Sailor Moon S/Sailor Jupiter: Difference between revisions
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|likes=Cooking, martial arts, figure-skating, senpai | |likes=Cooking, martial arts, figure-skating, senpai | ||
|dislikes=Discrimination, cheaters, slow walkspeed & normals | |dislikes=Discrimination, cheaters, slow walkspeed & normals | ||
|skills=Swinging people into the corner and then throwing coconuts at them as they try to stand up | |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 | ||
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|damage=9 / 12 / 14 / 15 / * | |damage=9 / 12 / 14 / 15 / * | ||
|description= | |description= | ||
Knockdown on hit. It generally sucks and all | 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'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's something. | ||
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|damage=7 / 9 / 11 / 12 / * | |damage=7 / 9 / 11 / 12 / * | ||
|description= | |description= | ||
Like most jumping light punches in the game, pretty advantageous on hit. Weirdly enough 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. | 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. | ||
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|advantage=+34~+39/D | |advantage=+34~+39/D | ||
|damage= 12 / 16 / 18 / 20 / 3x5 | |damage= 12 / 16 / 18 / 20 / 3x5 | ||
|description= If Backdash | |description= If Backdash Light Coconut is Jupiter's "Shield" then the Heavy Backdash Coconut is her "Sword". The startup is slower and you'll see Jupiter "stall" 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're high in the air! | ||
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|techable=No | |techable=No | ||
|advantage=-28/D | |advantage=-28/D | ||
|description=Her command grab. Will do an awesome looking giant swing and will fling the opponent really far | |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. | ||
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|advantage=+1~+23 | |advantage=+1~+23 | ||
|damage=4x13 / 5x13 / 6 / 7 / 1xN | |damage=4x13 / 5x13 / 6 / 7 / 1xN | ||
|description= Upper body invincible so use it to blow through projectiles. Make sure to take care | |description= Upper body invincible so use it to blow through projectiles. Make sure to take care you'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. | ||
1~31F: Upper body invincible | 1~31F: Upper body invincible | ||
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|advantage=-25~+7/D | |advantage=-25~+7/D | ||
|damage=12 / 16 / 18 / 20 / 3x13 | |damage=12 / 16 / 18 / 20 / 3x13 | ||
|description= The heavy version has its uses as well. It retains the upper body invincibility | |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. | ||
1~61F: Upper body invincible | 1~61F: Upper body invincible | ||
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Revision as of 18:23, 2 October 2023
Character Overview
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's bruiser beauty!
| Pros | Cons |
|---|---|
| • Coconut Cyclone: The best projectile in the game, this move alone shuts down some characters' gameplan and is essential to learn for any Jupiter player; also yes, it does more damage on chip than on hit
• Great special moves: 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 • Hybrid fighter: 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 |
• Bad normals: The majority of her normal attacks are either useless or completely outshined by other special moves that she has
• Awful desperation: Her desperation is incredibly slow, has pitiful range that gets beaten by any timed or disjointed attack and is extremely unsafe, don't use it on a competent opponent • Don't get cornered: If Jupiter ever finds herself in the corner, she can have problems getting out of it outside of backdashes or risky Guard Cancels |
Movement
Speed Forward: 1.160/1F
Speed Backwards: 1.032/1F
Jump: 57F
Jump Speed: 1.192/1F
Jumping Distance: 80
Defend Bonus: Reduce the enemy's first attack or chip damage by 20%~23% (excludes throws)
| Back Dash
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Throws
| Power Bomb
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| Air Throw
when opponent is in the air |
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Normal Attacks
Standing Light Punch
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| Standing Light Punch (Close)
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Standing Heavy Punch
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Standing Heavy Punch (Close)
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Standing Light Kick
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Standing Heavy Kick
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Crouching Light Punch
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| Crouching Heavy Punch
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Crouching Light Kick
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Crouching Heavy Kick
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
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Jumping Heavy Punch (Vertical)
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Jumping Heavy Punch (Moving)
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Jumping Light Kick (Vertical)
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Jumping Light Kick (Moving)
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Jumping Heavy Kick (Vertical)
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Jumping Heavy Kick (Moving)
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Special Attacks
Coconut Cyclone
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 "tiger knee" (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.
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.
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't really matter, since they can easily gaurd cancel backdash any of the multihits that coconut causes. It's actually more of a victory if you knockdown with this move.
| Jupiter Coconut Cyclone (LP)
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| Jupiter Coconut Cyclone (HP)
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Giant Swing (LP)
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Giant Swing (HP)
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| Supreme Thunder(LP)
45 frame charge time |
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| Supreme Thunder(HP)
45 frame charge time |
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| Jupiter Double Axel (LK)
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| Jupiter Double Axel (HK)
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Desperation Attack
| Lightning Strike
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Strategy
Jupiter'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. Characters should fear jumping at Jupiter due to her guard cancel SPDs as well as double axel (both guard canceled or in neutral). Jupiter's Thunder Dragon fireball can be ducked by most of the cast and causes it to seem weaker by comparison, despite it'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'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.
Match-ups
• Vs. Sailor Moon
• Vs. Sailor Mercury
• Vs. Sailor Mars
• Vs. Sailor Venus
• Vs. Sailor Jupiter
• Vs. Sailor Chibi Moon
• Vs. Sailor Uranus
• Vs. Sailor Neptune
• Vs. Sailor Pluto
Colors
| Player 1 |
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| Player 2 |
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Frame Data
External Links
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.
- Jupiter overview advent video
- Jupiter Coconut explanation by O-RANGE
- Basic Venus primer by DaiAndOh
- Combo if 1P techs Jupiter's throw by Big Zam
- Alternate 1P tech combo by Big Zam
- Jupiter section of Koushun's Mix-up Movie
- Jupiter section of Koushun's Combo Movie 1
- Jupiter section of Koushun's Combo Movie 2
- Using desperation to punish Mars Fire Bird by Tommer
- Extended Jupiter touch of death that works even with ACS health boosts by Sprint
| Sailor Moon S | |||
|---|---|---|---|
| Sailor Chibi Moon | Sailor Jupiter | Sailor Mars | |
| Sailor Mercury | Sailor Moon | Sailor Neptune | |
| Sailor Pluto | Sailor Uranus | Sailor Venus | |
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |































