Idol Showdown/Suisei Hoshimachi: Difference between revisions
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===Recommended Collabs=== | ===Recommended Collabs=== | ||
'''Note''': | '''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]]''' | * [[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. | :*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]]''' | * [[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). | :*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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|advBlock=-5 | |advBlock=-5 | ||
|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. | |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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|description= | |description= | ||
* Self-Gatling Count: 2 | * Self-Gatling Count: 2 | ||
Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but | 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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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|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 > | |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. | ||
}} | }} | ||
}} | }} | ||
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|advHit=-6 | |advHit=-6 | ||
|advBlock=-10 | |advBlock=-10 | ||
|description=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. | |description=Low profile slide, goes under most mid height fireballs and some mid height normals during active frames. Combos into {{input|236L}} on hit. Despite being a slide it does not have meaningful variable frame data. | ||
* Shifts Suisei's hurtbox backwards, making it useful for dodging Korone's and Fubuki's 22H on reaction. | * Shifts Suisei's hurtbox backwards, making it useful for dodging Korone's and Fubuki's {{input|22H}} on reaction. | ||
}} | }} | ||
}} | }} | ||
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|advHit=0~+2 | |advHit=0~+2 | ||
|advBlock=-4~-2 | |advBlock=-4~-2 | ||
|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 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. | * Being an advancing normal, and being able to cancel so late into its long recovery frames, this move is surprisingly good in blockstrings. With enough conditioning, you can even throw people after this move. | ||
}} | }} | ||
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|image=IS_Suisei_MH.png | |image=IS_Suisei_MH.png | ||
|hitbox=IS_Suisei_MH_hitbox.png | |hitbox=IS_Suisei_MH_hitbox.png | ||
|caption= When the universal overhead frame data is in fact, | |caption= When the universal overhead frame data is in fact, universal | ||
|name=Overhead | |name=Overhead | ||
|input={{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}} | |input={{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}} | ||
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|invul= (6~36) {{Property-IS|grab}} | |invul= (6~36) {{Property-IS|grab}} | ||
|description= | |description= | ||
* | *Links into {{input|5M}} after Counterhit. | ||
Universal standing overhead. | 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. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Grants 3 superchats on use | * Grants 3 superchats on use | ||
Big horizontal, advancing axe swing that is minus on block | 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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* 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. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Costs 1 Star Meter and grants 4 superchats on use | * Costs 1 Star Meter and grants 4 superchats on use | ||
Incredibly oppressive projectile that eats wakeup reversals and enables Suisei's best mixups | 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}}. | ||
* Has a projectile durability of 1x3 | * 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. | ||
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Horizontal air unblockable hitgrab. Staple combo tool. | 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}} | |||
}} | }} | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|description= | |description= | ||
* Costs 1 Star Meter and grants 3 superchats on use during startup. | * 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. | * 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. | * Has three stages. Upon reaching the third stage, Suisei summons 5 comets from the sky starting from the edge of the screen. | ||
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** {{input|22S~[6]}} takes 12f before the dash cancel itself. | ** {{input|22S~[6]}} takes 12f before the dash cancel itself. | ||
** {{input|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}} | |||
** 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. | A short tech video by Frexia about 22S cancel: https://youtu.be/C6HOGX38Mdc. Do note the section on {{input|5M}} is outdated. | ||
}} | }} | ||
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* Minimum damage: 142 | * Minimum damage: 142 | ||
* Costs 2 Star Meter and grants 4 superchats on use. | * Costs 2 Star Meter and grants 4 superchats on use. | ||
Anti-air command grab | 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. | ||
* Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner. | * Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner. | ||
}} | }} |
Latest revision as of 14:58, 18 June 2024
Stellar Stylish Idol - Saikou Pressure
Difficulty - ★★★☆☆☆
Introduction
In neutral, she has a few strong normals like 2M, a really useful low poke that can be converted off into a full combo - albeit requiring meter outside of point blank range - and 5M being so plus on hit it can link back into 5L. While she can have a hard time approaching her opponent, 236L and j.236X are solid tools - with 236L leading to a scary strike/throw situation even on block - and 3M can slide below some projectiles. Her 214L/M can disrupt the offense of more melee-focused characters, with the M version mostly useful for zoning purposes and 214L being a great way to get back your turn even if the opponent gets close. On top of that, 214H is a great way to force your way in against cornered opponents. Having a 5f command grab makes her strike/throw game scary to deal with.
However, it's when she gets in that Suisei really shines. Her 214H can also eat through reversals and by varying the time at which the Orb (214H) hits, various mixup options open to her - high/low, crossup/no crossup, meaty/throw.
Suisei is a rushdown setplay character with explosive high risk, high reward neutral skip tools and powerful projectile okizeme. Boasting great normals for stagger pressure, and an amazing command grab, she's a close range killer who's no slouch at the midrange game either. |
Pick if you like | Avoid if you dislike |
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Recommended Collabs
Note: 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
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Toggle Hitboxes Toggle Hitboxes
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5M
5M
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5H
5H
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2L
2L
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Toggle Hitboxes Toggle Hitboxes
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2M
2M
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Toggle Hitboxes Toggle Hitboxes
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2H
2H
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Toggle Hitboxes Toggle Hitboxes
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3H
3H
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.L
j.L
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Toggle Hitboxes Toggle Hitboxes
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j.M
j.M
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Toggle Hitboxes Toggle Hitboxes
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j.H
j.H
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
3M
Toggle Hitboxes Toggle Hitboxes
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6H
Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Throw
Toggle Hitboxes Toggle Hitboxes
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Overhead
Toggle Hitboxes Toggle Hitboxes
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Superchat Reversal
Toggle Hitboxes Toggle Hitboxes
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Special Attacks
236L
Toggle Hitboxes Toggle Hitboxes
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236M
Toggle Hitboxes Toggle Hitboxes
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236H
Toggle Hitboxes Toggle Hitboxes
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236G
Toggle Hitboxes Toggle Hitboxes
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214L/M
Toggle Hitboxes Toggle Hitboxes
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214H
Toggle Hitboxes Toggle Hitboxes
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22L
Toggle Hitboxes Toggle Hitboxes
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22M
Toggle Hitboxes Toggle Hitboxes
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22H
Toggle Hitboxes Toggle Hitboxes
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22S
Toggle Hitboxes Toggle Hitboxes
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j.S
Toggle Hitboxes Toggle Hitboxes
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Super Star Attack
Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Colors
Anemachi
Tokoyami Towa (Hololive)
Nanashi Mumei (Hololive)
Alternate Outfit
Inui Toko (Nijisanji)
Sion Eltnam Atlasia (Melty Blood)
Kazama Iroha (Hololive)
Sakura Miko (Hololive)
OG Outfit (Origin)
Template Outfit (Origin)