Idol Showdown/Suisei Hoshimachi: Difference between revisions
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* 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. |
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)