&gt;
you can usually buffer double backdash and completely dodge it. At certain spacings, and in certain situations, you can even completely jump over it. But this is risky, so avoid going for it until you&#039;re comfortable&lt;br /&gt;
with Jupiter&#039;s jump arc and Mars&#039; desperation arc.&lt;br /&gt;
&lt;br /&gt;
-Technically, Jupiter desperation can punish HP bird. But don&#039;t use desperation. I mean, if it&#039;ll kill, and you know they&#039;re gonna do it, go for it. But don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Venus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s best matchup, by far. If Venus gets you in the corner, you can&#039;t do anything. Fortunately, that will never happen. You can easily keep Venus and her slow walkspeed away and in the corner with coconut, and never have to worry about dealing with upball again.&lt;br /&gt;
&lt;br /&gt;
- If you mess up and do somehow manage to let them through your pressure, don&#039;t worry, she can&#039;t punish your coconut on whiff and you should be able to either catch a sweep with backdash coconut or catch her doing an upball with tiger knee coconut. And then, it&#039;s back to throwing coconut over and over.&lt;br /&gt;
&lt;br /&gt;
- If you do somehow get stuck in the corner against Venus, you should probably expect to lose. Jupiter only has committal options in the corner that the Venus can pretty easily play around. Hope that you get lucky with a backdash coconut or a thunder dragon or an SPD. Port 2 backdash block might help here. But you don&#039;t need to worry about this, you will literally never be in the corner. The matchup is that bad for Venus.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Jupiter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Chibi Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Uranus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Neptune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Pluto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
{{ColorSwaps&lt;br /&gt;
|P1-Palette=[[Image:JupiterC1.png]]&lt;br /&gt;
|P2-Palette=[[Image:JupiterC2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Frame Data ==&lt;br /&gt;
[[Image:JupiterFrameData.jpg]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=oF05hAt49fU Jupiter overview advent video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JOwZYFTqyZ0 Jupiter Coconut explanation] by O-RANGE &lt;br /&gt;
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.yg7nqdwjtnd7 Basic Venus primer] by DaiAndOh&lt;br /&gt;
* [https://clips.twitch.tv/IntelligentAliveCurlewStrawBeary Combo if 1P techs Jupiter&#039;s throw] by Big Zam&lt;br /&gt;
* [https://clips.twitch.tv/ResoluteMagnificentPlumSeemsGood Alternate 1P tech combo] by Big Zam&lt;br /&gt;
* [https://youtu.be/MLu3pWCoODE?t=340 Jupiter section of Koushun&#039;s Mix-up Movie]&lt;br /&gt;
* [https://youtu.be/yCDERJF0B7I?t=164 Jupiter section of Koushun&#039;s Combo Movie 1]&lt;br /&gt;
* [https://youtu.be/ZbqWlVPFxYw?t=102 Jupiter section of Koushun&#039;s Combo Movie 2]&lt;br /&gt;
* [https://clips.twitch.tv/TenaciousColorfulZebraPicoMause Using desperation to punish Mars Fire Bird] by Tommer&lt;br /&gt;
* [https://streamable.com/nq4qs Extended Jupiter touch of death that works even with ACS health boosts] by Sprint&lt;br /&gt;
&lt;br /&gt;
{{SMS_Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sailor Moon S]]&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7891</id>
		<title>Sailor Moon S/Sailor Jupiter</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7891"/>
		<updated>2024-01-07T15:59:12Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: Added Venus and Mercury matchup info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Cleanup&lt;br /&gt;
|needs=having move descriptions, strategy, and match-up information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SMS_Profile&lt;br /&gt;
|title=Sailor Jupiter&lt;br /&gt;
|image=[[Image:JupiterPortrait.gif|200px|link]]&lt;br /&gt;
|realname=Makoto Kino&lt;br /&gt;
|age=15&lt;br /&gt;
|height=5&#039;6&amp;quot;&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|birthplace=Azabu-Juuban, Minato-ku, Tokyo, Japan&lt;br /&gt;
|likes=Cooking, martial arts, figure-skating, senpai&lt;br /&gt;
|dislikes=Discrimination, cheaters, slow walkspeed &amp;amp; normals&lt;br /&gt;
|skills=Swinging people into the corner and then throwing coconuts at them as they try to stand up, having 9 different ways to anti-air you&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character Overview ==&lt;br /&gt;
&lt;br /&gt;
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. Her kit is pretty weird and puzzling to get the hang of. Her specials are all over the place: A Sonic Boom that knocks down but can be low profiled by most of the cast, an air special that spawns a multi hit pillar that knocks down on hit but can be difficult to use well, a command grab that can catch jumps thanks to guard cancel and also deal 1/3rd of a health bar with the heavy version, and a lariat that shrinks her hurtbox to ankles and can be used for movement (and a surprising amount of damage). Her slow movement, finicky combos and few good normals can make her a bit unintuitive for someone starting out, but once you master her more unorthodox tools you will be delivering a unique hurting on any thug that thinks they can take on the squad&#039;s bruiser beauty!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: green; color: white; width: 650px&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;background-color: red; color: white; width: 650px&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Coconut Cyclone:&#039;&#039;&#039; The best projectile in the game, this move alone shuts down some characters&#039; gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Great special moves:&#039;&#039;&#039; Other than the already mentioned Coconut Cyclone, Giant Swing is a frame 1 grab that does a lot of damage and puts the opponent back at full screen, Double Axel is a good get-off-me, anti-zoning tool and occasional Guard Cancel option, and Supreme Thunder is a nice horizontal projectile to boot&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Hybrid fighter:&#039;&#039;&#039; By virtue of being a peculiar combination of zoner and grappler, Jupiter has tools to deal with a lot of different situation, both far away and upclose&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Bad normals:&#039;&#039;&#039; The majority of her normal attacks are either useless or completely outshined by other special moves that she has&lt;br /&gt;
• &#039;&#039;&#039;Awful desperation:&#039;&#039;&#039; Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don&#039;t use it on a competent opponent&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don&#039;t get cornered:&#039;&#039;&#039; If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&#039;&#039;&#039;Speed Forward&#039;&#039;&#039;: 1.160/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Backwards&#039;&#039;&#039;: 1.032/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump&#039;&#039;&#039;: 57F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Speed&#039;&#039;&#039;: 1.192/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumping Distance&#039;&#039;&#039;: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend Bonus&#039;&#039;&#039;: Reduce the enemy&#039;s first attack or chip damage by 20%~23% (excludes throws)&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterDash.png&lt;br /&gt;
|caption=44 &amp;lt;br&amp;gt; [[Image:B.png]][[Image:B.png]]&lt;br /&gt;
|attack=Back Dash&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=1&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |motion=21&lt;br /&gt;
 |hitstun=N/A&lt;br /&gt;
 |advantage=N/A&lt;br /&gt;
 |damage=N/A&lt;br /&gt;
 |description=&lt;br /&gt;
Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90&lt;br /&gt;
&lt;br /&gt;
Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=5. 6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Power Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech&lt;br /&gt;
 |description=Her regular grab. mix with her giant swing command grab. If they throw tech you can set up Instant Air/Backdash Thunder Coconut or either strength double axle lariat attack. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=6. j.6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; when opponent is in the air&lt;br /&gt;
|attack=Air Throw&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)?&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech?&lt;br /&gt;
 |description= You can setup the same sort of oki as the regular grab. tends to be sort of finicky. If you can land it, awesome, but anti air double axle, Cr. HP or air to air jumping light kick tend to be better options in general. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLP.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage= 3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Punch girl does a punch!  You never see this come out on purpose, usually a fireball too early.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLPC.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Slightly stronger than normal LP, not very fast, though it gets more bonus damage from head and counter than normal LP.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHP.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=48&lt;br /&gt;
 |advantage=-5&lt;br /&gt;
 |damage= 8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Can work as a make shift anti air, but not recommended due to start up.  Crouching Heavy Punch does this better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHPC.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=46&lt;br /&gt;
 |advantage=-3&lt;br /&gt;
 |damage= 9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
A unique normal, typically seen on accident.  Poor start up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLK.png&lt;br /&gt;
|caption=5LK &amp;lt;br&amp;gt; [[Image:LK.png]]&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=17&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=Her go to poke. It is her best normal and one of the best pokes in the game frame data wise, not distance wise however. You can pressure into her command grab, double axel, or backdash coconut from this move.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHK.png&lt;br /&gt;
|caption=5HK &amp;lt;br&amp;gt; [[Image:HK.png]]&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |motion=37&lt;br /&gt;
 |advantage=+1&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Decent move, slow start up, has some specific usage in combos mostly notably her ToD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLP.png&lt;br /&gt;
|caption=2LP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
This button is mid.  It&#039;s also just there, like most crouching light punches.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHP.png&lt;br /&gt;
|caption=2HP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=33&lt;br /&gt;
 |advantage=+4&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description= Decent anti-air button. After anti-air hit, you can setup meaty backdash coconut or instant-air thunder coconut from this.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLK.png&lt;br /&gt;
|caption=2LK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Go to low button, typically followed up by double axel.  A pretty mediocre low, decent frame data but poor range and no disjoint really hurt it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHK.png&lt;br /&gt;
|caption=2HK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=31&lt;br /&gt;
 |advantage=+7/D&lt;br /&gt;
 |damage=9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Knockdown on hit. It generally sucks and all memes aside works better as funky low-ground anti air.  The only way to combo into this move is with very plus jump ins or by crouch canceling standing light punch; honestly if you want knock down you&#039;re more likely to use heavy lariat instead.  The range kind of sucks AND the hitbox is at a stupid angle. If you poke with it you can cancel into backdash coconut so that&#039;s something.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Not typically seen outside of missed coconuts as jLK is usually viewed as better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=7 / 9 / 11 / 12 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Weirdly enough, it appears the damage values between moving jLP and moving jHP are swapped -- which means 7LP and 9LP have strengths similar to most jHPs.  If you wanted an active button that does a lot of damage this is it.  Sadly, jLK is much bigger and makes for a better spacing or cross up tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=6 / 8 / 9 / 10 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLP for more damage, typically not seen outside of missed coconuts.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
You hit HP while jumping forward or backward in the air and this is your punishment.  Lowest damage jHP due to possible bug.  Like I said, it&#039;s your punishment for missing a heavy coconut or air throw.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4?&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14?&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / * ?&lt;br /&gt;
 |description=&lt;br /&gt;
For some reason, the Koushun frame data didn&#039;t include this normal.  Assuming its data is similar to moving jLK &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description= If you&#039;re gonna meet someone in the air, the is the move to do it with. It has great horizontal range and is great for crossups. If you land a crossup with this move you can cancel into double axle, move into your opponent and begin a 100% combo. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHK.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=22&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLK with more damage &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHKM.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
More range below the leg than jLK and more damage&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Attacks ==&lt;br /&gt;
== Coconut Cyclone ==&lt;br /&gt;
&lt;br /&gt;
These two moves are very key to her kit and how she plays, but they can be misunderstood so they are getting their own section. The main thing to take away is that both strengths have their own arc and speed, and they can be discharged at ANY point Sailor Jupiter takes to air. This means you can actually throw Coconut Cyclones from Backdash(463214+P or 44632+P)! You can also &amp;quot;tiger knee&amp;quot; (9632 + P) the input and get instant air coconut from right off the ground! These all also have the benefit of having their own arcs since they fire straight from Jupiter herself. You can setup some interesting defensive and offensive maneuvers by experimenting with all the angles. No graph paper required just chill out in training mode and listen to some city pop while you do it. &lt;br /&gt;
&lt;br /&gt;
Do NOT throw coconut cyclones at the peak of Jupiters jump in neutral. Coconut has insanely long recovery and jupiter will float down leisurely like Mary Poppins and will be unable to do anything. She is ripe for a full punishment especially on whiff, and it will most certainly whiff, since even the fast heavy coconut will take some time to reach the ground and will give plenty of time for your opponent to just walk on over right to you, since the hitbox on the coconut is NOT active until it reaches the ground. If any coconuts are going to be used in neutral in it is generally better that the backdash ones be used. (again consider what the opponent is doing because this can still be a risk). These are going to hit the ground and become active quicker which means it will be harder to walk through. &lt;br /&gt;
&lt;br /&gt;
The coconuts can be deadly as they do more damage on guard then hit, but since guard canceling is a thing this game that aspect doesn&#039;t really matter, since they can easily gaurd cancel backdash any of the multihits that coconut causes. It&#039;s actually more of a victory if you knockdown with this move.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1LP.png&lt;br /&gt;
|caption=j.632LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=24&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+47~+59/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2x3&lt;br /&gt;
 |description= This Coconut comes out quick but drifts limply to the ground right in front of Jupiter. Useful on knockdown if the opponent is right in front of you in the corner(Backdash or TK coconut only). Try not to actively &amp;quot;attack&amp;quot; with this move in neutral and think of it more as a &amp;quot;Shield&amp;quot;. It&#039;s very effective against characters who want to walk and poke you.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1HP.png&lt;br /&gt;
|caption=j.632HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=40&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+34~+39/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3x5&lt;br /&gt;
 |description= If Backdash Light Coconut is Jupiter&#039;s &amp;quot;Shield&amp;quot; then the Heavy Backdash Coconut is her &amp;quot;Sword&amp;quot;. The startup is slower and you&#039;ll see Jupiter &amp;quot;stall&amp;quot; in the air for moment before she fires out a heavy coconut like a cannon covering much more distance. at mid range you can knockdown and throw another heavy coconut! She has a ton of recovery during this, so do not fire this when you&#039;re high in the air!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2LP.png&lt;br /&gt;
|caption=360LP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Giant Swing (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=64 (Left: 63)&lt;br /&gt;
 |damage=24&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-28/D&lt;br /&gt;
 |description=Her command grab. Will do an awesome looking giant swing and will fling the opponent really far across the screen. You can set up a well placed coconut from this. The LP version has a lot more range than you would expect. You can use this defensively against character who try to block pressure you with pokes by guard canceling into it (even most light pokes!) on attack you can use it as a tick from standing LK. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2HP.png&lt;br /&gt;
|caption=360HP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Giant Swing (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=56 (Left: 55)&lt;br /&gt;
 |damage=30&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-32/D&lt;br /&gt;
 |description=Same sort of idea. She has less range on this version, but will do more swings and more damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3LP.png&lt;br /&gt;
|caption=[4]6LP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:LP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=31&lt;br /&gt;
 |motion=44&lt;br /&gt;
 |advantage=+6~/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2&lt;br /&gt;
 |description= Her sonic boom. You can use in fireball war, or use it guard cancel certain attacks like fireballs or dragon punches. It will Knock down which is really nice. Sailor Moon and Sailor Mercury can swep under it and Sailor venus can Cr. HP under it. That&#039;s not so nice.  &lt;br /&gt;
11F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3HP.png&lt;br /&gt;
|caption=[4]6HP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=57&lt;br /&gt;
 |advantage=-4~/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3&lt;br /&gt;
 |description= Same story as lp but faster and does more damage. &lt;br /&gt;
14F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4LK.png&lt;br /&gt;
|caption=236LK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (LK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=2x13&lt;br /&gt;
 |recovery-whiff=4&lt;br /&gt;
 |motion=32&lt;br /&gt;
 |advantage=+1~+23&lt;br /&gt;
 |damage=4x13 / 5x13 / 6 / 7 / 1xN&lt;br /&gt;
 |description= Upper body invincible so use it to blow through projectiles. Make sure to take care you&#039;re not in a position to be punished. That said, its pretty easy as you can move her forward and back while she is spinning. This is a multihitting move. Great anti air, as it knocks down.&lt;br /&gt;
1~31F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4HK.png&lt;br /&gt;
|caption=236HK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (HK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4x13&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |motion=62&lt;br /&gt;
 |advantage=-25~+7/D&lt;br /&gt;
 |damage=12 / 16 / 18 / 20 / 3x13&lt;br /&gt;
 |description= The heavy version has its uses as well. It retains the upper body invincibility but stays out longer, and will only hit once but it knocks down, so use it, and be aware that it can be sweeped. &lt;br /&gt;
1~61F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Desperation Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterD.png&lt;br /&gt;
|caption=2141236HP &amp;lt;br&amp;gt; [[Image:QCB.png]][[Image:HCF.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Lightning Strike&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=37&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=97&lt;br /&gt;
 |advantage=-17/D&lt;br /&gt;
 |damage= 48 / 62 / 72 / 72 / 12x3&lt;br /&gt;
 |description=&lt;br /&gt;
37F~56F: Foot Invincible&lt;br /&gt;
&lt;br /&gt;
Not a very good desperation, but it&#039;s usable in certain very specific punishes.&lt;br /&gt;
It&#039;s still pretty bad and you should never expect it to save you from a big life deficit.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s specials are very good.  Her walk speed not so much.  Learning how to use her specials to their fullest helps to make her a strong character. &lt;br /&gt;
Characters should fear jumping at Jupiter due to her guard cancel SPDs as well as double axel (both guard canceled or in neutral).  Jupiter&#039;s Thunder Dragon fireball can be ducked by most of the cast and causes it to seem weaker by comparison, despite it&#039;s good frame data.  Her Coconut Cyclone is a huge part of her kit and can be very useful in zoning, lock down, potential chip damage, attacking while maintaining space, and more.  Despite her strong tools it can be difficult for her to protect her ankles.  Her lows are pretty pathetic and her specials don&#039;t help very well against well spaced lows.  Learning how to backdash coconut cyclone is very important for situations like this that can be difficult to escape from.&lt;br /&gt;
&lt;br /&gt;
== Match-ups ==&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mercury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s worst matchup, but winnable enough if you&#039;re on point and executing well. Mercury crouches under thunder dragon and lariat, so they&#039;re not very effective here. Your primary method of doing damage and controlling space is coconut, which is rough because, well, Mercury is a fast character. She can walk right on past your coconuts if you&#039;re not careful. The gameplan against Mercury is to try and catch her midscreen during one of her specials, be it bubble or tornado. Tornado is the best case scenario, because you don&#039;t run the risk of trading with it, which happens a lot with bubble. Using reverse tiger knee coconuts is a must in this matchup, as you&#039;ll want your coconuts to be fast, precise, and not push you back that far. Eventually though, you&#039;ll almost certainly end up at the corner or near the corner and dealing with her five frame sweep. At this point, GC backdash coconut is basically the only safe option you have to guard cancel into when being pressured by sweep, and even it&#039;s not that safe. Thunder dragon and lariat both get ducked by sweep, so it&#039;s basically pointless to go for them outside of a very close up tornado, which you should just SPD anyway. If you backdash coconut sweep, you should be able to punish it and get out. There&#039;s a million mixups Mercury can do here though, so it&#039;s all a matter of staying focused and playing around whatever the Mercury is doing.&lt;br /&gt;
&lt;br /&gt;
- If you&#039;re port 2, and the Mercury throws you and you tech it, you can do 5LK x2 &amp;gt; light lariat &amp;gt; sweep in order to get out of the corner, and a knockdown into coconut. Every time you&#039;re thrown, you should do this, as it&#039;s free damage and an escape that punishes their mixup everytime. If you are thrown out of the corner, teching and going for a tiger knee coconut on wakeup isn&#039;t guaranteed, but can catch any projectiles they try to throw at you after the throw.&lt;br /&gt;
&lt;br /&gt;
- If you&#039;re in the corner, and the Mercury is hanging just outside of backdash coconut range, this is good. They&#039;ll most likely be using bubble or tornado to pressure you from afar, but that means you have an easy opportunity to tiger knee coconut or just jump over bubble and potentially combo into lariat, tick throw into SPD, or force them to backdash, giving you space. &lt;br /&gt;
&lt;br /&gt;
- Watch out for Mercury desperation at low health. It can punish full jump coconuts, so stick to tiger knee coconuts from around a quarter to half a screen away. There&#039;s no way for her to combo into it without 5HK, which is easily punishable for you. You&#039;ll get hit by this once in a blue moon, but it&#039;s really not very good.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of Jupiter&#039;s most even matchups. Your gameplan here is pretty much the same against everyone else, i.e. keep them out and locked down with coconut graph paper and use your SPD to throw them back out. &lt;br /&gt;
In practice this can be tricky, as Mars&#039; projectiles force a lot of trades where both of you will be knocked down if your graph paper isn&#039;t precise enough. Using tiger knee coconuts to quickly hit her during snake or bird is generally the best case scenario. Be careful doing full height coconuts in neutral, as the Mars player can just walk right on up to you and punish.&lt;br /&gt;
&lt;br /&gt;
- Using light thunder dragon as a guard cancel against snake in fireball wars can be useful, but don&#039;t rely on it too much, as the mars can 2LK under it or even jump and punish if they have the right read.&lt;br /&gt;
&lt;br /&gt;
- When you&#039;re in the corner, guard cancel backdash coconut (Whether to use heavy or light depends on the spacing) can be used to escape from snake pressure. Just watch out for throws or birds! Using Thunder Dragon as a GC here can also work, but it&#039;s risky and at best usually just leads to a trade.&lt;br /&gt;
&lt;br /&gt;
- When you have Mars in the corner, go to town with coconuts. Mars has no reversals, so all she can do is pray that you mess up and walk into her backdash throw range or throw a coconut a bit too high up. So throw light coconuts and watch out for any random birds or jumps.&lt;br /&gt;
&lt;br /&gt;
- If Mars is using desperation, there&#039;s a lot you can do. A heavy coconut will completely eat Mars desperation in neutral, and if they throw the desperation on your wakeup, &lt;br /&gt;
you can usually buffer double backdash and completely dodge it. At certain spacings, and in certain situations, you can even completely jump over it. But this is risky, so avoid going for it until you&#039;re comfortable&lt;br /&gt;
with Jupiter&#039;s jump arc and Mars&#039; desperation arc.&lt;br /&gt;
&lt;br /&gt;
-Technically, Jupiter desperation can punish HP bird. But don&#039;t use desperation. I mean, if it&#039;ll kill, and you know they&#039;re gonna do it, go for it. But don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Venus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s best matchup, by far. If Venus gets you in the corner, you can&#039;t do anything. Fortunately, that will never happen. You can easily keep Venus and her slow walkspeed away and in the corner with coconut, and never have to worry about dealing with upball again.&lt;br /&gt;
&lt;br /&gt;
- If you mess up and do somehow manage to let them through your pressure, don&#039;t worry, she can&#039;t punish your coconut on whiff and you should be able to either catch a sweep with backdash coconut or catch her doing an upball with tiger knee coconut. And then, it&#039;s back to throwing coconut over and over.&lt;br /&gt;
&lt;br /&gt;
- If you do somehow get stuck in the corner against Venus, you should probably expect to lose. Jupiter only has committal options in the corner that the Venus can pretty easily play around. Hope that you get lucky with a backdash coconut or a thunder dragon or an SPD. Port 2 backdash block might help here. But you don&#039;t need to worry about this, you will literally never be in the corner. The matchup is that bad for Venus.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Jupiter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Chibi Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Uranus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Neptune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Pluto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
{{ColorSwaps&lt;br /&gt;
|P1-Palette=[[Image:JupiterC1.png]]&lt;br /&gt;
|P2-Palette=[[Image:JupiterC2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Frame Data ==&lt;br /&gt;
[[Image:JupiterFrameData.jpg]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=oF05hAt49fU Jupiter overview advent video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JOwZYFTqyZ0 Jupiter Coconut explanation] by O-RANGE &lt;br /&gt;
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.yg7nqdwjtnd7 Basic Venus primer] by DaiAndOh&lt;br /&gt;
* [https://clips.twitch.tv/IntelligentAliveCurlewStrawBeary Combo if 1P techs Jupiter&#039;s throw] by Big Zam&lt;br /&gt;
* [https://clips.twitch.tv/ResoluteMagnificentPlumSeemsGood Alternate 1P tech combo] by Big Zam&lt;br /&gt;
* [https://youtu.be/MLu3pWCoODE?t=340 Jupiter section of Koushun&#039;s Mix-up Movie]&lt;br /&gt;
* [https://youtu.be/yCDERJF0B7I?t=164 Jupiter section of Koushun&#039;s Combo Movie 1]&lt;br /&gt;
* [https://youtu.be/ZbqWlVPFxYw?t=102 Jupiter section of Koushun&#039;s Combo Movie 2]&lt;br /&gt;
* [https://clips.twitch.tv/TenaciousColorfulZebraPicoMause Using desperation to punish Mars Fire Bird] by Tommer&lt;br /&gt;
* [https://streamable.com/nq4qs Extended Jupiter touch of death that works even with ACS health boosts] by Sprint&lt;br /&gt;
&lt;br /&gt;
{{SMS_Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sailor Moon S]]&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7820</id>
		<title>Sailor Moon S/Sailor Jupiter</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7820"/>
		<updated>2023-10-02T20:32:17Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: /* Match-ups */ Added Desperation counterplay to Jupiter vs Mars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Cleanup&lt;br /&gt;
|needs=having move descriptions, strategy, and match-up information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SMS_Profile&lt;br /&gt;
|title=Sailor Jupiter&lt;br /&gt;
|image=[[Image:JupiterPortrait.gif|200px|link]]&lt;br /&gt;
|realname=Makoto Kino&lt;br /&gt;
|age=15&lt;br /&gt;
|height=5&#039;6&amp;quot;&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|birthplace=Azabu-Juuban, Minato-ku, Tokyo, Japan&lt;br /&gt;
|likes=Cooking, martial arts, figure-skating, senpai&lt;br /&gt;
|dislikes=Discrimination, cheaters, slow walkspeed &amp;amp; normals&lt;br /&gt;
|skills=Swinging people into the corner and then throwing coconuts at them as they try to stand up, having 9 different ways to anti-air you&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character Overview ==&lt;br /&gt;
&lt;br /&gt;
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. Her kit is pretty weird and puzzling to get the hang of. Her specials are all over the place: A Sonic Boom that knocks down but can be low profiled by most of the cast, an air special that spawns a multi hit pillar that knocks down on hit but can be difficult to use well, a command grab that can catch jumps thanks to guard cancel and also deal 1/3rd of a health bar with the heavy version, and a lariat that shrinks her hurtbox to ankles and can be used for movement (and a surprising amount of damage). Her slow movement, finicky combos and few good normals can make her a bit unintuitive for someone starting out, but once you master her more unorthodox tools you will be delivering a unique hurting on any thug that thinks they can take on the squad&#039;s bruiser beauty!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: green; color: white; width: 650px&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;background-color: red; color: white; width: 650px&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Coconut Cyclone:&#039;&#039;&#039; The best projectile in the game, this move alone shuts down some characters&#039; gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Great special moves:&#039;&#039;&#039; Other than the already mentioned Coconut Cyclone, Giant Swing is a frame 1 grab that does a lot of damage and puts the opponent back at full screen, Double Axel is a good get-off-me, anti-zoning tool and occasional Guard Cancel option, and Supreme Thunder is a nice horizontal projectile to boot&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Hybrid fighter:&#039;&#039;&#039; By virtue of being a peculiar combination of zoner and grappler, Jupiter has tools to deal with a lot of different situation, both far away and upclose&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Bad normals:&#039;&#039;&#039; The majority of her normal attacks are either useless or completely outshined by other special moves that she has&lt;br /&gt;
• &#039;&#039;&#039;Awful desperation:&#039;&#039;&#039; Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don&#039;t use it on a competent opponent&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don&#039;t get cornered:&#039;&#039;&#039; If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&#039;&#039;&#039;Speed Forward&#039;&#039;&#039;: 1.160/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Backwards&#039;&#039;&#039;: 1.032/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump&#039;&#039;&#039;: 57F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Speed&#039;&#039;&#039;: 1.192/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumping Distance&#039;&#039;&#039;: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend Bonus&#039;&#039;&#039;: Reduce the enemy&#039;s first attack or chip damage by 20%~23% (excludes throws)&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterDash.png&lt;br /&gt;
|caption=44 &amp;lt;br&amp;gt; [[Image:B.png]][[Image:B.png]]&lt;br /&gt;
|attack=Back Dash&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=1&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |motion=21&lt;br /&gt;
 |hitstun=N/A&lt;br /&gt;
 |advantage=N/A&lt;br /&gt;
 |damage=N/A&lt;br /&gt;
 |description=&lt;br /&gt;
Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90&lt;br /&gt;
&lt;br /&gt;
Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=5. 6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Power Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech&lt;br /&gt;
 |description=Her regular grab. mix with her giant swing command grab. If they throw tech you can set up Instant Air/Backdash Thunder Coconut or either strength double axle lariat attack. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=6. j.6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; when opponent is in the air&lt;br /&gt;
|attack=Air Throw&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)?&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech?&lt;br /&gt;
 |description= You can setup the same sort of oki as the regular grab. tends to be sort of finicky. If you can land it, awesome, but anti air double axle, Cr. HP or air to air jumping light kick tend to be better options in general. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLP.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage= 3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Punch girl does a punch!  You never see this come out on purpose, usually a fireball too early.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLPC.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Slightly stronger than normal LP, not very fast, though it gets more bonus damage from head and counter than normal LP.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHP.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=48&lt;br /&gt;
 |advantage=-5&lt;br /&gt;
 |damage= 8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Can work as a make shift anti air, but not recommended due to start up.  Crouching Heavy Punch does this better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHPC.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=46&lt;br /&gt;
 |advantage=-3&lt;br /&gt;
 |damage= 9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
A unique normal, typically seen on accident.  Poor start up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLK.png&lt;br /&gt;
|caption=5LK &amp;lt;br&amp;gt; [[Image:LK.png]]&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=17&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=Her go to poke. It is her best normal and one of the best pokes in the game frame data wise, not distance wise however. You can pressure into her command grab, double axel, or backdash coconut from this move.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHK.png&lt;br /&gt;
|caption=5HK &amp;lt;br&amp;gt; [[Image:HK.png]]&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |motion=37&lt;br /&gt;
 |advantage=+1&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Decent move, slow start up, has some specific usage in combos mostly notably her ToD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLP.png&lt;br /&gt;
|caption=2LP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
This button is mid.  It&#039;s also just there, like most crouching light punches.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHP.png&lt;br /&gt;
|caption=2HP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=33&lt;br /&gt;
 |advantage=+4&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description= Decent anti-air button. After anti-air hit, you can setup meaty backdash coconut or instant-air thunder coconut from this.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLK.png&lt;br /&gt;
|caption=2LK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Go to low button, typically followed up by double axel.  A pretty mediocre low, decent frame data but poor range and no disjoint really hurt it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHK.png&lt;br /&gt;
|caption=2HK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=31&lt;br /&gt;
 |advantage=+7/D&lt;br /&gt;
 |damage=9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Knockdown on hit. It generally sucks and all memes aside works better as funky low-ground anti air.  The only way to combo into this move is with very plus jump ins or by crouch canceling standing light punch; honestly if you want knock down you&#039;re more likely to use heavy lariat instead.  The range kind of sucks AND the hitbox is at a stupid angle. If you poke with it you can cancel into backdash coconut so that&#039;s something.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Not typically seen outside of missed coconuts as jLK is usually viewed as better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=7 / 9 / 11 / 12 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Weirdly enough, it appears the damage values between moving jLP and moving jHP are swapped -- which means 7LP and 9LP have strengths similar to most jHPs.  If you wanted an active button that does a lot of damage this is it.  Sadly, jLK is much bigger and makes for a better spacing or cross up tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=6 / 8 / 9 / 10 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLP for more damage, typically not seen outside of missed coconuts.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
You hit HP while jumping forward or backward in the air and this is your punishment.  Lowest damage jHP due to possible bug.  Like I said, it&#039;s your punishment for missing a heavy coconut or air throw.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4?&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14?&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / * ?&lt;br /&gt;
 |description=&lt;br /&gt;
For some reason, the Koushun frame data didn&#039;t include this normal.  Assuming its data is similar to moving jLK &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description= If you&#039;re gonna meet someone in the air, the is the move to do it with. It has great horizontal range and is great for crossups. If you land a crossup with this move you can cancel into double axle, move into your opponent and begin a 100% combo. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHK.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=22&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLK with more damage &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHKM.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
More range below the leg than jLK and more damage&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Attacks ==&lt;br /&gt;
== Coconut Cyclone ==&lt;br /&gt;
&lt;br /&gt;
These two moves are very key to her kit and how she plays, but they can be misunderstood so they are getting their own section. The main thing to take away is that both strengths have their own arc and speed, and they can be discharged at ANY point Sailor Jupiter takes to air. This means you can actually throw Coconut Cyclones from Backdash(463214+P or 44632+P)! You can also &amp;quot;tiger knee&amp;quot; (9632 + P) the input and get instant air coconut from right off the ground! These all also have the benefit of having their own arcs since they fire straight from Jupiter herself. You can setup some interesting defensive and offensive maneuvers by experimenting with all the angles. No graph paper required just chill out in training mode and listen to some city pop while you do it. &lt;br /&gt;
&lt;br /&gt;
Do NOT throw coconut cyclones at the peak of Jupiters jump in neutral. Coconut has insanely long recovery and jupiter will float down leisurely like Mary Poppins and will be unable to do anything. She is ripe for a full punishment especially on whiff, and it will most certainly whiff, since even the fast heavy coconut will take some time to reach the ground and will give plenty of time for your opponent to just walk on over right to you, since the hitbox on the coconut is NOT active until it reaches the ground. If any coconuts are going to be used in neutral in it is generally better that the backdash ones be used. (again consider what the opponent is doing because this can still be a risk). These are going to hit the ground and become active quicker which means it will be harder to walk through. &lt;br /&gt;
&lt;br /&gt;
The coconuts can be deadly as they do more damage on guard then hit, but since guard canceling is a thing this game that aspect doesn&#039;t really matter, since they can easily gaurd cancel backdash any of the multihits that coconut causes. It&#039;s actually more of a victory if you knockdown with this move.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1LP.png&lt;br /&gt;
|caption=j.632LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=24&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+47~+59/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2x3&lt;br /&gt;
 |description= This Coconut comes out quick but drifts limply to the ground right in front of Jupiter. Useful on knockdown if the opponent is right in front of you in the corner(Backdash or TK coconut only). Try not to actively &amp;quot;attack&amp;quot; with this move in neutral and think of it more as a &amp;quot;Shield&amp;quot;. It&#039;s very effective against characters who want to walk and poke you.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1HP.png&lt;br /&gt;
|caption=j.632HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=40&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+34~+39/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3x5&lt;br /&gt;
 |description= If Backdash Light Coconut is Jupiter&#039;s &amp;quot;Shield&amp;quot; then the Heavy Backdash Coconut is her &amp;quot;Sword&amp;quot;. The startup is slower and you&#039;ll see Jupiter &amp;quot;stall&amp;quot; in the air for moment before she fires out a heavy coconut like a cannon covering much more distance. at mid range you can knockdown and throw another heavy coconut! She has a ton of recovery during this, so do not fire this when you&#039;re high in the air!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2LP.png&lt;br /&gt;
|caption=360LP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Giant Swing (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=64 (Left: 63)&lt;br /&gt;
 |damage=24&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-28/D&lt;br /&gt;
 |description=Her command grab. Will do an awesome looking giant swing and will fling the opponent really far across the screen. You can set up a well placed coconut from this. The LP version has a lot more range than you would expect. You can use this defensively against character who try to block pressure you with pokes by guard canceling into it (even most light pokes!) on attack you can use it as a tick from standing LK. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2HP.png&lt;br /&gt;
|caption=360HP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Giant Swing (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=56 (Left: 55)&lt;br /&gt;
 |damage=30&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-32/D&lt;br /&gt;
 |description=Same sort of idea. She has less range on this version, but will do more swings and more damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3LP.png&lt;br /&gt;
|caption=[4]6LP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:LP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=31&lt;br /&gt;
 |motion=44&lt;br /&gt;
 |advantage=+6~/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2&lt;br /&gt;
 |description= Her sonic boom. You can use in fireball war, or use it guard cancel certain attacks like fireballs or dragon punches. It will Knock down which is really nice. Sailor Moon and Sailor Mercury can swep under it and Sailor venus can Cr. HP under it. That&#039;s not so nice.  &lt;br /&gt;
11F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3HP.png&lt;br /&gt;
|caption=[4]6HP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=57&lt;br /&gt;
 |advantage=-4~/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3&lt;br /&gt;
 |description= Same story as lp but faster and does more damage. &lt;br /&gt;
14F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4LK.png&lt;br /&gt;
|caption=236LK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (LK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=2x13&lt;br /&gt;
 |recovery-whiff=4&lt;br /&gt;
 |motion=32&lt;br /&gt;
 |advantage=+1~+23&lt;br /&gt;
 |damage=4x13 / 5x13 / 6 / 7 / 1xN&lt;br /&gt;
 |description= Upper body invincible so use it to blow through projectiles. Make sure to take care you&#039;re not in a position to be punished. That said, its pretty easy as you can move her forward and back while she is spinning. This is a multihitting move. Great anti air, as it knocks down.&lt;br /&gt;
1~31F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4HK.png&lt;br /&gt;
|caption=236HK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (HK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4x13&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |motion=62&lt;br /&gt;
 |advantage=-25~+7/D&lt;br /&gt;
 |damage=12 / 16 / 18 / 20 / 3x13&lt;br /&gt;
 |description= The heavy version has its uses as well. It retains the upper body invincibility but stays out longer, and will only hit once but it knocks down, so use it, and be aware that it can be sweeped. &lt;br /&gt;
1~61F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Desperation Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterD.png&lt;br /&gt;
|caption=2141236HP &amp;lt;br&amp;gt; [[Image:QCB.png]][[Image:HCF.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Lightning Strike&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=37&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=97&lt;br /&gt;
 |advantage=-17/D&lt;br /&gt;
 |damage= 48 / 62 / 72 / 72 / 12x3&lt;br /&gt;
 |description=&lt;br /&gt;
37F~56F: Foot Invincible&lt;br /&gt;
&lt;br /&gt;
Not a very good desperation, but it&#039;s usable in certain very specific punishes.&lt;br /&gt;
It&#039;s still pretty bad and you should never expect it to save you from a big life deficit.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s specials are very good.  Her walk speed not so much.  Learning how to use her specials to their fullest helps to make her a strong character. &lt;br /&gt;
Characters should fear jumping at Jupiter due to her guard cancel SPDs as well as double axel (both guard canceled or in neutral).  Jupiter&#039;s Thunder Dragon fireball can be ducked by most of the cast and causes it to seem weaker by comparison, despite it&#039;s good frame data.  Her Coconut Cyclone is a huge part of her kit and can be very useful in zoning, lock down, potential chip damage, attacking while maintaining space, and more.  Despite her strong tools it can be difficult for her to protect her ankles.  Her lows are pretty pathetic and her specials don&#039;t help very well against well spaced lows.  Learning how to backdash coconut cyclone is very important for situations like this that can be difficult to escape from.&lt;br /&gt;
&lt;br /&gt;
== Match-ups ==&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mercury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of Jupiter&#039;s most even matchups. Your gameplan here is pretty much the same against everyone else, i.e. keep them out and locked down with coconut graph paper and use your SPD to throw them back out. &lt;br /&gt;
In practice this can be tricky, as Mars&#039; projectiles force a lot of trades where both of you will be knocked down if your graph paper isn&#039;t precise enough. Using tiger knee coconuts to quickly hit her during snake or bird is generally the best case scenario. Be careful doing full height coconuts in neutral, as the Mars player can just walk right on up to you and punish.&lt;br /&gt;
&lt;br /&gt;
- Using light thunder dragon as a guard cancel against snake in fireball wars can be useful, but don&#039;t rely on it too much, as the mars can 2LK under it or even jump and punish if they have the right read.&lt;br /&gt;
&lt;br /&gt;
- When you&#039;re in the corner, guard cancel backdash coconut (Whether to use heavy or light depends on the spacing) can be used to escape from snake pressure. Just watch out for throws or birds! Using Thunder Dragon as a GC here can also work, but it&#039;s risky and at best usually just leads to a trade.&lt;br /&gt;
&lt;br /&gt;
- When you have Mars in the corner, go to town with coconuts. Mars has no reversals, so all she can do is pray that you mess up and walk into her backdash throw range or throw a coconut a bit too high up. So throw light coconuts and watch out for any random birds or jumps.&lt;br /&gt;
&lt;br /&gt;
- If Mars is using desperation, there&#039;s a lot you can do. A heavy coconut will completely eat Mars desperation in neutral, and if they throw the desperation on your wakeup, &lt;br /&gt;
you can usually buffer double backdash and completely dodge it. At certain spacings, and in certain situations, you can even completely jump over it. But this is risky, so avoid going for it until you&#039;re comfortable&lt;br /&gt;
with Jupiter&#039;s jump arc and Mars&#039; desperation arc.&lt;br /&gt;
&lt;br /&gt;
-Technically, Jupiter desperation can punish HP bird. But don&#039;t use desperation. I mean, if it&#039;ll kill, and you know they&#039;re gonna do it, go for it. But don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Venus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Jupiter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Chibi Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Uranus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Neptune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Pluto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
{{ColorSwaps&lt;br /&gt;
|P1-Palette=[[Image:JupiterC1.png]]&lt;br /&gt;
|P2-Palette=[[Image:JupiterC2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Frame Data ==&lt;br /&gt;
[[Image:JupiterFrameData.jpg]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=oF05hAt49fU Jupiter overview advent video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JOwZYFTqyZ0 Jupiter Coconut explanation] by O-RANGE &lt;br /&gt;
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.yg7nqdwjtnd7 Basic Venus primer] by DaiAndOh&lt;br /&gt;
* [https://clips.twitch.tv/IntelligentAliveCurlewStrawBeary Combo if 1P techs Jupiter&#039;s throw] by Big Zam&lt;br /&gt;
* [https://clips.twitch.tv/ResoluteMagnificentPlumSeemsGood Alternate 1P tech combo] by Big Zam&lt;br /&gt;
* [https://youtu.be/MLu3pWCoODE?t=340 Jupiter section of Koushun&#039;s Mix-up Movie]&lt;br /&gt;
* [https://youtu.be/yCDERJF0B7I?t=164 Jupiter section of Koushun&#039;s Combo Movie 1]&lt;br /&gt;
* [https://youtu.be/ZbqWlVPFxYw?t=102 Jupiter section of Koushun&#039;s Combo Movie 2]&lt;br /&gt;
* [https://clips.twitch.tv/TenaciousColorfulZebraPicoMause Using desperation to punish Mars Fire Bird] by Tommer&lt;br /&gt;
* [https://streamable.com/nq4qs Extended Jupiter touch of death that works even with ACS health boosts] by Sprint&lt;br /&gt;
&lt;br /&gt;
{{SMS_Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sailor Moon S]]&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7819</id>
		<title>Sailor Moon S/Sailor Jupiter</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7819"/>
		<updated>2023-10-02T20:22:36Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: Added matchup information for Jupiter Vs Mars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Cleanup&lt;br /&gt;
|needs=having move descriptions, strategy, and match-up information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SMS_Profile&lt;br /&gt;
|title=Sailor Jupiter&lt;br /&gt;
|image=[[Image:JupiterPortrait.gif|200px|link]]&lt;br /&gt;
|realname=Makoto Kino&lt;br /&gt;
|age=15&lt;br /&gt;
|height=5&#039;6&amp;quot;&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|birthplace=Azabu-Juuban, Minato-ku, Tokyo, Japan&lt;br /&gt;
|likes=Cooking, martial arts, figure-skating, senpai&lt;br /&gt;
|dislikes=Discrimination, cheaters, slow walkspeed &amp;amp; normals&lt;br /&gt;
|skills=Swinging people into the corner and then throwing coconuts at them as they try to stand up, having 9 different ways to anti-air you&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character Overview ==&lt;br /&gt;
&lt;br /&gt;
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. Her kit is pretty weird and puzzling to get the hang of. Her specials are all over the place: A Sonic Boom that knocks down but can be low profiled by most of the cast, an air special that spawns a multi hit pillar that knocks down on hit but can be difficult to use well, a command grab that can catch jumps thanks to guard cancel and also deal 1/3rd of a health bar with the heavy version, and a lariat that shrinks her hurtbox to ankles and can be used for movement (and a surprising amount of damage). Her slow movement, finicky combos and few good normals can make her a bit unintuitive for someone starting out, but once you master her more unorthodox tools you will be delivering a unique hurting on any thug that thinks they can take on the squad&#039;s bruiser beauty!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: green; color: white; width: 650px&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;background-color: red; color: white; width: 650px&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Coconut Cyclone:&#039;&#039;&#039; The best projectile in the game, this move alone shuts down some characters&#039; gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Great special moves:&#039;&#039;&#039; Other than the already mentioned Coconut Cyclone, Giant Swing is a frame 1 grab that does a lot of damage and puts the opponent back at full screen, Double Axel is a good get-off-me, anti-zoning tool and occasional Guard Cancel option, and Supreme Thunder is a nice horizontal projectile to boot&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Hybrid fighter:&#039;&#039;&#039; By virtue of being a peculiar combination of zoner and grappler, Jupiter has tools to deal with a lot of different situation, both far away and upclose&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Bad normals:&#039;&#039;&#039; The majority of her normal attacks are either useless or completely outshined by other special moves that she has&lt;br /&gt;
• &#039;&#039;&#039;Awful desperation:&#039;&#039;&#039; Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don&#039;t use it on a competent opponent&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don&#039;t get cornered:&#039;&#039;&#039; If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&#039;&#039;&#039;Speed Forward&#039;&#039;&#039;: 1.160/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Backwards&#039;&#039;&#039;: 1.032/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump&#039;&#039;&#039;: 57F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Speed&#039;&#039;&#039;: 1.192/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumping Distance&#039;&#039;&#039;: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend Bonus&#039;&#039;&#039;: Reduce the enemy&#039;s first attack or chip damage by 20%~23% (excludes throws)&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterDash.png&lt;br /&gt;
|caption=44 &amp;lt;br&amp;gt; [[Image:B.png]][[Image:B.png]]&lt;br /&gt;
|attack=Back Dash&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=1&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |motion=21&lt;br /&gt;
 |hitstun=N/A&lt;br /&gt;
 |advantage=N/A&lt;br /&gt;
 |damage=N/A&lt;br /&gt;
 |description=&lt;br /&gt;
Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90&lt;br /&gt;
&lt;br /&gt;
Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=5. 6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Power Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech&lt;br /&gt;
 |description=Her regular grab. mix with her giant swing command grab. If they throw tech you can set up Instant Air/Backdash Thunder Coconut or either strength double axle lariat attack. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=6. j.6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; when opponent is in the air&lt;br /&gt;
|attack=Air Throw&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)?&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech?&lt;br /&gt;
 |description= You can setup the same sort of oki as the regular grab. tends to be sort of finicky. If you can land it, awesome, but anti air double axle, Cr. HP or air to air jumping light kick tend to be better options in general. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLP.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage= 3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Punch girl does a punch!  You never see this come out on purpose, usually a fireball too early.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLPC.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Slightly stronger than normal LP, not very fast, though it gets more bonus damage from head and counter than normal LP.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHP.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=48&lt;br /&gt;
 |advantage=-5&lt;br /&gt;
 |damage= 8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Can work as a make shift anti air, but not recommended due to start up.  Crouching Heavy Punch does this better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHPC.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=46&lt;br /&gt;
 |advantage=-3&lt;br /&gt;
 |damage= 9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
A unique normal, typically seen on accident.  Poor start up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLK.png&lt;br /&gt;
|caption=5LK &amp;lt;br&amp;gt; [[Image:LK.png]]&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=17&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=Her go to poke. It is her best normal and one of the best pokes in the game frame data wise, not distance wise however. You can pressure into her command grab, double axel, or backdash coconut from this move.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHK.png&lt;br /&gt;
|caption=5HK &amp;lt;br&amp;gt; [[Image:HK.png]]&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |motion=37&lt;br /&gt;
 |advantage=+1&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Decent move, slow start up, has some specific usage in combos mostly notably her ToD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLP.png&lt;br /&gt;
|caption=2LP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
This button is mid.  It&#039;s also just there, like most crouching light punches.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHP.png&lt;br /&gt;
|caption=2HP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=33&lt;br /&gt;
 |advantage=+4&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description= Decent anti-air button. After anti-air hit, you can setup meaty backdash coconut or instant-air thunder coconut from this.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLK.png&lt;br /&gt;
|caption=2LK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Go to low button, typically followed up by double axel.  A pretty mediocre low, decent frame data but poor range and no disjoint really hurt it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHK.png&lt;br /&gt;
|caption=2HK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=31&lt;br /&gt;
 |advantage=+7/D&lt;br /&gt;
 |damage=9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Knockdown on hit. It generally sucks and all memes aside works better as funky low-ground anti air.  The only way to combo into this move is with very plus jump ins or by crouch canceling standing light punch; honestly if you want knock down you&#039;re more likely to use heavy lariat instead.  The range kind of sucks AND the hitbox is at a stupid angle. If you poke with it you can cancel into backdash coconut so that&#039;s something.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Not typically seen outside of missed coconuts as jLK is usually viewed as better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=7 / 9 / 11 / 12 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Weirdly enough, it appears the damage values between moving jLP and moving jHP are swapped -- which means 7LP and 9LP have strengths similar to most jHPs.  If you wanted an active button that does a lot of damage this is it.  Sadly, jLK is much bigger and makes for a better spacing or cross up tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=6 / 8 / 9 / 10 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLP for more damage, typically not seen outside of missed coconuts.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
You hit HP while jumping forward or backward in the air and this is your punishment.  Lowest damage jHP due to possible bug.  Like I said, it&#039;s your punishment for missing a heavy coconut or air throw.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4?&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14?&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / * ?&lt;br /&gt;
 |description=&lt;br /&gt;
For some reason, the Koushun frame data didn&#039;t include this normal.  Assuming its data is similar to moving jLK &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description= If you&#039;re gonna meet someone in the air, the is the move to do it with. It has great horizontal range and is great for crossups. If you land a crossup with this move you can cancel into double axle, move into your opponent and begin a 100% combo. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHK.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=22&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLK with more damage &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHKM.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
More range below the leg than jLK and more damage&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Attacks ==&lt;br /&gt;
== Coconut Cyclone ==&lt;br /&gt;
&lt;br /&gt;
These two moves are very key to her kit and how she plays, but they can be misunderstood so they are getting their own section. The main thing to take away is that both strengths have their own arc and speed, and they can be discharged at ANY point Sailor Jupiter takes to air. This means you can actually throw Coconut Cyclones from Backdash(463214+P or 44632+P)! You can also &amp;quot;tiger knee&amp;quot; (9632 + P) the input and get instant air coconut from right off the ground! These all also have the benefit of having their own arcs since they fire straight from Jupiter herself. You can setup some interesting defensive and offensive maneuvers by experimenting with all the angles. No graph paper required just chill out in training mode and listen to some city pop while you do it. &lt;br /&gt;
&lt;br /&gt;
Do NOT throw coconut cyclones at the peak of Jupiters jump in neutral. Coconut has insanely long recovery and jupiter will float down leisurely like Mary Poppins and will be unable to do anything. She is ripe for a full punishment especially on whiff, and it will most certainly whiff, since even the fast heavy coconut will take some time to reach the ground and will give plenty of time for your opponent to just walk on over right to you, since the hitbox on the coconut is NOT active until it reaches the ground. If any coconuts are going to be used in neutral in it is generally better that the backdash ones be used. (again consider what the opponent is doing because this can still be a risk). These are going to hit the ground and become active quicker which means it will be harder to walk through. &lt;br /&gt;
&lt;br /&gt;
The coconuts can be deadly as they do more damage on guard then hit, but since guard canceling is a thing this game that aspect doesn&#039;t really matter, since they can easily gaurd cancel backdash any of the multihits that coconut causes. It&#039;s actually more of a victory if you knockdown with this move.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1LP.png&lt;br /&gt;
|caption=j.632LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=24&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+47~+59/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2x3&lt;br /&gt;
 |description= This Coconut comes out quick but drifts limply to the ground right in front of Jupiter. Useful on knockdown if the opponent is right in front of you in the corner(Backdash or TK coconut only). Try not to actively &amp;quot;attack&amp;quot; with this move in neutral and think of it more as a &amp;quot;Shield&amp;quot;. It&#039;s very effective against characters who want to walk and poke you.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1HP.png&lt;br /&gt;
|caption=j.632HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=40&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+34~+39/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3x5&lt;br /&gt;
 |description= If Backdash Light Coconut is Jupiter&#039;s &amp;quot;Shield&amp;quot; then the Heavy Backdash Coconut is her &amp;quot;Sword&amp;quot;. The startup is slower and you&#039;ll see Jupiter &amp;quot;stall&amp;quot; in the air for moment before she fires out a heavy coconut like a cannon covering much more distance. at mid range you can knockdown and throw another heavy coconut! She has a ton of recovery during this, so do not fire this when you&#039;re high in the air!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2LP.png&lt;br /&gt;
|caption=360LP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Giant Swing (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=64 (Left: 63)&lt;br /&gt;
 |damage=24&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-28/D&lt;br /&gt;
 |description=Her command grab. Will do an awesome looking giant swing and will fling the opponent really far across the screen. You can set up a well placed coconut from this. The LP version has a lot more range than you would expect. You can use this defensively against character who try to block pressure you with pokes by guard canceling into it (even most light pokes!) on attack you can use it as a tick from standing LK. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2HP.png&lt;br /&gt;
|caption=360HP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Giant Swing (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=56 (Left: 55)&lt;br /&gt;
 |damage=30&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-32/D&lt;br /&gt;
 |description=Same sort of idea. She has less range on this version, but will do more swings and more damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3LP.png&lt;br /&gt;
|caption=[4]6LP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:LP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=31&lt;br /&gt;
 |motion=44&lt;br /&gt;
 |advantage=+6~/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2&lt;br /&gt;
 |description= Her sonic boom. You can use in fireball war, or use it guard cancel certain attacks like fireballs or dragon punches. It will Knock down which is really nice. Sailor Moon and Sailor Mercury can swep under it and Sailor venus can Cr. HP under it. That&#039;s not so nice.  &lt;br /&gt;
11F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3HP.png&lt;br /&gt;
|caption=[4]6HP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=57&lt;br /&gt;
 |advantage=-4~/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3&lt;br /&gt;
 |description= Same story as lp but faster and does more damage. &lt;br /&gt;
14F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4LK.png&lt;br /&gt;
|caption=236LK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (LK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=2x13&lt;br /&gt;
 |recovery-whiff=4&lt;br /&gt;
 |motion=32&lt;br /&gt;
 |advantage=+1~+23&lt;br /&gt;
 |damage=4x13 / 5x13 / 6 / 7 / 1xN&lt;br /&gt;
 |description= Upper body invincible so use it to blow through projectiles. Make sure to take care you&#039;re not in a position to be punished. That said, its pretty easy as you can move her forward and back while she is spinning. This is a multihitting move. Great anti air, as it knocks down.&lt;br /&gt;
1~31F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4HK.png&lt;br /&gt;
|caption=236HK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (HK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4x13&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |motion=62&lt;br /&gt;
 |advantage=-25~+7/D&lt;br /&gt;
 |damage=12 / 16 / 18 / 20 / 3x13&lt;br /&gt;
 |description= The heavy version has its uses as well. It retains the upper body invincibility but stays out longer, and will only hit once but it knocks down, so use it, and be aware that it can be sweeped. &lt;br /&gt;
1~61F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Desperation Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterD.png&lt;br /&gt;
|caption=2141236HP &amp;lt;br&amp;gt; [[Image:QCB.png]][[Image:HCF.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Lightning Strike&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=37&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=97&lt;br /&gt;
 |advantage=-17/D&lt;br /&gt;
 |damage= 48 / 62 / 72 / 72 / 12x3&lt;br /&gt;
 |description=&lt;br /&gt;
37F~56F: Foot Invincible&lt;br /&gt;
&lt;br /&gt;
Not a very good desperation, but it&#039;s usable in certain very specific punishes.&lt;br /&gt;
It&#039;s still pretty bad and you should never expect it to save you from a big life deficit.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s specials are very good.  Her walk speed not so much.  Learning how to use her specials to their fullest helps to make her a strong character. &lt;br /&gt;
Characters should fear jumping at Jupiter due to her guard cancel SPDs as well as double axel (both guard canceled or in neutral).  Jupiter&#039;s Thunder Dragon fireball can be ducked by most of the cast and causes it to seem weaker by comparison, despite it&#039;s good frame data.  Her Coconut Cyclone is a huge part of her kit and can be very useful in zoning, lock down, potential chip damage, attacking while maintaining space, and more.  Despite her strong tools it can be difficult for her to protect her ankles.  Her lows are pretty pathetic and her specials don&#039;t help very well against well spaced lows.  Learning how to backdash coconut cyclone is very important for situations like this that can be difficult to escape from.&lt;br /&gt;
&lt;br /&gt;
== Match-ups ==&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mercury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of Jupiter&#039;s most even matchups. Your gameplan here is pretty much the same against everyone else, i.e. keep them out and locked down with coconut graph paper and use your SPD to throw them back out. &lt;br /&gt;
In practice this can be tricky, as Mars&#039; projectiles force a lot of trades where both of you will be knocked down if your graph paper isn&#039;t precise enough. Using tiger knee coconuts to quickly hit her during snake or bird is generally the best case scenario. Be careful doing full height coconuts in neutral, as the Mars player can just walk right on up to you and punish.&lt;br /&gt;
&lt;br /&gt;
- Using light thunder dragon as a guard cancel against snake in fireball wars can be useful, but don&#039;t rely on it too much, as the mars can 2LK under it or even jump and punish if they have the right read.&lt;br /&gt;
&lt;br /&gt;
- When you&#039;re in the corner, guard cancel backdash coconut (Whether to use heavy or light depends on the spacing) can be used to escape from snake pressure. Just watch out for throws or birds! Using Thunder Dragon as a GC here can also work, but it&#039;s risky and at best usually just leads to a trade.&lt;br /&gt;
&lt;br /&gt;
- When you have Mars in the corner, go to town with coconuts. Mars has no reversals, so all she can do is pray that you mess up and walk into her backdash throw range or throw a coconut a bit too high up. So throw light coconuts and watch out for any random birds or jumps.&lt;br /&gt;
&lt;br /&gt;
-Technically, Jupiter desperation can punish HP bird. But don&#039;t use desperation. I mean, if it&#039;ll kill, and you know they&#039;re gonna do it, go for it. But don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Venus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Jupiter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Chibi Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Uranus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Neptune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Pluto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
{{ColorSwaps&lt;br /&gt;
|P1-Palette=[[Image:JupiterC1.png]]&lt;br /&gt;
|P2-Palette=[[Image:JupiterC2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Frame Data ==&lt;br /&gt;
[[Image:JupiterFrameData.jpg]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=oF05hAt49fU Jupiter overview advent video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JOwZYFTqyZ0 Jupiter Coconut explanation] by O-RANGE &lt;br /&gt;
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.yg7nqdwjtnd7 Basic Venus primer] by DaiAndOh&lt;br /&gt;
* [https://clips.twitch.tv/IntelligentAliveCurlewStrawBeary Combo if 1P techs Jupiter&#039;s throw] by Big Zam&lt;br /&gt;
* [https://clips.twitch.tv/ResoluteMagnificentPlumSeemsGood Alternate 1P tech combo] by Big Zam&lt;br /&gt;
* [https://youtu.be/MLu3pWCoODE?t=340 Jupiter section of Koushun&#039;s Mix-up Movie]&lt;br /&gt;
* [https://youtu.be/yCDERJF0B7I?t=164 Jupiter section of Koushun&#039;s Combo Movie 1]&lt;br /&gt;
* [https://youtu.be/ZbqWlVPFxYw?t=102 Jupiter section of Koushun&#039;s Combo Movie 2]&lt;br /&gt;
* [https://clips.twitch.tv/TenaciousColorfulZebraPicoMause Using desperation to punish Mars Fire Bird] by Tommer&lt;br /&gt;
* [https://streamable.com/nq4qs Extended Jupiter touch of death that works even with ACS health boosts] by Sprint&lt;br /&gt;
&lt;br /&gt;
{{SMS_Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sailor Moon S]]&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=User:InvaliditySMS&amp;diff=7818</id>
		<title>User:InvaliditySMS</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=User:InvaliditySMS&amp;diff=7818"/>
		<updated>2023-10-02T18:11:40Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SMS_Profile&lt;br /&gt;
|title=Invalidity&lt;br /&gt;
|realname= They&#039;ll never figure it out&lt;br /&gt;
|age=Younger than Melee&lt;br /&gt;
|height=Same Height as Mewtwo&lt;br /&gt;
|bloodtype=Corn&lt;br /&gt;
|birthplace=Corn, Oklahoma&lt;br /&gt;
|likes=Coconut, movies, and beating Legs in fighting games&lt;br /&gt;
|dislikes= Legs, Sailor Mercury, and Melee Players&lt;br /&gt;
|skills=Backdash coconut pressure and knowing who Wong Kar-Wai is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best Jupiter in NA (by technicality?) Best known for taking o-range to game 5 and winning an island in an SMS FT10. Knows a bit about Bishoujo Senshi Sailor Moon S Jougai Rantou Shuyaku Soudatsusen released for the Super Famicom on December 16th 1994, but not enough to prevent O-range and Zam from finding and hunting him down for spreading too much misinformation.&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=User:InvaliditySMS&amp;diff=7817</id>
		<title>User:InvaliditySMS</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=User:InvaliditySMS&amp;diff=7817"/>
		<updated>2023-10-02T18:08:16Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: Created page with &amp;quot;{{SMS_Profile |title=Invalidity |realname= They&amp;#039;ll never figure it out |age=Younger than Melee |height=Same Height as Mewtwo |bloodtype=Corn |birthplace=Corn, Oklahoma |likes=Coconut, movies, and beating Legs in fighting games |dislikes= Legs, Sailor Mercury, and Melee Players |skills=Backdash coconut pressure }}   Best Jupiter in NA (by technicality?) Best known for taking o-range to game 5 and winning an island in an SMS FT10. Knows a bit about Bishoujo Senshi Sailor M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SMS_Profile&lt;br /&gt;
|title=Invalidity&lt;br /&gt;
|realname= They&#039;ll never figure it out&lt;br /&gt;
|age=Younger than Melee&lt;br /&gt;
|height=Same Height as Mewtwo&lt;br /&gt;
|bloodtype=Corn&lt;br /&gt;
|birthplace=Corn, Oklahoma&lt;br /&gt;
|likes=Coconut, movies, and beating Legs in fighting games&lt;br /&gt;
|dislikes= Legs, Sailor Mercury, and Melee Players&lt;br /&gt;
|skills=Backdash coconut pressure&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best Jupiter in NA (by technicality?) Best known for taking o-range to game 5 and winning an island in an SMS FT10. Knows a bit about Bishoujo Senshi Sailor Moon S Jougai Rantou Shuyaku Soudatsusen released for the Super Famicom on December 16th 1994, but not enough to prevent O-range and Zam from finding and hunting him down for spreading too much misinformation.&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7816</id>
		<title>Sailor Moon S/Sailor Jupiter</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Sailor_Jupiter&amp;diff=7816"/>
		<updated>2023-10-02T17:23:33Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: Minor grammar and spelling fixes throughout the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Cleanup&lt;br /&gt;
|needs=having move descriptions, strategy, and match-up information&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SMS_Profile&lt;br /&gt;
|title=Sailor Jupiter&lt;br /&gt;
|image=[[Image:JupiterPortrait.gif|200px|link]]&lt;br /&gt;
|realname=Makoto Kino&lt;br /&gt;
|age=15&lt;br /&gt;
|height=5&#039;6&amp;quot;&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|birthplace=Azabu-Juuban, Minato-ku, Tokyo, Japan&lt;br /&gt;
|likes=Cooking, martial arts, figure-skating, senpai&lt;br /&gt;
|dislikes=Discrimination, cheaters, slow walkspeed &amp;amp; normals&lt;br /&gt;
|skills=Swinging people into the corner and then throwing coconuts at them as they try to stand up, having 9 different ways to anti-air you&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character Overview ==&lt;br /&gt;
&lt;br /&gt;
In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. Her kit is pretty weird and puzzling to get the hang of. Her specials are all over the place: A Sonic Boom that knocks down but can be low profiled by most of the cast, an air special that spawns a multi hit pillar that knocks down on hit but can be difficult to use well, a command grab that can catch jumps thanks to guard cancel and also deal 1/3rd of a health bar with the heavy version, and a lariat that shrinks her hurtbox to ankles and can be used for movement (and a surprising amount of damage). Her slow movement, finicky combos and few good normals can make her a bit unintuitive for someone starting out, but once you master her more unorthodox tools you will be delivering a unique hurting on any thug that thinks they can take on the squad&#039;s bruiser beauty!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: green; color: white; width: 650px&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;background-color: red; color: white; width: 650px&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Coconut Cyclone:&#039;&#039;&#039; The best projectile in the game, this move alone shuts down some characters&#039; gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Great special moves:&#039;&#039;&#039; Other than the already mentioned Coconut Cyclone, Giant Swing is a frame 1 grab that does a lot of damage and puts the opponent back at full screen, Double Axel is a good get-off-me, anti-zoning tool and occasional Guard Cancel option, and Supreme Thunder is a nice horizontal projectile to boot&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Hybrid fighter:&#039;&#039;&#039; By virtue of being a peculiar combination of zoner and grappler, Jupiter has tools to deal with a lot of different situation, both far away and upclose&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |• &#039;&#039;&#039;Bad normals:&#039;&#039;&#039; The majority of her normal attacks are either useless or completely outshined by other special moves that she has&lt;br /&gt;
• &#039;&#039;&#039;Awful desperation:&#039;&#039;&#039; Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don&#039;t use it on a competent opponent&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don&#039;t get cornered:&#039;&#039;&#039; If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&#039;&#039;&#039;Speed Forward&#039;&#039;&#039;: 1.160/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Backwards&#039;&#039;&#039;: 1.032/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump&#039;&#039;&#039;: 57F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Speed&#039;&#039;&#039;: 1.192/1F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumping Distance&#039;&#039;&#039;: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend Bonus&#039;&#039;&#039;: Reduce the enemy&#039;s first attack or chip damage by 20%~23% (excludes throws)&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterDash.png&lt;br /&gt;
|caption=44 &amp;lt;br&amp;gt; [[Image:B.png]][[Image:B.png]]&lt;br /&gt;
|attack=Back Dash&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=1&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |motion=21&lt;br /&gt;
 |hitstun=N/A&lt;br /&gt;
 |advantage=N/A&lt;br /&gt;
 |damage=N/A&lt;br /&gt;
 |description=&lt;br /&gt;
Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90&lt;br /&gt;
&lt;br /&gt;
Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=5. 6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Power Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech&lt;br /&gt;
 |description=Her regular grab. mix with her giant swing command grab. If they throw tech you can set up Instant Air/Backdash Thunder Coconut or either strength double axle lariat attack. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=6. j.6HP.png&lt;br /&gt;
|caption=6HP &amp;lt;br&amp;gt; [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; when opponent is in the air&lt;br /&gt;
|attack=Air Throw&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=48 (Left: 47)?&lt;br /&gt;
 |damage=28&lt;br /&gt;
 |techable=Yes&lt;br /&gt;
 |advantage=+23 (2P: +24) on tech?&lt;br /&gt;
 |description= You can setup the same sort of oki as the regular grab. tends to be sort of finicky. If you can land it, awesome, but anti air double axle, Cr. HP or air to air jumping light kick tend to be better options in general. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLP.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage= 3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Punch girl does a punch!  You never see this come out on purpose, usually a fireball too early.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLPC.png&lt;br /&gt;
|caption=5LP &amp;lt;br&amp;gt; [[Image:LP.png]]&lt;br /&gt;
|attack=Standing Light Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=9&lt;br /&gt;
 |motion=19&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Slightly stronger than normal LP, not very fast, though it gets more bonus damage from head and counter than normal LP.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHP.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=48&lt;br /&gt;
 |advantage=-5&lt;br /&gt;
 |damage= 8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Can work as a make shift anti air, but not recommended due to start up.  Crouching Heavy Punch does this better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHPC.png&lt;br /&gt;
|caption=5HP &amp;lt;br&amp;gt; [[Image:HP.png]]&lt;br /&gt;
|attack=Standing Heavy Punch (Close)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=15&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=20&lt;br /&gt;
 |motion=46&lt;br /&gt;
 |advantage=-3&lt;br /&gt;
 |damage= 9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
A unique normal, typically seen on accident.  Poor start up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSLK.png&lt;br /&gt;
|caption=5LK &amp;lt;br&amp;gt; [[Image:LK.png]]&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=17&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=Her go to poke. It is her best normal and one of the best pokes in the game frame data wise, not distance wise however. You can pressure into her command grab, double axel, or backdash coconut from this move.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSHK.png&lt;br /&gt;
|caption=5HK &amp;lt;br&amp;gt; [[Image:HK.png]]&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=16&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |motion=37&lt;br /&gt;
 |advantage=+1&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Decent move, slow start up, has some specific usage in combos mostly notably her ToD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLP.png&lt;br /&gt;
|caption=2LP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+2&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
This button is mid.  It&#039;s also just there, like most crouching light punches.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHP.png&lt;br /&gt;
|caption=2HP &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=14&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=33&lt;br /&gt;
 |advantage=+4&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description= Decent anti-air button. After anti-air hit, you can setup meaty backdash coconut or instant-air thunder coconut from this.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCLK.png&lt;br /&gt;
|caption=2LK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=18&lt;br /&gt;
 |advantage=+3&lt;br /&gt;
 |damage=3 / 4 / 5 / 5 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Go to low button, typically followed up by double axel.  A pretty mediocre low, decent frame data but poor range and no disjoint really hurt it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterCHK.png&lt;br /&gt;
|caption=2HK &amp;lt;br&amp;gt; [[Image:D.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=12&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |motion=31&lt;br /&gt;
 |advantage=+7/D&lt;br /&gt;
 |damage=9 / 12 / 14 / 15 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Knockdown on hit. It generally sucks and all memes aside works better as funky low-ground anti air.  The only way to combo into this move is with very plus jump ins or by crouch canceling standing light punch; honestly if you want knock down you&#039;re more likely to use heavy lariat instead.  The range kind of sucks AND the hitbox is at a stupid angle. If you poke with it you can cancel into backdash coconut so that&#039;s something.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Not typically seen outside of missed coconuts as jLK is usually viewed as better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLP.png&lt;br /&gt;
|caption=j.LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LP.png]]&lt;br /&gt;
|attack=Jumping Light Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=7 / 9 / 11 / 12 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Like most jumping light punches in the game, pretty advantageous on hit.  Weirdly enough, it appears the damage values between moving jLP and moving jHP are swapped -- which means 7LP and 9LP have strengths similar to most jHPs.  If you wanted an active button that does a lot of damage this is it.  Sadly, jLK is much bigger and makes for a better spacing or cross up tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=6 / 8 / 9 / 10 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLP for more damage, typically not seen outside of missed coconuts.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHP.png&lt;br /&gt;
|caption=j.HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HP.png]]&lt;br /&gt;
|attack=Jumping Heavy Punch (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+8~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description=&lt;br /&gt;
You hit HP while jumping forward or backward in the air and this is your punishment.  Lowest damage jHP due to possible bug.  Like I said, it&#039;s your punishment for missing a heavy coconut or air throw.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4?&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14?&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / * ?&lt;br /&gt;
 |description=&lt;br /&gt;
For some reason, the Koushun frame data didn&#039;t include this normal.  Assuming its data is similar to moving jLK &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJLK.png&lt;br /&gt;
|caption=j.LK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:LK.png]]&lt;br /&gt;
|attack=Jumping Light Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=All&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=All&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=4 / 5 / 6 / 7 / *&lt;br /&gt;
 |description= If you&#039;re gonna meet someone in the air, the is the move to do it with. It has great horizontal range and is great for crossups. If you land a crossup with this move you can cancel into double axle, move into your opponent and begin a 100% combo. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHK.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Vertical)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=22&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=8 / 10 / 12 / 14 / *&lt;br /&gt;
 |description=&lt;br /&gt;
Same animation as jLK with more damage &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterJHKM.png&lt;br /&gt;
|caption=j.HK &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:HK.png]]&lt;br /&gt;
|attack=Jumping Heavy Kick (Moving)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=15&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |motion=27&lt;br /&gt;
 |advantage=+6~+14&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / *&lt;br /&gt;
 |description=&lt;br /&gt;
More range below the leg than jLK and more damage&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Attacks ==&lt;br /&gt;
== Coconut Cyclone ==&lt;br /&gt;
&lt;br /&gt;
These two moves are very key to her kit and how she plays, but they can be misunderstood so they are getting their own section. The main thing to take away is that both strengths have their own arc and speed, and they can be discharged at ANY point Sailor Jupiter takes to air. This means you can actually throw Coconut Cyclones from Backdash(463214+P or 44632+P)! You can also &amp;quot;tiger knee&amp;quot; (9632 + P) the input and get instant air coconut from right off the ground! These all also have the benefit of having their own arcs since they fire straight from Jupiter herself. You can setup some interesting defensive and offensive maneuvers by experimenting with all the angles. No graph paper required just chill out in training mode and listen to some city pop while you do it. &lt;br /&gt;
&lt;br /&gt;
Do NOT throw coconut cyclones at the peak of Jupiters jump in neutral. Coconut has insanely long recovery and jupiter will float down leisurely like Mary Poppins and will be unable to do anything. She is ripe for a full punishment especially on whiff, and it will most certainly whiff, since even the fast heavy coconut will take some time to reach the ground and will give plenty of time for your opponent to just walk on over right to you, since the hitbox on the coconut is NOT active until it reaches the ground. If any coconuts are going to be used in neutral in it is generally better that the backdash ones be used. (again consider what the opponent is doing because this can still be a risk). These are going to hit the ground and become active quicker which means it will be harder to walk through. &lt;br /&gt;
&lt;br /&gt;
The coconuts can be deadly as they do more damage on guard then hit, but since guard canceling is a thing this game that aspect doesn&#039;t really matter, since they can easily gaurd cancel backdash any of the multihits that coconut causes. It&#039;s actually more of a victory if you knockdown with this move.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1LP.png&lt;br /&gt;
|caption=j.632LP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=24&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+47~+59/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2x3&lt;br /&gt;
 |description= This Coconut comes out quick but drifts limply to the ground right in front of Jupiter. Useful on knockdown if the opponent is right in front of you in the corner(Backdash or TK coconut only). Try not to actively &amp;quot;attack&amp;quot; with this move in neutral and think of it more as a &amp;quot;Shield&amp;quot;. It&#039;s very effective against characters who want to walk and poke you.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP1HP.png&lt;br /&gt;
|caption=j.632HP &amp;lt;br&amp;gt; [[Image:Air.png]][[Image:QCD.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Jupiter Coconut Cyclone (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=40&lt;br /&gt;
 |recovery-whiff=All&lt;br /&gt;
 |motion=Landing&lt;br /&gt;
 |advantage=+34~+39/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3x5&lt;br /&gt;
 |description= If Backdash Light Coconut is Jupiter&#039;s &amp;quot;Shield&amp;quot; then the Heavy Backdash Coconut is her &amp;quot;Sword&amp;quot;. The startup is slower and you&#039;ll see Jupiter &amp;quot;stall&amp;quot; in the air for moment before she fires out a heavy coconut like a cannon covering much more distance. at mid range you can knockdown and throw another heavy coconut! She has a ton of recovery during this, so do not fire this when you&#039;re high in the air!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2LP.png&lt;br /&gt;
|caption=360LP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:LP.png]]&lt;br /&gt;
|attack=Giant Swing (LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=64 (Left: 63)&lt;br /&gt;
 |damage=24&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-28/D&lt;br /&gt;
 |description=Her command grab. Will do an awesome looking giant swing and will fling the opponent really far across the screen. You can set up a well placed coconut from this. The LP version has a lot more range than you would expect. You can use this defensively against character who try to block pressure you with pokes by guard canceling into it (even most light pokes!) on attack you can use it as a tick from standing LK. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP2HP.png&lt;br /&gt;
|caption=360HP &amp;lt;br&amp;gt; [[Image:360.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Giant Swing (HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Throw&lt;br /&gt;
 |range=56 (Left: 55)&lt;br /&gt;
 |damage=30&lt;br /&gt;
 |techable=No&lt;br /&gt;
 |advantage=-32/D&lt;br /&gt;
 |description=Same sort of idea. She has less range on this version, but will do more swings and more damage. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3LP.png&lt;br /&gt;
|caption=[4]6LP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:LP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=13&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=31&lt;br /&gt;
 |motion=44&lt;br /&gt;
 |advantage=+6~/D&lt;br /&gt;
 |damage=10 / 13 / 15 / 17 / 2&lt;br /&gt;
 |description= Her sonic boom. You can use in fireball war, or use it guard cancel certain attacks like fireballs or dragon punches. It will Knock down which is really nice. Sailor Moon and Sailor Mercury can swep under it and Sailor venus can Cr. HP under it. That&#039;s not so nice.  &lt;br /&gt;
11F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP3HP.png&lt;br /&gt;
|caption=[4]6HP &amp;lt;br&amp;gt; [[Image:B.png]] (charge) [[Image:F.png]] + [[Image:HP.png]] &amp;lt;br&amp;gt; 45 frame charge time&lt;br /&gt;
|attack=Supreme Thunder(HP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=Projectile&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=57&lt;br /&gt;
 |advantage=-4~/D&lt;br /&gt;
 |damage= 12 / 16 / 18 / 20 / 3&lt;br /&gt;
 |description= Same story as lp but faster and does more damage. &lt;br /&gt;
14F: Guaranteed action&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4LK.png&lt;br /&gt;
|caption=236LK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:LK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (LK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=2x13&lt;br /&gt;
 |recovery-whiff=4&lt;br /&gt;
 |motion=32&lt;br /&gt;
 |advantage=+1~+23&lt;br /&gt;
 |damage=4x13 / 5x13 / 6 / 7 / 1xN&lt;br /&gt;
 |description= Upper body invincible so use it to blow through projectiles. Make sure to take care you&#039;re not in a position to be punished. That said, its pretty easy as you can move her forward and back while she is spinning. This is a multihitting move. Great anti air, as it knocks down.&lt;br /&gt;
1~31F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterSP4HK.png&lt;br /&gt;
|caption=236HK &amp;lt;br&amp;gt; [[Image:QCF.png]] + [[Image:HK.png]]&lt;br /&gt;
|attack=Jupiter Double Axel (HK)&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4x13&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |motion=62&lt;br /&gt;
 |advantage=-25~+7/D&lt;br /&gt;
 |damage=12 / 16 / 18 / 20 / 3x13&lt;br /&gt;
 |description= The heavy version has its uses as well. It retains the upper body invincibility but stays out longer, and will only hit once but it knocks down, so use it, and be aware that it can be sweeped. &lt;br /&gt;
1~61F: Upper body invincible&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Desperation Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=JupiterD.png&lt;br /&gt;
|caption=2141236HP &amp;lt;br&amp;gt; [[Image:QCB.png]][[Image:HCF.png]] + [[Image:HP.png]]&lt;br /&gt;
|attack=Lightning Strike&lt;br /&gt;
|data=&lt;br /&gt;
 {{SMS-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=37&lt;br /&gt;
 |active=20&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |motion=97&lt;br /&gt;
 |advantage=-17/D&lt;br /&gt;
 |damage= 48 / 62 / 72 / 72 / 12x3&lt;br /&gt;
 |description=&lt;br /&gt;
37F~56F: Foot Invincible&lt;br /&gt;
&lt;br /&gt;
Not a very good desperation, but it&#039;s usable in certain very specific punishes.&lt;br /&gt;
It&#039;s still pretty bad and you should never expect it to save you from a big life deficit.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jupiter&#039;s specials are very good.  Her walk speed not so much.  Learning how to use her specials to their fullest helps to make her a strong character. &lt;br /&gt;
Characters should fear jumping at Jupiter due to her guard cancel SPDs as well as double axel (both guard canceled or in neutral).  Jupiter&#039;s Thunder Dragon fireball can be ducked by most of the cast and causes it to seem weaker by comparison, despite it&#039;s good frame data.  Her Coconut Cyclone is a huge part of her kit and can be very useful in zoning, lock down, potential chip damage, attacking while maintaining space, and more.  Despite her strong tools it can be difficult for her to protect her ankles.  Her lows are pretty pathetic and her specials don&#039;t help very well against well spaced lows.  Learning how to backdash coconut cyclone is very important for situations like this that can be difficult to escape from.&lt;br /&gt;
&lt;br /&gt;
== Match-ups ==&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mercury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Mars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Venus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Jupiter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Chibi Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Uranus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Neptune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Vs. Sailor Pluto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
{{ColorSwaps&lt;br /&gt;
|P1-Palette=[[Image:JupiterC1.png]]&lt;br /&gt;
|P2-Palette=[[Image:JupiterC2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Frame Data ==&lt;br /&gt;
[[Image:JupiterFrameData.jpg]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=oF05hAt49fU Jupiter overview advent video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JOwZYFTqyZ0 Jupiter Coconut explanation] by O-RANGE &lt;br /&gt;
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.yg7nqdwjtnd7 Basic Venus primer] by DaiAndOh&lt;br /&gt;
* [https://clips.twitch.tv/IntelligentAliveCurlewStrawBeary Combo if 1P techs Jupiter&#039;s throw] by Big Zam&lt;br /&gt;
* [https://clips.twitch.tv/ResoluteMagnificentPlumSeemsGood Alternate 1P tech combo] by Big Zam&lt;br /&gt;
* [https://youtu.be/MLu3pWCoODE?t=340 Jupiter section of Koushun&#039;s Mix-up Movie]&lt;br /&gt;
* [https://youtu.be/yCDERJF0B7I?t=164 Jupiter section of Koushun&#039;s Combo Movie 1]&lt;br /&gt;
* [https://youtu.be/ZbqWlVPFxYw?t=102 Jupiter section of Koushun&#039;s Combo Movie 2]&lt;br /&gt;
* [https://clips.twitch.tv/TenaciousColorfulZebraPicoMause Using desperation to punish Mars Fire Bird] by Tommer&lt;br /&gt;
* [https://streamable.com/nq4qs Extended Jupiter touch of death that works even with ACS health boosts] by Sprint&lt;br /&gt;
&lt;br /&gt;
{{SMS_Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sailor Moon S]]&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Communities&amp;diff=7815</id>
		<title>Sailor Moon S/Communities</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Sailor_Moon_S/Communities&amp;diff=7815"/>
		<updated>2023-10-02T17:01:24Z</updated>

		<summary type="html">&lt;p&gt;InvaliditySMS: Added the netplay weekly Godot&amp;#039;s Coconut Throwdown.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ontario Canada ==&lt;br /&gt;
*Community Page: [http://torontotoptiers.com/index.php/sailor-moon-s-game-information/ Toronto Top Tiers], Toronto &lt;br /&gt;
*Times: Mondays and Wednesdays&lt;br /&gt;
*Twitch: [https://www.twitch.tv/torontotoptiers torontotoptiers]&lt;br /&gt;
*YouTube: [https://www.youtube.com/channel/UCeEXwd0WiXAtz36xAtEaU8w Toronto Top Tiers]&lt;br /&gt;
*Discord:[http://discord.torontotoptiers.com/ Toronto Top Tiers] &lt;br /&gt;
*Organizers: [https://twitter.com/JTMMissingPersn @JTMMissingPersn] [https://twitter.com/NeoRussell @NeoRussell]&lt;br /&gt;
&lt;br /&gt;
== Colorado ==&lt;br /&gt;
*Venue: [https://www.akihabaraarcade.com/ Akihabara ], Westminster &lt;br /&gt;
*Times: Fridays @ 7PM&lt;br /&gt;
*Twitch: [https://www.twitch.tv/AkihabaraArcade AkihabaraArcade]&lt;br /&gt;
*Facebook: [https://www.facebook.com/groups/392958430781430/ Extra Fresh League]&lt;br /&gt;
*Discord:[https://discord.gg/2ZCzCkV Colorado FGC] &lt;br /&gt;
*Organizers: [https://twitter.com/LEmentalBeast @LEmentalBeast]&lt;br /&gt;
&lt;br /&gt;
== Massachusetts ==&lt;br /&gt;
*Venue: [http://balancepatch.com/ Balance Patch], Boston&lt;br /&gt;
*Times: Fridays @ 8:45PM&lt;br /&gt;
*YouTube: [https://www.youtube.com/channel/UCQ1A41sYSHM_A4wO7P0YWCA New England Sailor Moon S] &lt;br /&gt;
*Organizers: [https://twitter.com/OmniRarab @OmniRarab] (formerly), [https://twitter.com/Beelzeburbia @Beelzeburbia] | Jackie Sparkles (currently)&lt;br /&gt;
*Discord: [https://discord.gg/eqK6m6SX7c New England Sailor Moon S]&lt;br /&gt;
&lt;br /&gt;
== Missouri == &lt;br /&gt;
*Venue: [http://www.moonbasemarket.com/ Moonbase Market], St. Louis&lt;br /&gt;
*Times: Thursdays @ 7PM&lt;br /&gt;
*Twitch: [https://www.twitch.tv/neocrystalnetwork Neo Crystal Network]&lt;br /&gt;
*YouTube: [https://www.youtube.com/channel/UCOKylise3dDWYl5fi3HBLBw Neo Crystal Network]&lt;br /&gt;
*Discord: [http://discord.stlfgc.com/ StL FGC]&lt;br /&gt;
*Organizers: [https://twitter.com/DrunkMissile @DrunkMissile] [https://twitter.com/kaelanramos @KaelanRamos] [https://twitter.com/STLMrK @STLMrK]&lt;br /&gt;
&lt;br /&gt;
== Netplay (US East) ==&lt;br /&gt;
*Venue: Fightcade 2 Big Zam edition Lobby&lt;br /&gt;
*Times: Thursdays @ 8PM EST&lt;br /&gt;
*Discord : [http://www.moonlightfight.com Moonlight Fight Society]&lt;br /&gt;
*Organizers: [https://twitter.com/QCCBigZam @QCCBigZam]&lt;br /&gt;
&lt;br /&gt;
== Godot&#039;s Coconut Throwdown (Netplay NA wide)  ==&lt;br /&gt;
*Venue: Fightcade 2 Big Zam Edition Lobby&lt;br /&gt;
*Sign-up page: https://start.gg/godot&lt;br /&gt;
*Times: Fridays at 3PM P/ 5PM C/ 6PM E/ 730PM in Newfoundland&lt;br /&gt;
*Discord : [https://discord.gg/YK7r5tMyau Legs&#039; Le Tournaments]&lt;br /&gt;
*Organizers: [https://twitter.com/TwoOhFourSix Invalidity] [https://twitter.com/JustThrowSnake Legs]&lt;br /&gt;
&lt;br /&gt;
== Italy ==&lt;br /&gt;
*Twitter: https://twitter.com/CrystalRomeSMS&lt;br /&gt;
*Times: Monday 7:30 PM CET&lt;br /&gt;
*Venue: Mednafan-it.org server&lt;br /&gt;
*Twitch: http://twitch.tv/Cenciu&lt;br /&gt;
*Facebook: facebook.com/CrystalRomeSMS&lt;br /&gt;
*Discord: http://discord.gg/NXkyPbH &lt;br /&gt;
*Telegram: SMSITA&lt;br /&gt;
*Organizers: [https://twitter.com/CenciuNC @CenciuNC]&lt;/div&gt;</summary>
		<author><name>InvaliditySMS</name></author>
	</entry>
</feed>