Idol Showdown/Suisei Hoshimachi: Difference between revisions
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====== <font style="visibility:hidden" size="0">214L</font> ====== | ====== <font style="visibility:hidden" size="0">214L/M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=IS_Suisei_214LM.png | ||
|caption= | |caption= | ||
|name=Stellar Medley (Close) | |name=Stellar Medley (Close/Far) | ||
|input=214L | |input=214L/M | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214L (level 1) | |version=214L (close/level 1) | ||
|damage=65 | |damage=65 | ||
|guard=Mid | |guard=Mid | ||
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}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214L (level 2) | |version=214L (close/level 2) | ||
|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
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}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214L (level 3) | |version=214L (close/level 3) | ||
|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
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|description= | |description= | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214M (level 1) | |version=214M (far/level 1) | ||
|damage=30 | |damage=30 | ||
|guard=Mid | |guard=Mid | ||
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}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214M (level 2) | |version=214M (far/level 2) | ||
|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
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}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|version=214M (level 3) | |version=214M (far/level 3) | ||
|damage= | |damage= | ||
|guard=Mid | |guard=Mid |
Revision as of 00:28, 10 May 2023
Stellar Stylish Idol - Saikou Pressure
Introduction
Playstyle
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Pros | Cons |
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Moves
Standing Normals
5L
5L
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5M
5M Dab Dab
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5H
5H
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Crouching Normals
2L
2L
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2M
2M Your best friend in neutral Your best friend in neutral
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
3M
3M
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6H
6H Sui-ssor Kick! Sui-ssor Kick!
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Throw
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236L
Wicked Slice
236L / 5S |
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236M
Starry Slice
236M / 6S |
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236H
Heart Harvest
236H |
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236G
Tetromino Transhumanism
236G |
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214L/M
Stellar Medley (Close/Far)
214L/M |
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214H
STELLAR into the GALAXY 214H The reason you play Suisei The reason you play Suisei
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22L
Hoshispin (Horizontal)
22L |
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22M
Hoshispin (Vertical)
22M / 2S |
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22H
Psycho Hoshispin
22H |
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22S
Selfish of a Rough Stone 22S Similar to FADC from Street Fighter IV Similar to FADC from Street Fighter IV
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j.S
Stellar Slice j.S / j.236L / j.236M / j.236H Bandit Revolver! Bandit Revolver!
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Super Star Attack
SPACE for Virtual GHOST
236S |
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SPACE for Virtual GHOST
during install 236S |
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SPACE for Virtual GHOST
during install 22S |
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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 |
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(2L) > 2M > 5H > 6H > 3H > 22L > j.S > 6H > 2H > 22M | 277(2L), 354(2M) | 0 bar | 1.1(2L), 0.9 (2M) Opp: ?% |
Anywhere | |
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(2L) > 2M > 5H > 6H > 3H > 22L > j.S > 5L > 5M > 2H > 22M | 273(2L), 345(2M) | 0 bar | 1.1(2L), 1.1 (2M) Opp: ?% |
Anywhere | |
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(2L) > 2M > 5H > 6H > 3H > 22L > 5H > 2H > 7/9jc > dl.j.S > 6H > 2H > 22M | 286(2L),363(2M) | 0 bar | 1.3(2L), 1.3(2M) Opp: ?% |
Anywhere | |
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2H > 7/9jc > dl.j.S > dl.6H > dl.3H > 22L > 5H > 2H > 22M | 367 | 0 bar | 0.8 Opp: ?% |
Anywhere | |
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(j.L) > 2L > 2M > 5M > 5L > 2M > 5M > 5L > 5M > 5L > 5M > 5H > 6H > 3H > 22L > 2M > 2H > 8jc > j.S > 6H > 2H > 22M | 222(j.L), 233(2L) | 0 bar | 2.1(j.L), 2.0(2L) Opp: ?% |
Anywhere | |
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236L > 22S~6 > 5M > 5L > 5H > 6H > 3H > 22L > 2M > 2H > 7jc > j.S > 5H > 2H > 22M | 288 | 1 bar | ? Opp: ?% |
Anywhere | |
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(any starter leading to j.S) > j.S > 6H > 3H > 22L > 2M > 2H > 7jc > loop | variable | 0 | ? Opp: ?% |
Anywhere | |
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Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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(2L) > 2M > 5H > 6H > 3H > 22L > 2M > 2H > 9jc > j.M > j.S > 6H > 2H > 22M | 293(2L), 372(2M) | 0 bar | ? Opp: ?% |
Corner | |
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2M > 5H > 6H > 3H > 22L > dl.2M > 6H > 2H > 9jc > j.M > j.S > dl.6H > dl.3H > 22L > dl.2M > 6H > 2H > 22M | 308 + 350 | 0 bar | 0.7 + 1.0 Opp: ?% |
Corner | |
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2M > 5H > 6H > 3H > 22L > dl.2M > 6H > 2H > 9jc > jM > j.S > 5H > 2H > 22M | 372 | 0 bar | 1.4 Opp: ?% |
Corner | |
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2M > 5H > 6H > 2H > 22L > 2M > 2H > 9jc > j.M > j.S > 6H > 2H > 214H > 2H > 22L > loop | variable | 1 bar | variable Opp: ?% |
Corner | |
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Theory
WIP
- Closerange Combo Starter:
- 2L/5L>5M/2M>5H>6H>3H>
- only works when you are close (2A range and a bit further)
- on further ranges (max range 2L) you have to delay the 3H so 6H moves you froward
- 2L/5L>5M/2M>5H>6H>3H>
- Longrange combo Starter
- max range 2M only combos into 236L
- 2M>236L>
- >22S~6>2H>
- requires 1 meter for the cancel and is VERY tight but it will lead to normal routing
- >22S~6>2H>
- >236M>22L>
- requires 2 SCCs
- 236M has to be put in very fast else it wont combo
- >236H
- 1 Bar 1 SCC not realy worth it
- >236S>
- 236S install
- 2 Bar 1 SCC
- 22L (only cancel that works from grounded 3H hit)
- launcher > 22L >
- you can link 5H>2H which is pretty tight
- you can link dl.2M>2H which is the most consistent one
- you can link 5M>2H, which is the easiest
- launcher > 22L >
- >2H>TK236X
- the game does not honor the inputs before the jump so there is no TK
- easiest way is to use S button
- you can do the actual j236X which will gvie you more SCC meter but its tight
- 2H > 7jc > dl j.S >
- sameside
- dl has to be only very slight
- also works with dl7>jS
- 2H > 9jc > dl j.S >
- sideswitch
- dl has to be only very slight
- also works with dl8/9>jS
- the game does not honor the inputs before the jump so there is no TK
- after hitting j236X/jS you can link with 6H>2H or with dl.6H>dl.3H
- corner only j.236X route
- 2H>jM>j236X>
- jM wallbounces so you can hit the j236X
- 2H>jM>j236X>
- Ender: 2H>22M
- Provides HKD
- 22M only hits when you launch with 2H
- follow it up with SCC214H for oki
- Techtrap Routing:
DISCLAIMER
The tech traps seem realy hard to lab in Trainingmode, since the dummy does not actually seem to Tech the way a player can.
They might not actually work!
- after 22L
- >dl5M>6H>2H>7/9S>... midscreen
- if they mash a button they will get counterhit and fly away
- >dl2M>6H>2H>7/9S>... 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!
- 236S
- starter>236S
- you can add it after the 3C on the normal starter and continue with a SCC 22L
- you can add it after 236A
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
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
Original Outfit
Cosplay 1
Cosplay 2
Cosplay 3
Cosplay 4
Cosplay 5
Inui Toko (Nijisanji)
Inui Toko (Nijisanji)
Cosplay 6
Sion Eltnam Atlasia (Melty Blood)
Sion Eltnam Atlasia (Melty Blood)