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 she gets her best oki off almost every hit with 22M ender.
*'''Well-Rounded Offense''': {{input|2L}} is perfect for tick throws and stagger pressure. Both options lead to great reward. Her command grab gives her decent oki, and she gets her best mixups off almost every hit with {{input|22M}} ender.
*''' 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 cancels.
*'''Dependence on Resources''': While her oki is still decent without Superchat cancelled {{input|214L}}, she can’t guarantee a true 50/50 and beat reversals at the same time without it. She also needs bar for Idol Step cancels.
|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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  |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.
  }}
  }}
}}
}}
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  |damage=50
  |damage=50
  |guard=Mid
  |guard=Mid
  |startup=7f
  |startup=7
  |active=5f
  |active=5
  |recovery=11f
  |recovery=13
  |advHit=+5  
  |advHit=+5  
  |advBlock=-2
  |advBlock=-4
  |description=
  |description=
God 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.
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.
* 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.
* 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.
  }}
  }}
}}
}}
Line 74: Line 101:
  |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. High damage makes it useful combo fodder.
  |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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  |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. Forces standing on hit, making combos more consistent.  
  |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.  
  }}
  }}
}}
}}
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  |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=Amazing low poke thats quite fast for its range. Insanely disjointed and does not extend her hurtbox at all. Suisei's lack of good low commitment 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.
  }}
  }}
}}
}}
Line 132: 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
  |invul= {{Property-IS|head}}(6f-13f)
  |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.
  |description=Air unblockable launcher. Not much horizontal range compared to other 2Hs making it harder to use consistently as an anti-air.
  }}
  }}
Line 152: 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.
  }}
  }}
Line 172: 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 j.L. Mostly used for instant overheads - it can be confirmed into a full combo during 214H oki or by using assists, for example j.L > j.S > Risu 214S.
  |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.
  }}
  }}
}}
}}
Line 191: 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.
  }}
  }}
}}
}}
Line 210: 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.  
  }}
  }}
}}
}}
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=== Command Normals ===
=== Command Normals ===
====== <font style="visibility:hidden" size="0">3M</font> ======
====== <font style="visibility:hidden" size="0">3M</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_3M.png
|image=IS_Suisei_3M.png
|hitbox=IS_Suisei_3M_hitbox.png
|hitbox=IS_Suisei_3M_hitbox.png
|caption=You got this trying to input dash 2M, didn't you?
|caption=You got this trying to input dash 2M, didn't you?
|name=3M
|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 and quite a lot of mid height normals. 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 depending on spacing. 22L being the better choice as it grants you a full meterless conversion. Despite being a slide it does not have meaningful 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.
* Incredibly low recovery, whiffing this move is surprisingly safe
* Shifts Suisei's hurtbox backwards, making it useful for dodging Korone's and Fubuki's {{input|22H}} on reaction.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">6H</font> ======
====== <font style="visibility:hidden" size="0">6H</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_6H.png
|image=IS_Suisei_6H.png
|hitbox=IS_Suisei_6H_hitbox.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=+4
  |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 and if hit late, it can combo into 5L
  |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 ===
{{MoveData-IS
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
|image=IS_Suisei_LM.png
|image=IS_Suisei_LM.png
|hitbox=IS_Suisei_LM_hitbox.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.  
  |description=
*Can be kara'd off of 5M with 6/4M~L plink to increase its range.
*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-IS
{{MoveData
|image=IS_Suisei_MH.png
|image=IS_Suisei_MH.png
|hitbox=IS_Suisei_MH_hitbox.png
|hitbox=IS_Suisei_MH_hitbox.png
|caption= Uses the same sprite as j.L
|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 304: Line 366:


====== <font style="visibility:hidden" size="0">236L</font> ======
====== <font style="visibility:hidden" size="0">236L</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_236L.png
|image=IS_Suisei_236L.png
|hitbox=IS_Suisei_236L_hitbox.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=+
  |advHit=-1~+3
  |advBlock=-2~2
  |advBlock=-5~-1
  |description=Big horizontal, advancing axe swing thats very safe on block or plus at max range. Decent counterpoke. 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 or a 5M 5L link combo.  
  |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.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236M</font> ======
====== <font style="visibility:hidden" size="0">236M</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_236M.png
|image=IS_Suisei_236M.png
|hitbox=IS_Suisei_236M_hitbox.png
|hitbox=IS_Suisei_236M_hitbox.png
|caption=Greed Sever!
|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.  
* 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 345: Line 411:


====== <font style="visibility:hidden" size="0">236H</font> ======
====== <font style="visibility:hidden" size="0">236H</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_236H.png
|image=IS_Suisei_236H.png
|hitbox=IS_Suisei_236H_hitbox.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.  
* 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.   
* 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236G</font> ======
====== <font style="visibility:hidden" size="0">236G</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_236G.png
|image=IS_Suisei_236G.png
|hitbox=IS_Suisei_236G_hitbox.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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214L/M</font> ======
====== <font style="visibility:hidden" size="0">214L/M</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_214LM.png
|image=IS_Suisei_214LM.png
|hitbox=IS_Suisei_214LM_hitbox.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=  
|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.
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.
<br/>
* {{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.
* 214L is the least explored of the two as of now. It has better frame advantage when charged than it’s medium counterpart, but the less horizontal angle of the projectile makes it difficult to utilize in setplay. A potential use for this move would be as a preemptive neutral tool as it’s vertical angle makes it suited for catching opponents approaching from above.
* {{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.
* 214M is the most commonly used version, and has a much wider variety of practical use cases. It’s longer horizontal range makes it the closest thing Suisei has to a zoning tool, as well as makes it more easily applicable for setplay. Less frame advantage than the light version, but the difference is negligible in reality.
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 409: 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 429: 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 442: 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 462: 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 474: Line 542:


====== <font style="visibility:hidden" size="0">214H</font> ======
====== <font style="visibility:hidden" size="0">214H</font> ======
{{MoveData-IS
{{MoveData
|image=ISD_Suisei_214H.png
|image=ISD_Suisei_214H.png
|hitbox=ISD_Suisei_214H_hitbox.png
|hitbox=ISD_Suisei_214H_hitbox.png
|caption=The reason you play Suisei
|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}}.
* Absorbs 3 hits of projectiles
* 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.
* 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 498: Line 566:


====== <font style="visibility:hidden" size="0">22L</font> ======
====== <font style="visibility:hidden" size="0">22L</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_22L.png
|image=IS_Suisei_22L.png
|hitbox=IS_Suisei_22L_hitbox.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
* 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}}
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">22M</font> ======
====== <font style="visibility:hidden" size="0">22M</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_22M.png
|image=IS_Suisei_22M.png
|hitbox=IS_Suisei_22M_hitbox.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.
* 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 542: Line 616:


====== <font style="visibility:hidden" size="0">22H</font> ======
====== <font style="visibility:hidden" size="0">22H</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_22H.png
|image=IS_Suisei_22H.png
|hitbox=IS_Suisei_22H_hitbox.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= {{Property-IS|projectile}}(1f-46f)
  |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 gimmicky reversal against some projectile-based oki, but its primary use is helping you blow through mid-range zoning.
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
* Reward on hit is the same as 22M
  }}
  }}
Line 568: Line 643:


====== <font style="visibility:hidden" size="0">22S</font> ======
====== <font style="visibility:hidden" size="0">22S</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_22S.png
|image=IS_Suisei_22S.png
|hitbox=IS_Suisei_22S_hitbox.png
|hitbox=IS_Suisei_22S_hitbox.png
|caption=Similar to FADC from Street Fighter IV
|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 584: 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 2L and be 0 on block 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData-IS
{{MoveData
|image=IS_Suisei_jS.png
|image=IS_Suisei_jS.png
|hitbox=IS_Suisei_jS_hitbox.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=
A forward moving axe attack that looks similar to her 236M. Plus on block overhead that gives you a full combo on hit. When done low to the ground its a fantastic approach option, functioning like an instant airdash. Good combo fodder too. Overall a very strong move.
* 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
  }}
  }}
}}
}}


===Super Star Attack===
===Super Star Attack===
{{MoveData-IS
{{MoveData
|name=SPACE for Virtual GHOST
|name=SPACE for Virtual GHOST
|input=236S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Suisei_236S_install.png
|hitbox=IS_Suisei_236S_install_hitbox.png
|caption=The closest thing this game has to a taunt
|data=
{{AttackData-IS
|damage=
|guard=
|startup=
|active=
|recovery=
|advHit=
|advBlock=
|description= Installs the Aura to do the actual super. Completely disables the use of 22S (and thus idol step) until her 236S attack is used. Spend meter, lose options.
}}
}}
{{MoveData-IS
|name=SPACE for Virtual GHOST
|input=during install 236S
|image=IS_Suisei_236S_ground.png
|image=IS_Suisei_236S_ground.png
|hitbox=IS_Suisei_236S_ground_hitbox.png
|hitbox=IS_Suisei_236S_ground_hitbox.png
Line 647: Line 719:
|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=* long range dash with command grab. Unfortunately its not frame 1 and thus is jumpable on reaction after the superflash.  
|invul=
* Also no invulnerability so you cant even punish zoneing wit it
  |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-IS
{{MoveData
|name=SPACE for Virtual GHOST
|name=SPACE for Virtual GHOST
|input=during install 22S
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Suisei_236S_air.png
|image=IS_Suisei_236S_air.png
|hitbox=IS_Suisei_236S_air_hitbox.png
|hitbox=IS_Suisei_236S_air_hitbox.png
Line 666: Line 741:
|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=
  |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 > dl.3H > 22L > j.S > 5L > 5M > 2H > 22M
  | difficulty = easy
  | damage   = 273(2L), 345(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.1(2L), 1.1(2M)
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Easy midscreen route.
*Builds just enough meter for the Orb oki (214H).
*Delay 3H for consistency on further hits.
*Can replace 5L > 5M > 2H with dash 5H > 2H for more damage and similar meter.
*Recommended to input j.236X instead of j.S in this route due to the window being very generous.
  | video= IS_Suisei_easy_meterless_bnb_meterbuild.mp4
}}
{{ComboData-IS
  | combo        = (2L) > 2M > 5H > 6H > dl.3H > 22L > 5H/dl.2M > 2H > 7/9jc > dl.j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M
  | difficulty = hard
  | damage    = 295(2L), 371(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.6(2L), 1.5(2M)
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Hard midscreen route (optimal damage so far).
*5H link is much harder than dl.2M link.
*For the ending string, 5L must hit point blank so 5M doesn't whiff, and not hit too high so 2M doesn't whiff.
*In the ending string, if the opponent is entering the corner but not fully in it, some normals may whiff due to collision box jank - omit 2M in this case.
*7jc for sameside, 9jc for sideswitch.
*If the corner is reached, j.S will always sideswitch - add j.M before j.S in this case.
  | video= IS_Suisei_Midscreen_Hard.webm
}}
{{ComboData-IS
  | combo         = (2L) > 2M > 5H > 6H > dl.3H > 22L > 5H > 2H > 9jc > j.M > j.S > dl.6H > (walk back >) 5L > 2L > 2M > 5M > 2H > 22M
  | damage    = 303(2L), 383(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.8(2L), 1.7(2M)
  | oppmetergain = ?%
  | location      = {{Property-IS|Near Corner}}
  | notes        =
*Near corner adjustments that can be applied to most starters.
*The corner reliant pieces are j.M > j.S and 6H (bounce) > 5L.
*If the last 6H is not delayed enough, walk back before 5L to keep the corner.
*Recommended to input j.236X instead of j.S for all j.M > j.S routes.
  | video= IS_Suisei_Near_Corner.webm
}}
{{ComboData-IS
  | combo        = 2H > 7/9jc > dl.j.S > dash > dl.6H > dl.3H > 22L > (dash > 5L > 2L > 2M > 5M)/(5H) > 2H > 22M
  | damage    = 355/367
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.2/0.9
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Anti-Air Combo.
*7jc for sameside, 9jc for sideswitch.
  | video= IS_Suisei_Midscreen_AA.webm
}}
{{ComboData-IS
  | combo        = 2L > 2M > 5M > 5L > (2M >) 5M > 5L > 5M > 2M > 5H > 6H > dl.3H > 22L > 5L > 2L > 5H > 2H > 7jc/9jc > dl.j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M
  | difficulty = medium
  | damage    = 239 (244)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 2.3 (2.4)
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Easier metergain combo.
*If not starting point blank, often required to omit the 2M in parentheses.
*7jc for sameside, 9jc for sideswitch.
  | video= IS_Suisei_Midscreen_Metergain.webm
}}
{{ComboData-IS
  | combo        = 2L > 2M > 5M > 5L > 2M > 5M > 5L > dl.5M > 5L > 2M > 5H > 6H > 5L > 5M > 2M > 5H > 6H > dl.3H > 22L > dash > 2L > 2H > 7jc/9jc > dl.j.S > dash > 2L > 2H > 22M
  | damage    = 247
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 2.6
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Harder metergain combo.
*Route assumes point blank start.
*Relies on 6H hitting late so that a 5L link is possible.
*Can be incredibly inconsistent when starting point blank with dash momentum.
*7jc for sameside, 9jc for sideswitch.
  | video= IS_Suisei_Midscreen_Metergain_Hard.webm
}}
{{ComboData-IS
  | combo         = 2M > 236L > 22S~6 > 5M > 5L > 5H > 6H > dl.3H > 22L > 5H > 2H > 7jc/9jc > j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M
  | damage    = 297
  | bonusdamage  =
  | cost          = 1 bar
  | metergain    = 1.7
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Easier metered confirm from 2M.
*May require a slightly delayed 22S for the slight forward movement if 2M hit at max range.
  | video= IS_Suisei_2M_236L_5M.webm
}}
{{ComboData-IS
  | combo        = 2M > 236L > 22S~6 > 2H > 7/9jc > dl.j.S > dash > dl.6H > dl.3H > 22L > (5L > 2L > 2M > 5M)/(5H) > 2H > 22M
  | damage    = 320/322
  | bonusdamage  =
  | cost          = 1 bar
  | metergain    = 1.4/1.1
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Harder metered confirm from 2M.
*Range consistent and higher damage, but lower metergain.
  | video= IS_Suisei_2M_236L_2H.webm
  }}
  }}
}}
}}
===Corner===
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = (2L) > 2M > 5H > 6H > dash > dl.6H > dl.3H > 22L > dash > 2M > 5M > 5H > 2H > 9jc > j.M > j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M
  | damage    = 309(2L), 389(2M)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 2.0(2L), 1.9(2M)
  | oppmetergain = ?%
  | location      = {{Property-IS|Corner}}
  | notes        =
*Main corner route.
*While optional, adding dashes builds a small amount of meter.
*Recommended to input j.236X instead of j.S for all j.M > j.S routes.
  | video= IS_Suisei_Corner.webm
}}
{{ComboData-IS
  | combo        = 2L > 2M > 5M > 5L > 5M > 5H > 214M > dash > 2L > 2M > 5M > 5L > 5M > 5H > 214M > dash > 2L > 5L > 2M > 3H > 22L > j.M > dash > 6H > 214{L} > 6H > 2H > 7jc > dl.j.S > dash > 5L > 2L > 2M > 2H > 22M
  | damage    = 266
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 3.0
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Corner metergain combo.
*Notable for not only building 3 Star bars but also building a Superchat bar.
*Very hard to keep corner after j.S when dashing before the second 6H or when inputting j.S as j.236X.
  | video= IS_Suisei_Corner_Metergain.webm
}}
}}
=== Theory ===
WIP
'''Grounded hit starters:'''
* Midscreen buttons > 5H > (dl.)6H > dl.3H/dl.2H > etc.
** Always delay 3H/2H for consistency, 6H only needs to be delayed off specific spacings (e.g. max range 5L), doesn't work off max range 5H even with delays.
* Corner buttons > 5H > 6H > dash > dl.6H > dl.3H/2H > etc.
** The wallbounce on 6H allows for another 6H for more damage.
** While optional, adding a dash builds a small amount of meter.
'''Far grounded hit:'''
* Requires resources.
* Max range 2M only combos into 236L
* 2M > 236L >
** 22S~6 > 5M > 5L > etc.
*** 236L forces standing so the 5M > 5L link is always possible.
*** Costs 1 bar, from max range 2M it may be necessary to delay 22S for the slight forward movement or else 5M may whiff.
** 22S~6 > 2H > etc.
*** Costs 1 bar, goes into standard routing.
** 236M > 22L > etc.
*** Costs 2 SCCs, goes into standard routing.
*** 236M has to be done quite quickly, otherwise it may not combo.
*** Practical as Suisei rarely needs to SCC.
'''5M > 5L loops:'''
5M can link into 5L if hit on a standing opponent, and the forward movement on 5M allows this to be looped.
* Requires a standing opponent so its mainly used after moves that force a standing state (2L and 236L).
* Leads to lower damage due to reaching minimum scaling very early, however it allows for high meter build midscreen (corner routes already build enough).
'''Combo extenders:'''
* 3H > 22L
** Ideal way to lead into 22L, can be set up on air hit with a low 5H or 6H.
** Midscreen, go into either delayed 2M (ease) or 5H (damage).
** In the corner always go into 2M as 5H > 2H still works even after doing M normals.
* Midscreen 2H > 7jc/9jc > dl.j.S
** Main way to go into j.S, going into it directly from 22L will lose lots of damage.
** Go into either 6H to extend a combo, or an ending string.
** Too little delay will either make j.S whiff or have it sideswap even with 7jc, too much delay will allow the opponent to block.
** 7jc for sameside, 9jc for sideswap. In the corner this piece will always sideswap.
* Corner 2H > 9jc > j.S
** The corner wallbounce on j.M results in this easier piece that also does more damage.
* Corner 2H > 8jc > dl.j.M
** Rare combo piece used when j.S has been used but not j.M. Can land and go into a standard ending string.
* Corner 6H (wallbounce)
** On a grounded hit (i.e. in a starting string), generally goes into another 6H.
** On an air hit, can link into basically anything, but generally goes either into 5H > dl.3H > 22L, or an ending string.
'''Combo enders (after 22L or j.S):'''
* (22L > 5H)/(j.S > 6H) > 2H > 22M
** Most damaging ender only when not at super low scaling yet (rare after fully optimized combos).
* 22L/j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M
** Higher damage after full combos due to minimum damage scaling, and also builds the most meter.
** Does work at any screen position, but 5L should hit point blank (hence the dash) so 5M doesn't whiff, and not too high so 2M doesn't whiff.
**If the opponent is entering the corner but not fully in it, 5M may whiff due to collision box jank, hence omit it in this case.
'''Corner 214[L] LVL2 Route:'''
* you can combo into a LVL2 charged 214[A] in the corner
* 22L > jM > 6H > 214[L] > ...
** you have to charge 214[L] for around 50 Frames
*** Suisei scribbles on her notepad the pen will she will somewhat write down lines and you can se a visible cut in the animation when the pen resets to a new line
**** you have to let a bit (around 10 frames) after she finishes the first line
*** this is also audible there is a small gap between the scribble sounds you will have to let go a bit (ca 10 frames) after that
** you can combo with TKj236X or the usual grounded normals
'''236S:'''
* Can add it after grounded hit 3H and continue with a SCC 22L.
* While it is possible to combo into 22S, its lack of minimum damage means it rarely does meaningful damage for its cost (19 damage at 0.05x scaling).
==New Combo Section - WIP Please Ignore==
Suisei has a very modular combo structure that allows her to build her routes based on the situation and easily adapt them to spacing, meter and damage requirements, as well as difficulty in execution. Most routes aim to end in a 22M knockdown because it's the best move to setup the Orb [[#Oki|oki]], and it's important to consider when to sacrifice damage in favor of building enough meter for 214H ([[#214H|The Orb]]). In addition, when assembling together the combo blocks it's necessary to prevent the route from triggering [[../System#Infinite_Prevention_System|IPS]].
===Example Combos===
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = 2M > 5H > 6H > 2H > 22M
  | difficulty = beginner
  | damage    = 282
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 0.6
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Beginner-oriented combo that leads to a knockdown but doesn't build 1 bar, relying on previously built meter for oki.
*If you are new to fighting games, this is a good starting point.
  | video= IS_Suisei_beginner_bnb.mp4
}}
{{ComboData-IS
  | combo        = 2M > 5H > 6H > dl.3H > 22L, j.S, 5L > 5M > 2H > 22M
  | difficulty = easy
  | damage    = 345
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.1
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Easy midscreen route.
*Builds just enough meter for the Orb oki (214H).
*Delay 3H for consistency on farther hits.
*The input window for j.S is very generous, making it easy to input j.236X.
  | video= IS_Suisei_easy_meterless_bnb_meterbuild.mp4
}}
{{ComboData-IS
  | combo        = 236M scc 236H, dl.6H > 2H > 22L, j.S, 6H > 2H > 22M
  | difficulty = easy
  | damage    = 480
  | bonusdamage  =
  | cost          = 1 bar, 1 SC
  | metergain    = 0.4
  | oppmetergain = ?%
  | location      = {{Property-IS|midscreen}}
  | notes        =
*Easy metered confirm off of 236M.
  | video= IS_Suisei_easy_metered_midscreen.mp4
}}
{{ComboData-IS
  | combo        = 2M > 5H > 6H > dl.3H > 22L, 5H > 2H > 8jc j.M > j.S, 6H > 2H > 22M
  | difficulty = medium
  | damage    = 372
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.3
  | oppmetergain = ?%
  | location      = {{Property-IS|nc}}
  | notes        =
*Near corner adjustment for the standard routing.
*The main difficulty in this route is the 22L, 5H link.
  | video= IS_Suisei_near_corner_medium.mp4
}}
{{ComboData-IS
  | combo        = 2L > 2M > 5M, 5L > (2M) > 5M, 5L > 5M > 2M > 5H > 6H > dl.3H > 22L, 5L > 2L > 5H > 2H > 7jc/9jc dl.j.S, 66 > 5L > 2L > 2M > 5M > 2H > 22M
  | difficulty = medium
  | damage    = 239 (244)
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 2.3 (2.4)
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Easier metergain combo.
*If not starting point blank, often required to omit the 2M in parentheses.
*7jc for sameside, 9jc for sideswitch.
  | video= IS_Suisei_Midscreen_Metergain.webm
}}
{{ComboData-IS
  | combo        = 2L > 2M > 5H > 6H > dl.3H > 22L > 5H > 2H > 7jc dl.j.S, 66 > 5L > 2L > 2M > 5M > 2H > 22M
  | difficulty = hard
  | damage    = 295
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 1.6
  | oppmetergain = ?%
  | location      = {{Property-IS|midscreen}}
  | notes        =
*Hard midscreen route (optimal damage so far).
*For the ending string, 5L must hit point blank so 5M doesn't whiff, and not hit too high so 2M doesn't whiff.
*In the ending string, if the opponent is entering the corner but not fully in it, some normals may whiff due to collision box jank - omit 2M in this case.
  | video= IS_Suisei_Midscreen_Hard.webm
}}
{{ComboData-IS
  | combo        = 2H > 7jc dl.j.S, 66 > dl.6H > dl.3H > 22L > 5H > 2H > 22M
  | difficulty = hard
  | damage    = 367
  | bonusdamage  =
  | cost          = 0 bar
  | metergain    = 0.9
  | oppmetergain = ?%
  | location      = {{Property-IS|midscreen}}
  | notes        =
*Hard Anti-Air combo.
*Since the combo starts from the launcher it doesn't reach min scaling making 5H > 2H more damaging than longer strings.
  | video= IS_Suisei_Midscreen_AA.webm
}}
{{ComboData-IS
  | combo        = 2M > 236L > 22S~6 > 5M >, 5L > 5H > 6H > dl.3H > 22L, 5H > 2H > 7jc j.S > 66 > 5L > 2L > 2M > 5M > 2H > 22M
  | difficulty = hard
  | damage    = 297
  | bonusdamage  =
  | cost          = 1 bar
  | metergain    = 1.7
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Easier metered confirm from 2M.
*May require a slightly delayed 22S for the slight forward movement if 2M hit at max range.
  | video= IS_Suisei_2M_236L_5M.webm
}}
{{ComboData-IS
  | combo        = 2M > 236L > 22S~6 > 2H > 7/9jc dl.j.S, 66 > dl.6H > dl.3H > 22L, 5L > 2L > 2M > 5M > 2H > 22M
  | difficulty = hard
  | damage    = 320
  | bonusdamage  =
  | cost          = 1 bar
  | metergain    = 1.4
  | oppmetergain = ?%
  | location      = {{Property-IS|Anywhere}}
  | notes        =
*Harder metered confirm from 2M.
*Range consistent and higher damage, but lower metergain.
  | video= IS_Suisei_2M_236L_2H.webm
}}
}}
===Structure===
'''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.<br/>
'''Note:''' One or more moves inside "()" mean that those moves are optional and can be skipped without breaking the combo.
====Starters====
Most starters aim to confirm into 6H, from which various extension are possible in {{Property-IS|midscreen}} or {{Property-IS|corner}}.
'''Meterless Starters:'''
{{Property-IS|anywhere}}
*'''(2L/5L) > 2M/5M > 5H > 6H'''
**Basic grounded starter, leads to normal routing.
**5M leads to less damage, but can be easier to execute off of 5L.
**Might need to delay the 6H at longer 2M ranges.
*'''2H > 7/9jc > dl.j.S'''
**Anti-Air starter, leads to normal routing.
**7jc will stay on the same side while 9jc will sideswitch.
*'''2H > 22L'''
**A much easier conversion off of anti-air that leads into usual routing after 22L. May cause problems with the IPS if you attempt longer combos after this.
*'''2L > 2M > 5M > 5L > (2M >) 5M > 5L > 5M > 2M > 5H > 6H'''
**Meterbuild-focused starter, sacrifices damage for the whole combo in favor of building meter.
*'''(5H) > 236M'''
**Harder to connect starter due to slower and unsafe moves.
**Midscreen can lead to the highest damaging Suisei routes.
**Can still transition to normal routing.
'''Metered Starters:'''
{{Property-IS|anywhere}}
[[File:IS_Suisei_idol_step.mp4|thumb|Idol Step (22S~6)]]
*'''(2M) > 236L > 22S~6 > 5M > 5L > 5H > 6H'''
**Main way to confirm a long range poke (2M/236L) into normal routing.
**Requires one bar of meter.
*'''(2M) > 236L scc 236M
**Easier confirm for long range pokes.
**Confirms directly into 22L, see [[#Extensions|combo extensions]] to continue the routing from here.
**Requires 1 bar of Superchat meter, but Suisei doesn't otherwise use it often.
====Extensions====
Combo extensions aim to get a knockup to confirm into 22L, and then extend against the opp while they are [https://glossary.infil.net/?t=Juggle juggling].
'''Meterless Extensions:'''
{{Property-IS|anywhere}}
*'''[from 6H] > dl.3H > 22L'''
**Most effective extension for damage.
**Can be extended further before the ender.
*'''[from 6H] > dl.2H > 22L'''
**Easier but less damaging extension.
**Doesn't connect at longer ranges.
**Can be extended further before the ender.
*'''[from 22L] > dl.j.S'''
**Simplest extension from 22L right into j.S.
**If j.S is inputted too early it will result in a scc, but the combo will not drop, making it suitable for beginners.
*'''[from 22L/j.S] > land > 5H/dl.2M'''
**Short extension that leads directly into the ender.
**Can be necessary when the route would trigger IPS otherwise.
*'''[from j.S] > land > 6H'''
**Easy extension that leads to the ender.
**Can result in the route not building enough meter for the oki if starting with 0 bars.
*'''[from j.S] > land > 5L > 5M'''
**Easy extension that leads to the ender.
**Sacrifices a bit of damage for meterbuilding, required in easier routes to get to 1 bar for oki.
*'''[from j.S] > land > 5L > 2L > 2M > 5M > 5H'''
**Higher damaging alternative that leads to the ender.
**Might not be viable when using a 2M in previous extensions due to IPS if the route started from 2M.
{{Property-IS|midscreen}}
*'''[from 22L] > land > 5H/dl.2M > 2H > 7/9jc > dl.j.S'''
**Harder but higher damage extension from 22L.
**The 5H link is much harder than the dl.2M one.
**7jc will stay on the same side while 9jc will sideswitch.
{{Property-IS|Corner}}
[[File:IS_Suisei_corner_extension.mp4|thumb|Corner extension route example]]
*'''[from 6H] > 6H'''
**6H wallbounces in the corner, and it can be looped into itself for some extra damage.
**Yes that's all that's the extension.
*'''[from 22L] > land > 5H/dl.2M > 2H > jc > j.5M > j.S'''
**Corner version of the midscreen hard extension.
**Easier execution than its midscreen counterpart.
**The 5H link is much harder than the dl.2M one.
'''Metered Extensions'''
{{Property-IS|anywhere}}
*'''[from 236M] scc 22L'''
**Easy way to get into normal routing from 236M.
*'''[from 236L/236M] > 22S~6 > 2H > 7/9jc > dl.j.S'''
**Metered confirm off of 236L/M, leading into normal routing
**Can be used in corner after 236M since the 236H extension does not work.
**7jc will stay on the same side while 9jc will sideswitch.
{{Property-IS|midscreen}}
*'''[from 236M] scc 236H > 6H'''
**Metered extension leading into normal routing.
**Highest damage extension for Suisei.
**Doesn't work in corner due to 236H dropping immediately.
====Enders====
Suisei enders aim to get a hard knockdown with 22M in order to setup the oki and <del>unplug her opponent's controller</del> begin her setplay game.<br/>
'''Note:''' "[any normal]" refers to any normal except 3M.
'''Meterless Enders:'''
{{Property-IS|anywhere}}
*'''[any normal] > 2H > 22M'''
**Easy and straightforward ender leading to the perfect oki setup.
**Honestly all Suisei needs to start her setplay game.
== Strategy ==
===Oki===
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
'''TLDR:'''
* ''22M or 236G for HKD''
* ''66>214H>...''
** ''...>9jA IOH''
** ''...>2L low''
* ''66>dl.214H/214H>66>''
** ''also allows commandgrab
''
'''Basics of 214H oki:'''
* 2L low >
* 2M low >
* 9jL IOH > land > 2M >
* 9jH crossup > 2L/M
* 9jH[4] sameside > 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'''
* 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>jH crossup
** >9[4]>jH sameside>sameside 2L
** >9[4]>jH sameside>crossup 2L
*** if you crossup after the jC mostly depends an the amount of back drift
** 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[4]>jH crossup
*** you cant drift enought o make jH not crossup
** 50/50 high low mix
*** 2L low > Stuff
*** 9jL IOH>land>2M
*** 2L>dl9jL low into IOH but you cant combo after it so only for when 61 damage kills
*** 2L>2H can Pressure can lead to all the fun 2H pressure
*22M>microdash>dl>214H
** will leave a gap again so you can throw here
'''Tetris oki'''
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
'''Meterless oki'''
* 66>214[L]
** only slightly charge the 214L
** hits meaty if charge time is correct
*** botan can't shopingcart out of it!
*** invul reversals beat it on the 214L recovery
* 66>dl.214L
** should work the same as above
* 66>(w)214L
** WARNING gimmicky!
** whiffs so you can do a commandgrab if you have made them respect the normal oki
** missing scribble sound might give it away!
** might be fuzzy mashable!
* 214[M]>
** hit meaty but you are somewhat to far away to do stuff
** 2M can combo but its longrange so only 236L is viable
** tkJS for plusframes but it is 2H mashable even if they get hit by the projectile!
** has some wierd interactions with invul reversals
***  korones 22H will wiff even if you charege a bit to long
*** ayames 22H will punish the 214M if not done perfectly!
* 214M>
** WARNING gimmicky!
** whiffs so you can do a commandgrab if you have made them respect the normal oki
** baits invul reversals by just holding 1 after
===Pressure===
Suisei's Pressure can be oppressive if she manages to get close
* she has great tools for staggering
* a lot of ways to reset pressure
* and also tools to make people pay if they start anticipating the resets instead of reacting to them
* she can make any blockstring safe
'''''TLDR'''''
* ''5L>2L +0!''
* ''5L>5M>...''
** ''...>5L>5M''
** ''...> staggered Nomals''
** ''...> Commandgrab''
* ''2H>jc.jS for + Frames''
* ''6H to close back the gap if you spaced to far for 2H''
* ''214L/M > dash Pressure reset''
* ''236L to make Blockstring save but lose your turn''
* ''22S~6 > to reset Pressure''
'''5L>2L'''
* 2L is 0 on block but has very short range
* 5L is -3 but moves forward and has a bit more range
* so you have an advancing string that is neutral on block and still can be delay canceled for frametraps
** Loop it into itself (if yous tarted very close) go for a dl.2M/5M to mix in frametraps, or use command throw
'''5M'''
* 5M is 7F advancing and -2 on Block
* also a very good button in stagger pressure with a lot of cancel options
* follow up options are very ambiguous so its a good point to reset the pressure
* you will probably be in 5L range
'''2H'''
* probably the best button to route to for non stagger pressure
** it's jump cancelable so you have a lot of options here
** if done before 6H it can still be cancelled into 5H if it's open
*''2H>(dl.)5H''
** true blockstring if canceled immediately else it can frametrap
** will beat them mashing if they expected a jumpcancel option
* jc.Stuff
** ''7jc.jS> overhead into + Frames''
** ''7jc.dl.jS> overhead crossup into + Frames''
*** timing it pretty specific if you do it to late jS will wiff!
** ''9([4])jc.dl.jH> "crossup" overhead''
*** if you just do 9 jH might whiff
** ''9[4]jc.dl.jH> sameside overhead > crossup low''
*** hold 4 immediately after jumping and do jH a bit earlier
** ''8[6]jc.jH> sameside overhead''
** ''7 wait for a whiffed 2H then j236X'' (might not work on all of the cast)
*** if you do j236X early you might whiff crouchers and low 2H hurtboxes like Botan
*** if you do it late (on whe way down) you might not be able to punish anymore (test if botan just beats it)
** all of the jc stuff can be mashed out of most of the time even by 2H
** you will have to make them actually react to the jump cancel and not just mash by mixing in 5H/6H frametraps
* ''214X > Pressure''
** see below
* ''dl.236L Frametrap''
* ''22S>6>...''
'''>5H'''
* hurtbox is atrocious, DO NOT USE UNLESS CANCELED INTO!
* has a lot of blockstun
** has even more recovery
* gigantic cancel window
* probably the best button to do a 22S>6 cancel from
* Cancels into 6H and 2H for a continued blocksting
* dl.6H, dl.2H for frametraps
* probably the best point for a 236M
** 236M is somewhat reactable
* mix in 3H for a low
** 3H can be hard to hitconfirm since you need a very fast 22L
** 22L should not be buffered! it will kill you if they block.
'''6H'''
* forward advancing with a lot of startup and active frames
** its often a natural frametrap
** natural frametrap with a VERY small gap from 2H
* true blockstring form 5H
* can only be cancelled to 2H and 3H
** will lock you out of any other normals afterwards!
* probably the best thing is to go to 2H and use the followups from that
* will send the opponent flying from counterhit
** probably not the best thing to have happen if you are not close to the corner
'''236L'''
* it will make all pressure safe but to be neutral it needs to be spaced very far
** you cant really do a blockstring into the safe version!
'''214X'''
* is in general a good option to reset pressure
* both options are mashable by most B normals but its somewhat hard to do it on reaction
** will then most likely trade
* what you can get off it is somewhat space dependent
** you can normalize the spacing with advancing normals like 5L, 5M, 5H and esspecially 6H and 3M
* in general 214L hits later and is somewhat mashable although it will trade with most stuff
* 214M hits earlier but also causes more pushback
* here are some ideas for pressure resets:
* ''214L''
* ''214L>dash>(dl).5L or dl.236G command grab''
* ''>214L>5L>(w2L)>2M/5H>...''
** when you are very close or moving forward so mostly after (5L)>5M, close 5H or 6H
** you have to hit the 5L during teh beginning of the 214L blockstun
** 2M will be nearly a true blockstring 5H will be a frametrap
** 5M will whiff on crouch block after 5L or 5L>(w2L) so you can't reliably use it there
** in the corner you can nearly always go for 5L>2L
** 2L(w) is a F-Ciel style bootleg rebeat (don't know if it is useful at all but it is funny!)
*** 5L>2L(w)> kara command throw (236M~G) seems to be possible but the timing and spacing is very strict
**** microwalk command throw 23[6].dlG seems to be a bit more consistent
** you can microwalk after the 214L to make 5L>2L connect but timing is pretty tight
* ''214M''
** hits earlier then 214M so you are not ready for a 5L/M while they are still in range
** ''214M > dash 5L/Command throw''
** follow up buttons that hit are 2M, 5H, 6H, 3M
*** from 2M and 5H you need to go into a special or 6H
** ''double 214M''
*** ''stuff>3H>214M>2M/5H>214M>dl.236L''
*** spaces 236L so that it is less negative or even 0(testing needed!)
*** might be hard to enforce pressure since the gaps for the 214M are pretty large
* ''214X>TKjS''
** this will look nearly indistinguishable form 236M but it is +
** somewhat reactable
''' Specific Pressure Strings'''
*'' Corner 5M>5H>214M Blocksting loops''
* has very small gaps between 5H>214M and 214M>5M
** not mashable!
** they need to use a invuln reversal or a collab to get out
** it is actually quite hard to buffer a reversal in this string
** might interact differently with some moves (testing needed!)
*** Sora 22M will just beat it!
''' Closing Thoughts '''
* Very delayed stagger pressure is somewhat succeptible to chicken blocking
** you might be able to do 22L on reaction if you got them blocking in the air!
ToDos:
* check jc.jS against 7Frame buttons that AA! can they just mash those?
* Check against wich 2H mash we lose against when doing 6H>2H followups with everything but 236L frametrap or block, against which chars cant we even block
* test  2H>7 wait for wiff 2H then j236X against all characters
* stuff>3H>214M>2M/5H>214M>dl.236L test if we can steal back our turn here or do we still lose in the 5F wars
* test Corner 5M>5H>214M Blocksting loops which reversals and buttons let people escape
** or dont and let them find out themselves^^
===Defense ===
'''''TLDR'''''
* ''no invul reversals!''
* ''5L best abare button!''
* ''2L rather bad since 6F and low range!''
* ''2M if they use a spaced special move''
* ''Collabs can be your best defensive tools''
Suisei does not have a real full invul reversal so defense can be tough.<BR>
The saving grace is somewhat 2M if they end a Blockstring and then try to do a special that is slow enough you can often mash out with it (eg. most of botans specials lose or at worst trade)<BR>
Other good abare buttons are 5L and 5M since they move forward and are fast.<BR>
2L is a slightly bad abare button since its only 6F and has very short range.<BR>
You can also use a Collab Partner when the enemy leaves gaps in the sting.<BR>
Especially Superchat Collab, basically free since you dont have to let go of 1 and just mash til there is a gap <BR>
A good example is Roboco: Both of her Call-ins can be used defensively in the corner.<BR>
The laser should leave you plus even if they block.<BR>
If they want to not get hit by the missiles, they have to move forward into you which will most likely give you an opportunity to throw or mash out.<BR>
Might not work against characters that can pressure form further away like Aki<BR>
Also she is offscreen when she fires the missiles in the corner so your opponent might not realize that you called her and stay offensive.<BR>
Your Collab Choice should take usefulness as a defensive tool into consideration.<BR>
==Matchups==
;Vs. Aki
* 2M can catch her during her pressure if she is too predictable with the 214M (stomp call-in) resets
;Vs. Ayame
: Matchup Advice goes here
;Vs. Botan
* 3M low profiles some parts of her 2C
* most of her specials after a Blockstring that ends with 2H will lose to 2M unless she instantly cancels into low sniper.
* 3M can low profile j.2H
** Will often hit the Botan airborne or counterhit, so buffering 22L might be a good idea to get a combo
* 22L can catch Botans that try to abuse j2H in Neutral
* 22L hops over rolling grenade and will not get hit by a high grenade following it, but doing this too predictably is exploitable as you are still stuck in 22L recovery.
** ToDo; test 22L against 2 consecutive rolling grenades
;Vs. Coco
:
*236M wins against her dinosaur grab
*Using 236L in blockstrings is dangerous as it puts you in range of her 236G command grab at -2~0.
*214L/M in strings is dangerous for similar reasons, her command grab doesnt trade with the fireball so it gives her a free opportunity to 236G you.
;Vs. Fubuki
:
*Fubuki 22H can trade with 214H mixups in her favor as it launches Suisei back when the first hit connects, resetting to neutral. Giving up oki to bait vs Fubuki players aware of this is recommended 
*3M low profiles her 5M
*3M low profiles fireballs
*Punish tatsus / jS with 2M
;Vs. Korone
:
* 3M low profiles her 5M (at long range)
* 3M low profiles the fireballs
* you can relatively consistently do 22H into her "infinite" 5M>236X blocksting during the Fireball parts
** Buffer 22 after/during 5M and then react to the 236X
;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.
* 22M in general can invalidate a lot of 214X stuff also in pressure, dont be to predictable with it!
* 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.
* 236L at the end of her standard blockstrings will trade with your 2M but not in your favor.
;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.
* When Suisei routes into 22L, bursting here will sideswitch her. This is useful when you are cornered as it will put her in the corner instead of launching her away.
** Bursting her IOH setups on hit has the same effect.
* You can fuzzy mash 5L>5M after 6H>2H this will punish jS, 214X and trying to reset it will lose to 236L
** you should still be able to block or even 2H a jC
* Blocking jS while you are airborn youself massively reduces the frameadvantage chickenblocking after 6H>2H is not a bad idea
==External Resources==
* [https://twitter.com/search?q=%23ISD_SUI Twitter Tech: #ISD_SUI]


==Colors==
==Colors==
Line 1,459: Line 766:
  {{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.
Toggle Hitboxes
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.
Toggle Hitboxes
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.

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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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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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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.
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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.

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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

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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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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
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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
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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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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
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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.
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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.
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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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