Idol Showdown/Suisei Hoshimachi: Difference between revisions
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{{Content Box|content={{Text-IS | {{Content Box|content={{Text-IS | ||
|entext= Suisei is a rushdown setplay character who excels at locking her opponent down with powerful okizeme and strong mixup tools. | |entext= Suisei is a rushdown setplay character who excels at locking her opponent down with powerful okizeme and strong mixup tools. | ||
In neutral, she has a few strong normals like {{input|2M}}, a really useful low poke that can be converted off into a full combo - albeit requiring meter outside of point blank range - and 5M being so plus on hit it can link back into {{input|5L}}. While she can have a hard time approaching her opponent, {{input|236L}} and {{input|j.236X}} are solid tools - with {{input|236L}} leading to a scary strike/throw situation even on block - and {{input|3M}} can slide below some projectiles. Her {{input|214L/M}} can disrupt the offense of more melee-focused characters, with the M version mostly useful for zoning purposes and 214L being a great way to get back your turn even if the opponent gets close. | In neutral, she has a few strong normals like {{input|2M}}, a really useful low poke that can be converted off into a full combo - albeit requiring meter outside of point blank range - and 5M being so plus on hit it can link back into {{input|5L}}. While she can have a hard time approaching her opponent, {{input|236L}} and {{input|j.236X}} are solid tools - with {{input|236L}} leading to a scary strike/throw situation even on block - and {{input|3M}} can slide below some projectiles. Her {{input|214L/M}} can disrupt the offense of more melee-focused characters, with the M version mostly useful for zoning purposes and 214L being a great way to get back your turn even if the opponent gets close. On top of that, {{input|214H}} is a great way to force your way in against cornered opponents. Having a 5f command grab makes her strike/throw game scary to deal with.<br/> | ||
However, it's when she gets in that Suisei really shines. Her {{input|214H}} | However, it's when she gets in that Suisei really shines. Her {{input|214H}} can also eat through reversals and by varying the time at which the Orb ({{input|214H}}) hits, various mixup options open to her - high/low, crossup/no crossup, meaty/throw.<br/> | ||
On the flipside, when forced to play defensive Suisei doesn't have many options outside of blocking and trying to punish any unsafe string from her opponent. Furthermore, her lack of long range projectiles or invulnerable approaches - outside of the projectile invulnerability of {{input|22H}}, which is not always a viable option - makes it hard for Suisei to deal with heavy zoning without spending meter for collabs. | On the flipside, when forced to play defensive Suisei doesn't have many options outside of blocking and trying to punish any unsafe string from her opponent. Furthermore, her lack of long range projectiles or invulnerable approaches - outside of the projectile invulnerability of {{input|22H}}, which is not always a viable option - makes it hard for Suisei to deal with heavy zoning without spending meter for collabs. | ||
|jptext= すいせいはガン攻めとセットプレイのファイターだ。 | |jptext= すいせいはガン攻めとセットプレイのファイターだ。 | ||
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|pros= | |pros= | ||
*'''Incredible Okizeme''': {{input|214L}} when fully charged is extremely advantageous on block and reversal-safe, allowing you to do pretty much whatever you want on the opponent’s wakeup when used in proper setups. | *'''Incredible Okizeme''': {{input|214L}} when fully charged is extremely advantageous on block and reversal-safe, allowing you to do pretty much whatever you want on the opponent’s wakeup when used in proper setups. | ||
*'''Deadly Mix-ups''': When using said {{input|214L}} setups, you get | *'''Deadly Mix-ups''': When using said {{input|214L}} setups, you get a high/low while still remaining on the offensive. And even if they survive your setplay, you still have a command grab for them to worry about. | ||
*'''Well-Rounded Offense''': {{input|2L}} is perfect for tick throws and stagger pressure. Both options lead to great reward. Her command grab gives her decent oki, and she gets her best mixups off almost every hit with {{input|22M}} ender. | *'''Well-Rounded Offense''': {{input|2L}} is perfect for tick throws and stagger pressure. Both options lead to great reward. Her command grab gives her decent oki, and she gets her best mixups off almost every hit with {{input|22M}} ender. | ||
*''' Unique Cancel Options''': Suisei uniquely has access to a metered dash cancel technique called Idol Step that improves both her combo and pressure game. | *''' Unique Cancel Options''': Suisei uniquely has access to a metered dash cancel technique called Idol Step that improves both her combo and pressure game. | ||
*'''Good Meter Build Potential''': When optimized, Suisei’s combos give her a decent amount of bar to use and abuse her plethora of powerful metered options. | *'''Good Meter Build Potential''': When optimized, Suisei’s combos give her a decent amount of bar to use and abuse her plethora of powerful metered options. | ||
|cons= | |cons= | ||
*'''Blocking''': Other than system mechanics and a 5f jab, Suisei is completely lacking in defensive tools. {{input| | *'''Blocking''': Other than system mechanics and a 5f jab, Suisei is completely lacking in defensive tools. {{input|236H}} is a f10 armored reversal which isn't commonly used due to most pokes beating it before the armor even becomes active. Once on the backfoot, it's difficult for her to get out without taking huge risks. | ||
*'''Struggling Against Zoning''': While she isn’t lacking in tools to force her way through neutral, characters with strong projectiles and full screen presence are very problematic for her. | *'''Struggling Against Zoning''': While she isn’t lacking in tools to force her way through neutral, characters with strong projectiles and full screen presence are very problematic for her. | ||
*'''Dependence on Resources''': While her oki is still decent without Superchat cancelled {{input|214L}}, she can’t guarantee a true 50/50 and beat reversals at the same time without it. She also needs bar for Idol Step cancels. | *'''Dependence on Resources''': While her oki is still decent without Superchat cancelled {{input|214L}}, she can’t guarantee a true 50/50 and beat reversals at the same time without it. She also needs bar for Idol Step cancels. |
Revision as of 14:02, 13 June 2024
Stellar Stylish Idol - Saikou Pressure
Difficulty - ★★★☆☆☆
Introduction
In neutral, she has a few strong normals like 2M, a really useful low poke that can be converted off into a full combo - albeit requiring meter outside of point blank range - and 5M being so plus on hit it can link back into 5L. While she can have a hard time approaching her opponent, 236L and j.236X are solid tools - with 236L leading to a scary strike/throw situation even on block - and 3M can slide below some projectiles. Her 214L/M can disrupt the offense of more melee-focused characters, with the M version mostly useful for zoning purposes and 214L being a great way to get back your turn even if the opponent gets close. On top of that, 214H is a great way to force your way in against cornered opponents. Having a 5f command grab makes her strike/throw game scary to deal with.
However, it's when she gets in that Suisei really shines. Her 214H can also eat through reversals and by varying the time at which the Orb (214H) hits, various mixup options open to her - high/low, crossup/no crossup, meaty/throw.
![]() Suisei is a rushdown setplay character with explosive high risk, high reward neutral skip tools and powerful projectile okizeme. Boasting great normals for stagger pressure, and an amazing command grab, she's a close range killer who's no slouch at the midrange game either. |
Pick if you like | Avoid if you dislike |
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Recommended Collabs
Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
- Roboco is one of the most well-rounded collab choices for Suisei. While her missiles are not particularly impactful on her due to her oki game being already solid, having 3 bars max SC is pretty useful to convert into the standard routing from alternative starters, and for her damage routes. But where Robo really shines is with her 214S, the beam. This fullscreen super compensates for Suisei's lack of long range attacks, and can be used as a guaranteed punish against projectiles, giving Suisei a straightforward way to get out of zoning situations. It is also possible to use it defensively to stop the opponent's pressure, and offensively to combo off it for >600 damage routes.
- Suisei's business partner, Miko, trades neutral utility for strong collabs on offense and defense that are easy to use. Miko's tripping collab can force opponents off of you and back to neutral. If they get stuck blocking, it complements Suisei's already powerful strike/throw game. Her lava bucket collab can be used after 236L to lock opponents down for mix-ups. The lava won't let you convert off of any hits on its own, but it gives you time to sneak in some damage and also set up a fully charged 214[L] into a real high/low threat. You can even fully charge 22S if you're feeling cheeky (though you won't gain SC for it).
- Kiara provides anti-zoning utility for Suisei, who struggles greatly against characters that stay outside of her optimal range while throwing projectiles. Her off-collab lets Suisei ignore most projectiles for 6 seconds for a chance to approach. Like Roboco, 214S can act as a pseudo reversal that can sometimes get Suisei out of pressure and also has combo potential.
Moves
Standing Normals
5L
5L
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5M
5M Dab Dab
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5H
5H
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Crouching Normals
2L
2L
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2M
2M Your best friend in neutral Your best friend in neutral
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
3M
You got this trying to input dash 2M, didn't you? You got this trying to input dash 2M, didn't you?
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6H
Sui-ssor Kick! Sui-ssor Kick!
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Universal Mechanics
Throw
Toggle Hitboxes Toggle Hitboxes
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Overhead
When the universal overhead frame data is in fact, not universal When the universal overhead frame data is in fact, not universal
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Superchat Reversal
Toggle Hitboxes Toggle Hitboxes
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Special Attacks
236L
Toggle Hitboxes Toggle Hitboxes
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236M
Greed Sever! Greed Sever!
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236H
Toggle Hitboxes Toggle Hitboxes
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236G
Toggle Hitboxes Toggle Hitboxes
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214L/M
Toggle Hitboxes Toggle Hitboxes
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214H
Go my child, and hold down the neutral Go my child, and hold down the neutral
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Toggle Hitboxes Toggle Hitboxes
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22L
Toggle Hitboxes Toggle Hitboxes
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22M
Toggle Hitboxes Toggle Hitboxes
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22H
Toggle Hitboxes Toggle Hitboxes
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22S
The true power of this move lies in its dash cancel The true power of this move lies in its dash cancel
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Toggle Hitboxes Toggle Hitboxes
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j.S
Bandit Revolver! Bandit Revolver!
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Super Star Attack
Toggle Hitboxes Toggle Hitboxes
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Colors
Anemachi
Tokoyami Towa (Hololive)
Nanashi Mumei (Hololive)
Alternate Outfit
Inui Toko (Nijisanji)
Sion Eltnam Atlasia (Melty Blood)
Kazama Iroha (Hololive)
Sakura Miko (Hololive)
OG Outfit (Origin)
Template Outfit (Origin)