![]() ![]() 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. 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. ![]() More range below the leg than jLK and more damage 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 CancelsÄefend Bonus: Reduce the enemy's first attack or chip damage by 20%~23% (excludes throws).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.Bad normals: The majority of her normal attacks are either useless or completely outshined by other special moves that she has.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.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.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.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! ![]() 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 kit is pretty weird and puzzling to get the hang of. In a game of characters with weird tools, Sailor Jupiter might be the queen of weird tools. ![]()
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