Idol Showdown/Collabs: Difference between revisions
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|advBlock=12 | |advBlock=12 | ||
|description=*Requires and uses 2 stocks of Star Meter. | |description=*Requires and uses 2 stocks of Star Meter. | ||
*Applies 1. | *Applies 1.1x scaling on hit. | ||
Mio travels across the screen at an upward angle, wall-bouncing for a full combo on hit. Deals a great amount of hitstop on block and hit, and the lack of superflash can make it hard to IB. Gives the next hit after the punch lands a | Mio travels across the screen at an upward angle, wall-bouncing for a full combo on hit. Deals a great amount of hitstop on block and hit, and the lack of superflash can make it hard to IB. Gives the next hit after the punch lands a 110% scaling bonus, which makes this an excellent way to gain additional damage and extensions on characters with limited combo potential. Will miss at point-blank. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=65 | ||
|guard=Unblockable | |guard=Unblockable | ||
|startup=5 | |startup=5 | ||
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*Requires and uses 2 Superchat bars. | *Requires and uses 2 Superchat bars. | ||
Marine walks in and slowly approaches the opponent, leaping at them with an unblockable grab when she gets close enough. If she manages to grab the opponent, they | Marine walks in and slowly approaches the opponent, leaping at them with an unblockable grab when she gets close enough. If she manages to grab the opponent, they take a small amount of damage, and have their movement restricted for 6 seconds (360F). | ||
The length of Marine's hug debuff is not affected by how long she has been out on the screen patrolling. It will always be a set amount, even if she lands the hug right before she would have disappeared normally. | The length of Marine's hug debuff is not affected by how long she has been out on the screen patrolling. It will always be a set amount, even if she lands the hug right before she would have disappeared normally. | ||
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|description=*Requires and uses 2 stocks of Star Meter. | |description=*Requires and uses 2 stocks of Star Meter. | ||
*Applies 0.44x scaling on hit. | *Applies 0.44x scaling on hit. | ||
*Maximum startup | *Maximum startup: 52F | ||
Kanata appears in front of you and dashes forward, grabbing the opponent and squeezing them. This attack goes | Kanata appears in front of you and dashes forward, grabbing the opponent and squeezing them. This attack goes around 2 character lengths forward. There is a dead zone if your point character is too close to the opponent where Kanata will whiff. | ||
While the opponent appears to be in an invulnerable state after the grab, there is a small window right before they touch the ground that they can be hit and juggled into a combo | While the opponent appears to be in an invulnerable state after the grab, there is a small window right before they touch the ground that they can be hit and juggled into a combo. | ||
}} | }} | ||
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|description=*Requires and uses 2 stocks of Star Meter. | |description=*Requires and uses 2 stocks of Star Meter. | ||
*Can OTG to get a bit more damage after a throw or any knockdown, timing varies depending on character. | *Can OTG to get a bit more damage after a throw or any knockdown, timing varies depending on character. | ||
*Applies 0. | *Applies 0.85x scaling on hit. | ||
*Maximum startup (max truck range): 31F | *Maximum startup (max truck range): 31F | ||
Risu rams her truck into the area in front of the point character, making the opponent fly away a considerable distance with a techable knockdown on hit. The truck can even pick up OTG and has a wide enough hitbox to cover behind the point character as well. Up-close and in the corner, it slightly pushes the point character away, but can be used as both a combo starter and/or extension depending on the character. | Risu rams her truck into the area in front of the point character, making the opponent fly away a considerable distance with a techable knockdown on hit. The truck can even pick up OTG and has a wide enough hitbox to cover behind the point character as well. Up-close and in the corner, it slightly pushes the point character away, but can be used as both a combo starter and/or extension depending on the character. | ||
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|description=*Requires and uses 2 stocks of Star Meter. | |description=*Requires and uses 2 stocks of Star Meter. | ||
*Can OTG for added extra damage after throw or any knockdown, timing varies depending on character. | *Can OTG for added extra damage after throw or any knockdown, timing varies depending on character. | ||
*Applies 0. | *Applies 0.85x scaling on hit. | ||
AZKi pulls off a 0 meter guess on her opponent's location and drops a map pin, briefly stunning them. Causes forced hard knockdown, so can be used to turn soft knockdowns into hard knockdowns. | AZKi pulls off a 0 meter guess on her opponent's location and drops a map pin, briefly stunning them. Causes forced hard knockdown, so can be used to turn soft knockdowns into hard knockdowns. | ||
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|advBlock=+16 | |advBlock=+16 | ||
|description=*Requires and uses 2 Superchat bars. | |description=*Requires and uses 2 Superchat bars. | ||
*Applies 0.85x scaling on hit. | |||
*Scaling is applied per hit individually. | |||
*Effective Subaru 2nd hit startup: 72F | *Effective Subaru 2nd hit startup: 72F | ||
*Gap Between Escapee and Subaru On Block: 15F | *Gap Between Escapee and Subaru On Block: 15F | ||
Subaru runs in following a random escapee and chases them across the entire screen. | Subaru runs in following a random escapee and chases them across the entire screen. |
Revision as of 09:15, 8 May 2024
Collabs (commonly referred to as Assists) are characters that are called into the fight using a full Superchat Meter or 2 stocks of Star Meter. One is selected during character select, and determines whether or not the point character has 2 or 3 maximum bars of Superchat Meter. They can be called at any time the point character is not in hitstun or blockstun with some exceptions.