Idol Showdown/Suisei Hoshimachi: Difference between revisions
(→Combos: Optimised several combos (noted which by indicating their videos are unupdated); cleaned up theory section (did not touch 214[L], Techtrap and IPS sections)) |
m (→Mid-screen: Small edits to recent change) |
||
Line 659: | Line 659: | ||
| notes = | | notes = | ||
*Easy midscreen route. | *Easy midscreen route. | ||
*3H is delayed to make it consistent. 6H may need to be delayed at some ranges (e.g. max range 5L > 2M). | *3H is delayed to make it more range consistent. 6H may need to be delayed at some far ranges (e.g. max range 5L > 2M) (will not allow it to reach after max range 5H). | ||
*Ending with 6H will do more damage when scaling is not low, whereas the full grounded string will build more meter and do more damage after long combos. | *Ending with 6H will do more damage when scaling is not low, whereas the full grounded string will build more meter and do more damage after long combos. | ||
*Adding a dash builds a small amount of meter. | *Adding a dash builds a small amount of meter. | ||
Line 743: | Line 743: | ||
{{ComboData-IS | {{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 | | 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/ | | damage = 320/322 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 1 bar | | cost = 1 bar |
Revision as of 22:48, 10 May 2023
Stellar Stylish Idol - Saikou Pressure
Introduction
|
|
Pros | Cons |
|
|
Moves
Standing Normals
5L
5L
|
---|
5M
5M Dab Dab
|
---|
5H
5H
|
---|
Crouching Normals
2L
2L
|
---|
2M
2M Your best friend in neutral Your best friend in neutral
|
---|
2H
2H
|
---|
3H
3H
|
---|
Jumping Normals
j.L
j.L
|
---|
j.M
j.M
|
---|
j.H
j.H
|
---|
Command Normals
3M
3M
|
---|
6H
6H Sui-ssor Kick! Sui-ssor Kick!
|
---|
Throw
Throw
L+M |
---|
Overhead
Overhead M+H Yes the animation is the same as j.L Yes the animation is the same as j.L
|
---|
Special Attacks
236L
Wicked Slice
236L / 5S |
---|
236M
Starry Slice
236M / 6S |
---|
236H
Heart Harvest
236H |
---|
236G
Tetromino Transhumanism
236G |
---|
214L/M
Stellar Medley (Close/Far)
214L/M |
---|
214H
STELLAR into the GALAXY 214H The reason you play Suisei The reason you play Suisei
|
---|
22L
Hoshispin (Horizontal)
22L |
---|
22M
Hoshispin (Vertical)
22M / 2S |
---|
22H
Psycho Hoshispin
22H |
---|
22S
Selfish of a Rough Stone 22S Similar to FADC from Street Fighter IV Similar to FADC from Street Fighter IV
|
---|
j.S
Stellar Slice j.S / j.236L / j.236M / j.236H Bandit Revolver! Bandit Revolver!
|
---|
Super Star Attack
SPACE for Virtual GHOST
236S |
---|
SPACE for Virtual GHOST
during install 236S |
---|
SPACE for Virtual GHOST
during install 22S |
---|
Combos
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.
Mid-screen
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
(2L) > 2M > 5H > (dl.)6H > dl.3H > 22L > j.S > (dash > 5L > 2L > 2M > 5M)/(dash > 6H) > 2H > 22M | 277/277(2L), 347/354(2M) | 0 bar | 1.3/1.1(2L), 1.2/0.9(2M) Opp: ?% |
Anywhere | |
|
|||||
(2L) > 2M > 5H > 6H > dl.3H > 22L > 5H/dl.2M > 2H > 7/9jc > dl.j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M | 295(2L), 371(2M) | 0 bar | 1.6(2L), 1.5(2M) Opp: ?% |
Anywhere | |
|
|||||
(2L) > 2M > 5H > 6H > dl.3H > 22L > 5H > 2H > 9jc > j.M > j.S > dl.6H > (walk back >) 5L > 2L > 2M > 5M > 2H > 22M | 303(2L), 383(2M) | 0 bar | 1.8(2L), 1.7(2M) Opp: ?% |
Midscreen | |
| |||||
2H > 7/9jc > dl.j.S > dash > dl.6H > dl.3H > 22L > (dash > 5L > 2L > 2M > 5M)/(5H) > 2H > 22M | 355/367 | 0 bar | 1.2/0.9 Opp: ?% |
Anywhere | |
|
|||||
2L > 2M > 5M > 5L > 2M > 5M > 5L > 5M > 2M > 5H > 6H > dl.3H > 22L > 5H > 2H > 7jc/9jc > dl.j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M | 240 | 0 bar | 2.2 Opp: ?% |
Anywhere | |
|
|||||
2M > 236L > 22S~6 > 5M > 5L > 5H > 6H > dl.3H > 22L > 5H > 2H > 7jc/9jc > j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M | 297 | 1 bar | 1.7 Opp: ?% |
Anywhere | |
|
|||||
2M > 236L > 22S~6 > 2H > 7/9jc > dl.j.S > dash > dl.6H > dl.3H > 22L > (5L > 2L > 2M > 5M)/(5H) > 2H > 22M | 320/322 | 1 bar | 1.4/1.1 Opp: ?% |
Anywhere | |
| |||||
(any starter leading to j.S) > j.S > 6H > (reset) dl.3H > 22L > 2M > 2H > 7jc > loop | variable | 0 bar | ? Opp: ?% |
Anywhere | |
|
Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
(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 | 309(2L), 389(2M) | 0 bar | 2.0(2L), 1.9(2M) Opp: ?% |
Corner | |
|
|||||
2M > 5H > 6H > 3H > 22L > dl.2M > 5M > 5H > 6H > 2H > 9jc > j.M > j.S > dl.6H > dl.3H > 22L > dl.2M > 5M > 5H > 6H > 2H > 22M | 332 +357 | 0 bar | 0.9 + 1.3 Opp: ?% |
Corner | |
|
|||||
2M > 5H > 6H > 3H > 22L > dl.2M > 5M > 5C > 6H > 2H > 9jc.jM > j236X > dl.2M > 5M > 2H > 22M | 378 | 0 bar | 1.6 Opp: ?% |
Corner | |
|
|||||
2M > 5H > 6H > 2H > 22L > 2M > 2H > 9jc > j.M > j.S > 6H > 2H > 214H > 2H > 22L > loop | variable | 1 bar | variable Opp: ?% |
Corner | |
|
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.
- 22S~6 > 5M > 5L > etc.
5M > 5L loops: 5M can link into 5L if hit on a standing oponent, and the forward movement on 5M allows this to be looped.
- Requires a standing oponent 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 optimised 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.
Corner 214[L] LVL2 Route:
- you can combo into a LVL2 charged 214[A] in teh 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
- 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 can combo with TKj236X or the usual gorunded normals
- you have to charge 214[L] for around 50 Frames
Techtrap Routing:
- corner only
- after 22L or j236X groundbounce
- >dl2M>5M>5H>6H>2H>jM>j236X>... corner
- if they tech they will have to block 6H and then get hit by 2H wich is AUB
- if they don't tech you continue the combo
- if they dont get reset you might not be able to use another 6H since it will triger IPS!
IPS Reset
- IPS will trigger after a certain repetition of the same moves in combos
- 5xM normals, 3xH normals
- in the croner we can use that to reset the Combo with 2H>214H
- they will get launched and any immediate followup will not hit, the combo counter is reset and then they can chose to tech in the air
- Since 214H is so incredebly active it will hit them once thier hurtbox is active again.
- if they block you can AUB them with 2H if they get hit you can either jM>236X or also 2H them
- if they backtech and mash they will tech higher and you have to jM>236X this will not reset on tech> block
- needs a combo with 3x2H
- the normal starter has to be modified with 2H instead of 3C
- they will get launched and any immediate followup will not hit, the combo counter is reset and then they can chose to tech in the air
236S:
- Can add it after grounded hit 3H and continue with a SCC 22L
- Can add it after 236L to enter install and threaten the grabs
- While it is possible to combo into 22S, its lack of minimum damage means it rarely does meaningful damage for its cost
Oki
WIP
22M gives you hard knockdown the best oki after it is 214H you can either SCC it or not which will give you slightly different options
Basics of 214H oki:
- 2L low >
- 9jL IOH > land > 2M >
- 9jH crossup > 2L/M
- tk9S overhead
- 9dljS wiff into crossup 2L low
Depending on when you do the 214H and if you micro dash before it your options might change
- 22M>214H
- you are somewhat further away after this one you can then dash up and act before 214H hits
- this leaves a gap to get hit by an invul reversal but if they mash a normal they will get hit by the orb and you can combo even if it trades
- >dash throw/commandthrow
- normal throw might be better midscreen since they will waekup and still get hit by the last 2 hits of the 214H projectile
- >9>jC crossup
- 50/50 high low mix
- dash > 2L low > stuff
- dash > 9jL IOH > 2L/M
- you are somewhat further away after this one you can then dash up and act before 214H hits
- 22M>microdash>214H
- 214H will hit meaty so you cant throw
- >9>jC crossup
- 50/50 high low mix
- 2L low > Stuff
- 9jL IOH>land>2M
- 2l>dl9jA low into IOH but you cant combo after it so only for when 61 damage kills
- 2l>2C double low can be jumpcanceled into crossup jC
- 214H will hit meaty so you cant throw
- 22M>microdash>dl>214H
- will leave a gap again so you can throw here
236G commandgrab also gives you enough Advantage to setup 214H
- 236G>214H will hit meaty but you are somewhat far away
- 236G>microdash>214H
- same oki as 22B>microdash>214H
- 236G>dl214H
- same oki as 22B>214H
- do 214H around when they hit the ground after the bounce
Pressure
WIP
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- 5M>5L blockstring loop seems to work fine on her, no matter if she's stand blocking or crouch blocking.
- Vs. Coco
- 236M wins against her dinosaur grab
- Vs. Fubuki
- Tatsu projectile invuln can sometimes go through non-meaty 214H oki setups. Make sure your setups are meaty even if you give up mix.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Sora 22M reflects 214H and can be used as a reversal vs non-meaty EX Comet oki setups, particularly after command grab. Make sure you meaty her even if you need to give up a mixup.
- Sora 236L note bobs up and down so sliding under it with 3M requires much more precision than vs other characters. Not recommended if the option can be avoided.
- Vs. Suisei
- 8-2 Suisei favored for whoever gets the first hit. Trust no one, not even yourself.
- Good luck being on the receiving end of your own oki lol.
External Resources
Colors
Anemachi
Tokoyami Towa (Hololive)
Nanashi Mumei (Hololive)
Alternate Outfit
Inui Toko (Nijisanji)
Sion Eltnam Atlasia (Melty Blood)