Idol Showdown/Botan Shishiro: Difference between revisions

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{{Version-IS|4.0.8}}
[[File:IS_Botan_Logo.png|250px]]
[[File:IS_Botan_Logo.png|250px]]


'''Special Forces La~Lion''' - ''Tactical Space Control''
'''Special Forces La~Lion''' - ''Tactical Space Control'' <br>
'''Difficulty''' - ★★★★☆☆
{{CharacterIntro-IS|char= Botan
|hp=1000
|backdash=27F (1~5F {{Property-IS|Full}} Invuln) (1~21F {{Property-IS|grab}} Invuln)
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Fast]]
|intro=
==Introduction==
==Introduction==
{{Content Box|content=
{{Content Box|content=
[[File:IS_Botan_Profile.jpg|thumb]]
Botan Shishiro is a versatile neutral control character that's able to suffocate her opponents at most ranges by pressuring them with retreating and advancing disjointed attacks, such as <span style="color:darkgoldenrod">6M</span> or <span style="color:red">2H</span>, and slow, high-damage projectiles that shut down approaches when set up. Her amazing combo game and easy conversions allow her to shred down her opponents' health with meterless access to multiple wallbounces via <span style="color:darkgoldenrod">214M</span> and <span style="color:blue">22L~M</span>, as well as an air grab that serves as both a starter and a extender. During her combos, she generates large amounts of meter, often giving her fast access to her metered options and assist calls, such as a fast forward advancing armored reversal (<span style="color:purple">22S</span>) that converts into combos even when done from far away, and allows her to punish her opponent during their own blockstring thanks to it's incredibly fast startup.  
'''Botan Shishiro''' is a versatile neutral control character that's able to suffocate her opponents at most ranges by pressuring them with retreating and advancing disjointed attacks, such as <span style="color:blue">6M</span> or <span style="color:green">2H</span>, and slow, high-damage projectiles that shut down approaches when set up. Her amazing combo game and easy conversions allow her to shred down her opponents' health with meterless access to multiple wallbounces via <span style="color:blue">214M</span> and <span style="color:red">22L~M</span>, as well as an air grab that serves as both a starter and a extender. During her combos, she generates large amounts of meter, often giving her fast access to her metered options and assist calls, such as a forward advancing armored reversal (<span style="color:purple">22S</span>) that converts into combos even when done from far away. However, the lacking speed of her projectile attacks makes her full-screen zoning weak, especially against characters that have similar but faster tools.


Once Botan gets her opponent to block, often after setting up a grenade or faking an aerial approach with <span style="color:green">j.2H</span>, her strong strike/throw mixup using <span style="color:blue">5M</span> has opportunities for pressure resets and frametraps and can make her very scary to deal with thanks to the obscene reward she gets on hit.  
However, the lacking speed of her projectile attacks makes her full-screen zoning weak, especially against characters that have similar but faster tools, and when Botan's backed into a corner, the limits of her shopping cart reversal (it whiffs on jumping opponents, isn't armored on it's first frame, and past a short distance she can be hit out of it by every other metered reversal on the game on reaction), as well as the slow startup of her main anti-airs and lack of range on her <span style="color:blue">2L</span> are most apparent and can all make it difficult to break out of her opponent's pressure, especially so if she's left without any resources.
 
Once Botan gets her opponent to block, often after setting up a grenade, her strong strike/throw mixup using <span style="color:darkgoldenrod">5M</span> has opportunities for pressure resets and frametraps and can make her very scary to deal with thanks to the obscene reward she gets on hit.  
 
{{CharacterPickReasons
|intro=[[File:IS Botan Icon.png|100px]]
'''Botan''' is a mid-range high damage fighter that walls her opponent out with disjointed moving normals and capitalizes with her up-close pressure.
|pros=
*'''Neutral Control''': Equipped with disjointed, hard-to-contest pokes (5M, j.2H), phenomenal whiff punishing tools (6M, 5H), and strong anti airs (2H, AT), Botan has a fantastic neutral game with plenty of ways to get her offense started.
*'''Absurd Combo Potential''': Botan shreds her opponents' health and carries them to the corner from almost every starter without any meter, while easily gaining enough to access her supers and assist calls.
*'''Midscreen Pressure''': Up-close, she can enforce terrifying strike/throw offense with immense reward on hit and plenty of opportunities for frametraps, resets, and ambiguous tick throws.
|cons=
*'''Awkward Defense''': While not powerless, her fastest normal (2L) is stubby, her main anti-air options are slow, and her armored super (22S) can lose to other metered reversals and whiffs on jumping approaches.
|width=100
}}


===Recommended Collabs===
===Recommended Collabs===
'''Note''': As this section of the page was written shortly after the game was released, it's only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
'''Note''': As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
* [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko_Sakura|Miko]]''' - Miko's 214S assist allows Botan to convert off her overheads, and forces the opponent into uncomfortable situations where they can take huge amounts of chip damage. Her Off-Collab is great on defense as well, as it is uninterruptible.
* [[File:IS_Watson_Icon.png|40px]] '''[[Idol Showdown/Collabs#Amelia_Watson|Watson]]''' - Watson's 214S evens out the reward on her strike-throw mixup by allowing for full conversions from her grab. Her timeslow nullifies opposing offense and allows Botan to combo meterless off 22M~H.
* [[File:IS_Marine_Icon.png|40px]] '''[[Idol Showdown/Collabs#Marine_Houshou|Marine]]''' - Marine's Off-Collab is an unblockable grab that follows the opponent and adds chip damage to your normals, which synergizes well with Botan's multi-hit kit and allows for free pressure resets. 214S is good at immediately forcing the opponent to block during neutral as well.
* [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko_Sakura|Miko]]''' - Miko's lava assist is a great lockdown tool that allows Botan to convert off her overheads, and can setup chip-out situations. Her Off-Collab forces Botan's turn back immediately.
* [[File:IS_Kanata_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kanata_Amene|Kanata]]''' - Kanata's Off-Collab is a 2 bar defensive tool that forces opponents right where Botan wants them: far away enough that she's allowed to set up her grenade pressure, or in the air, where they'll be easy to hit with either a throw or her air-unblockable 2H. Her 214S can make Botan's strike-throw pressure even scarier to deal with.
* [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]''' - Roboco's missiles are versatile. Botan can extend her pressure with them, use them for combos together with her airgrab, and they can force the opponent to back off. In addition, 214S is an ol'reliable instant fullscreen beam assist with great damage.
* [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]''' - Roboco's Off-Collab can lock the opponent down, extend Botan's pressure in the corner, and allows her to convert off both of her 22M follow-ups, and her 214S is an instant fullscreen beam with great damage and some combo utility. Nuff said.


}}
}}
}}


{{TOClimit|2}}


==Normal Moves==
==Moves==
=== Standing Normals ===
=== Standing Normals ===
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
|image=IS_Botan_5L.png
|image=IS_Botan_5L.png
|resizeImage=no
|hitbox=IS_Botan_5L_Hitbox.png
|caption=
|caption=
|name=5L
|name=5L
Line 34: Line 53:
  |startup=6
  |startup=6
  |active=3
  |active=3
  |recovery=
  |recovery=12
  |advHit=+3
  |advHit=0
  |advBlock=-1
  |advBlock=-3
  |description=Fast, high 5L. Does not whiff on any crouchers, and has a good range. Can still be low profiled.
  |description=
* Self-Gatling Count: 3
Fast, high 5L. Does not whiff on any crouchers, and has a good range. Can still be low profiled.
  }}
  }}
}}
}}
Line 44: Line 65:
{{MoveData
{{MoveData
|image=IS_Botan_5M.png
|image=IS_Botan_5M.png
|hitbox=IS_Botan_5M_Hitbox.png
|resizeImage=no
|resizeImage=no
|caption=
|caption=
Line 49: Line 71:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=30, 30, 30
  |damage=28x3
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=10
  |active=2, (3), 2, (4), 2
  |active=2(3)2(4)2
  |recovery=
  |recovery=27*
  |advHit=-1
  |advHit=+2
  |advBlock=-3
  |advBlock=-3
  |description=Gives access to 5M~M even on whiff, making it a great tool during both neutral and pressure. [https://wiki.gbl.gg/w/File:IS_Botan_5M_Hitbox.png Botan's hurtbox leans backward and the hitbox is disjointed], allowing it to avoid a lot of moves, and the presence of a forward advancing follow-up makes it hard to contest and punish. When blocked, the presence of a follow-up and relatively small frame disadvantage makes tick throw attempts hard to react to.
  |description=
*While this move's recovery is 37, the last 10 of those frames can be cancelled into block or any other action which reduces true recovery to 27
Gives access to 5M~M even on whiff, making it a great tool during both neutral and pressure. Botan's hurtbox leans backward and the hitbox is disjointed, allowing it to avoid a lot of moves, and the presence of a forward advancing follow-up makes it hard to contest and punish. When blocked, the presence of a follow-up and relatively small frame disadvantage makes tick throw attempts hard to react to.
  }}
  }}
}}  
}}


====== <font style="visibility:hidden" size="0">5M~M</font> ======
====== <font style="visibility:hidden" size="0">5M~M</font> ======
{{MoveData
{{MoveData
|image=IS_Botan_5MM.png
|image=IS_Botan_5MM.png
|resizeImage=no
|hitbox=IS_Botan_5MM_Hitbox.png
|caption=
|caption=
|name=5M~M
|name=5M~M
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=65
  |damage=59
  |guard=Mid
  |guard=Mid
  |startup=15
  |startup=15
  |active=2
  |active=2
  |recovery=
  |recovery=27
  |advHit=+4
  |advHit=-2
  |advBlock=-5
  |advBlock=-7
  |description=Very large forward movement and little knockback make this move a handy stabiliser for combos and respectable in pressure. Confirms even if only the last hit of 5M connects. Despite being unsafe on block, the forward movement and 2M chain allow for ambiguous pressure resets, as the former means that the opponent will be put right in range of 2L, and the latter will catch opponents trying to mash out of blockstun.
  |description=
Very large forward movement and little knockback make this move a handy stabilizer for combos, an excellent whiff punishing tool, and central to Botan's pressure. Confirms even if only the last hit of 5M connects. Despite being unsafe on block, the forward movement and 2M chain allow for ambiguous pressure resets, as the former means that the opponent will be put right in range of 2L or a throw, and the latter will catch opponents trying to mash out of blockstun. Has a high amount of recovery on whiff. Cancellable during it's startup (following the usual chain rules).
  }}
  }}
}}
}}
Line 82: Line 107:
{{MoveData
{{MoveData
|image=IS_Botan_5H.png
|image=IS_Botan_5H.png
|resizeImage=no
|hitbox=IS_Botan_5H_Hitbox.png
|caption=
|caption=
|name=5H
|name=5H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=35, 35, 35
  |damage=33x3
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=13
  |active=2, (2), 2, (2), 2
  |active=2(2)2(2)2
  |recovery=
  |recovery=33
  |advHit=-6
  |advHit=-8
  |advBlock=-12
  |advBlock=-13
  |description=This move has a lot of forward movement, making it a potential combo tool and deceptively long in terms of reach.
  |description=This move has a lot of forward movement, making it an essential whiff punish as well as combo tool and deceptively long in terms of reach.
  }}
  }}
}}
}}
Line 102: Line 127:
{{MoveData
{{MoveData
|image=IS_Botan_2L.png
|image=IS_Botan_2L.png
|resizeImage=no
|hitbox=IS_Botan_2L_Hitbox.png
|caption=
|caption=
|name=2L
|name=2L
Line 108: Line 133:
  {{AttackData-IS
  {{AttackData-IS
  |damage=30
  |damage=30
  |guard=Low
  |guard=Low,Air Unblockable
  |startup=5
  |startup=5
  |active=2
  |active=2
  |recovery=
  |recovery=13
  |advHit=+1
  |advHit=0
  |advBlock=-3
  |advBlock=-3
  |description=Her fastest normal, and a low. Ok range. Good for defense or mix-ups due to its speed.
  |description=
* Self-Gatling Count: 2
Her fastest normal, and a low. Ok range. Good for defense or mix-ups due to its speed.
  }}
  }}
}}
}}
Line 121: Line 148:
{{MoveData
{{MoveData
|image=IS_Botan_2M.png
|image=IS_Botan_2M.png
|resizeImage=no
|hitbox=IS_Botan_2M_Hitbox.png
|caption=
|caption=
|name=2M
|name=2M
Line 127: Line 154:
  {{AttackData-IS
  {{AttackData-IS
  |damage=70
  |damage=70
  |guard=Low
  |guard=Low,Air Unblockable
  |startup=8
  |startup=10
  |active=2
  |active=2
  |recovery=
  |recovery=18
  |advHit=-1
  |advHit=0
  |advBlock=-4
  |advBlock=-4
  |description=Good range for its speed. Can be used in pressure or defense at certain spacings to check your opponent, as well as after a dash as a neutral tool.
  |description=Good range for its speed. Can be used in pressure or defense at certain spacings to check your opponent, as well as after a dash as a neutral tool.
Line 140: Line 167:
{{MoveData
{{MoveData
|image=IS_Botan_2H.png
|image=IS_Botan_2H.png
|resizeImage=no
|hitbox=IS_Botan_2H_Hitbox.png
|caption=
|caption=
|name=2H
|name=2H
Line 150: Line 177:
  |active=3
  |active=3
  |recovery=28
  |recovery=28
  |advHit=+40
  |advHit=Launch
  |advBlock=-15
  |advBlock=-17
|invul= (6~20) {{Property-IS|head}}
  |description=Botan sways back a significant distance and shoots the opponent, launching them on hit. Not jump cancellable unlike most 2H's and quite slow. It's huge disjointed hitbox make it ideal to catch jump-ins, but opponents expecting it can dash in and low profile it, and despite the backwards movement it leaves you very vulnerable during it's recovery frames. Air unblockable and important combo tool.
  |description=Botan sways back a significant distance and shoots the opponent, launching them on hit. Not jump cancellable unlike most 2H's and quite slow. It's huge disjointed hitbox make it ideal to catch jump-ins, but opponents expecting it can dash in and low profile it, and despite the backwards movement it leaves you very vulnerable during it's recovery frames. Air unblockable and important combo tool.
  }}
  }}
Line 159: Line 187:
{{MoveData
{{MoveData
|image=IS_Botan_3H.png
|image=IS_Botan_3H.png
|resizeImage=no
|hitbox=IS_Botan_3H_Hitbox.png
|caption=
|caption=
|name=3H
|name=3H
Line 165: Line 193:
  {{AttackData-IS
  {{AttackData-IS
  |damage=90
  |damage=90
  |guard=Low
  |guard=Low,Air Unblockable
  |startup=14
  |startup=13
  |active=12
  |active=12
  |recovery=
  |recovery=23
  |advHit=+20 (depends on height)
  |advHit=HKD
  |advBlock=-18
  |advBlock=-19
  |description=Sliding sweep. Goes very far and gives an untechable knockdown afterwards regardless of height, which gives her a very favorable knockdown when the opponent is launched first via 2H. Go-to meterless combo ender.
  |description=Sliding sweep. Goes very far and gives an untechable knockdown afterwards regardless of height, which gives her a very favorable knockdown when the opponent is launched first via 2H. Go-to meterless combo ender.
  }}
  }}
Line 179: Line 207:
{{MoveData
{{MoveData
|image=IS_Botan_jL.png
|image=IS_Botan_jL.png
|resizeImage=no
|hitbox=IS_Botan_jL_Hitbox.png
|caption=
|caption=
|name=j.L
|name=j.L
Line 188: Line 216:
  |startup=5
  |startup=5
  |active=6
  |active=6
  |recovery=
  |recovery=Until Landing + 2
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Very fast and high j.L. Whiffs on crouchers, so should primarily be used against airborne opponents.
  |description=
Very fast and high j.L. Whiffs on crouchers, so should primarily be used against airborne opponents.
 
A great air-to-air that has massive juggle untech time and can be confirmed into j.2H easily.
  }}
  }}
}}
}}
Line 198: Line 229:
{{MoveData
{{MoveData
|image=IS_Botan_jM.png
|image=IS_Botan_jM.png
|resizeImage=no
|hitbox=IS_Botan_jM_Hitbox.png
|caption=
|caption=
|name=j.M
|name=j.M
Line 207: Line 238:
  |startup=10
  |startup=10
  |active=4
  |active=4
  |recovery=
  |recovery=Until Landing + 3
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Respectable hitbox at a 45 degree angle makes it a good jump-in tool when spaced right. Can be used alongside j.S and j.2H to make Botan very difficult to anti-air.
  |description=
The disjointed hitbox at a 45 degree angle makes it a good jump-in tool when spaced right. Can be used alongside j.S and j.2H to make Botan very difficult to anti-air.
  }}
  }}
}}
}}
Line 217: Line 249:
{{MoveData
{{MoveData
|image=IS_Botan_jH.png
|image=IS_Botan_jH.png
|resizeImage=no
|hitbox=IS_Botan_jH_Hitbox.png
|caption=
|caption=
|name=j.H
|name=j.H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=85
  |damage=30x3
  |guard=Mid
  |guard=High
  |startup=11
  |startup=14
  |active=8
  |active=4(2)4(2)4
  |recovery=
  |recovery=Until Landing + 4
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Hits on both sides, allowing it to be used in ambiguous left/right mixups. However, the lack of range on this move makes crossup attempts inconsistent and dependent on spacing.
  |description=
Multi-hitting crossup air normal. Advantageous even when blocked at maximum possible height by taller characters.
  }}
  }}
}}
}}
Line 238: Line 271:
{{MoveData
{{MoveData
|image=IS_Botan_j2H.png
|image=IS_Botan_j2H.png
|resizeImage=no
|hitbox=IS_Botan_j2H_Hitbox.png
|caption=
|caption=
|name=j.2H
|name=Lead Curtain
|input='''Air Only''' {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=30, 30, 30
  |damage=30x3
  |guard=High
  |guard=High
  |startup=12
  |startup=12
  |active=2, (2), 2, (2), 2
  |active=2(2)2(2)2
  |recovery=
  |recovery=Until Landing + 10
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Halts Botan's momentum and sends her straight down. Has a respectable hitbox and is quite plus on block even if not all hits connect. [https://www.youtube.com/watch?v=b5c4r1A3268 Because this move will put Botan on the opposite side to the opponent if she lands right on top of their head], it can allow for some ambiguous mix-ups off of a forward jump. This move launches the opponent when done after the peak of Botan's jump.
  |description=Halts Botan's momentum and sends her straight down. Has a respectable disjointed hitbox and is generally plus or even on block depending on how many hits are blocked, but has a lot of landing recovery, which makes it fairly punishable on whiff. It can whiff on crouching opponents if done at the apex of her jump.
  }}
  }}
}}
}}
Line 257: Line 291:
{{MoveData
{{MoveData
|image=IS_Botan_6M.png
|image=IS_Botan_6M.png
|resizeImage=no
|hitbox=IS_Botan_6M_Hitbox.png
|caption=
|caption=
|name=6M
|name=CQC
|input={{NotationIcon-IS|6}} + {{NotationIcon-IS|m}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 266: Line 301:
  |startup=17
  |startup=17
  |active=2
  |active=2
  |recovery=
  |recovery=26
  |advHit=-5
  |advHit=-4
  |advBlock=-10
  |advBlock=-9
  |description=Ridiculously long-range poke due to Botan moving significantly forward during the startup, but somewhat slow. It can be cancelled to keep the forward movement on hit or block, allowing for knockdown or combos on hit, or left uncancelled to return to Botan's original postion safely. Can be punished if used too predictably. Only cancels into 3H and special moves.
  |description=Ridiculously long-range poke due to Botan moving significantly forward during the startup, but somewhat slow. It can be cancelled to keep the forward movement on hit or block, allowing for knockdown or combos on hit, or left uncancelled to return to Botan's original postion safely. Can be punished if used too predictably. Only cancels into 3H and special moves.
  }}
  }}
Line 276: Line 311:
{{MoveData
{{MoveData
|image=IS_Botan_4H.png
|image=IS_Botan_4H.png
|resizeImage=no
|hitbox=IS_Botan_4H_Hitbox.png
|caption=
|caption=
|name=4H
|name=Mag Dump
|input= {{NotationIcon-IS|4}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=50
|version=4H
  |damage=35
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=21
  |active=
  |active=Until Expiration
  |recovery=
  |recovery=38
  |advHit=-5~-18
  |advHit=-16~-8
  |advBlock=+1~-12
  |advBlock=-21~-13
}}
{{AttackData-IS
|header=no
|version=4H~H~H
|damage=35
|guard=Mid
|startup=10
|active=Until Expiration
|recovery=33
|advHit=-11~-3
|advBlock=-16~-8
  |description=
  |description=
* Chip damage per shot: 18
* Whiffs on crouching opponents
* Whiffs on crouching opponents
* Can be cancelled into itself twice, for up to 3 total hits
* Can be cancelled into itself up to 3 times on hit or block, but not whiff
A lower commitment projectile that hits quite high, allowing it to sometimes hit jumping opponents at the cost of being easy to low profile. Decent option
* The second and third shot have faster startup and lower recovery than the first shot
A lower commitment projectile that can be low profiled, but deals a lot of chip damage on block. An okay long-range keepaway option.
 
All 3 shots are special cancellable on hit and block. Only the 3rd and final shot is cancellable into 2H or 3H on hit and block.
  }}
  }}
}}
}}


== Universal Mechanics ==
=== Air Throw ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=IS_Botan_LM.png
|image=IS_Botan_jLM.png
|resizeImage=no
|hitbox=IS_Botan_jLM_Hitbox.png
|caption=
|caption=
|name=Throw
|name=Aerial Takedown
|input=L+M
|input= '''Air Only''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=140
  |damage=0, 90
  |guard=Unblockable
  |guard=Air Unblockable
  |startup=7
  |startup=7
  |active=2
  |active=2
  |recovery=
  |recovery=Until Landing
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=
  |description=Combo-able air throw.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
=== Universal Mechanics ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=IS_Botan_jLM.png
|image=IS_Botan_LM.png
|resizeImage=no
|hitbox=IS_Botan_LM_Hitbox.png
|caption=
|caption=
|name=Air Throw
|name=Throw
|input=j.L+M
|input= {{NotationIcon-IS|l}} '''+''' {{NotationIcon-IS|m}} '''or''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=81
  |damage=140
  |guard=Unblockable
  |guard=
  |startup=7
  |startup=7
  |active=2
  |active=2
  |recovery=
  |recovery=31
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Combo-able air throw.
  |description=
*Total Frames: 39
Botan's universal grab. Leaves opponent backturned, so they will roll backwards into Botan's direction if they opt to quick tech.
  }}
  }}
}}
}}
Line 339: Line 394:
{{MoveData
{{MoveData
|image=IS_Botan_MH.png
|image=IS_Botan_MH.png
|resizeImage=no
|hitbox=IS_Botan_MH_Hitbox.png
|caption=
|caption=
|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=26
  |startup=23
  |active=3
  |active=3
  |recovery=
  |recovery=19
  |advHit=
  |advHit=+2
  |advBlock=
  |advBlock=-3
  |description=Universal standing overhead  
|invul= (6~36) {{Property-IS|grab}}
  |description=Universal standing overhead.
}}
}}
 
====== <font style="visibility:hidden" size="0">Superchat Reversal</font> ======
{{MoveData
|image=IS_Botan_5MM.png
|hitbox=IS_Botan_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
  }}
  }}
}}
}}


== Special Attacks ==
 
=== Special Attacks ===
====== <font style="visibility:hidden" size="0">236X</font> ======
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData
{{MoveData
|name=Poi
|name=Poi
|input=236L/M/H
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS_Botan_236L.png
|image=IS_Botan_236L.png
|resizeImage=no
|hitbox=IS_Botan_236L_Hitbox.png
|caption=(High)
|caption=(High)
|image2=IS_Botan_236M.png
|image2=IS_Botan_236M.png
|hitbox2=IS_Botan_236M_Hitbox.png
|caption2=(Low)
|caption2=(Low)
|image3=IS_Botan_236H.png
|image3=IS_Botan_236H.png
|hitbox3=IS_Botan_236H_Hitbox.png
|caption3=S.S.R.B
|caption3=S.S.R.B
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=L
  |version=L
  |damage=158
  |damage=137
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=23
  |active=
  |active=Until Expiration
  |recovery=
  |recovery=36
  |advHit=
  |advHit=Launch
  |advBlock=
  |advBlock=0~
  |description=  
  |description=
*Botan may have more then 1 grenade out at any time, no matter which variant is used.
*Grants 2 superchats on use
Botan's grenade series help her zoning be a lot more oppressive. The light version is an anti-air grenade, flying up and away from Botan and tracking the opponent's currenct location. Due to the fact that this move tracks only on startup, it is not perfect at contesting the air, but it's initial angle can snipe many aerial approaches.
*Chip damage: 32
*Has a projectile durability of 1x1
*Whiffs on crouching opponents at point blank
*Botan can only have 1 of each grenade type on screen
Botan's grenade series help her zoning be a lot more oppressive. The light version is an anti-air grenade, flying up and away from Botan and tracking the opponent's current location. Due to the fact that this move tracks only on startup, it is not perfect at contesting the air, but it's initial angle can snipe many aerial approaches.


  }}
  }}
Line 386: Line 472:
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=162
  |damage=137
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=25
  |active=
  |active=Until Expiration
  |recovery=
  |recovery=36
  |advHit=
  |advHit=Launch
  |advBlock=
  |advBlock=-3~
  |description= The medium version bounces along the ground at a slow and steady rate, making it a very good and long lasting check against characters that want to approach from the ground, and enhancing Botan's anti-air options as a result.  
  |description=
*Grants 2 superchats on use
*Chip damage: 32
*Has a projectile durability of 1x1
The medium version bounces along the ground at a slow and steady rate, making it a very good and long-lasting check against characters that want to approach from the ground, and enhancing Botan's anti-air options as a result. With just a bit of space between you and the opponent, the frame advantage of the grenade can be made massively plus on block.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=112
  |damage=40x3
  |guard=Mid
  |guard=Mid,Air Unblockable
  |startup=
  |startup=12
  |active=
  |active=15
  |recovery=
  |recovery=14
  |advHit=
  |advHit=Launch
  |advBlock=
  |advBlock=-13~-10
  |description= The heavy version is quite different from the standard variants; It shoots an array of explosions slightly above and in front of Botan's head. This is a very big and rather fast move that contests a lot of airspace and sends them far, making it useful as a twitch anti-air to react with.
|invul= (1~26) {{Property-IS|head}}
  |description=
*Grants 5 superchats on use
The heavy version is quite different from the standard variants. It shoots an array of explosions slightly above and in front of Botan's head and has frame 1 head invuln. This is a very big, disjointed, and rather fast move that contests a lot of airspace and sends them far, making it useful as a twitch anti-air to react with. Can be superchat cancelled into 214M for a followup.
  }}
  }}
}}
}}
Line 412: Line 505:
{{MoveData
{{MoveData
|name=Quickscope
|name=Quickscope
|input=214L/M/H
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS_Botan_214L.png
|image=IS_Botan_214L.png
|resizeImage=no
|hitbox=IS_Botan_214L_Hitbox.png
|caption=(Low)
|caption=(Low)
|image2=IS_Botan_214M.png
|image2=IS_Botan_214M.png
|hitbox2=IS_Botan_214M_Hitbox.png
|caption2=(High)
|caption2=(High)
|image3=IS_Botan_214H.png
|image3=IS_Botan_214H.png
|hitbox3=IS_Botan_214H_Hitbox.png
|caption3=MLG Trickshot
|caption3=MLG Trickshot
|data=
|data=
Line 425: Line 520:
  |damage=90
  |damage=90
  |guard=Mid
  |guard=Mid
  |startup=27f
  |startup=27
  |active=
  |active=Until Offscreen
  |recovery=
  |recovery=45
  |advHit=
  |advHit=+6
  |advBlock=-11
  |advBlock=-12
  |description= Grounded sniper shot. Despite it's long startup, it's absurd low profile makes this move a perfect "anti-projectile projectile", as well as a risky reversal option, and with full superchat, it can lead to a good amount of damage anywhere on the screen by being cancelled into 22S. Jumpable on reaction. Botan shoots from behind her back as well, making it able to stuff jump-in attempts at times.
  |description=
* Grants 3 superchats on use
Grounded sniper shot. Despite its long startup, its absurd low profile from 4f onwards makes this move a usable "anti-projectile projectile" and it can be superchat cancelled into 22L to extend using the respective sniper followup.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
Line 437: Line 534:
  |damage=90
  |damage=90
  |guard=Mid
  |guard=Mid
  |startup=27f
  |startup=22
  |active=
  |active=Until Offscreen
  |recovery=
  |recovery=44
  |advHit=
  |advHit=+4
  |advBlock=-11
  |advBlock=-11
  |description= Anti-air sniper shot. Shoots at a 45 degree angle and gives an incredible wallbounce on hit, making it confirmable at some very long ranges. High-risk high-reward anti-air that works best in conjunction with grounded grenades (236M) to cover it.
  |description=
* Grants 3 superchats on use
Anti-air sniper shot. Shoots at a 45 degree angle and gives an incredible wallbounce on hit, making it Botan's main combo extender during her BnBs. Not air unblockable and covers a similar angle to 2H, but causes massive pushback on air block which sends the opponent full screen. Both 214M's wallbounce and 22L~M's wallbounce can be used in a single combo.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
Line 449: Line 548:
  |damage=120
  |damage=120
  |guard=Mid
  |guard=Mid
  |startup=21f
  |startup=22
  |active=
  |active=1
  |recovery=
  |recovery=30
  |advHit=
  |advHit=KD
  |advBlock=-20
  |advBlock=-20
  |description= Botan leaps with her sniper rifle and trickshots her opponent, covering the entire screen. It's slow startup means it can't confirm off of everything, but due to it possessing a similar wallbounce as 214B on airborne opponents, it can be a very powerful combo extender or punish tool. Deals a massive amount of chip on block.
  |description=
* Costs 1 Star Meter and grants 5 superchats on use
Botan leaps with her sniper rifle and trickshots her opponent, covering the entire screen. Its slow startup means it can't confirm off of everything, but due to it possessing a similar wallbounce as 214M on airborne opponents, it can be a very powerful combo extender or punish tool. Deals a massive amount of chip on block and sends the opponent full screen if they block the move while jumping.
  }}
  }}
}}
}}
Line 461: Line 562:
{{MoveData
{{MoveData
|name=Tactical Roll
|name=Tactical Roll
|input=22L
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|l}}
|image=IS_Botan_22L.png
|image=IS_Botan_22L.png
|resizeImage=no
|hitbox=IS_Botan_22L_Hitbox.png
|caption=
|caption=Tactical Retreat
|image2=IS_Botan_214L.png
|caption2=L Follow-Up
|image3=IS_Botan_214M.png
|caption3=M Follow-Up
|image4=IS_Botan_22M.png
|caption4=H Follow-Up
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
|version=22L
|damage=
|guard=
|startup=
|active=
|recovery=57
|advHit=
|advBlock=
|invul=(1~57) {{Property-IS|Grab}}
|description=
* Grants 5 superchats on use
* Earliest followup cancel: 11th frame
* Grab invuln persists for the entire duration of the move, but will go away the moment a followup is cancelled into
Botan rolls backwards. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it. Because the followups are treated as different moves from their regular counterparts, 22L~M can wallbounce in the middle of a combo even if 214M has been used already.
}}
{{AttackData-IS
|header=no
|version=22L~L
|damage=90
|guard=Mid
|startup=17
|active=Until Offscreen
|recovery=44
|advHit=+7
|advBlock=-11
|description=
* Fastest possible effective startup: 28F
Slower than {{input|214L}} by 1 frame when taking into account {{input|22L}}'s startup, but has 1 frame less recovery compared to {{input|214L}}.
}}
{{AttackData-IS
|header=no
|version=22L~M
|damage=90
|guard=Mid
|startup=17
|active=Until Offscreen
|recovery=44
|advHit=+4
|advBlock=-12
|description=
* Fastest possible effective startup: 28F
Slower than {{input|214M}} by 6 frames when taking into account {{input|22L}}'s startup.
}}
{{AttackData-IS
|header=no
|version=22L~H
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=58
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=  
  |description=  
* 2S performs this move.
Effectively identical to {{input|22M}}.
 
Botan rolls backwards. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it. Moves her hurtbox quickly, but is otherwise rather sluggish, so it's recommended to cancel this move into one of it's followups more often then not. Anytime during the animation, Botan can press L to use 214L, M to use 214M, and H to use 22M. Her gun series from the roll seems to have faster startup, so it can work as a good reaction punish should you see your roll dodge an attack, and a good check if your opponent is running to punish your roll. H followup can be used to leap over low-hitting attacks and punish overtly patient opponents, but it's risky and can be contested on reaction. Because the followups are treated as different moves from their regular counterparts, 22L~M can wallbounce in the middle of a combo even if 214M has been used already.
 
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">22M/H</font> ======
====== <font style="visibility:hidden" size="0">22M</font> ======
{{MoveData
{{MoveData
|name=Lioness Leap
|name=Lioness Leap
|input=22M/H
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|m}}
|image=IS_Botan_22M.png
|image=IS_Botan_22M.png
|hitbox=IS_Botan_22M_Hitbox.png
|caption=Functionally similar to Akuma's "Demon Flip" from Street Fighter.
|caption=Functionally similar to Akuma's "Demon Flip" from Street Fighter.
|image2=IS_Botan_22X_M_followup.png
|image2=IS_Botan_3H.png
|resizeImage=no
|hitbox2=IS_Botan_3H_Hitbox.png
|caption2=M Follow-Up
|caption2=L Follow-Up
|image3=IS_Botan_22X_H_followup.png
|image3=IS_Botan_22X_M_followup.png
|caption3=H Follow-Up
|hitbox3=IS_Botan_jM_Hitbox.png
|caption3=M Follow-Up
|image4=IS_Botan_22X_H_followup.png
|hitbox4=IS_Botan_22X_H_followup_Hitbox.png
|caption4=H Follow-Up
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=M
  |version=22M
  |damage=
  |damage=
  |guard=High
  |guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=58
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Botan does a slow frontflip. Botan cannot use standard attacks during this animation, but she has access to 2 followups, based on the button pressed during it. The hop has limited utility at going over low-hitting moves.
  |description=
* Her first followup comes out by pressing <span style="red">L</span> or <span style="blue">M</span>, with an animation resembling j.M but much much faster in startup. This option hits high. Can be used to crossup the opponent on knockdown at point-blank, as it'll keep you on their left side when used early and land you on the opposite side if used very late or not at all.
* Grants 5 superchats on use
* Her second followup comes out by pressing <span style="green">H</span>, and resembles her air grab, but it works on standing opponents.
* Earliest followup cancel: 30th frame
Because the M and L follow-up must be blocked high, and the H follow-up must be avoided by either crouching or jumping, and since Botan can simply land and go for a air unblockable low, this move can lead to a mixup if the opponent respects it. However, both follow-ups are impossible to convert off of without specific assists or metered options, and they can be avoided with either backdashing at long ranges or by contesting this move's startup with a fast button. Because of this, it finds usage mostly on knockdown or as a gimmicky pressure extension option after Botan commits to a lengthy blockstring.
Botan does a slow frontflip. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it.
}}
{{AttackData-IS
|header=no
|version=22M~L
|damage=90
|guard=Low,Air Unblockable
|startup=Until Landing (Earliest 12)
|active=6
|recovery=20
|advHit=HKD
|advBlock=-3~
|description=
*Fastest possible effective startup: 42F
Botan falls to the ground quickly and does a safe on block low that is similar to her 3H. Just like her 3H, actually leads to a hard knockdown.
}}
{{AttackData-IS
|header=no
|version=22M~M
|damage=90
|guard=High
|startup=10
|active=Until Landing (Max 6)
|recovery=14
|advHit=KD
|advBlock=-4~
|description=
*Fastest possible effective startup: 40F
Botan descends and does a safe on block overhead that is similar to her j.M.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=H
  |version=22M~H
|damage=0, 90
|guard=Unblockable
|startup=7
|active=Until Landing (Max 9)
|recovery=12
|advHit=Launch
|advBlock=Launch
|description=
*Fastest possible effective startup: 37F
Botan does an air-to-ground command grab that is similar to her Air Grab. This is unblockable against standing opponents, but will whiff on crouching opponents.
}}
}}
 
====== <font style="visibility:hidden" size="0">22H</font> ======
{{MoveData
|name=Lightning Leap
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|h}}
|image=IS_Botan_22M.png
|hitbox=IS_Botan_22M_Hitbox.png
|caption=But what if Demon Flip was faster?
|image2=IS_Botan_3H.png
|hitbox2=IS_Botan_3H_Hitbox.png
|caption2=L Follow-Up
|image3=IS_Botan_22X_M_followup.png
|hitbox3=IS_Botan_jM_Hitbox.png
|caption3=M Follow-Up
|image4=IS_Botan_22X_H_followup.png
|hitbox4=IS_Botan_22X_H_followup_Hitbox.png
|caption4=H Follow-Up
|data=
{{AttackData-IS
|version=22H
  |damage=
  |damage=
  |guard=Unblockable
  |guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=48
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= H leap is very similar to M leap, with one small change; the hop is much faster and follow-ups can be used extremely early, making the previously mentioned mixup and crossup potentially unreactable and much harder to contest. While very hard to play around, this move is also expensive at 1 meter, and still doesn't allow Botan to combo from it's followups without the usage of specific assists or meter. Despite this, it can still be potentially useful during situations where the lack of damage won't matter, or to forcefully extend her pressure after a blocked 5H or 2H.
  |description=
* Costs 1 Star Meter and grants 5 superchats on use
* Earliest followup cancel: 8th frame
A much faster version of Lioness Leap that costs meter and allows the followups to be done much earlier in the move's startup.
}}
{{AttackData-IS
|header=no
|version=22H~L
|damage=90
|guard=Low,Air Unblockable
|startup=Until Landing (Earliest 11)
|active=6
|recovery=20
|advHit=HKD
|advBlock=~-3
|description=
*Fastest possible effective startup: 19F
Quick low followup that leads to a hard knockdown.
}}
{{AttackData-IS
|header=no
|version=22H~M
|damage=90
|guard=High
|startup=10
|active=Until Landing (Max 6)
|recovery=14
|advHit=KD
|advBlock=~-3
|description=
*Fastest possible effective startup: 19F
*It is possible to input so quickly that the overhead whiffs resulting in a 31F empty cancel
Quick overhead followup.
}}
{{AttackData-IS
|header=no
|version=22H~H
|damage=0,90
|guard=Unblockable
|startup=7
|active=Until Landing (Max 9)
|recovery=12
|advHit=Launch
|advBlock=Launch
|description=
*Fastest possible effective startup: 15F
Quick command grab followup that only works on standing opponents. Whiffs on crouchers.
}}
}}
}}
}}
Line 525: Line 786:
{{MoveData
{{MoveData
|name=Bullet Rain
|name=Bullet Rain
|input=j.214H
|input='''Air Only''' {{NotationIcon-IS|s}}
|image=IS_Botan_j214H.png
|image=IS_Botan_j214H.png
|resizeImage=no
|hitbox=IS_Botan_j214H_Hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
  |damage=16x6
  |guard=
  |guard=Mid
  |startup=
  |startup=13
  |active=
  |active=30
  |recovery=
  |recovery=Until Landing + 14
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= A retreating attack where Botan sprays her guns to propel herself away from the opponent. Despite altering Botan's air trajectory mid-jump, it can be very unsafe even on hit if used too early during a jump, and it's seemingly lacking hitstun makes it impossible to combo out of. When used very close to the ground, Botan will go immediately into her landing animation, adding a bit of endlag while netting her a little bit of [[Idol_Showdown/System#Superchat_Meter|Superchat]] meter.
  |description=
* Grants 3 superchats on use
* Rather than having 6 separate active hitboxes, it just always consistently deals 6 hits when the opponent makes contact with the move's active frames
A retreating attack where Botan sprays her guns to propel herself away from the opponent. Despite altering Botan's air trajectory mid-jump, it can be very unsafe even on hit if used too early during a jump, and it's seemingly lacking hitstun makes it impossible to combo out of. When used very close to the ground, Botan will go immediately into her landing animation, adding a bit of endlag while netting her a little bit of [[Idol_Showdown/System#Superchat_Meter|Superchat]] meter.
  }}
  }}
}}
}}
Line 545: Line 809:
{{MoveData
{{MoveData
|name=Trials Ascending
|name=Trials Ascending
|input=22S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|s}}
|image=IS_Botan_22S.png
|image=IS_Botan_22S.png
|resizeImage=no
|hitbox=IS_Botan_22S_Hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
  |damage=135(27x5)
  |guard=Mid
  |guard=Mid
  |startup=2
  |startup=7
  |active=46
  |active=7(3)7(3)7(3)7
  |recovery=12
  |recovery=22
  |advHit=
  |advHit=
  |advBlock=-11
  |advBlock=-10
  |invul= {{Property-IS|Super Armor}}(2f-40f)
  |invul= (1~40) {{Property-IS|Super Armor}}
  |description=  
  |description=  
* Botan's Idol Skill, increasing her [[Idol Showdown/System#Superchat|Superchat]] meter by $25 when used.
* Costs 1 Star Meter and grants 5 superchats on use
* Somehow tracks the opponent even if they cross-up to opposite side.
* Uses 1 Star Meter.


An advancing armored attack where Botan charges forward in her shopping cart. The shopping cart will absorb hits for Botan, so it is good for getting her out of a tricky situation. Can lead into combos even when used at long ranges. Very minus on block, but requires a well-timed punish thanks to it's strange recovering hitbox. NOT a true reversal, as you can be hit out of it before the superflash.
An advancing armored attack where Botan charges forward in her shopping cart. Botan's metered reversal and an excellent way to punish blockstrings with gaps, as the super armor will win out against opposing EX DPs (but not 236S supers). Activating this move on wakeup or out of blockstun will disable grab protection which allows Botan's superarmor frames to be grabbed.
  }}
  }}
}}
}}


==Super Star Attack==
=== Super Star Attack ===
{{MoveData
{{MoveData
|name=Get To Da Choppa!
|name=Get To Da Choppa!
|input=236S
|input={{NotationIcon-IS|236}} '''+'''{{NotationIcon-IS|s}}
|image=IS_Botan_236S.png
|image=IS_Botan_236S.png
|caption=
|hitbox=IS_Botan_236S_Hitbox.png
|image2=IS_Botan_236S_Custscene.png
|image2=IS_Botan_236S_Custscene.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=255
  |damage=255(1,78,176)
  |guard=Mid
  |guard=Mid
  |startup=38
  |startup=18
  |active=10
  |active=10
  |recovery=
  |recovery=28
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Anti-air super. Botan does a large leap that only hits airborne opponents, and a cinematic plays should she hit her opponent, doing large amounts of damage.
  |description=
*Costs 1 Star Meter and grants 5 superchats on use
*Minimum damage: 120
Anti-air super. Botan does a large leap that only hits airborne opponents, and a cinematic plays should she hit her opponent, doing large amounts of damage.
  }}
  }}
}}
}}
 
{{MoveData
==Combos==
|name=Gun Game
===General===
|input={{NotationIcon-IS|214}} '''+'''{{NotationIcon-IS|s}}
(WIP) 
|image=IS_Botan_4H.png
 
|hitbox=IS_Botan_236S_Hitbox.png
Legend 
|caption=
[] means 'optional'
 
() means number of hits in a multi-hit attack when not all hits are used.
 
> means 'cancel'
 
, means 'link' to let the previous move finish completely and then combo
 
AA means 'Anti-Air'
 
dl means 'delay'
 
Please note that at the time of writing, the game is very new. Combos and Okizeme will most likely need to be re-evaluated by experienced players at a later date, as they are almost certainly not optimal. 
 
Botan's Combos are quite range and position specific, primarily revolving around her various wallbounce and ground bounce limits. Combos can change both in difficulty depending on what you have access to and how close you are the corner, forcing the player to adjust on the fly. 
 
Botan's damage output is fairly high but consistency and optimization can be tricky, so it's better to think of these combos as examples than hard rules to follow. Use your own experience and skill to experiment for what works for you. And remember, any damage is good damage instead of dropping a combo at a bad time.
 
====Basic and Universal====
These combos work on everyone and aren't too difficult.
 
{{ComboTable-IS
|data=
|data=
    {{ComboData-IS
{{AttackData-IS
        | combo = [5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > dl 3H
|damage=215(25, 10x19)
        | damage = 287
|guard=Mid
            | bonusdamage =
|startup=10
        | cost = 0 bar
|active=4+?
        | metergain = ???
|recovery=Total 182
            | oppmetergain = ???
|advHit=KD
        | location = {{Property-IS|Anywhere}}
|advBlock=-21
        | notes = Works from close range Starters. Basic BnB combo. 3H only needs to be delayed a little and it connects after 2H. Ending in 3H gives Botan her best knockdown for pressure and mixups. [https://youtu.be/ubMDRL0gUSE Youtube]
|invul= (1~13) {{Property-IS|full}}
        | video =  
|description=
    }}
*Costs 1 Star Meter and grants 5 superchats on use
    {{ComboData-IS
*Minimum damage: 106
        | combo = [5L/2L] > 2M > 5H(3) > 3H
*Chip damage: 38
        | damage = 191
Longer ranged super that has invuln. After the initial non-projectile hit, the first projectile comes out on frame 25.
            | bonusdamage =
}}
        | cost = 0 bar
        | metergain = ???
            |oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = When too far away for 5M to connect. If Botan's not close enough to the opponent, 2H will not connect. 5H can also be replaced with 6M if that feels more comfortable to use. [https://youtu.be/SFqgJJjIIaU Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = [5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > 214M, 5L > 5M(1) > 5H(3) > 2H, 6M > dl 3H
        | damage = 329?
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Variant of the first combo, incoperating a wallbounce for extra damage. The standard combo that most of the harder combos will be based on. Learning this will teach you the basics of optimizing Botan's combos. [https://youtu.be/IEH_4akk1vs Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = 2H, 6M > 3H
        | damage = 238
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = Basic Anti-air combo from 2H. [https://youtu.be/RDxW1A4Bqyk Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = Air Throw > 5M(1) > 5H(3) > 2H, 6M > 3H
        | damage = 278
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Anywhere}}
        | notes = Basic Air Throw combo. [https://youtu.be/th5tzN3I3_E Youtube]
    }}
}}
}}
====Midscreen==== 
Keep in mind that if the combo starts too close to the corner, one of the wallbounces may have to be skipped and end the combo early as it risks bouncing the opponent out of the corner.
{{ComboTable-IS
| data =
    {{ComboData-IS
        | combo = 5M~M > 5H > 2H > 214M > 2M > 5M(1,2)~M > 2H > [6]5H > 3H
        | damage = 443
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Simple BnB that utilizes a single wallbounce. Can be confirmed into super by ending with 3H > 236M > 236S instead.
        | video =
    }}
    {{ComboData-IS
            | combo = 5M~M > 5H > 2H > 214M > 2M > 5M(1,2)~M > 2H > 22L~M > 9 > j.AT > 5M(1,2) > 5H > dl.3H
            | damage = 452
                | bonusdamage =
            | cost = 0 bar
            | metergain = ???
                | oppmetergain = ???
            | location = {{Property-IS|Midscreen}}
            | notes = More advanced version of the above BnB, but only adds 9 more damage. Useful to learn as it uses many elements of her combo theory. Can be confirmed into super by ending with 3H > 236M > 236S instead.
            | video =
    }}
    {{ComboData-IS
        | combo = [5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > 214M, 5A > 5M(1) > 5H(3) > 2H > 22LM, jump Air Throw > 5M(1) > 6M > 3H
        | damage = 280
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Works from close range Starters. The standard combo that most of the following combos will be based on. Depending on skill and resources, it can be further optimized with meter or including 3H before the first Gunshot for extra damage. Depending on height and when 5L hits, it's possible to let all 3 hits of 5M hit airborne targets, but this can be inconsistent. If landing the air throw feels inconsistent, it can be skipped and go straight into 5L > 5M(1) instead. [https://youtu.be/32TNZwXQjl0 Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = [5L/2L]> 5M(3)~M > 2M > 5H(3) > 2H > 214M, 2M > 5H(3) > 2H > 22LM, jump Air Throw > 5M(1) > 6M > 3H
        | damage = 288
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Basically the same as above, but with 2M instead of 5L > 5M(1). Doesn't work on Ayame due to her small hitbox. [https://youtu.be/yk23cQm4M3c Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = AA 2H, 6M > dl 3C > 214M, 5L > dl 5M(3) > dl 5H(3) > dl 3C > 22LM, 5L > 5M(3) > 5H(3) > 3H
        | damage = 380
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Anti-air combo from 2H. Due to 2H using up the ground bounce at the first hit, it's not possible to use it again to extend the combo as it will just result in a knockdown. Due to the number of 3H in this combo, it hits the combo limit at the end and becomes a soft knockdown. [https://youtu.be/uOYRsrK7hh4 Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = AA 2H > 22LM, 5L > dl 5M(3) > dl 5H(3) > dl 3H > 214M, 5L > 5M(3) > 5H(3) > 3H
        | damage = 330
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Variant Anti-air combo from 2H. Same as above, but going straight into 22LM can give consistency depending on screen position, especially as 22LM can be delayed to make the wallbounce work even close to the corner. [https://youtu.be/E0VPyOCS6ZE Youtube]
        | video =
    }}
    {{ComboData-IS
        | combo = Air Throw > 5M(1) > 5H(3) > dl 3H 214M, 5L > 5M(3) > 5H(3) > 2H > 22LM, jump Air Throw > 5M(1) > 6M > 3H
        | damage = 325
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Midscreen}}
        | notes = Air Throw combo. [https://youtu.be/pZnTNk2h5_c Youtube]
        | video =
    }}
}}
====Corner====
{{ComboTable-IS
| data =
    {{ComboData-IS
        | combo = [5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > dl 3H > 236M, jump Air Throw > 5M(1) > 5H(3) > 2H > 236M, jump Air Throw > 5M(1) > 6M > 3H
        | damage = ???
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Corner}}
        | notes = Grenade loop. The 3H > 236M is necessary to make the first grenade work on small hitbox characters. The combo works even when at a distance where the first 5M whiffs the to the corner making 5H > 2H consistent even when spaced out.
        | video =
    }}
    {{ComboData-IS
        | combo = Air Throw > 5M(1) > 5H(3) > dl 3H > 236M, jump Air Throw > 5M(1) > 5H(3) > 2H, 6M > 3H
        | damage = ???
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Corner}}
        | notes = Corner Air Throw combo. Due to the combo limit of connecting 3 Air Throws, a small variant of the combo can instead be done with only 1 grenade.
        | video =
    }}
}}
===Advanced Combos===
Combos that require a specific starter, or are more executionally challenging than the General BnBs listed above.
====Midscreen====
{{ComboTable-IS
|data =
    {{ComboData-IS
        | combo =
        | damage =
            | bonusdamage =
        | cost =
        | metergain =
            | oppmetergain =
        | location =
        | notes =
        | video =
    }}
}}
====Corner====
{{ComboTable-IS
|data =
{{ComboData-IS
        | combo = [5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > dl 3H > 236M, jump Air Throw > 5M(1) > 5H(3) > 2H > 236M, jump Air Throw > 5M(1) > 6M > 3H
        | damage = ???
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Corner}}
        | notes = Grenade loop. The 3H > 236M is necessary to make the first grenade work on small hitbox characters. The combo works even when at a distance where the first 5M whiffs the to the corner making 5H > 2H consistent even when spaced out.
        | video =
    }}
    {{ComboData-IS
        | combo = Air Throw > 5M(1) > 5H(3) > dl 3H > 236M, jump Air Throw > 5M(1) > 5H(3) > 2H, 6M > 3H
        | damage = ???
            | bonusdamage =
        | cost = 0 bar
        | metergain = ???
            | oppmetergain = ???
        | location = {{Property-IS|Corner}}
        | notes = Corner Air Throw combo. Due to the combo limit of connecting 3 Air Throws, a small variant of the combo can instead be done with only 1 grenade.
        | video =
    }}
}}
== Okizeme ==
*3H
*** Our main meterless okizeme ender. Can be special cancelled at various timings for a meaty 22M setup, or left to recover for more options
**Mixup A | 22M/22H High/Low/Throw
*** From 3H ender, you either manually time a 22M, or use 22L as soon as possible then use it's H followup, to put yourself in a position where
**** A: You can meaty with L/M followup
**** B: You can hit with H followup before they can respond with a normal
**** C: You land then use 2L option (Due to this option needing more time, it is recommended to use it from higher 3H knockdowns such as 2H > 3H)
*** How you set this up varies on how your 3H connects. A 6M > 3H knockdown will likely require 22L > 22M, whereas a 2H > 3H will require some sort of delay.
*** Example: https://youtu.be/ot5dpkVv2hM
**Mixup B | j9 (Forward Jump) > j2H
*** From 3H ender, you let 3H recover, then do a forward jump, and use j.2H at different timings to appear on different sides. Then, you land and 2L.
*** Due to this option needing 3H to recover, it is recommended to use it from higher 3H knockdowns such as 2H > 3H
*** Example: https://youtu.be/-eYa3gi0ScE
==Matchups==
;Vs. Aki
:Matchup advice goes here.
;Vs. Ayame
:Matchup advice goes here.
;Vs. Botan
:Matchup advice goes here.
;Vs. Coco
:Matchup advice goes here.
;Vs. Fubuki
:Matchup advice goes here.
;Vs. Korone
:Matchup advice goes here.
;Vs. Sora
:236M (Ground grenades) become much harder to use due to her reflector (22M). 6M can be punished at a lot of ranges on block by 5M. Since zoning becomes more of a two-way street, this match-up requires a lot of patience and capitilisation on your knockdown oppurtunities to snowball the game.
;Vs. Suisei
:Matchup advice goes here.
==External Resources==
* [https://twitter.com/search?q=%23ISD_BOT Twitter Tech: #ISD_BOT]


==Colors==
==Colors==
Line 879: Line 886:
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Botan's New Year Costume (Hololive)}}}}
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Botan's New Year Costume (Hololive)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Noel (BlazBlue)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Noel (BlazBlue)}}}}
{{ColorGallery/Color|8|  text= Cosplay 7<hr>{{Small|no direct reference}}}}
{{ColorGallery/Color|9|  text= Cosplay 8<hr>{{Small|Marisa (Street Fighter 6)}}}}
{{ColorGallery/Color|10|  text= Cosplay 9<hr>{{Small|Kaguya (Under Night In-Birth)}}}}
{{ColorGallery/Color|11|  text= Cosplay 10<hr>{{Small|Dante (Devil May Cry)}}}}
}}
}}


==Navigation==
==Navigation==
{{CharacterSubnav-IS}}
{{Navbox-IS}}
{{Navbox-IS}}
[[Category:Botan Shishiro]]
[[Category:Botan Shishiro]]
[[Category:Idol Showdown]]
[[Category:Idol Showdown]]

Latest revision as of 16:47, 12 June 2024

Last Updated to Version 4.0.8

IS Botan Logo.png

Special Forces La~Lion - Tactical Space Control
Difficulty - ★★★★☆☆

Introduction

Botan Shishiro is a versatile neutral control character that's able to suffocate her opponents at most ranges by pressuring them with retreating and advancing disjointed attacks, such as 6M or 2H, and slow, high-damage projectiles that shut down approaches when set up. Her amazing combo game and easy conversions allow her to shred down her opponents' health with meterless access to multiple wallbounces via 214M and 22L~M, as well as an air grab that serves as both a starter and a extender. During her combos, she generates large amounts of meter, often giving her fast access to her metered options and assist calls, such as a fast forward advancing armored reversal (22S) that converts into combos even when done from far away, and allows her to punish her opponent during their own blockstring thanks to it's incredibly fast startup.

However, the lacking speed of her projectile attacks makes her full-screen zoning weak, especially against characters that have similar but faster tools, and when Botan's backed into a corner, the limits of her shopping cart reversal (it whiffs on jumping opponents, isn't armored on it's first frame, and past a short distance she can be hit out of it by every other metered reversal on the game on reaction), as well as the slow startup of her main anti-airs and lack of range on her 2L are most apparent and can all make it difficult to break out of her opponent's pressure, especially so if she's left without any resources.

Once Botan gets her opponent to block, often after setting up a grenade, her strong strike/throw mixup using 5M has opportunities for pressure resets and frametraps and can make her very scary to deal with thanks to the obscene reward she gets on hit.


Playstyle
IS Botan Icon.png

Botan is a mid-range high damage fighter that walls her opponent out with disjointed moving normals and capitalizes with her up-close pressure.

Pick if you like Avoid if you dislike
  • Neutral Control: Equipped with disjointed, hard-to-contest pokes (5M, j.2H), phenomenal whiff punishing tools (6M, 5H), and strong anti airs (2H, AT), Botan has a fantastic neutral game with plenty of ways to get her offense started.
  • Absurd Combo Potential: Botan shreds her opponents' health and carries them to the corner from almost every starter without any meter, while easily gaining enough to access her supers and assist calls.
  • Midscreen Pressure: Up-close, she can enforce terrifying strike/throw offense with immense reward on hit and plenty of opportunities for frametraps, resets, and ambiguous tick throws.
  • Awkward Defense: While not powerless, her fastest normal (2L) is stubby, her main anti-air options are slow, and her armored super (22S) can lose to other metered reversals and whiffs on jumping approaches.

Recommended Collabs

Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!

  • IS Watson Icon.png Watson - Watson's 214S evens out the reward on her strike-throw mixup by allowing for full conversions from her grab. Her timeslow nullifies opposing offense and allows Botan to combo meterless off 22M~H.
  • IS Miko Icon.png Miko - Miko's lava assist is a great lockdown tool that allows Botan to convert off her overheads, and can setup chip-out situations. Her Off-Collab forces Botan's turn back immediately.
  • IS Roboco Icon.png Roboco - Roboco's missiles are versatile. Botan can extend her pressure with them, use them for combos together with her airgrab, and they can force the opponent to back off. In addition, 214S is an ol'reliable instant fullscreen beam assist with great damage.


Moves

Standing Normals

5L
5L
IS Botan 5L.png
IS Botan 5L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

6 3 12 -3 0

None

  • Self-Gatling Count: 3

Fast, high 5L. Does not whiff on any crouchers, and has a good range. Can still be low profiled.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Botan 5M.png
IS Botan 5M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
28x3

Mid

10 2(3)2(4)2 27* -3 +2

None

  • While this move's recovery is 37, the last 10 of those frames can be cancelled into block or any other action which reduces true recovery to 27

Gives access to 5M~M even on whiff, making it a great tool during both neutral and pressure. Botan's hurtbox leans backward and the hitbox is disjointed, allowing it to avoid a lot of moves, and the presence of a forward advancing follow-up makes it hard to contest and punish. When blocked, the presence of a follow-up and relatively small frame disadvantage makes tick throw attempts hard to react to.

Toggle Hitboxes
Toggle Hitboxes
5M~M
5M~M
IS Botan 5MM.png
IS Botan 5MM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
59

Mid

15 2 27 -7 -2

None

Very large forward movement and little knockback make this move a handy stabilizer for combos, an excellent whiff punishing tool, and central to Botan's pressure. Confirms even if only the last hit of 5M connects. Despite being unsafe on block, the forward movement and 2M chain allow for ambiguous pressure resets, as the former means that the opponent will be put right in range of 2L or a throw, and the latter will catch opponents trying to mash out of blockstun. Has a high amount of recovery on whiff. Cancellable during it's startup (following the usual chain rules).

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Botan 5H.png
IS Botan 5H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
33x3

Mid

13 2(2)2(2)2 33 -13 -8

None

This move has a lot of forward movement, making it an essential whiff punish as well as combo tool and deceptively long in terms of reach.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

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

Low, Air Unblockable

5 2 13 -3 0

None

  • Self-Gatling Count: 2

Her fastest normal, and a low. Ok range. Good for defense or mix-ups due to its speed.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Botan 2M.png
IS Botan 2M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Low, Air Unblockable

10 2 18 -4 0

None

Good range for its speed. Can be used in pressure or defense at certain spacings to check your opponent, as well as after a dash as a neutral tool.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Botan 2H.png
IS Botan 2H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Air Unblockable

18 3 28 -17 Launch

(6~20) Head

Botan sways back a significant distance and shoots the opponent, launching them on hit. Not jump cancellable unlike most 2H's and quite slow. It's huge disjointed hitbox make it ideal to catch jump-ins, but opponents expecting it can dash in and low profile it, and despite the backwards movement it leaves you very vulnerable during it's recovery frames. Air unblockable and important combo tool.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Botan 3H.png
IS Botan 3H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Low, Air Unblockable

13 12 23 -19 HKD

None

Sliding sweep. Goes very far and gives an untechable knockdown afterwards regardless of height, which gives her a very favorable knockdown when the opponent is launched first via 2H. Go-to meterless combo ender.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Botan jL.png
IS Botan jL Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

5 6 Until Landing + 2 - -

None

Very fast and high j.L. Whiffs on crouchers, so should primarily be used against airborne opponents.

A great air-to-air that has massive juggle untech time and can be confirmed into j.2H easily.

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

High

10 4 Until Landing + 3 - -

None

The disjointed hitbox at a 45 degree angle makes it a good jump-in tool when spaced right. Can be used alongside j.S and j.2H to make Botan very difficult to anti-air.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Botan jH.png
IS Botan jH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30x3

High

14 4(2)4(2)4 Until Landing + 4 - -

None

Multi-hitting crossup air normal. Advantageous even when blocked at maximum possible height by taller characters.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

j.2H
Lead Curtain
Air Only IS 2.png + IS H.png
IS Botan j2H.png
IS Botan j2H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30x3

High

12 2(2)2(2)2 Until Landing + 10 - -

None

Halts Botan's momentum and sends her straight down. Has a respectable disjointed hitbox and is generally plus or even on block depending on how many hits are blocked, but has a lot of landing recovery, which makes it fairly punishable on whiff. It can whiff on crouching opponents if done at the apex of her jump.

Toggle Hitboxes
Toggle Hitboxes
6M
CQC
IS 6.png + IS M.png
IS Botan 6M.png
IS Botan 6M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

17 2 26 -9 -4

None

Ridiculously long-range poke due to Botan moving significantly forward during the startup, but somewhat slow. It can be cancelled to keep the forward movement on hit or block, allowing for knockdown or combos on hit, or left uncancelled to return to Botan's original postion safely. Can be punished if used too predictably. Only cancels into 3H and special moves.

Toggle Hitboxes
Toggle Hitboxes
4H
Mag Dump
IS 4.png + IS H.png
IS Botan 4H.png
IS Botan 4H Hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
4H 35

Mid

21 Until Expiration 38 -21~-13 -16~-8

None

4H~H~H 35

Mid

10 Until Expiration 33 -16~-8 -11~-3

None

  • Chip damage per shot: 18
  • Whiffs on crouching opponents
  • Can be cancelled into itself up to 3 times on hit or block, but not whiff
  • The second and third shot have faster startup and lower recovery than the first shot

A lower commitment projectile that can be low profiled, but deals a lot of chip damage on block. An okay long-range keepaway option.

All 3 shots are special cancellable on hit and block. Only the 3rd and final shot is cancellable into 2H or 3H on hit and block.

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Toggle Hitboxes

Air Throw

Air Throw
Aerial Takedown
Air Only IS G.png
IS Botan jLM.png
IS Botan jLM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0, 90

Air Unblockable

7 2 Until Landing - -

None

Combo-able air throw.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
IS Botan LM.png
IS Botan LM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140 - 7 2 31 - -

None

  • Total Frames: 39

Botan's universal grab. Leaves opponent backturned, so they will roll backwards into Botan's direction if they opt to quick tech.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
IS M.png + IS H.png
IS Botan MH.png
IS Botan MH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

Universal standing overhead.

Toggle Hitboxes
Toggle Hitboxes
Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
IS Botan 5MM.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
Toggle Hitboxes
Toggle Hitboxes


Special Attacks

236X
Poi
IS 236.png + IS L.png /IS M.png /IS H.png
IS Botan 236L.png
IS Botan 236L Hitbox.png
(High)
(High)
IS Botan 236M.png
IS Botan 236M Hitbox.png
(Low)
(Low)
IS Botan 236H.png
IS Botan 236H Hitbox.png
S.S.R.B
S.S.R.B
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 137

Mid

23 Until Expiration 36 0~ Launch

None

  • Grants 2 superchats on use
  • Chip damage: 32
  • Has a projectile durability of 1x1
  • Whiffs on crouching opponents at point blank
  • Botan can only have 1 of each grenade type on screen

Botan's grenade series help her zoning be a lot more oppressive. The light version is an anti-air grenade, flying up and away from Botan and tracking the opponent's current location. Due to the fact that this move tracks only on startup, it is not perfect at contesting the air, but it's initial angle can snipe many aerial approaches.

M 137

Mid

25 Until Expiration 36 -3~ Launch

None

  • Grants 2 superchats on use
  • Chip damage: 32
  • Has a projectile durability of 1x1

The medium version bounces along the ground at a slow and steady rate, making it a very good and long-lasting check against characters that want to approach from the ground, and enhancing Botan's anti-air options as a result. With just a bit of space between you and the opponent, the frame advantage of the grenade can be made massively plus on block.

H 40x3

Mid, Air Unblockable

12 15 14 -13~-10 Launch

(1~26) Head

  • Grants 5 superchats on use

The heavy version is quite different from the standard variants. It shoots an array of explosions slightly above and in front of Botan's head and has frame 1 head invuln. This is a very big, disjointed, and rather fast move that contests a lot of airspace and sends them far, making it useful as a twitch anti-air to react with. Can be superchat cancelled into 214M for a followup.

Toggle Hitboxes
Toggle Hitboxes
214X
Quickscope
IS 214.png + IS L.png /IS M.png /IS H.png
IS Botan 214L.png
IS Botan 214L Hitbox.png
(Low)
(Low)
IS Botan 214M.png
IS Botan 214M Hitbox.png
(High)
(High)
IS Botan 214H.png
IS Botan 214H Hitbox.png
MLG Trickshot
MLG Trickshot
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 90

Mid

27 Until Offscreen 45 -12 +6

None

  • Grants 3 superchats on use

Grounded sniper shot. Despite its long startup, its absurd low profile from 4f onwards makes this move a usable "anti-projectile projectile" and it can be superchat cancelled into 22L to extend using the respective sniper followup.

M 90

Mid

22 Until Offscreen 44 -11 +4

None

  • Grants 3 superchats on use

Anti-air sniper shot. Shoots at a 45 degree angle and gives an incredible wallbounce on hit, making it Botan's main combo extender during her BnBs. Not air unblockable and covers a similar angle to 2H, but causes massive pushback on air block which sends the opponent full screen. Both 214M's wallbounce and 22L~M's wallbounce can be used in a single combo.

H 120

Mid

22 1 30 -20 KD

None

  • Costs 1 Star Meter and grants 5 superchats on use

Botan leaps with her sniper rifle and trickshots her opponent, covering the entire screen. Its slow startup means it can't confirm off of everything, but due to it possessing a similar wallbounce as 214M on airborne opponents, it can be a very powerful combo extender or punish tool. Deals a massive amount of chip on block and sends the opponent full screen if they block the move while jumping.

Toggle Hitboxes
Toggle Hitboxes
22L
Tactical Roll
IS 2.png IS 2.png +IS L.png
IS Botan 22L.png
IS Botan 22L Hitbox.png
Tactical Retreat
Tactical Retreat
IS Botan 214L.png
L Follow-Up
L Follow-Up
IS Botan 214M.png
M Follow-Up
M Follow-Up
IS Botan 22M.png
H Follow-Up
H Follow-Up
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
22L - - - - 57 - -

(1~57) Grab

  • Grants 5 superchats on use
  • Earliest followup cancel: 11th frame
  • Grab invuln persists for the entire duration of the move, but will go away the moment a followup is cancelled into

Botan rolls backwards. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it. Because the followups are treated as different moves from their regular counterparts, 22L~M can wallbounce in the middle of a combo even if 214M has been used already.

22L~L 90

Mid

17 Until Offscreen 44 -11 +7

None

  • Fastest possible effective startup: 28F

Slower than 214L by 1 frame when taking into account 22L's startup, but has 1 frame less recovery compared to 214L.

22L~M 90

Mid

17 Until Offscreen 44 -12 +4

None

  • Fastest possible effective startup: 28F

Slower than 214M by 6 frames when taking into account 22L's startup.

22L~H - - - - 58 - -

None

Effectively identical to 22M.

Toggle Hitboxes
Toggle Hitboxes
22M
Lioness Leap
IS 2.png IS 2.png +IS M.png
IS Botan 22M.png
IS Botan 22M Hitbox.png
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
IS Botan 3H.png
IS Botan 3H Hitbox.png
L Follow-Up
L Follow-Up
IS Botan 22X M followup.png
IS Botan jM Hitbox.png
M Follow-Up
M Follow-Up
IS Botan 22X H followup.png
IS Botan 22X H followup Hitbox.png
H Follow-Up
H Follow-Up
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
22M - - - - 58 - -

None

  • Grants 5 superchats on use
  • Earliest followup cancel: 30th frame

Botan does a slow frontflip. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it.

22M~L 90

Low, Air Unblockable

Until Landing (Earliest 12) 6 20 -3~ HKD

None

  • Fastest possible effective startup: 42F

Botan falls to the ground quickly and does a safe on block low that is similar to her 3H. Just like her 3H, actually leads to a hard knockdown.

22M~M 90

High

10 Until Landing (Max 6) 14 -4~ KD

None

  • Fastest possible effective startup: 40F

Botan descends and does a safe on block overhead that is similar to her j.M.

22M~H 0, 90

Unblockable

7 Until Landing (Max 9) 12 Launch Launch

None

  • Fastest possible effective startup: 37F

Botan does an air-to-ground command grab that is similar to her Air Grab. This is unblockable against standing opponents, but will whiff on crouching opponents.

Toggle Hitboxes
Toggle Hitboxes
22H
Lightning Leap
IS 2.png IS 2.png +IS H.png
IS Botan 22M.png
IS Botan 22M Hitbox.png
But what if Demon Flip was faster?
But what if Demon Flip was faster?
IS Botan 3H.png
IS Botan 3H Hitbox.png
L Follow-Up
L Follow-Up
IS Botan 22X M followup.png
IS Botan jM Hitbox.png
M Follow-Up
M Follow-Up
IS Botan 22X H followup.png
IS Botan 22X H followup Hitbox.png
H Follow-Up
H Follow-Up
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
22H - - - - 48 - -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Earliest followup cancel: 8th frame

A much faster version of Lioness Leap that costs meter and allows the followups to be done much earlier in the move's startup.

22H~L 90

Low, Air Unblockable

Until Landing (Earliest 11) 6 20 ~-3 HKD

None

  • Fastest possible effective startup: 19F

Quick low followup that leads to a hard knockdown.

22H~M 90

High

10 Until Landing (Max 6) 14 ~-3 KD

None

  • Fastest possible effective startup: 19F
  • It is possible to input so quickly that the overhead whiffs resulting in a 31F empty cancel

Quick overhead followup.

22H~H 0,90

Unblockable

7 Until Landing (Max 9) 12 Launch Launch

None

  • Fastest possible effective startup: 15F

Quick command grab followup that only works on standing opponents. Whiffs on crouchers.

Toggle Hitboxes
Toggle Hitboxes
j.214H
Bullet Rain
Air Only IS S.png
IS Botan j214H.png
IS Botan j214H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
16x6

Mid

13 30 Until Landing + 14 - -

None

  • Grants 3 superchats on use
  • Rather than having 6 separate active hitboxes, it just always consistently deals 6 hits when the opponent makes contact with the move's active frames

A retreating attack where Botan sprays her guns to propel herself away from the opponent. Despite altering Botan's air trajectory mid-jump, it can be very unsafe even on hit if used too early during a jump, and it's seemingly lacking hitstun makes it impossible to combo out of. When used very close to the ground, Botan will go immediately into her landing animation, adding a bit of endlag while netting her a little bit of Superchat meter.

Toggle Hitboxes
Toggle Hitboxes
22S
Trials Ascending
IS 2.png IS 2.png +IS S.png
IS Botan 22S.png
IS Botan 22S Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
135(27x5)

Mid

7 7(3)7(3)7(3)7 22 -10 -

(1~40) Super Armor

  • Costs 1 Star Meter and grants 5 superchats on use

An advancing armored attack where Botan charges forward in her shopping cart. Botan's metered reversal and an excellent way to punish blockstrings with gaps, as the super armor will win out against opposing EX DPs (but not 236S supers). Activating this move on wakeup or out of blockstun will disable grab protection which allows Botan's superarmor frames to be grabbed.

Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

Get To Da Choppa!
IS 236.png +IS S.png
IS Botan 236S.png
IS Botan 236S Hitbox.png
IS Botan 236S Custscene.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
255(1,78,176)

Mid

18 10 28 - -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Minimum damage: 120

Anti-air super. Botan does a large leap that only hits airborne opponents, and a cinematic plays should she hit her opponent, doing large amounts of damage.

Toggle Hitboxes
Toggle Hitboxes
Gun Game
IS 214.png +IS S.png
IS Botan 4H.png
IS Botan 236S Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
215(25, 10x19)

Mid

10 4+? Total 182 -21 KD

(1~13) Full

  • Costs 1 Star Meter and grants 5 superchats on use
  • Minimum damage: 106
  • Chip damage: 38

Longer ranged super that has invuln. After the initial non-projectile hit, the first projectile comes out on frame 25.

Toggle Hitboxes
Toggle Hitboxes

Colors

Original Outfit
Cosplay 1 Yukihana Lamy (Hololive)
Cosplay 2 Momosuzu Nene (Hololive)
Cosplay 3 Omaru Polka (Hololive)
Cosplay 4 Mano Aloe (Hololive)
Cosplay 5 Botan's New Year Costume (Hololive)
Cosplay 6 Noel (BlazBlue)

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