Sailor Moon S/Sailor Jupiter

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Revision as of 21:22, 2 October 2023 by InvaliditySMS (talk | contribs) (Added matchup information for Jupiter Vs Mars)
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Sailor Jupiter
link
link
Full name Makoto Kino
Age 15
Height 5'6"
Blood type O
Hometown Azabu-Juuban, Minato-ku, Tokyo, Japan
Likes Cooking, martial arts, figure-skating, senpai
Dislikes Discrimination, cheaters, slow walkspeed & normals
Special 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

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
44
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 21 N/A N/A

Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 90

Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.


Throws

Power Bomb
6HP
+
Range Damage Techable Advantage
48 (Left: 47) 28 Yes +23 (2P: +24) on tech

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.


Air Throw
6HP
+
when opponent is in the air
Range Damage Techable Advantage
48 (Left: 47)? 28 Yes +23 (2P: +24) on tech?

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.


Normal Attacks

Standing Light Punch
5LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 5 9 19 +3 3 / 4 / 5 / 5 / *

Punch girl does a punch! You never see this come out on purpose, usually a fireball too early.


Standing Light Punch (Close)
5LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 5 9 19 +3 4 / 5 / 6 / 7 / *

Slightly stronger than normal LP, not very fast, though it gets more bonus damage from head and counter than normal LP.


Standing Heavy Punch
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 14 20 48 -5 8 / 10 / 12 / 14 / *

Can work as a make shift anti air, but not recommended due to start up. Crouching Heavy Punch does this better.


Standing Heavy Punch (Close)
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 12 20 46 -3 9 / 12 / 14 / 15 / *

A unique normal, typically seen on accident. Poor start up.


Standing Light Kick
5LK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 3 7 8 17 +2 3 / 4 / 5 / 5 / *

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.


Standing Heavy Kick
5HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 16 12 37 +1 10 / 13 / 15 / 17 / *

Decent move, slow start up, has some specific usage in combos mostly notably her ToD.


Crouching Light Punch
2LP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 7 8 18 +2 3 / 4 / 5 / 5 / *

This button is mid. It's also just there, like most crouching light punches.


Crouching Heavy Punch
2HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 14 11 33 +4 10 / 13 / 15 / 17 / *

Decent anti-air button. After anti-air hit, you can setup meaty backdash coconut or instant-air thunder coconut from this.


Crouching Light Kick
2LK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 7 8 18 +3 3 / 4 / 5 / 5 / *

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.


Crouching Heavy Kick
2HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 12 11 31 +7/D 9 / 12 / 14 / 15 / *

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.


Jumping Light Punch (Vertical)
j.LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 4 / 5 / 6 / 7 / *

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.


Jumping Light Punch (Moving)
j.LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 7 / 9 / 11 / 12 / *

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.


Jumping Heavy Punch (Vertical)
j.HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 15 8 27 +8~+14 6 / 8 / 9 / 10 / *

Same animation as jLP for more damage, typically not seen outside of missed coconuts.


Jumping Heavy Punch (Moving)
j.HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 15 8 27 +8~+14 4 / 5 / 6 / 7 / *

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's your punishment for missing a heavy coconut or air throw.


Jumping Light Kick (Vertical)
j.LK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4? All All All +6~+14? 4 / 5 / 6 / 7 / * ?

For some reason, the Koushun frame data didn't include this normal. Assuming its data is similar to moving jLK


Jumping Light Kick (Moving)
j.LK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 4 / 5 / 6 / 7 / *

If you'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.


Jumping Heavy Kick (Vertical)
j.HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 22 +6~+14 8 / 10 / 12 / 14 / *

Same animation as jLK with more damage


Jumping Heavy Kick (Moving)
j.HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 15 8 27 +6~+14 10 / 13 / 15 / 17 / *

More range below the leg than jLK and more damage


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)
j.632LP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 24 All Landing +47~+59/D 10 / 13 / 15 / 17 / 2x3

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 "attack" with this move in neutral and think of it more as a "Shield". It's very effective against characters who want to walk and poke you.


Jupiter Coconut Cyclone (HP)
j.632HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 40 All Landing +34~+39/D 12 / 16 / 18 / 20 / 3x5

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!


Giant Swing (LP)
360LP
+
Range Damage Techable Advantage
64 (Left: 63) 24 No -28/D

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.


Giant Swing (HP)
360HP
+
Range Damage Techable Advantage
56 (Left: 55) 30 No -32/D

Same sort of idea. She has less range on this version, but will do more swings and more damage.


Supreme Thunder(LP)
[4]6LP
(charge) +
45 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 Projectile 31 44 +6~/D 10 / 13 / 15 / 17 / 2

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's not so nice. 11F: Guaranteed action


Supreme Thunder(HP)
[4]6HP
(charge) +
45 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 Projectile 41 57 -4~/D 12 / 16 / 18 / 20 / 3

Same story as lp but faster and does more damage. 14F: Guaranteed action


Jupiter Double Axel (LK)
236LK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 3 2x13 4 32 +1~+23 4x13 / 5x13 / 6 / 7 / 1xN

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


Jupiter Double Axel (HK)
236HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 4x13 6 62 -25~+7/D 12 / 16 / 18 / 20 / 3x13

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


Desperation Attack

Lightning Strike
2141236HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 37 20 41 97 -17/D 48 / 62 / 72 / 72 / 12x3

37F~56F: Foot Invincible

Not a very good desperation, but it's usable in certain very specific punishes. It's still pretty bad and you should never expect it to save you from a big life deficit.


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

One of Jupiter'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. In practice this can be tricky, as Mars' projectiles force a lot of trades where both of you will be knocked down if your graph paper isn'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.

- Using light thunder dragon as a guard cancel against snake in fireball wars can be useful, but don't rely on it too much, as the mars can 2LK under it or even jump and punish if they have the right read.

- When you'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's risky and at best usually just leads to a trade.

- 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.

-Technically, Jupiter desperation can punish HP bird. But don't use desperation. I mean, if it'll kill, and you know they're gonna do it, go for it. But don't do it.

• Vs. Sailor Venus


• Vs. Sailor Jupiter


• Vs. Sailor Chibi Moon


• Vs. Sailor Uranus


• Vs. Sailor Neptune


• Vs. Sailor Pluto


Colors

Player 1
Player 2


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.

Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
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