Idol Showdown/Suisei Hoshimachi: Difference between revisions
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|description=Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but being even (0) on block makes it useful for tick throwing. | |description=Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but being even (0) on block makes it useful for tick throwing. Great for combos as it forces standing on hit, enabling your optimal meter building routes. | ||
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Revision as of 18:30, 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 Yes the animation is the same as j.L Yes the animation is the same as j.L
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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/2M > 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 > 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 | |
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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 | |
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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
5M>5L Loops:
- 5M can link into 5L if you hit a standing oponent it also moves forward so you can loop 5M>5L
- requires a standing oponent so its best used after Stuff that forces Standing (2L,236L)
- might be currently bugged and oponents can crouch in hitstun and make 5M not advantageous enough anymore
Longrange combo Starter:
- Pretty underwhelming Reward and always requires ressources.
- 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>5M>5L loops
- 236L forces Stadning so you can go into the 5M>5L loops
- requires 1 meter for the cancel and is VERY tight but it will lead to normal routing
- >236M>22L>
- requires 2 SCCs
- 236M has to be put in very fast else it wont combo
- Probaly the most usefull since Suisei does not realy rquire SSC meter
- >236H
- 1 Bar 1 SCC not realy worth it
- >236S>
- 236S install
- 2 Bar 1 SCC
- >22S~6>2H>
Jumpins:
- jH
- j236X
- links into 2M for Damage
- links into 2L restand for 5M>5L metergain routes
22L Groundbounce:
- only thing that Combos from 3C
- 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
- you can link with j236X for an easy midscreen combo
>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
corner only j.236X route
- 2H>jM>j236X>
- jM wallbounces so you can hit the j236X
- 2H>jM>j236X>
airborn J236X Groundbounce
- after hitting an airborn oponent with j236X there is a huge groudbounce
- you have time here to link into 6H>
- 6H>2H
- most common route and will probably go into 22M Ender
- dl.6H > dl.3H > 22L
- good if you started your Combo with the j236X route or got a raw j236X hit.
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
Ender: 2H>22M
- Provides HKD
- 22M only hits when you launch with 2H
- follow it up with dl.214H > stuff (see oki section)
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:
- starter>236S
- you can add it after the 3C on the normal starter and continue with a SCC 22L
- you can add it after 236L to get the install and threaten the Commandgrab or the Antiair Grab
- you can also combo into it but its only 2 Hits and scaleing very heavily reduces this Damage!
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
Original Outfit
Cosplay 1
Anemachi
Anemachi
Cosplay 2
Cosplay 3
Nanashi Mumei (Hololive)
Nanashi Mumei (Hololive)
Cosplay 4
Alternate Outfit
Alternate Outfit
Cosplay 5
Inui Toko (Nijisanji)
Inui Toko (Nijisanji)
Cosplay 6
Sion Eltnam Atlasia (Melty Blood)
Sion Eltnam Atlasia (Melty Blood)