Idol Showdown/Ninomae InaNis/Combos: Difference between revisions

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(Getting the anti-air starter and j.H route to page)
(Updated combos -- easier to execute and more damage)
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     }}   
     }}   
     {{ComboData-IS
     {{ComboData-IS
         | combo = ((2L) > 2M) / (3M)) > 3H > [2]8M, 5L > 3H > 214L
         | combo = (((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 5L > 3H > 214L
         | difficulty = easy
         | difficulty = easy
         | damage = 258 (2L) / 328 (2M / 3M)
         | damage = 258 (2L) / 323 (5M) <br>/ 328 (2M / 3M)
             | bonusdamage =
             | bonusdamage =
         | cost = 0 bar
         | cost = 0 bar
Line 46: Line 46:
     }}
     }}
     {{ComboData-IS
     {{ComboData-IS
         | combo = ((2L) > 5M) > 2H > 9jc > j.dl.2M > [2]8M, 5M > 3H > 214L
         | combo = ((2L) > 5M) / (3M)) > 2H > 9jc > j.dl.2M > [2]8M, 5M > 3H > 214L
         | difficulty = easy
         | difficulty = easy
         | damage = 282 (2L) / 359 (5M)
         | damage = 282 (2L) / 359 (5M) <br>/ 331 (2M / 3M)
             | bonusdamage =
             | bonusdamage =
         | cost = 0 bar
         | cost = 0 bar
Line 57: Line 57:
         | video =  
         | video =  
     }}   
     }}   
    {{ComboData-IS
        | combo = (((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5L > 5M > 3H
        | difficulty = medium
        | damage = 302 (2L) / 380 (5M) <br>/ 393 (2M / 3M)
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = This combo is the basis for most of the others on the wiki. <br><br> It is possible to be too early on j.M and whiff the final hit. Starting j.dl.H at the top of Ina's jump is the target timing which can be useful for other routes as it combos off of the highest targets. Starting when Ina is just barely on the way down loses the least juggle height and is close the latest timing for j.dl.H.
        | video =
    }}
    {{ComboData-IS
        | combo = (((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5L > 5M > 3H > 214L > 236S
        | difficulty = medium
        | damage = 427 (2L) / 505 (5M) <br>/ 518 (2M / 3M)
            | bonusdamage =
        | cost = 2 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = As above but with a super ender.
        | video =
    }}
    {{ComboData-IS
        | combo = 5M > 3H > 2S(5) scc [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5L > 5M > 3H
        | difficulty = medium
        | damage = 392
            | bonusdamage =
        | cost = 1 SC
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo.
        | video =
    }}
    {{ComboData-IS
        | combo = 5M > 3H > dl.214H, dl.3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5L > 5M > 3H
        | difficulty = hard
        | damage = 447
            | bonusdamage =
        | cost = 1 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = Metered poke confirm based on the above. <br><br> 214H should connect late so as to leave a more generous window for dl.3H. It is best if dl.3H connects somewhat lower than strictly possible, as that makes 4M easier to hit.
        | video =
    }}
}}
}}


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|data=
|data=
     {{ComboData-IS
     {{ComboData-IS
         | combo = ((2L / 5M) > 2M) / (3M)) > 3H > [2]8M, 4M > 9jc > j.dl.M, ('''dl'''.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H
         | combo = (((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5M > 4M > 9jc > j.dl.M > dl.5M > 2H > 9jc > j.dl.M > [2]8M, 5L > 5M* > 3H
         | difficulty = hard
         | difficulty = hard
         | damage = 326 (2L) / 407 (5M) <br>/ 421 (3M)
         | damage = 343 (2L) / 418 (5M) <br>/ 435 (3M)
             | bonusdamage =
             | bonusdamage =
         | cost = 0 bar
         | cost = 0 bar
Line 70: Line 119:
             | oppmetergain = ???
             | oppmetergain = ???
         | location = {{Property-IS|Anywhere}}
         | location = {{Property-IS|Anywhere}}
         | notes = Easier difficult BNB building off of the combos above. To get both repetitions in, dl.5M > 2H typically needs to be '''very''' delayed in order to manage the target's height. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. Doing so only reduces the damage to 314 (2L) / 393 (5M) / 412 (3M). Also [2]8M is fine knockdown ender in the event that the spacing is not in your favor to finish with 3H.
         | notes = Easier difficult BNB building off of the combos above. <br><br> [2]8M is premium knockdown ender in the event that the height/spacing is not in your favor to finish with 3H. Alternately the final [2]8M can be omitted entirely at the cost of 10 damage. <br><br> * The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).  
         | video =  
         | video =  
     }}
     }}
     {{ComboData-IS
     {{ComboData-IS
         | combo = ((2L / 5M) > 2M) / (3M)) > 3H > [2]8M, 4M > 9jc > j.dl.M, ('''dl'''.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H > 214L > 236S
         | combo = (((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5M > 4M > 9jc > j.dl.M > dl.5M > 2H > 9jc > j.dl.M > [2]8M, 5L > 5M* > 3H > 214L > 236S
         | difficulty = hard
         | difficulty = hard
         | damage = 451 (2L) / 532 (5M) <br>/ 546 (3M)
         | damage = 468 (2L) / 543 (5M) <br>/ 560 (3M)
             | bonusdamage =
             | bonusdamage =
         | cost = 2 bar
         | cost = 2 bar
Line 82: Line 131:
             | oppmetergain = ???
             | oppmetergain = ???
         | location = {{Property-IS|Anywhere}}
         | location = {{Property-IS|Anywhere}}
         | notes = As above but with a super ender. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent.
         | notes = As above but with a super ender. <br><br> * The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).  
         | video =  
         | video =  
     }}
     }}
     {{ComboData-IS
     {{ComboData-IS
         | combo = 5M > 3H > 214H, dl.3H > [2]8M > 4M > 9jc > j.dl.M > ('''dl'''.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H(IPS)
         | combo = 5M > 3H > 2S(5) scc [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5M > 4M > 9jc > j.dl.M > dl.5M > 2H > 9jc > j.dl.M > [2]8M, 5L > 3H
         | difficulty = hard
         | difficulty = hard
         | damage = 471
         | damage = 430
             | bonusdamage =
             | bonusdamage =
         | cost = 1 bar
         | cost = 1 SC
         | metergain = ???
         | metergain = ???
             | oppmetergain = ???
             | oppmetergain = ???
         | location = {{Property-IS|Anywhere}}
         | location = {{Property-IS|Anywhere}}
         | notes = Metered poke confirm based on the above. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent.
         | notes = Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo.
         | video =  
         | video =  
     }}
     }}
     {{ComboData-IS
     {{ComboData-IS
         | combo = 5M > 3H > 2S(7) scc [2]8M > 4M > 9jc > j.dl.M > ('''dl'''.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H
         | combo = 5M > 3H > dl.214H, dl.3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > j.dl.H > 5M > 4M > 9jc > j.dl.M > dl.5M > 2H > 9jc > j.dl.M > [2]8M, 5L > 3H
         | difficulty = hard
         | difficulty = hard
         | damage = 419
         | damage = 483
             | bonusdamage =
             | bonusdamage =
         | cost = 1 SC
         | cost = 1 bar
         | metergain = ???
         | metergain = ???
             | oppmetergain = ???
             | oppmetergain = ???
         | location = {{Property-IS|Anywhere}}
         | location = {{Property-IS|Anywhere}}
         | notes = Superchat Cancel poke confirm based on the above. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent.
         | notes = Metered poke confirm based on the above. <br><br> 214H should connect late so as to leave a more generous window for dl.3H.
         | video =  
         | video =  
     }}
     }}
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     }}
     }}
         {{ComboData-IS
         {{ComboData-IS
         | combo = 2L > 2M > 3H > [2]8M, 4M > 9jc > j.M > ([2]8L, 4M > 9jc > j.M)x2, 5M > 2H > 9jc > j.'''dl'''.H > 5M > 4M > 9jc > j.dl.M, [2]8M, 5L > 5M > 3H
         | combo = (((2L / 5M) > 2M) / 3M) > 3H > ([2]8M, 4M > 9jc > j.dl.M)x2 [2]8L, 4M > 9jc > j.dl.M > 5M > 2H > 9jc > j.dl.H > 5M > 4M > 9jc > j.dl.M > dl.5M > 2H > 9jc > j.dl.M > ([2]8L,) 5L > 5M* > 3H
         | difficulty = Harder
         | difficulty = Harder
         | damage = 376 (2L)
         | damage = 378 (384) (2L) <br>/ 457 (463) (5M) <br>/ 479 (485) (3M)
             | bonusdamage =
             | bonusdamage =
         | cost = 0 bar
         | cost = 0 bar
Line 130: Line 179:
             | oppmetergain = ???
             | oppmetergain = ???
         | location = {{Property-IS|Anywhere}}
         | location = {{Property-IS|Anywhere}}
         | notes = Wiki info WIP, easier harder combo.
         | notes = Easier harder combo that grows directly out of the Medium difficulty BNB. The final [2]8L isn't worth all that much for what it is. <br><br> * The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).  
         | video =  
         | video =  
     }}
     }}
Line 142: Line 191:
             | oppmetergain = ???
             | oppmetergain = ???
         | location = {{Property-IS|Anywhere}}
         | location = {{Property-IS|Anywhere}}
         | notes = Straightforward, high-damage combo using all four meterless Stagger-Rings. <br><br> You can remove both 28L(even the 2nd 28M) and this combo still works, if you do this end with 5LLL-5M-3H instead also for consistency on the 5M-3H you can skip the last 28L
         | notes = Straightforward, high-damage combo using all four meterless Stagger-Rings. I think the above combo is easier to execute. <br><br> You can remove both [2]8L(even the 2nd [2]8M) and this combo still works, if you do this end with 5LLL-5M-3H instead also for consistency on the 5M-3H you can skip the last [2]8L
         | video =  
         | video =  
     }}
     }}

Revision as of 15:22, 15 June 2024

Combos

Combo Notation Help
Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one.

For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary.

#X Input writted with numpad notation for the direction/motion input followed by the action.
X > Y X input is cancelled into Y.
X, Y X input is linked to Y, meaning Y is done after X's recovery frames.
X~Y This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling".
[X] Input X is held down.
{X} Input is partially charged (as in, not tapped but not held to full charge either).
(X) Input X is optional. Typically, the combo will be easier without this input.
X/Y Choose between input X or input Y.
#jc Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo.
j.X Jumping input X. X should be input while airborne.
dl.X Delayed input X. There will be some delay before inputting X.
CH X Counterhit with input X. This is used for combo starters that require counterhit confirm.
OTG X Input X while the opponent is knocked down but still able to be hit.
X(n) Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding.
scc Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special.

General

(WIP, New character)


Midscreen

Combo Difficulty Damage Cost Meter Gain Location

Basic cancel-only combo, without charge mechanics.

Confirms at max range of 5M > 3H, and is all you can really get without some sort of meter.

More sophisticated basic combo using charge moves.

Slightly harder combo regrounding directly into Stagger-Ring Assault.

This combo is the basis for most of the others on the wiki.

It is possible to be too early on j.M and whiff the final hit. Starting j.dl.H at the top of Ina's jump is the target timing which can be useful for other routes as it combos off of the highest targets. Starting when Ina is just barely on the way down loses the least juggle height and is close the latest timing for j.dl.H.

As above but with a super ender.

Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo.

Metered poke confirm based on the above.

214H should connect late so as to leave a more generous window for dl.3H. It is best if dl.3H connects somewhat lower than strictly possible, as that makes 4M easier to hit.

Combo Difficulty Damage Cost Meter Gain Location

Easier difficult BNB building off of the combos above.

[2]8M is premium knockdown ender in the event that the height/spacing is not in your favor to finish with 3H. Alternately the final [2]8M can be omitted entirely at the cost of 10 damage.

* The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).

As above but with a super ender.

* The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).

Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo.

Metered poke confirm based on the above.

214H should connect late so as to leave a more generous window for dl.3H.

This is the most optimal you get before you get to the insane 2L shit.

Easier harder combo that grows directly out of the Medium difficulty BNB. The final [2]8L isn't worth all that much for what it is.

* The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).

Straightforward, high-damage combo using all four meterless Stagger-Rings. I think the above combo is easier to execute.

You can remove both [2]8L(even the 2nd [2]8M) and this combo still works, if you do this end with 5LLL-5M-3H instead also for consistency on the 5M-3H you can skip the last [2]8L

Anti-air

Combo Difficulty Damage Cost Meter Gain Location

Wiki info WIP

Jump-cancel the 2H ASAP, j.dl.H around max Ina height, 5M during landing recovery, 4M when the target is low enough to land both hits. The anti air starter is complicated, but consistent.


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