Idol Showdown/Suisei Hoshimachi: Difference between revisions

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[[File:IS_Suisei_Profile.jpg|thumb]]
{{Version-IS|4.0.6}}
[[File:IS_Suisei_Logo.png|250px]]
[[File:IS_Suisei_Logo.png|250px]]


'''Stellar Stylish Idol''' - ''Saikou Pressure''
'''Stellar Stylish Idol''' - ''Saikou Pressure'' <br>
{{TOClimit|3}}
'''Difficulty''' - ★★★☆☆☆
{{CharacterIntro-IS|char= Suisei
|hp=1000
|backdash=16F (1~10F {{Property-IS|grab}} Invuln)
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Average]]
|intro=
==Introduction==
==Introduction==
{{StrengthsAndWeaknesses
{{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.
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}} 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.
|jptext= すいせいはガン攻めとセットプレイのファイターだ。
}}
{{CharacterPickReasons
|intro=[[File:IS_Suisei_head.png|link=]]  
|intro=[[File:IS_Suisei_head.png|link=]]  
'''Suisei''' is a technical fighter who uses her evasive approach options to get in and open the opponent up. Once Suisei gets up close, the defending opponent will find it tricky to escape her offensive momentum.  
'''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.  
|pros=
|pros=
*'''Incredible Okizeme''': 214H is extremely advantageous on block and eats reversals, 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 214H setups, you get both high/low AND left/right mix. Even if they survive your setplay, you still have a command grab for them to worry about.
*'''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''': 2L is perfect for tick throws and stagger pressure. Both options lead to great reward. Her command grab gives her oki, and 2L forces standing on hit enabling unique confirms.  
*'''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.
*''' Idol Step''': Suisei uniquely has access to a metered dash cancel technique 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 plenty 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=
*'''Weak Defensive Options''': Other than system mechanics and a 5F jab, Suisei is completely lacking defensive tools.
*'''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.  
*'''Struggles 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.  
*'''Meter Hungry''': While her oki is still good without 214H, she can’t guarantee a true 50/50 and beat reversals at the same time without it. She also needs bar for Idol Step, as well as IPS resets.
*'''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.
|tablewidth=80
|width=100
}}
 
===Recommended Collabs===
'''Note''': This sections only purpose to help guide new players towards assists that are generally considered useful for the character, and is subject to change as the game develops more. Don't be afraid to pick and try something else!
* [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara|Kiara]]'''
:*Kiara is arguably one of the best collab choices for Suisei. 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. On top of that, Kiara's Call In acts as a great reversal which Suisei is in desperate need of and also works as a good lockdown tool for a high/low mix.
* [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]'''
:*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 {{input|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.
* [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko|Miko]]'''
:*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 {{input|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 {{input|214[L]}} into a real high/low threat. You can even fully charge {{input|22S}} if you're feeling cheeky (though you won't gain SC for it).
 
 
}}
}}
}}


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=== Standing Normals ===
=== Standing Normals ===
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_5L.png
|image=IS_Suisei_5L.png
|hitbox=IS_Suisei_5L_hitbox.png
|caption=
|caption=
|name=5L
|name=5L
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  |damage=35
  |damage=35
  |guard=Mid
  |guard=Mid
  |startup=5f
  |startup=5
  |active=3f
  |active=3
  |recovery=6f
  |recovery=11
  |advHit=+4
  |advHit=+1
  |advBlock=-3
  |advBlock=-2
  |description=Jab. Suisei's fastest normal. More range than 2L, moves you forward.
  |description=
* No self-gatling
Suisei's fastest normal. More range than {{input|2L}}, moves her forward.
* Very high hitbox compared to other jabs, making it prone to getting low profiled by many moves.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
====== <font style="visibility:hidden" size="0">5M</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_5M.png
|image=IS_Suisei_5M.png
|hitbox=IS_Suisei_5M_hitbox.png
|caption=Dab
|caption=Dab
|name=5M
|name=5M
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=50 (Stand)
  |damage=50
20 (Crouch?)
  |guard=Mid
  |guard=Mid
  |startup=7f
  |startup=7
  |active=5f
  |active=5
  |recovery=11f
  |recovery=13
  |advHit=+5 (Standing)
  |advHit=+5  
??? (Crouching)
  |advBlock=-4
  |advBlock=+4 (Standing)
  |description=
-9 (Crouching)
Great button. A high hitting advancing mid that whiffs on crouching opponents at longer ranges. Surprisingly active. Links back into {{input|5L}} for high meter build loops. Incredible for stagger pressure.
  |description=As of 5/9/2023, this move is currently bugged and not well understood in general. Sometimes standing frame advantage on hit is negated by crouching even when still in hitstun. All information below is subject to change
* The high hitbox for this move is gigantic, covering Suisei's entire arm without exposing any of her hurtbox. Great panic anti-air even if it is air blockable.
 
A high hitting advancing mid that whiffs on crouching opponents at longer ranges. Surprisingly active. Its framedata on both hit and block DRASTICALLY changes depending on if they are standing or crouching. On standing opponents it can link back into 5L. On crouching opponents its straight up punishable without a cancel and is prone to not properly comboing afterwards. You may be tempted to use this for stagger, but make sure you frametrap with a cancel afterwards.
The angle at which it hits may make it seem like a decent enough panic anti-air, but its air blockable.
 
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
====== <font style="visibility:hidden" size="0">5H</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_5H.png
|image=IS_Suisei_5H.png
|hitbox=IS_Suisei_5H_hitbox.png
|caption=
|caption=
|name=5H
|name=5H
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  |damage=90
  |damage=90
  |guard=Mid
  |guard=Mid
  |startup=15f
  |startup=14
  |active=2f
  |active=2
  |recovery=30f
  |recovery=25
  |advHit=-3
  |advHit=0
  |advBlock=-7
  |advBlock=-5
  |description= Chunky horizontal axe swing. Awful recovery and startup make it ill-suited for use in neutral.
  |description= Chunky horizontal axe swing. Has an absurd amount of blockstun which lets Suisei cancel into almost any special gapless. High damage makes it useful combo fodder.
* Has really good forward advance, making it great tool for whiff punishing.
  }}
  }}
}}
}}
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=== Crouching Normals ===
=== Crouching Normals ===
====== <font style="visibility:hidden" size="0">2L</font> ======
====== <font style="visibility:hidden" size="0">2L</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_2L.png
|image=IS_Suisei_2L.png
|hitbox=IS_Suisei_2L_hitbox.png
|caption=
|caption=
|name=2L
|name=2L
Line 94: Line 122:
  |damage=30
  |damage=30
  |guard=Low, Air Unblockable
  |guard=Low, Air Unblockable
  |startup=6f
  |startup=6
  |active=2f
  |active=2
  |recovery=11f
  |recovery=12
  |advHit=+4
  |advHit=+1
  |advBlock=0
  |advBlock=-2
  |description=Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but being even (0) on block makes it useful for tick throwing. Strangely forces standing on hit crouching opponents, but this is likely a bug and is subject to patching.
  |description=
* Self-Gatling Count: 2
Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but having self-gatling makes it useful for tick throwing. Forces standing on hit, making combos more consistent.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
====== <font style="visibility:hidden" size="0">2M</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_2M.png
|image=IS_Suisei_2M.png
|hitbox=IS_Suisei_2M_hitbox.png
|caption=Your best friend in neutral
|caption=Your best friend in neutral
|name=2M
|name=2M
Line 112: Line 143:
  |damage=60
  |damage=60
  |guard=Low, Air Unblockable  
  |guard=Low, Air Unblockable  
  |startup=8f
  |startup=10
  |active=4f
  |active=4
  |recovery=15f
  |recovery=14
  |advHit=+3
  |advHit=-3
  |advBlock=-7
  |advBlock=-6
  |description=Good low poke thats quite fast for its range. Suisei's lack of good low committal pokes other than this make her very reliant on it.
  |description=Amazing low poke thats quite fast for its range. Suisei's lack of good low commitment pokes other than this make her very reliant on it.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
====== <font style="visibility:hidden" size="0">2H</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_2H.png
|image=IS_Suisei_2H.png
|hitbox=IS_Suisei_2H_hitbox.png
|caption=
|caption=
|name=2H
|name=2H
Line 130: Line 162:
  |damage=85
  |damage=85
  |guard=Mid, Air Unblockable
  |guard=Mid, Air Unblockable
  |startup=10f
  |startup=10
  |active=3f
  |active=3
  |recovery=16f
  |recovery=29
  |advHit=+5
  |advHit=0
  |advBlock=-13
  |advBlock=-16
  |description=Air unblockable launcher. Not much horizontal range compared to other 2Cs making it harder to use consistently as an anti-air.
|invul= (5~12) {{Property-IS|head}}
  |description=Air unblockable launcher. Not much horizontal range compared to other 2Hs making it harder to use consistently as an anti-air.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">3H</font> ======
====== <font style="visibility:hidden" size="0">3H</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_3H.png
|image=IS_Suisei_3H.png
|hitbox=IS_Suisei_3H_hitbox.png
|caption=
|caption=
|name=3H
|name=3H
Line 148: Line 182:
  |damage=100
  |damage=100
  |guard=Low, Air Unblockable  
  |guard=Low, Air Unblockable  
  |startup=13f
  |startup=13
  |active=3f
  |active=3
  |recovery=20f
  |recovery=16
  |advHit=+41
  |advHit=+41
  |advBlock=-12
  |advBlock=-8
  |description=Short sweep. Hard Knockdown.
  |description=Short sweep. Hard Knockdown.
  }}
  }}
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=== Jumping Normals ===
=== Jumping Normals ===
====== <font style="visibility:hidden" size="0">j.L</font> ======
====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_jL.png
|image=IS_Suisei_jL.png
|hitbox=IS_Suisei_jL_hitbox.png
|caption=
|caption=
|name=j.L
|name=j.L
Line 167: Line 202:
  |damage=25
  |damage=25
  |guard=High
  |guard=High
  |startup=7f
  |startup=7
  |active=5f
  |active=5
  |recovery=until land+3f
  |recovery=Until Landing + 2
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Standard jL. Mostly used for instant overheads during 214H oki.
  |description=Standard j.L. Mostly used for instant overheads - it can be confirmed into a full combo during 214H/214[L] oki or by using assists, for example j.L > Kiara Call In.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
====== <font style="visibility:hidden" size="0">j.M</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_jM.png
|image=IS_Suisei_jM.png
|hitbox=IS_Suisei_jM_hitbox.png
|caption=
|caption=
|name=j.M
|name=j.M
Line 185: Line 221:
  |damage=55
  |damage=55
  |guard=High
  |guard=High
  |startup=9f
  |startup=9
  |active=4f
  |active=4
  |recovery=until land+4f
  |recovery=Until Landing + 3
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Strictly horizontal gunshot. Wallbounces on hit, enables combo extensions in the corner but hurts its utility as an air to air.
  |description= Strictly horizontal gunshot. Wallbounces on hit, enables combo extensions in the corner but hurts its utility as an air to air.
* Hits most standing opponents if done near landing. Can be cancelled into j.S against some characters for a slow double overhead that is +2 on block at best (Does not work against Korone, Fubuki, Ayame and Pekora).
* Outright whiffs against a standing Ayame.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
====== <font style="visibility:hidden" size="0">j.H</font> ======
{{MoveData
{{MoveData-IS
|image=IS_Suisei_jH.png
|image=IS_Suisei_jH.png
|hitbox=IS_Suisei_jH_hitbox.png
|caption=
|caption=
|name=j.H
|name=j.H
Line 203: Line 242:
  |damage=90
  |damage=90
  |guard=High
  |guard=High
  |startup=10f
  |startup=10
  |active=4f
  |active=4
  |recovery=until land+5f
  |recovery=Until Landing + 4
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=A jH with a pretty decent crossup hitbox. Your main jump-in most of the time.  
  |description=A {{input|j.H}} with an ok crossup hitbox. Your main jump-in most of the time.  
  }}
  }}
}}
}}
Line 216: Line 255:
{{MoveData
{{MoveData
|image=IS_Suisei_3M.png
|image=IS_Suisei_3M.png
|caption=
|hitbox=IS_Suisei_3M_hitbox.png
|name=3M
|caption=You got this trying to input dash 2M, didn't you?
|name=Kakero
|input={{NotationIcon-IS|3}} '''+''' {{NotationIcon-IS|m}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=50
  |damage=50
  |guard=Low
  |guard=Low,Air Unblockable
  |startup=12f
  |startup=12
  |active=3f
  |active=8
  |recovery=10f
  |recovery=16
  |advHit=-4
  |advHit=-6
  |advBlock=-8
  |advBlock=-10
  |description=Low profile slide, goes under most mid height fireballs. Reward on non-counterhit is absolutely terrible, you can only really combo into 236S install. However, on counterhit it combos into 236L and oddly 22L. 22L being the better choice as it grants you a full conversion. Despite being a slide it does not have variable framedata
  |description=Low profile slide, goes under most mid height fireballs and some mid height normals during active frames. Combos into {{input|236L}} on hit. Despite being a slide it does not have meaningful variable frame data.
* Shifts Suisei's hurtbox backwards, making it useful for dodging Korone's and Fubuki's {{input|22H}} on reaction.
  }}
  }}
}}
}}
Line 234: Line 276:
{{MoveData
{{MoveData
|image=IS_Suisei_6H.png
|image=IS_Suisei_6H.png
|hitbox=IS_Suisei_6H_hitbox.png
|caption=Sui-ssor Kick!
|caption=Sui-ssor Kick!
|name=6H
|name=Starry Jet
|input={{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=95
  |damage=95
  |guard=Mid
  |guard=Mid
  |startup=19f
  |startup=19
  |active=3f
  |active=3
  |recovery=18f
  |recovery=17
  |advHit=+5
  |advHit=0~+2
  |advBlock=-10~-11
  |advBlock=-4~-2
  |description=Not an overhead. Wallbounces on counterhit, even in a trade. Being an advancing normal its very useful for combo conversions.
  |description=Not an overhead. Wallbounces on standing hit when touching the corner. Being an advancing normal it's very useful for combo conversions and if hit late, it can combo into {{input|5L}}.
* Being an advancing normal, and being able to cancel so late into its long recovery frames, this move is surprisingly good in blockstrings. With enough conditioning, you can even throw people after this move.
  }}
  }}
}}
}}


=== <font style="visibility:hidden" size="0">Throw</font> ===
=== Universal Mechanics ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=IS_Suisei_LM.png
|image=IS_Suisei_LM.png
|hitbox=IS_Suisei_LM_hitbox.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=L+M
|input={{NotationIcon-IS|l}} '''+''' {{NotationIcon-IS|m}} '''or''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=160
  |damage=160
  |guard=Unblockable
  |guard=
  |startup=7f
  |startup=7
  |active=
  |active=2
  |recovery=5f(hit)
  |recovery=31
13f(whiff)
  |advHit=+31
  |advHit=+31
  |advBlock=
  |advBlock=
  |description=While it may seem pointless to ever consider normal throw over her command grab, it has only about a fifth as much recovery on whiff in comparison. Making it a much safer option against opponents who have shown you they are willing to gamble on jumping out of your strings to escape it. Can be kara'd off of 5M with 6/4M~L plink to increase its range.
  |description=
*Total Frames: 39
While it may seem pointless to ever consider normal throw over her command grab, it has about less than half as much recovery on whiff in comparison. This makes it a much safer option against opponents who have shown you they are willing to gamble on jumping out of your strings to escape it. Can be kara'd off of 5M with 6/4M~L plink to increase its range.
  }}
  }}
}}
}}


=== <font style="visibility:hidden" size="0">Overhead</font> ===
====== <font style="visibility:hidden" size="0">Overhead</font> ======
{{MoveData
{{MoveData
|image=IS_Suisei_MH.png
|image=IS_Suisei_MH.png
|caption=
|hitbox=IS_Suisei_MH_hitbox.png
|caption= When the universal overhead frame data is in fact, universal
|name=Overhead
|name=Overhead
|input=M+H
|input={{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=60
  |damage=60
  |guard=High
  |guard=High
  |startup=25f
  |startup=23
  |active=3f
  |active=3
  |recovery=24f
  |recovery=19
  |advHit=-2
  |advHit=+2
  |advBlock=-4
  |advBlock=-3
  |description=Universal standing overhead. You have better mixups than this. No cancel options, being quite reactable, and being minus on hit (lol) limits its usefulness outside of when you only need to hit a sleeping opponent once to kill. You can kara into this, but why?
|invul= (6~36) {{Property-IS|grab}}
  |description=
*Links into {{input|5M}} after Counterhit.
Universal standing overhead. Can be kara'd into using {{input|2H}} making {{input|5H}} > {{input|UOH}} a frametrap.
Can also be used in certain combo routes.
}}
}}
 
====== <font style="visibility:hidden" size="0">Superchat Reversal</font> ======
{{MoveData
|image=IS_Suisei_6H.png
|hitbox=IS_Suisei_SCR_hitbox.png
|caption=
|name=Superchat Reversal
|input=(blocking) {{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
{{AttackData-IS
|damage=0
|guard=Mid
|startup=16
|active=2
|recovery=23
|advHit=0
|advBlock=-10
|invul= (1~17) {{Property-IS|full}}
|description=
*Superchat Reversal
  }}
  }}
}}
}}
Line 293: Line 368:
{{MoveData
{{MoveData
|image=IS_Suisei_236L.png
|image=IS_Suisei_236L.png
|hitbox=IS_Suisei_236L_hitbox.png
|caption=
|caption=
|name=Wicked Slice
|name=Wicked Slice
|input=236L / 5S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=65
  |damage=65
  |guard=Mid
  |guard=Mid
  |startup=13f
  |startup=13
  |active=5f
  |active=5
  |recovery=21f
  |recovery=14
  |advHit=+4
  |advHit=-1~+3
  |advBlock=-4
  |advBlock=-5~-1
  |description=Big horizontal, advancing axe swing thats safe on block. High commitment grounded poke (and really her only other one than 2M) without meter for SSC or 22S cancel. Quite fast for its large range. On hit forces standing, and puts you in a better spot to continue running offense. Cancelled with 22S~6 however it allows for a pressure reset and standing only confirms with 5M 5L link.  
  |description=
* Grants 3 superchats on use
Big horizontal, advancing axe swing that is minus on block even at max range. Decent counterpoke. Quite fast for its large range. Cancelled with 22S~6, it allows for a strike/throw or you can cancel with 22S~4 to be in a safer spot.  
  }}
  }}
}}
}}
Line 312: Line 390:
{{MoveData
{{MoveData
|image=IS_Suisei_236M.png
|image=IS_Suisei_236M.png
|caption=
|hitbox=IS_Suisei_236M_hitbox.png
|caption=Greed Sever!
|name=Starry Slice
|name=Starry Slice
|input=236M / 6S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|m}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=161 (80+81)
  |damage=161(80, 81)
  |guard=High
  |guard=High
  |startup=23f
  |startup=23
  |active=5f (first hit)
  |active=5 (first hit)
  |recovery=until land+13f
  |recovery=Until Landing + 13
  |advHit=+30
  |advHit=+30
  |advBlock=-11
  |advBlock=-10
  |description= Advancing airborne overhead that knocks down on hit and high profiles lows. Very unsafe on block without a cancel. Amazing damage potential as a combo starter.
  |description=
* Grants 2 superchats on use
Advancing airborne overhead that knocks down on hit and high profiles lows. Very unsafe on block even with a cancel. Amazing damage potential as a combo starter.
* Can be SSC'd to jS to attempt to make it plus on block, but this is a knowledge check as there's a gap between the two where you can DP or even 2H on some characters.  
  }}
  }}
}}
}}
Line 331: Line 413:
{{MoveData
{{MoveData
|image=IS_Suisei_236H.png
|image=IS_Suisei_236H.png
|hitbox=IS_Suisei_236H_hitbox.png
|caption=
|caption=
|name=Heart Harvest
|name=Heart Harvest
|input=236H
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=179 (125+27+27)
  |damage=125, 30, 24 (ground)<br>125 (air)
  |guard=Mid
  |guard=Mid
  |startup=13f
  |startup=15
  |active=6f (first hit)
  |active=6 (first hit)
  |recovery=18f
  |recovery=17
  |advHit=+6(ground)
  |advHit=+6(ground)
+76(air)
+76(air)
  |advBlock=-14
  |advBlock=-13
|invul=(10~20) {{Property-IS|Super Armor}}
  |description=
  |description=
* Uses 1 bar of Star Power
* Costs 1 Star Meter and grants 5 superchats on use
Has two versions depending on if the opponent was hit grounded or airborne.  
Has two versions depending on if the opponent was hit grounded or airborne.  
** Grounded opponents are sideswapped on hit, but is generally not useful for the price as the opponent can tech.  
 
** Airborne opponents are bounced off the wall back into Suisei, making for a good combo ender or extender if you have excess meter you're willing to spend. You have enough time for Charge lvl 2 fireball oki, or the option to SCC into 214H assuming you have 2 meter.   
* Grounded opponents are sideswapped on hit, but is generally not useful for the price as the opponent can tech.  
* Airborne opponents are bounced off the wall back into Suisei, making for a good combo ender or extender if you have excess meter you're willing to spend. You have enough time for Charge lvl 2 fireball oki, or the option to SCC into 214H assuming you have 2 meter.   
* Having Super Armor adds an extra usage of being a reversal, however the Armor activates too late to see common use.
  }}
  }}
}}
}}
Line 355: Line 441:
{{MoveData
{{MoveData
|image=IS_Suisei_236G.png
|image=IS_Suisei_236G.png
|hitbox=IS_Suisei_236G_hitbox.png
|caption=
|caption=
|name=Tetromino Transhumanism
|name=Tetromino Transhumanism
|input=236G
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=203 (18+185)
  |damage=200(15, 185)
  |guard=Unblockable
  |guard=
  |startup=5f
  |startup=5
  |active=
  |active=2
  |recovery=7f(hit)
  |recovery=55
59f(whiff)
  |advHit=+67 (HKD)
  |advHit=+53
  |advBlock=
  |advBlock=
|invul= (1~4) {{Property-IS|grab}}
  |description=
  |description=
A command grab that leaves the opponent directly in front of Suisei. Faster startup and better knockdown makes it all around superior to normal throw with the caveat of having a FULL SECOND of recovery on whiff.
* Grants 5 superchats on use
A command grab that leaves the opponent directly in front of Suisei in hard knockdown state. Faster startup and better knockdown than regular throw, but with significantly more recovery.
  }}
  }}
}}
}}
Line 376: Line 464:
{{MoveData
{{MoveData
|image=IS_Suisei_214LM.png
|image=IS_Suisei_214LM.png
|hitbox=IS_Suisei_214LM_hitbox.png
|caption=
|caption=
|name=Stellar Medley (Close/Far)
|name=Stellar Medley
|input=214L/M
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/''' {{NotationIcon-IS|m}}
|description=
A versatile, downwards-angled projectile that can be charged up to level 3 to improve its frame advantage. The light and medium versions cover separate angles. The frame advantage it offers makes it both a somewhat reliable pressure tool and meterless okizeme tool as well. In blockstrings, as long as the startup plays out and the comet is spawned, opponents that mash on Suisei will be hit out of their combo, as it does not go away on hit. Suisei’s best move to whiff in order to build superchat meter.
* {{input|214L}} is Suisei's main oki tool. Spending 1 bar of Superchat to cancel into a fully charged {{input|214L}} after {{input|22M}} allows Suisei to run her mix without the risk of reversals, and provides enough blockstun for Suisei to stay plus even if her mix gets blocked. It has better frame advantage when charged than its medium counterpart, but the less horizontal angle of the projectile makes it difficult to utilize in neutral. Grants 3 superchats on use.
* {{input|214M}} has more horizontal range, making it the closest thing Suisei has to a zoning tool. Has a niche in oki as a fake out as the opponent usually expects {{input|214L}}. Less frame advantage than the L version, making it unsafe when used at point blank range. Also grants 3 superchats on use.
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 384: Line 477:
  |damage=65
  |damage=65
  |guard=Mid
  |guard=Mid
  |startup=26f~52
  |startup=13~52
  |active=
  |active=
  |recovery=0f
  |recovery=21
  |advHit=
  |advHit=
  |advBlock=+7
  |advBlock=-3~
  |description=
  |description=
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |version=214L (close/level 2)
  |version=214L (close/level 2)
  |damage=
  |damage=25x3
  |guard=Mid
  |guard=Mid
  |startup=60f~83f
  |startup=60~83
  |active=
  |active=
  |recovery=0f
  |recovery=20
  |advHit=
  |advHit=
  |advBlock=+31
  |advBlock=+31
Line 404: Line 497:
  {{AttackData-IS
  {{AttackData-IS
  |version=214L (close/level 3)
  |version=214L (close/level 3)
  |damage=
  |damage=25x5
  |guard=Mid
  |guard=Mid
  |startup=86f~98f
  |startup=86~98
  |active=
  |active=
  |recovery=0f
  |recovery=9
  |advHit=
  |advHit=
  |advBlock=+21~+72
  |advBlock=+21~+72
Line 417: Line 510:
  |damage=30
  |damage=30
  |guard=Mid
  |guard=Mid
  |startup=24f~39f
  |startup=11f~39f
  |active=
  |active=
  |recovery=0f
  |recovery=26
  |advHit=
  |advHit=
  |advBlock=+5
  |advBlock=-8~
  |description=
  |description=
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |version=214M (far/level 2)
  |version=214M (far/level 2)
  |damage=
  |damage=25x3
  |guard=Mid
  |guard=Mid
  |startup=57f~80f
  |startup=57~80
  |active=
  |active=
  |recovery=0f
  |recovery=25
  |advHit=
  |advHit=
  |advBlock=+25~+28
  |advBlock=+25~+28
Line 437: Line 530:
  {{AttackData-IS
  {{AttackData-IS
  |version=214M (far/level 3)
  |version=214M (far/level 3)
  |damage=
  |damage=25x5
  |guard=Mid
  |guard=Mid
  |startup=85f~109f
  |startup=85~109
  |active=
  |active=
  |recovery=0f
  |recovery=7
  |advHit=
  |advHit=
  |advBlock=+24~+70
  |advBlock=+24~+70
Line 451: Line 544:
{{MoveData
{{MoveData
|image=ISD_Suisei_214H.png
|image=ISD_Suisei_214H.png
|caption=The reason you play Suisei
|hitbox=ISD_Suisei_214H_hitbox.png
|caption=Go my child, and hold down the neutral
|name=STELLAR into the GALAXY
|name=STELLAR into the GALAXY
|input=214H
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=56 (20+18+18)
  |damage=20x3
  |guard=Mid
  |guard=Mid
  |startup=42f, projectile hits on 50f~159f(?)
  |startup=42, projectile hits on 50~159
  |active=
  |active=
  |recovery=0f
  |recovery=0
  |advHit=
  |advHit=
  |advBlock=+55
  |advBlock=+54
  |description=
  |description=
* Uses 1 bar of Star Power
* Costs 1 Star Meter and grants 4 superchats on use
Character-defining okizeme powerhouse move. Incredibly oppressive projectile that eats wakeup reversals and enables all her best mixups. You will be donating most of your meter to this evil ball of blockstun. If you really are tired of playing neutral you can spend the bar just to walk your opponent down with it backing you up as it travels forward with Suisei.
Incredibly oppressive projectile that eats wakeup reversals and enables Suisei's best mixups. If you really are tired of playing neutral you can spend the bar just to walk your opponent down with it backing you up as it travels forward with Suisei. Works as an alternative oki option when Suisei doesn't have superchat to cancel into a fully charged {{input|214L}}.
* The orb spawns almost directly above Suisei, which allows for tech traps and an IPS reset in the corner. You can also use the orb as a combo extender in the corner because of this, but it's not worth the meter.
* Has a projectile durability of 1x3
* The orb spawns almost directly above Suisei, near where 2H launches the opponent in the corner. You can use the orb as an attempt to catch teching into buttons or as a combo extender in the corner because of this, but it's generally not worth the meter.
   }}
   }}
}}
}}
Line 473: Line 568:
{{MoveData
{{MoveData
|image=IS_Suisei_22L.png
|image=IS_Suisei_22L.png
|hitbox=IS_Suisei_22L_hitbox.png
|caption=
|caption=
|name=Hoshispin (Horizontal)
|name=Hoshispin (Horizontal)
|input=22L
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=106 (20+86)
  |damage=106(20, 86)
  |guard=Air Unblockable
  |guard=Air Unblockable
  |startup=10f
  |startup=5
  |active=
  |active=8
  |recovery=18f(hit)
  |recovery=18(hit)
22f(whiff)
20(whiff)
  |advHit=~+55
  |advHit=~+55
  |advBlock=
  |advBlock=
  |description= Horizontal air unblockable hitgrab. Staple combo tool.
  |description=
* Grants 4 superchats on use
Horizontal air unblockable hitgrab. Staple combo tool.
* Causes a ground bounce the first time it's used in a combo
* 5 frames of startup makes it a great anti air on reaction
* Holding 66 before landing allows Suisei to instantly dash the moment you land making it possible to cross under opponent and continue your combo with {{input|5M}} or {{input|2M}}
  }}
  }}
}}
}}
Line 493: Line 594:
{{MoveData
{{MoveData
|image=IS_Suisei_22M.png
|image=IS_Suisei_22M.png
|hitbox=IS_Suisei_22M_hitbox.png
|caption=
|caption=
|name=Hoshispin (Vertical)
|name=Hoshispin (Vertical)
|input=22M / 2S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|m}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=99
  |damage=94(0, 94)
  |guard=Air Unblockable
  |guard=Air Unblockable
  |startup=15f
  |startup=8
  |active=
  |active=16
  |recovery=12f(hit)
  |recovery=12(hit)
~30f(whiff)
28(whiff)
  |advHit=+59
  |advHit=+59
  |advBlock=
  |advBlock=
  |description= Vertical air unblockable hitgrab that leads to a lengthy hard knockdown. Staple combo ender.
  |description=
* Grants 5 superchats on use
Vertical air unblockable hitgrab that leads to a lengthy hard knockdown. Staple combo ender. Superchat cancelling into max charge {{input|214L}} allows Suisei to be massively plus and run her mixup relatively risk-free.
* Causes a very small ground bounce, which can be followed up on by certain specials such as 236L or 236H by using a Superchat Cancel. It's not recommended to do this though, as the small amount of extra damage is generally not worth your meter or the loss of okizeme potential.
  }}
  }}
}}
}}
Line 513: Line 618:
{{MoveData
{{MoveData
|image=IS_Suisei_22H.png
|image=IS_Suisei_22H.png
|hitbox=IS_Suisei_22H_hitbox.png
|caption=
|caption=
|name=Psycho Hoshispin
|name=Psycho Hoshispin
|input=22H
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=119 (20+99)
  |damage=119(25, 94)
  |guard=Unblockable
  |guard=
  |startup=20f
  |startup=20
  |active=
  |active=2
  |recovery=12f(hit)
  |recovery=12(hit)
~30f(whiff)
52(whiff)
  |advHit=+59f
  |advHit=+59
  |advBlock=
  |advBlock=
|invul= (1~46) {{Property-IS|projectile}}
  |description=
  |description=
* Uses 1 bar of Star Power
* Costs 1 Star Meter and grants 5 superchats on use
* Projectile invulnerable
* Projectile invulnerable
Makes for a decent albeit gimmicky reversal against some projectile-based oki.
Makes for a gimmicky reversal against some projectile-based oki, but its primary use is helping you blow through mid-range zoning.
* Does not have superfreeze and quite fast, making it a decent mixup option from a distance
* Reward on hit is the same as 22M
  }}
  }}
}}
}}
Line 536: Line 645:
{{MoveData
{{MoveData
|image=IS_Suisei_22S.png
|image=IS_Suisei_22S.png
|caption=Similar to FADC from Street Fighter IV
|hitbox=IS_Suisei_22S_hitbox.png
|caption=The true power of this move lies in its dash cancel
|name=Selfish of a Rough Stone
|name=Selfish of a Rough Stone
|input=22S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|s}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
  |damage=5, 45 (per comet)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 549: Line 659:
  |advBlock=
  |advBlock=
  |description=
  |description=
* Uses 1 bar of Star Power
* Costs 1 Star Meter and grants 3 superchats on use during startup but doesn't use superchat to cancel from a special.
* Has three stages. Upon reaching the third stage, Suisei summons 5 comets from the sky.
* Progressively builds more superchats if not cancelled, starting with three instances of 5 superchats, going into three instances of 10 superchats, and ending with 1 superchat.
* Has three stages. Upon reaching the third stage, Suisei summons 5 comets from the sky starting from the edge of the screen.
** Comet summon is highly impractical due to its slow startup, long charge time and low damage. You'll either need an assist that puts the opponent in long blockstun (such as Miko) or have them stand still for 4 full seconds total to pull this off.
* Can be canceled into a forward or backdash at any point during the animation and retain the current charge level.
* Can be canceled into a forward or backdash at any point during the animation and retain the current charge level.
** The forward dash can additionally be canceled into any other singular normal, key word singular. Said move can not be cancelled into other normals or specials, so if you want to continue pressure or combo you must link 5M > 5L or 2C > jump cancel.
** The forward dash can additionally be canceled into any other singular normal, key word singular. Said move cannot be cancelled into other normals or specials, so if you want to continue pressure or combo you must {{input|2L}} and be 0 on block or {{input|2H}} > jump cancel.
** Can be canceled into from other specials. 22S~6 can be as a way to use Star Power rather than a SCC to continue your turn or combo after moves like 236L.
** Can be canceled into from other specials. {{input|22S~6}} can be as a way to use Star Power rather than a SCC to continue your turn or combo after moves like {{input|236L}}.
** This is commonly referred to as "Idol Step"
** This is commonly referred to as "Idol Step"
** 22S~[6] takes 12f before the dash cancel itself.  
** {{input|22S~[6]}} takes 12f before the dash cancel itself.  
** 5H/2M > 22S~[6] > 5M is a true blockstring.   
** {{input|5H/2M > 22S~[6] > 5M}} is a true blockstring.   
 
* When doing {{input|22S}} without a star meter required this results into cancelling any action you were doing previously into a {{input|22M}}
A short tech video by Frexia about 22S cancel: https://youtu.be/C6HOGX38Mdc. Do note the section on 5M is outdated.
** Has the same restriction as mentioned meaning you wont be able to get {{input|214[L]}} oki
** Results in some moves which don't have an oki without resources, namely {{input|236M}} and {{input|236H}} to get one resulting in having extra damage and better situation no matter the resources
A short tech video by Frexia about 22S cancel: https://youtu.be/C6HOGX38Mdc. Do note the section on {{input|5M}} is outdated.
  }}
  }}
}}
}}
Line 565: Line 679:
{{MoveData
{{MoveData
|image=IS_Suisei_jS.png
|image=IS_Suisei_jS.png
|hitbox=IS_Suisei_jS_hitbox.png
|caption=Bandit Revolver!
|caption=Bandit Revolver!
|name=Stellar Slice
|name=Stellar Slice
|input=j.S / j.236L / j.236M / j.236H
|input='''Air Only''' {{NotationIcon-IS|s}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=85
  |damage=85
  |guard=High
  |guard=High
  |startup=26f
  |startup=26
  |active=6f
  |active=6
  |recovery=10f+until land
  |recovery=Until Landing + (0~6)
  |advHit=+18
  |advHit=+3~+17
  |advBlock=+5~+9
  |advBlock=-7~+7
  |description=
  |description=
WIP description. For now just imagine 236M but plus, as a combo extender, and as an additional air option / poverty airdash. Its pretty good.
* Grants 3 superchats on use
* Using L, M or H for this move will not affect its properties in any way. There is only one version of the move, but it can be done using any of the attack buttons for some reason.
* Using L, M or H for this move will not affect its properties in any way. There is only one version of the move, but it can be done using any of the attack buttons for some reason.
* You cannot TK specials in this game. You may need to use the simple input (j.S) in order to do this move instantly in the air.
* Use the simple input (j.S) in order to do this move instantly off the ground.
A forward moving axe attack that looks similar to her 236M. Overhead that gives you a full combo on hit. Plus on block when buffered during jump startup (2f window) or hitting with the late active frames. When done low to the ground it's a fantastic approach option, functioning like an instant airdash. Good combo fodder too. Overall a very strong move.
 
Something fairly unique about this move is that it has variable landing recovery depending on the height that it was executed at. Near the ground, it has the guaranteed landing recovery of 6 frames, but when used midway through a jump or at the apex of a jump, it can have anywhere between 0 and 6 frames of landing recovery. If the special is executed at a height where the total frames of the move exceed 47, its landing recovery will be replaced with a new animation that lasts 2 frames. If the special is executed at a height where its total frames are exactly 47 as Suisei touches the ground, then landing recovery will be 0 frames and no additional animation will play.
 
Short list of frame advantage on block situations as there is a total variance of 15 frames
* Near-apex height j.S early active: -7
* Near-apex height j.S latest active: -1
* Middle height j.S early active: -4
* Middle height j.S latest active: +2
* Instant air j.S early active: +1
* Instant air j.S latest active: +7
  }}
  }}
}}
}}
Line 587: Line 713:
{{MoveData
{{MoveData
|name=SPACE for Virtual GHOST
|name=SPACE for Virtual GHOST
|input=236S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Suisei_236S.png
|image=IS_Suisei_236S_ground.png
|hitbox=IS_Suisei_236S_ground_hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
  |damage=300(280, 20)
  |guard=
  |guard=
  |startup=
  |startup=8
  |active=
  |active=8
  |recovery=
  |recovery=26
  |advHit=
  |advHit=65
  |advBlock=
  |advBlock=
  |description= Installs the Aura to do the actual super
|invul=
  |description=
* Costs 2 Star Meter and grants 4 superchats on use.
* Command grab with a long range dash. No superfreeze on startup makes it unreactable at close range.
* Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|name=SPACE for Virtual GHOST
|name=SPACE for Virtual GHOST
|input=during install 236S
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Suisei_236S.png
|image=IS_Suisei_236S_air.png
|hitbox=IS_Suisei_236S_air_hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
  |damage=300(280, 20)
  |guard=
  |guard=Air Unblockable
  |startup=
  |startup=8
  |active=
  |active=28
  |recovery=
  |recovery=10+4L
  |advHit=
  |advHit=65
|advBlock=
|description= long range dash with commandgrab
}}
}}
{{MoveData
|name=SPACE for Virtual GHOST
|input=during install 22S
|image=IS_Suisei_236S.png
|caption=
|data=
{{AttackData-IS
|damage=
|guard=
|startup=
|active=
|recovery=
|advHit=
  |advBlock=
  |advBlock=
  |description= Antiair commandgrab
  |invul=
  }}
  |description=  
}}
* Minimum damage: 142
 
* Costs 2 Star Meter and grants 4 superchats on use.
==Combos==
Anti-air command grab. High minimum damage makes it a good combo ender. Can be done raw to catch the opponent jumping, however {{input|22L}} serves as a better anti-air.
'''Note:''' j.S can always be replaced with j.236X for SC meter gain, but it becomes really tight in some routes since TK motions are not present in the game.
* Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner.
===Mid-screen===
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = (2L) > 2M > 5H > 6H > 3H > 22L > j.S > 6H > 2H > 22M
  | damage    = 277(2L), 354(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.1(2L), 0.9 (2M)
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
*Easy close starter midscreen route
*Manually inputting j.236X instead of j.S is actually easy in this route
*[[Media:IS_Suisei_easy_meterless_bnb.mp4|Video]]
}}
{{ComboData-IS
  | combo        = (2L) > 2M > 5H > 6H > 3H > 22L > j.S > 5L > 5M > 2H > 22M
  | damage    = 273(2L), 345(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.1(2L), 1.1 (2M)
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
*Altered version of the easy route that deals slightly less damage but charges one bar allowing for 214H oki.
*Manually inputting j.236X instead of j.S is actually easy in this route
*[[Media:IS_Suisei_easy_meterless_bnb_meterbuild.mp4|Video]]
}}
{{ComboData-IS
  | combo        = (2L) > 2M > 5H > 6H > 3H > 22L > 5H > 2H > 7/9jc > dl.j.S > 6H > 2H > 22M
  | damage    = 286(2L),363(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.3(2L), 1.3(2M)
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =  
*Hard close starter midscreen route (optimal damage so far)
*[[Media:IS_Suisei_optimal_meterless_bnb.mp4|Video]]
}}
{{ComboData-IS
  | combo        = 2H > 7/9jc > dl.j.S > dl.6H > dl.3H > 22L > 5H > 2H > 22M
  | damage    = 367
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 0.8
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
*Anti-Air Combo
*Use 7jc to stay on the same side and 9jc for sideswitch
*[[Media:IS_Suisei_meterless_aa.mp4|Video]]
}}
{{ComboData-IS
  | combo        = (j.L) > 2L > 2M > 5M > 5L > 2M > 5M > 5L > 5M > 5L > 5M > 5H > 6H > 3H > 22L > 2M > 2H > 8jc > j.S > 6H > 2H > 22M
  | damage   = 222(j.L), 233(2L)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 2.1(j.L), 2.0(2L)
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
*Metergain combo
*Will sideswitch after j.236L
*If the combo gets to the corner it's possible to prevent a sideswitch by doing j.M before j.236L
*[[Media:IS_Suisei_midscreen_metergain.mp4|Video]]
}}
{{ComboData-IS
  | combo        = 236L > 22S~6 > 5M > 5L > 5H > 6H > 3H > 22L > 2M > 2H > 7jc > j.S > 5H > 2H > 22M
  | damage    = 288
  | bonusdamage  =
  | cost          = 1 bar
  | metergain    = ?
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
* Metered confirm off of 236L.
* Input 5M as 6M and link 5L after 5M.
* Easier than 22S~6 > 2H, though ending on 5M on block leaves you punishable versus crouchers.
* [[Media:IS_Suisei_236L_confirm.mp4|Video]]
}}
{{ComboData-IS
  | combo        = (any starter leading to j.S) > j.S > 6H > 3H > 22L > 2M > 2H > 7jc > loop
  | damage    = variable
  | bonusdamage  =
  | cost          = 0
  | metergain    = ?
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        =
* Midscreen techtrap loop off any j.S route
* [[Media:IS_Suisei_midscreen_techtrap.mp4|Video]]
}}
 
}}
 
===Corner===
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = (2L) > 2M > 5H > 6H > 3H > 22L > 2M > 2H > 9jc > j.M > j.S > 6H > 2H > 22M
  | damage    = 293(2L), 372(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = ?
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        =
*Close starter Corner route
*Easier to execute than the equivalent midscreen route due to the lack of a delay on the jc
*[[Media:IS_Suisei_meterless_corner.mp4|Video]]
}}
{{ComboData-IS
  | combo        = 2M > 5H > 6H > 3H > 22L > dl.2M > 6H > 2H > 9jc > j.M > j.S > dl.6H > dl.3H > 22L >  dl.2M > 6H > 2H > 22M
  | damage    = 308 + 350
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 0.7 + 1.0
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        = * DISCLAIMER this Techtrap might not work
*Techtrap, if the opponent techs they get hit by the 2H which is AUB
*This is the route when the opponent techs
*[[Media:IS_Suisei_techtrap_tech.mp4|Video]]
}}
{{ComboData-IS
  | combo        = 2M > 5H > 6H > 3H > 22L > dl.2M > 6H > 2H > 9jc > jM > j.S > 5H > 2H > 22M
  | damage    = 372
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.4
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        =
* DISCLAIMER this Techtrap might not work
*Techtrap, if the opponent techs they get hit by the 2H which is AUB
*This is the route when the opponent doesn't tech
*[[Media:IS_Suisei_techtrap_notech.mp4|Video]]
}}
{{ComboData-IS
  | combo        = 2M > 5H > 6H > 2H > 22L > 2M > 2H > 9jc > j.M > j.S > 6H > 2H > 214H > 2H > 22L > loop
  | damage    = variable
  | bonusdamage  =
  | cost          = 1 bar
  | metergain    = variable
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        =
*IPS Reset route, uses the fact that 214H goes through IPS and reset its counter, meaning that as long as you have meter you can loop the route
*If the opponent blocks the Orb (214H) they will get hit by the 2H since it's AUB
*[[Media:IS_Suisei_ips.mp4|Video]]
  }}
  }}
}}
}}
=== Theory ===
WIP
*Closerange Combo Starter:
**2L/5L>5M/2M>5H>6H>3H>
*** only works when you are close (2A range and a bit further)
*** on further ranges (max range 2L) you have to delay the 3H so 6H moves you froward
*Longrange combo Starter
** max range 2M only combos into 236L
**2M>236L>
***>22S~6>2H>
****requires 1 meter for the cancel and is VERY tight but it will lead to normal routing
**>236M>22L>
*** requires 2 SCCs
***236M has to be put in very fast else it wont combo
**>236H
*** 1 Bar 1 SCC not realy worth it
**>236S>
** 236S install
*** 2 Bar 1 SCC
* 22L (only cancel that works from grounded 3H hit)
** launcher > 22L >
*** you can link 5H>2H which is pretty tight
*** you can link dl.2M>2H which is the most consistent one
*** you can link 5M>2H, which is the easiest
* >2H>TK236X
** the game does not honor the inputs before the jump so there is no TK
*** easiest way is to use S button
*** you can do the actual j236X which will gvie you more SCC meter but its tight
** 2H > 7jc > dl j.S >
*** sameside
*** dl has to be only very slight
*** also works with dl7>jS
** 2H > 9jc > dl j.S >
*** sideswitch
***  dl has to be only very slight
*** also works with dl8/9>jS
** after hitting j236X/jS you can link with 6H>2H or with dl.6H>dl.3H
*corner only j.236X route
**2H>jM>j236X>
*** jM wallbounces so you can hit the j236X
*Ender: 2H>22M
** Provides HKD
** 22M only hits when you launch with 2H
** follow it up with SCC214H for oki
*Techtrap Routing:
'''DISCLAIMER'''<BR>
'''The tech traps seem realy hard to lab in Trainingmode, since the dummy does not actually seem to Tech the way a player can.
They might not actually work!'''
**after 22L
**>dl5M>6H>2H>7/9S>... midscreen
*** if they mash a button they will get counterhit and fly away
** >dl2M>6H>2H>7/9S>... corner
*** if they tech they will have to block 6H and then get hit by 2H wich is AUB
*** if they don't tech you continue the combo
*** if they dont get reset you might not be able to use another 6H since it will triger IPS!
*236S
* starter>236S
** you can add it after the 3C on the normal starter and continue with a SCC 22L
** you can add it after 236A
==Oki==
'''WIP'''<BR>
22M gives you hard knockdown the best oki after it is 214H you can either SCC it or not which will give you slightly different options
Basics of 214H oki:
* 2L low >
* 9jL IOH > land > 2M >
* 9jH crossup > 2L/M
* tk9S overhead
* 9dljS wiff into crossup 2L low
Depending on when you do the 214H and if you micro dash before it your options might change
* 22M>214H
** you are somewhat further away after this one you can then dash up and act before 214H hits
*** this leaves a gap to get hit by an invul reversal but if they mash a normal they will get hit by the orb and you can combo even if it trades
** >dash throw/commandthrow
*** normal throw might be better midscreen since they will waekup and still get hit by the last 2 hits of the 214H projectile
** >9>jC crossup
** 50/50 high low mix
*** dash > 2L low > stuff
*** dash > 9jL IOH > 2L/M
*22M>microdash>214H
** 214H will hit meaty so you cant throw
**** >9>jC crossup
** 50/50 high low mix
*** 2L low > Stuff
*** 9jL IOH>land>2M
*** 2l>dl9jA low into IOH but you cant combo after it so only for when 61 damage kills
*** 2l>2C double low can be jumpcanceled into crossup jC
*22M>microdash>dl>214H
** will leave a gap again so you can throw here
236G commandgrab also gives you enough Advantage to setup 214H
* 236G>214H will hit meaty but you are somewhat far away
* 236G>microdash>214H
** same oki as 22B>microdash>214H
* 236G>dl214H
** same oki as 22B>214H
** do 214H around when they hit the ground after the bounce
==Matchups==
;Vs. Aki
:Matchup advice goes here.
;Vs. Ayame
:Matchup advice goes here.
;Vs. Botan
:
* 5M>5L blockstring loop seems to work fine on her, no matter if she's stand blocking or crouch blocking.
;Vs. Coco
:
*236M wins against her dinosaur grab
;Vs. Fubuki
:
*Tatsu projectile invuln can sometimes go through non-meaty 214H oki setups. Make sure your setups are meaty even if you give up mix.
;Vs. Korone
:Matchup advice goes here.
;Vs. Sora
:
* Sora 22M reflects 214H and can be used as a reversal vs non-meaty EX Comet oki setups, particularly after command grab. Make sure you meaty her even if you need to give up a mixup.
* Sora 236L note bobs up and down so sliding under it with 3M requires much more precision than vs other characters. Not recommended if the option can be avoided.
;Vs. Suisei
:
* 8-2 Suisei favored for whoever gets the first hit. Trust no one, not even yourself.
* Good luck being on the receiving end of your own oki lol.
==External Resources==
* [https://twitter.com/search?q=%23ISD_SUI Twitter Tech: #ISD_SUI]


==Colors==
==Colors==
Line 941: Line 761:
  {{ColorGallery/Color|1|  text= Original Outfit}}
  {{ColorGallery/Color|1|  text= Original Outfit}}
  {{ColorGallery/Color|2|  text= Cosplay 1<hr>{{Small|Anemachi}}}}
  {{ColorGallery/Color|2|  text= Cosplay 1<hr>{{Small|Anemachi}}}}
  {{ColorGallery/Color|3|  text= Cosplay 2}}
  {{ColorGallery/Color|3|  text= Cosplay 2<hr>{{Small|Tokoyami Towa (Hololive)}}}}
  {{ColorGallery/Color|4|  text= Cosplay 3<hr>{{Small|Nanashi Mumei (Hololive)}}}}
  {{ColorGallery/Color|4|  text= Cosplay 3<hr>{{Small|Nanashi Mumei (Hololive)}}}}
  {{ColorGallery/Color|5|  text= Cosplay 4<hr>{{Small|Alternate Outfit}}}}
  {{ColorGallery/Color|5|  text= Cosplay 4<hr>{{Small|Alternate Outfit}}}}
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Inui Toko (Nijisanji)}}}}
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Inui Toko (Nijisanji)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Sion Eltnam Atlasia (Melty Blood)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Sion Eltnam Atlasia (Melty Blood)}}}}
{{ColorGallery/Color|8|  text= Cosplay 7<hr>{{Small|Kazama Iroha (Hololive)}}}}
{{ColorGallery/Color|9|  text= Cosplay 8<hr>{{Small|Sakura Miko (Hololive)}}}}
{{ColorGallery/Color|10|  text= Cosplay 9<hr>{{Small|OG Outfit (Origin)}}}}
{{ColorGallery/Color|11|  text= Cosplay 10<hr>{{Small|Template Outfit (Origin)}}}}
}}
}}


==Navigation==
==Navigation==
{{CharacterSubnav-IS}}
{{Navbox-IS}}
{{Navbox-IS}}
[[Category:Suisei Hoshimachi]]
[[Category:Suisei Hoshimachi]]
[[Category:Idol Showdown]]
[[Category:Idol Showdown]]

Latest revision as of 14:58, 18 June 2024

Last Updated to Version 4.0.6

IS Suisei Logo.png

Stellar Stylish Idol - Saikou Pressure
Difficulty - ★★★☆☆☆

Introduction

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 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.

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 22H, which is not always a viable option - makes it hard for Suisei to deal with heavy zoning without spending meter for collabs.
Playstyle
IS Suisei head.png

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
  • Incredible Okizeme: 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 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: 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 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.
  • 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.
  • Blocking: Other than system mechanics and a 5f jab, Suisei is completely lacking in defensive tools. 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.
  • Dependence on Resources: While her oki is still decent without Superchat cancelled 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.

Recommended Collabs

Note: This sections only purpose to help guide new players towards assists that are generally considered useful for the character, and is subject to change as the game develops more. Don't be afraid to pick and try something else!

  • Kiara is arguably one of the best collab choices for Suisei. 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. On top of that, Kiara's Call In acts as a great reversal which Suisei is in desperate need of and also works as a good lockdown tool for a high/low mix.
  • 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).

Moves

Standing Normals

5L
5L
IS Suisei 5L.png
IS Suisei 5L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
35

Mid

5 3 11 -2 +1

None

  • No self-gatling

Suisei's fastest normal. More range than 2L, moves her forward.

  • Very high hitbox compared to other jabs, making it prone to getting low profiled by many moves.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Suisei 5M.png
IS Suisei 5M hitbox.png
Dab
Dab
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

7 5 13 -4 +5

None

Great button. A high hitting advancing mid that whiffs on crouching opponents at longer ranges. Surprisingly active. Links back into 5L for high meter build loops. Incredible for stagger pressure.

  • The high hitbox for this move is gigantic, covering Suisei's entire arm without exposing any of her hurtbox. Great panic anti-air even if it is air blockable.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Suisei 5H.png
IS Suisei 5H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

14 2 25 -5 0

None

Chunky horizontal axe swing. Has an absurd amount of blockstun which lets Suisei cancel into almost any special gapless. High damage makes it useful combo fodder.

  • Has really good forward advance, making it great tool for whiff punishing.
Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Suisei 2L.png
IS Suisei 2L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Low, Air Unblockable

6 2 12 -2 +1

None

  • Self-Gatling Count: 2

Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but having self-gatling makes it useful for tick throwing. Forces standing on hit, making combos more consistent.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Suisei 2M.png
IS Suisei 2M hitbox.png
Your best friend in neutral
Your best friend in neutral
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Low, Air Unblockable

10 4 14 -6 -3

None

Amazing low poke thats quite fast for its range. Suisei's lack of good low commitment pokes other than this make her very reliant on it.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Suisei 2H.png
IS Suisei 2H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid, Air Unblockable

10 3 29 -16 0

(5~12) Head

Air unblockable launcher. Not much horizontal range compared to other 2Hs making it harder to use consistently as an anti-air.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Suisei 3H.png
IS Suisei 3H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Low, Air Unblockable

13 3 16 -8 +41

None

Short sweep. Hard Knockdown.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Suisei jL.png
IS Suisei jL hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

High

7 5 Until Landing + 2 - -

None

Standard j.L. Mostly used for instant overheads - it can be confirmed into a full combo during 214H/214[L] oki or by using assists, for example j.L > Kiara Call In.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Suisei jM.png
IS Suisei jM hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
55

High

9 4 Until Landing + 3 - -

None

Strictly horizontal gunshot. Wallbounces on hit, enables combo extensions in the corner but hurts its utility as an air to air.

  • Hits most standing opponents if done near landing. Can be cancelled into j.S against some characters for a slow double overhead that is +2 on block at best (Does not work against Korone, Fubuki, Ayame and Pekora).
  • Outright whiffs against a standing Ayame.
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Suisei jH.png
IS Suisei jH hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

High

10 4 Until Landing + 4 - -

None

A j.H with an ok crossup hitbox. Your main jump-in most of the time.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

3M
Kakero
IS 3.png + IS M.png
IS Suisei 3M.png
IS Suisei 3M hitbox.png
You got this trying to input dash 2M, didn't you?
You got this trying to input dash 2M, didn't you?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Low, Air Unblockable

12 8 16 -10 -6

None

Low profile slide, goes under most mid height fireballs and some mid height normals during active frames. Combos into 236L on hit. Despite being a slide it does not have meaningful variable frame data.

  • Shifts Suisei's hurtbox backwards, making it useful for dodging Korone's and Fubuki's 22H on reaction.
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Toggle Hitboxes
6H
Starry Jet
IS 6.png + IS H.png
IS Suisei 6H.png
IS Suisei 6H hitbox.png
Sui-ssor Kick!
Sui-ssor Kick!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Mid

19 3 17 -4~-2 0~+2

None

Not an overhead. Wallbounces on standing hit when touching the corner. Being an advancing normal it's very useful for combo conversions and if hit late, it can combo into 5L.

  • Being an advancing normal, and being able to cancel so late into its long recovery frames, this move is surprisingly good in blockstrings. With enough conditioning, you can even throw people after this move.
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Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
IS Suisei LM.png
IS Suisei LM hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
160 - 7 2 31 - +31

None

  • Total Frames: 39

While it may seem pointless to ever consider normal throw over her command grab, it has about less than half as much recovery on whiff in comparison. This makes it a much safer option against opponents who have shown you they are willing to gamble on jumping out of your strings to escape it. Can be kara'd off of 5M with 6/4M~L plink to increase its range.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
IS M.png + IS H.png
IS Suisei MH.png
IS Suisei MH hitbox.png
When the universal overhead frame data is in fact, universal
When the universal overhead frame data is in fact, universal
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

  • Links into 5M after Counterhit.

Universal standing overhead. Can be kara'd into using 2H making 5H > UOH a frametrap. Can also be used in certain combo routes.

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Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
IS Suisei 6H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
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Toggle Hitboxes

Special Attacks

236L
Wicked Slice
IS 236.png + IS L.png
IS Suisei 236L.png
IS Suisei 236L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
65

Mid

13 5 14 -5~-1 -1~+3

None

  • Grants 3 superchats on use

Big horizontal, advancing axe swing that is minus on block even at max range. Decent counterpoke. Quite fast for its large range. Cancelled with 22S~6, it allows for a strike/throw or you can cancel with 22S~4 to be in a safer spot.

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Toggle Hitboxes
236M
Starry Slice
IS 236.png + IS M.png
IS Suisei 236M.png
IS Suisei 236M hitbox.png
Greed Sever!
Greed Sever!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
161(80, 81)

High

23 5 (first hit) Until Landing + 13 -10 +30

None

  • Grants 2 superchats on use

Advancing airborne overhead that knocks down on hit and high profiles lows. Very unsafe on block even with a cancel. Amazing damage potential as a combo starter.

  • Can be SSC'd to jS to attempt to make it plus on block, but this is a knowledge check as there's a gap between the two where you can DP or even 2H on some characters.
Toggle Hitboxes
Toggle Hitboxes
236H
Heart Harvest
IS 236.png + IS H.png
IS Suisei 236H.png
IS Suisei 236H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
125, 30, 24 (ground)
125 (air)

Mid

15 6 (first hit) 17 -13 +6(ground)

+76(air)

(10~20) Super Armor

  • Costs 1 Star Meter and grants 5 superchats on use

Has two versions depending on if the opponent was hit grounded or airborne.

  • Grounded opponents are sideswapped on hit, but is generally not useful for the price as the opponent can tech.
  • Airborne opponents are bounced off the wall back into Suisei, making for a good combo ender or extender if you have excess meter you're willing to spend. You have enough time for Charge lvl 2 fireball oki, or the option to SCC into 214H assuming you have 2 meter.
  • Having Super Armor adds an extra usage of being a reversal, however the Armor activates too late to see common use.
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236G
Tetromino Transhumanism
IS 236.png + IS G.png
IS Suisei 236G.png
IS Suisei 236G hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
200(15, 185) - 5 2 55 - +67 (HKD)

(1~4) Grab

  • Grants 5 superchats on use

A command grab that leaves the opponent directly in front of Suisei in hard knockdown state. Faster startup and better knockdown than regular throw, but with significantly more recovery.

Toggle Hitboxes
Toggle Hitboxes
214L/M
Stellar Medley
IS 214.png + IS L.png / IS M.png
IS Suisei 214LM.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214L (close/level 1) 65

Mid

13~52 - 21 -3~ -

None

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214L (close/level 2) 25x3

Mid

60~83 - 20 +31 -

None

Takes 33 frames to charge

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214L (close/level 3) 25x5

Mid

86~98 - 9 +21~+72 -

None

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214M (far/level 1) 30

Mid

11f~39f - 26 -8~ -

None

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214M (far/level 2) 25x3

Mid

57~80 - 25 +25~+28 -

None

Takes 35 frames to charge

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214M (far/level 3) 25x5

Mid

85~109 - 7 +24~+70 -

None

Toggle Hitboxes
Toggle Hitboxes
214H
STELLAR into the GALAXY
IS 214.png + IS H.png
ISD Suisei 214H.png
Go my child, and hold down the neutral
Go my child, and hold down the neutral
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
20x3

Mid

42, projectile hits on 50~159 - 0 +54 -

None

  • Costs 1 Star Meter and grants 4 superchats on use

Incredibly oppressive projectile that eats wakeup reversals and enables Suisei's best mixups. If you really are tired of playing neutral you can spend the bar just to walk your opponent down with it backing you up as it travels forward with Suisei. Works as an alternative oki option when Suisei doesn't have superchat to cancel into a fully charged 214L.

  • Has a projectile durability of 1x3
  • The orb spawns almost directly above Suisei, near where 2H launches the opponent in the corner. You can use the orb as an attempt to catch teching into buttons or as a combo extender in the corner because of this, but it's generally not worth the meter.
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Toggle Hitboxes
22L
Hoshispin (Horizontal)
IS 2.png IS 2.png + IS L.png
IS Suisei 22L.png
IS Suisei 22L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
106(20, 86)

Air Unblockable

5 8 18(hit)

20(whiff)

- ~+55

None

  • Grants 4 superchats on use

Horizontal air unblockable hitgrab. Staple combo tool.

  • Causes a ground bounce the first time it's used in a combo
  • 5 frames of startup makes it a great anti air on reaction
  • Holding 66 before landing allows Suisei to instantly dash the moment you land making it possible to cross under opponent and continue your combo with 5M or 2M
Toggle Hitboxes
Toggle Hitboxes
22M
Hoshispin (Vertical)
IS 2.png IS 2.png + IS M.png
IS Suisei 22M.png
IS Suisei 22M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
94(0, 94)

Air Unblockable

8 16 12(hit)

28(whiff)

- +59

None

  • Grants 5 superchats on use

Vertical air unblockable hitgrab that leads to a lengthy hard knockdown. Staple combo ender. Superchat cancelling into max charge 214L allows Suisei to be massively plus and run her mixup relatively risk-free.

  • Causes a very small ground bounce, which can be followed up on by certain specials such as 236L or 236H by using a Superchat Cancel. It's not recommended to do this though, as the small amount of extra damage is generally not worth your meter or the loss of okizeme potential.
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Toggle Hitboxes
22H
Psycho Hoshispin
IS 2.png IS 2.png + IS H.png
IS Suisei 22H.png
IS Suisei 22H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
119(25, 94) - 20 2 12(hit)

52(whiff)

- +59

(1~46) Projectile

  • Costs 1 Star Meter and grants 5 superchats on use
  • Projectile invulnerable

Makes for a gimmicky reversal against some projectile-based oki, but its primary use is helping you blow through mid-range zoning.

  • Does not have superfreeze and quite fast, making it a decent mixup option from a distance
  • Reward on hit is the same as 22M
Toggle Hitboxes
Toggle Hitboxes
22S
Selfish of a Rough Stone
IS 2.png IS 2.png + IS S.png
IS Suisei 22S.png
The true power of this move lies in its dash cancel
The true power of this move lies in its dash cancel
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
5, 45 (per comet)

Mid

- - - - -

None

  • Costs 1 Star Meter and grants 3 superchats on use during startup but doesn't use superchat to cancel from a special.
  • Progressively builds more superchats if not cancelled, starting with three instances of 5 superchats, going into three instances of 10 superchats, and ending with 1 superchat.
  • Has three stages. Upon reaching the third stage, Suisei summons 5 comets from the sky starting from the edge of the screen.
    • Comet summon is highly impractical due to its slow startup, long charge time and low damage. You'll either need an assist that puts the opponent in long blockstun (such as Miko) or have them stand still for 4 full seconds total to pull this off.
  • Can be canceled into a forward or backdash at any point during the animation and retain the current charge level.
    • The forward dash can additionally be canceled into any other singular normal, key word singular. Said move cannot be cancelled into other normals or specials, so if you want to continue pressure or combo you must 2L and be 0 on block or 2H > jump cancel.
    • Can be canceled into from other specials. 22S~6 can be as a way to use Star Power rather than a SCC to continue your turn or combo after moves like 236L.
    • This is commonly referred to as "Idol Step"
    • 22S~[6] takes 12f before the dash cancel itself.
    • 5H/2M > 22S~[6] > 5M is a true blockstring.
  • When doing 22S without a star meter required this results into cancelling any action you were doing previously into a 22M
    • Has the same restriction as mentioned meaning you wont be able to get 214[L] oki
    • Results in some moves which don't have an oki without resources, namely 236M and 236H to get one resulting in having extra damage and better situation no matter the resources

A short tech video by Frexia about 22S cancel: https://youtu.be/C6HOGX38Mdc. Do note the section on 5M is outdated.

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Toggle Hitboxes
j.S
Stellar Slice
Air Only IS S.png
IS Suisei jS.png
IS Suisei jS hitbox.png
Bandit Revolver!
Bandit Revolver!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

High

26 6 Until Landing + (0~6) -7~+7 +3~+17

None

  • Grants 3 superchats on use
  • Using L, M or H for this move will not affect its properties in any way. There is only one version of the move, but it can be done using any of the attack buttons for some reason.
  • Use the simple input (j.S) in order to do this move instantly off the ground.

A forward moving axe attack that looks similar to her 236M. Overhead that gives you a full combo on hit. Plus on block when buffered during jump startup (2f window) or hitting with the late active frames. When done low to the ground it's a fantastic approach option, functioning like an instant airdash. Good combo fodder too. Overall a very strong move.

Something fairly unique about this move is that it has variable landing recovery depending on the height that it was executed at. Near the ground, it has the guaranteed landing recovery of 6 frames, but when used midway through a jump or at the apex of a jump, it can have anywhere between 0 and 6 frames of landing recovery. If the special is executed at a height where the total frames of the move exceed 47, its landing recovery will be replaced with a new animation that lasts 2 frames. If the special is executed at a height where its total frames are exactly 47 as Suisei touches the ground, then landing recovery will be 0 frames and no additional animation will play.

Short list of frame advantage on block situations as there is a total variance of 15 frames

  • Near-apex height j.S early active: -7
  • Near-apex height j.S latest active: -1
  • Middle height j.S early active: -4
  • Middle height j.S latest active: +2
  • Instant air j.S early active: +1
  • Instant air j.S latest active: +7
Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

SPACE for Virtual GHOST
IS 236.png + IS S.png
IS Suisei 236S ground.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
300(280, 20) - 8 8 26 - 65

None

  • Costs 2 Star Meter and grants 4 superchats on use.
  • Command grab with a long range dash. No superfreeze on startup makes it unreactable at close range.
  • Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner.
Toggle Hitboxes
Toggle Hitboxes
SPACE for Virtual GHOST
IS 214.png + IS S.png
IS Suisei 236S air.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
300(280, 20)

Air Unblockable

8 28 10+4L - 65

None

  • Minimum damage: 142
  • Costs 2 Star Meter and grants 4 superchats on use.

Anti-air command grab. High minimum damage makes it a good combo ender. Can be done raw to catch the opponent jumping, however 22L serves as a better anti-air.

  • Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner.
Toggle Hitboxes
Toggle Hitboxes

Colors

Original Outfit
Cosplay 1 Anemachi
Cosplay 2 Tokoyami Towa (Hololive)
Cosplay 3 Nanashi Mumei (Hololive)
Cosplay 4 Alternate Outfit
Cosplay 5 Inui Toko (Nijisanji)
Cosplay 6 Sion Eltnam Atlasia (Melty Blood)

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