Idol Showdown/Sora Tokino: Difference between revisions

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   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        =  
   | notes        =  
*Your basic BNB.
*Your optimal BNB.
*Works anywhere but will do less damage in the corner.
*Works anywhere but will do less damage in the corner.
*Replace the first 5H with 6L if 2L hits far.
*Replace the first 5H with 6L if 2L hits far.

Revision as of 20:00, 9 May 2023

IS Sora Logo.png

Virtuous Pure Idol - Sonnant Seiso Setplay

Introduction

IS Sora Profile.jpg

Sora Tokino is an idol who sets the stage with her musical lockdown. She orchestrates her array of musical projectiles to set up safe approach opportunities and enforce 'respect' from her kouhai.

  • Sora is capable of good keepout and space control through moves such as 5M, 6M, and the note projectiles. 6L and 2H are strong anti airs making it very hard to get in on her. Off of a HKD however, she turns into a setplay monster capable of opening you up with oppresive pressure and multiple high/low and left/right mixups anywhere on screen.

236M is a meterless projectile which gives big plus frames on block. It can be crouched midscreen.

22H costs 1 Bar of meter, but summons A-chan to lock them down, giving you time to run a free 50/50 mixup anywhere on screen, or set notes so that you can run even more mixups after. A-chan can be destroyed if hit though, so just throwing out 22H isn't a very good idea.

j.L is also a 9 frame overhead which you can cancel into off of any jump cancelable move like 2M. It doesn't give a combo on hit, but there are setups off of a HKD that lets you confirm it off of a note detonate or certain assists.

All her oki leads to mixup/pressure and she is rewarded with loopable oki when guessing right.

She has the best control over her airdrift in the game which enables ambigous left/right mixups.

Soras combos grant both high Super Chat and Meter Gain, and since her resourceless combos already enable strong setups, most will go into assists for conversions, pressure and neutral utility.

In exchange for her good neutral and pressure, she is weak on defense due to her slow buttons and lack of access to an invincible reversal. When being pressured, she generally has to block and wait it out.

She has lower damage than the rest of the cast.

A lot of her strongest oki and combo routes are locked behind execution barriers.

Pick if you like Avoid if you dislike
  • pros (duh)
  • cons (duh)

Normal Moves

Standing Normals

5L
5L
IS Sora 5L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

6 3 - -2 -

None

Your go-to stagger pressure button; safer than 2L and prorates less.

5M
5M
IS Sora 5M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

9 2 - -9 -

None

One of Sora's best poking tools in neutral. Can confirm into both 6M and sometimes 2H, depending on the spacing.

5H
5H
IS Sora 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

9 8 - -5 -

None

A grounded "combo filler" button. You wont be pressing this much outside of combos.

Crouching Normals

2L
2L
IS Sora 2L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

6 2 - -3 -

None

Another stagger pressure normal. Also a go-to starter. Being slightly more minus than 5L, it makes up for it with slightly more range.

2M
2M
IS Sora 2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
48

Mid

10 4 (4) 2 - -7 -

None

A multihitting normal. Jump cancelable on block and hit. Mainly used to IOH with j.L off of the first hit.

2H
2H
IS Sora 2H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

13 6 - -15 -

None

The God Button. This normal does it all. While it is Sora's main combo extension, it is also air unblockable, making it her best antiair next to 6L, which is only good because it gatlings into 2H. Jump cancelable on block or hit, this normal will also be frequently used in blockstrings and to catch people jumping out of Sora's pressure.

3H
3H
IS Sora 3H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low

11 3 - -15 -

None

The universal sweep. With its long range, this will primarily be used to end combos and set up 214M Okizeme. Hitting aerial opponents with it will take some getting used to, however, as its vertical range is minimal. 3H also has utility as the "low" option in unreactable high/low note setups, as it can be gatlinged from any normal.

Jumping Normals

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

High

6 5 - - -

None

Sora's go-to instant overhead option with her note pressure. Prorates actually extremely well and is also confirmable with certain collabs.

j.M
j.M
IS Sora jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

High

10 4 - - -

None

Sora's horizontally gigantic air-to-air. With its thin hitbox, however, you will often find it being low-profiled if used while landing.

j.H
j.H
IS Sora jH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

High

11 3 - - -

None

Sora's staple cross-up button. With a decent horizontal, cross-up, and vertical hitbox, this is Sora's main air button if the opponent is on the ground. If an aerial opponent is hit by j.H, it will cause a soft knockdown state.

Command Normals

6L
6L
IS Sora 6L.png
Step and Go!
Step and Go!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
40

Mid

6 3 - - -

None

The second God Button. This move is heavily disjointed both vertically and horizontally. In the air, 6L jails into 2H for an air unblockable setup. Of all the L normals, this is the safest at -1. The downside? 6L whiffs on crouchers and standing Ayame.

6M
6M
IS Sora 6M.png
VFX-Calibur - Strike Air
VFX-Calibur - Strike Air
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Mid

15 6 - - -

None

The third God Button. This move is more disjointed than some characters entire movesets. 6M is used to control space in neutral as well as confirming off of 5M into a 22L safe jump. This move is also used in corner loops like 5M 6M 22M. A warning, however, as it has even more recovery than 5M and can easily be jumped over.

6H
6H
IS Sora 6H.png
Tokino Sode
Tokino Sode
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

High

21 12 - - -

None

Soda-chan is actaully Sora's best starter. Confirming with either collab or note, 6H can easily devastate a health bar. With an insane 21 frame startup, this move is faster than the UOH and is almost unreactable.

Universal Mechanics

Throw
Throw
L+M
IS Sora LM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140 - 7 2 - - -

None

A lackluster throw. Only Okizeme is 236L note. It is, however, significantly scarier in the corner because of Sora's loopable plus frames there.

Overhead
Overhead
M+H
IS Sora MH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

25 3 - - -

None

Do not use this move. Like ever. Not because it's bad. But because why use it when Sora has two other quicker and more rewarding overhead options. It's only use is to throw bait. If you have a note set up already or plan to use assist, please simply j.L or 6H instead.

Special Attacks

214X
Re:Play
214X
IS Sora 214X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (Stationary) 80

Mid

- - - - -

None

When first inputted, Stationary Re:Play will travel a set distance quickly before stopping. It will automatically detonate after ten seconds if not manually detonated with a second 214L input. Its primary use is within combos, either as an extension or a meaty auto-detonation on the opponents wakeup.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (Travelling) 80

Mid

- - - - -

None

When first inputted, Travelling Re:Play will slowly move across the stage until it auto-detonates after five seconds or is manually detonated with a second 214M input. Its primary use is after 3H HKD to set up note Okizeme. It also has uses in triple 214x routing.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Role:Play) 120

Mid

- - - - -

None

Role:Play is quite similar to Re:Play (Travelling); Role:Play is comprable in travel time, speed, and autodetonation timing. However, unlike Re:Play (Travelling), Role:Play will detonate on hit or block. Point blank this move is minus, so do not expect free plus frames. While awfully unexplored, this move may have potential in some tricky matchups.

236X
On Stage!
236X
IS Sora 236X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (Low) 46 (2 hits)

Mid

23 - - -7 -3

None

On Stage! (Low) is a slow, horizontal, forward-moving projectile. It will primarily be used to control space in the mid-screen during neutral. Sora will be trying to condition jump-ins with this move or use it to approach and run your pressure. Due to its long startup, this move is rarely used in combo pieces with the exception of 2H > 236L or 214x auto-detonate > 236L.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 54 (3 hits)

Mid

15 - - +3 -3

None

On Stage! (High) is a fast forward-moving projectile that controls the space in front of Sora at a 45° angle. In combination with On Stage! (Low), these moves will make up a majority of Sora's keep-away game. On block, point blank, this move is +3, allowing Sora to continue her pressure. However, mid-screen, this move often whiffs on crouchers so its best pressure uses come in the corner. In the corner, Sora can loop On Stage! (High) plus frames by microdashing after this move: 2L > 2M (1hit) > 236M > 66 > 2L... This pressure is safe if ideally executed (with the exception of DPs). HOWEVER, for unknown reasons, on grounded hit, this move is -3. This means if the opponent wants to escape from your looping + frames, simply get hit by On Stage! (High) and take your turn back. Within combos, 236M makes up a majority of combo pieces and theory. Some include: 2H > 236M, 2M > 236M, 6L > 236M, or 6M > 236M.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Parallel Time) -

Mid

- - - - -

None

22X
22X
IS Sora 22L.png
22L
22L
IS Sora 22M.png
22M
22M
IS Sora 22H.png
22H
22H
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L - - - - - - -

None

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M -

Mid

9 - - 0 +6

None

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H -

Mid

- - - - -

None

Super Star Attacks

236S
Blue Sky Symphony
236S
IS Sora 236S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

214S
Rakka-Chan
22S
IS Sora 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

Combos

Mid-screen

Combo Difficulty Damage Cost Meter Gain Location
  • Your optimal BNB.
  • Works anywhere but will do less damage in the corner.
  • Replace the first 5H with 6L if 2L hits far.
  • Starting with 5L works, and does more damage.
  • Video

Corner

Combo Difficulty Damage Cost Meter Gain Location
  • Has great damage and meter gain, and leads into her best oki.
  • Has a higher execution requirement (4 microdashes)
  • Video

Matchups

Vs. Aki
Matchup advice goes here.
Vs. Ayame
Matchup advice goes here.
Vs. Botan
Matchup advice goes here.
Vs. Coco
Matchup advice goes here.
Vs. Fubuki
Matchup advice goes here.
Vs. Korone
Matchup advice goes here.
Vs. Sora
Matchup advice goes here.
Vs. Suisei
Matchup advice goes here.

Setplay

External Resources

Colors

Original Outfit
Cosplay 1
Cosplay 2
Cosplay 3
Cosplay 4 First design
Cosplay 5 Tsukino Mito (Nijisanji)
Cosplay 6 Athena Asamiya (KoF)

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