Sailor Moon S/Sailor Jupiter

From Super Fighting Wiki
Jump to navigation Jump to search
 Cleanup.png This article is nice, but could use a little cleanup.

This article currently could benefit from having move descriptions, strategy, and match-up information. We'd be pleased if you could contribute!


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

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
JupiterDash.png
44
B.pngB.png
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
5. 6HP.png
6HP
F.png + HP.png
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
6. j.6HP.png
6HP
F.png + HP.png
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
JupiterSLP.png
5LP
LP.png
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)
JupiterSLPC.png
5LP
LP.png
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
JupiterSHP.png
5HP
HP.png
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)
JupiterSHPC.png
5HP
HP.png
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
JupiterSLK.png
5LK
LK.png
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
JupiterSHK.png
5HK
HK.png
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
JupiterCLP.png
2LP
D.png + LP.png
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
JupiterCHP.png
2HP
D.png + HP.png
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
JupiterCLK.png
2LK
D.png + LK.png
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
JupiterCHK.png
2HK
D.png + HK.png
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 memeing 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)
JupiterJLP.png
j.LP
Air.pngLP.png
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)
JupiterJLP.png
j.LP
Air.pngLP.png
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 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)
JupiterJHP.png
j.HP
Air.pngHP.png
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)
JupiterJHP.png
j.HP
Air.pngHP.png
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)
JupiterJLK.png
j.LK
Air.pngLK.png
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)
JupiterJLK.png
j.LK
Air.pngLK.png
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)
JupiterJHK.png
j.HK
Air.pngHK.png
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)
JupiterJHKM.png
j.HK
Air.pngHK.png
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)
JupiterSP1LP.png
j.632LP
Air.pngQCD.png + LP.png
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)
JupiterSP1HP.png
j.632HP
Air.pngQCD.png + HP.png
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 "Sheild" 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 cocount 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)
JupiterSP2LP.png
360LP
360.png + LP.png
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 acrosds the screen. You can set up a well placed cocunt from this. The LP version has alot 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)
JupiterSP2HP.png
360HP
360.png + HP.png
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)
JupiterSP3LP.png
[4]6LP
B.png (charge) F.png + LP.png
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)
JupiterSP3HP.png
[4]6HP
B.png (charge) F.png + HP.png
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)
JupiterSP4LK.png
236LK
QCF.png + LK.png
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 your 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)
JupiterSP4HK.png
236HK
QCF.png + HK.png
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
JupiterD.png
2141236HP
QCB.pngHCF.png + HP.png
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


Vs. Sailor Venus


Vs. Sailor Jupiter


Vs. Sailor Chibi Moon


Vs. Sailor Uranus


Vs. Sailor Neptune


Vs. Sailor Pluto


Colors

Player 1 JupiterC1.png
Player 2 JupiterC2.png


Frame Data

JupiterFrameData.jpg

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.

SMSJR Cart JP.png
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