Idol Showdown/Fubuki Shirakami: Difference between revisions

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m (→‎Combos: change notation)
m (→‎BnBs: change for standardization)
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| data =
| data =
  {{ComboData-IS
  {{ComboData-IS
  | combo        = {{clr|6|5L}} > {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > delay {{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
  | combo        = {{clr|6|5L}} > {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > 9jc > dl.{{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
  | cost        = -
  | cost        = -
  | metergain    = 1.08
  | metergain    = 1.08
Line 737: Line 737:
  }}
  }}
  {{ComboData-IS
  {{ComboData-IS
  | combo        = {{clr|6|5L}} > {{clr|5|2M}} > {{clr|4|5H}} ~ {{clr|5|2M}} > {{clr|4|5H}} > ({{clr|4|4H}}) > {{clr|4|2H}} > delay {{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
  | combo        = {{clr|6|5L}} > {{clr|5|2M}} > {{clr|4|5H}} ~ {{clr|5|2M}} > {{clr|4|5H}} > ({{clr|4|4H}}) > {{clr|4|2H}} > 9jc > dl.{{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
  | cost        = -
  | cost        = -
  | metergain    = 1.6 (1.24)
  | metergain    = 1.6 (1.24)
Line 748: Line 748:
  }}
  }}
   {{ComboData-IS
   {{ComboData-IS
  | combo        = Tip range {{clr|5|5M}} > {{clr|5|214M}} > SCC {{clr|4|214H}} ~ {{clr|5|22M}} ~ {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > delay {{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
  | combo        = Tip range {{clr|5|5M}} > {{clr|5|214M}} > scc {{clr|4|214H}} ~ {{clr|5|22M}} ~ {{clr|5|2M}} > {{clr|4|5H}} > {{clr|4|4H}} > {{clr|4|2H}} > 9jc > dl.{{clr|4|j.H}} > dash {{clr|5|2M}} > {{clr|5|5M}} > {{clr|4|4H}} > {{clr|4|2H}} > Ender
  | cost        = 1 bar + 1 SC bar
  | cost        = 1 bar + 1 SC bar
  | metergain    =
  | metergain    =

Revision as of 11:17, 16 May 2023

IS Fubuki Profile.jpg

IS Fubuki Logo.png

Versatile Fox Spirit - Adaptable Gacha Mastery

Introduction

Fubuki is a solid all-rounder who has no problem fighting at any distance. Her opportunistic playstyle rewards players who can take advantage of her unique SSR passive.

Unique Passive: Fubuki's special moves have a small chance to be blessed with SSR luck! SSR moves have properties that make them more powerful than their standard counterparts. Fubuki's "Burger Fox" special grants Fubuki guaranteed SSR luck on her next special move. If luck isn't on her side, don't fret, the 10th use of the same special move will be a guaranteed SSR as well!


Playstyle
Fubuki Shirakami is a well-rounded "shoto" character with tools for every distance.

(This section is a placeholder and will be filled out once the game is stable and Fubuki's glitches are fixed, do not make changes to it)

Strengths Weaknesses
  • Well-rounded
  • Very cute
  • Gacha
  • Master-of-none
  • Gacha


Recommended Collabs

  • IS Miko Icon.png Miko - Both of Miko's assists allow Fubuki to safely continue pressure and enforce mixups after a knockdown. Her L+H assist persists even when you are getting hit, so it can be used defensively to make it harder for the opponent to reliably finish combos.
  • IS Watson Icon.png Amelia - Amelia's 214S makes Fubuki's strike/throw game much scarier, since it allows her to combo off of throw and 3H knockdowns for a sizeable amount of damage. Her L+H time slow is also very flexible in how it can be used combined with Fubuki's kit (neutral, defense, offense, combo extension, forcing scrambles, etc.) so just having it stocked demands respect from the opponent.
  • IS Marine Icon.png Marine - Marine's L+H assist helps Fubuki a lot in offense, since the opponent has to either take tons of chip damage or eat an air unblockable attack. It can be used in neutral as a way to bait a jump or on defense to force the opponent to adjust their pressure or combos to get out of the way of Marine. Marine's 214S can also help at long range and may be used to extend some combos.
  • IS Kiara Icon.png Kiara - Kiara greatly helps Fubuki during neutral against projectile zoners, thanks to her L+H reflect assist. Fubuki can also use Kiara's 214S to safely run in from far away. Not very good for combos at all, but Fubuki's kit shines once she gets in, so if you can use Kiara to force your way in, then Fubuki can easily get the job done.

Normal Moves

Standing Normals

5L
5L
IS Fubuki 5L.png
IS Fubuki 5L hitbox.png
Kon kon!
Kon kon!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

6 3 10 -1 +3

None

Standard fast jab that hits crouchers. Links into itself on counterhit.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Fubuki 5M.png
IS Fubuki 5M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

7 3 27 -9 -3

None

Fairly quick poke that can be confirmed with 214X even at max range. Has significantly longer blockstun than her other normals, so it is the prime normal to cancel into projectiles out of on block.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Fubuki 5H.png
IS Fubuki 5H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
86(45,41)

Mid

11 2(2)2 24 -13 +9

None

Foward-moving slash that hits twice and inflicts a lengthy amount of hitstun. Can be linked back into Medium or even dashing Light buttons on hit as a result of the massive frame advantage. Be careful using this move in pressure, however, as it actually has lower blockstun than 5M which may create unwanted gaps during normal gatlings and special cancels.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

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

Low, Air Unblockable

5 2 10 0 +3

None

Fubuki's fastest normal. Hits low and is not negative on block on top of having 5f startup which makes it a very strong pressure tool. Links into itself on counterhit.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Fubuki 2M.png
IS Fubuki 2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Low, Air Unblockable

8 4 18 -3 +4

None

Fubuki's low tail poke that has more range than her sweep, but is a bit shorter than her 5M. Has high blockstun compared to her other normals, but less than 5M. Links into itself on counterhit. Has fairly high base damage for its speed, so it is both a great starter and an amazing combo tool. Can take advantage of the move's low recovery to gatling into a whiff and pull in 5M's hurtbox. This makes it harder to attempt punishing on block at max range, even though 5M's frame advantage does not change from being -9.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Fubuki 2H.png
IS Fubuki 2H hitbox.png
Electric Wind Fox Fist
Electric Wind Fox Fist
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid, Air Unblockable

10 3 25 -16 -

(3~13) Head

  • Jump cancellable on hit and block

Fubuki's main anti-air and launcher. Head invuln starts up on frame 3, and it has an amazing hitbox that even covers a bit of the space directly above and behind her. Simple way to launch the opponent in order to start a juggle combo. Will vacuum the opponent in on anti-air or during a juggle, so even awkward angle hits are easy to confirm and keep stable.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Fubuki 3H.png
IS Fubuki 3H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

10 3 19 -11 +37

None

Fubuki's sweep which leads to hard knockdown. Somewhat short compared to her other normals, so be careful in combos and pressure since it is easy to whiff if you are just barely out of range.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

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

High

6 6 Until Landing + 3 - -

None

Instant overhead. Confirm with j.S or j.214X.

j.M
j.M
IS Fubuki jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

10 6 Until Landing + 4 - -

None

Large and disjointed, starts active below Fubuki before hitting in front and above her.

j.H
j.H
IS Fubuki jH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

High

12 Until Landing Until Landing + 5 +3~ -

None

  • Crossup hitbox is for the first 4 active frames
  • Frame advantage on block is based on highest possible standing block from opponent and can be more advantageous if blocked deeper

Active until landing with a crossup hitbox on startup. Leads to an extremely advantageous ground bounce on air hit that is easy to confirm, which makes it great for swinging in neutral and important for combos.

Command Normals

4H
4H
IS Fubuki 4H 1.png
Guardpoint Catch
Guardpoint Catch
IS Fubuki 4H 2.png
Strike
Strike
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

20 4 32 -22 +4

None

Slow command normal with a guardpoint catch midway through startup which makes it a decent frame trap. Has high base damage and gatlings into 2H and 3H, so it is extremely important in combos and pressure. Do not whiff this, it has ridiculous recovery. Only has 1 hit of guardpoint and will get cleanly beaten by multi-hitting moves.

j.2M
j.2M
IS Fubuki j2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
56(20,18x2)

High

10 2x3 Until Landing + 4 - -

None

Multi-hitting crossup air normal.

Universal Mechanics

Throw
Throw
L+M
IS Fubuki LM.png
Best friends, okay?
Best friends, okay?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
150

-

7 2 21 - +36

None

Leaves Fubuki fairly close and with enough advantage afterward to meaty or jump in even if the opponent quick techs backwards.

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

High

26 3 19 +1 +3

(1~5) Grab

Universal overhead with invuln against grabs on startup. Important for her more advanced meter-generation corner routes as it can be combo'd into and out of during juggles.

Special Attacks

236X
Orunyanke
236X or 5S/6S
IS Fubuki 236X 1.png
L/M
L/M
IS Fubuki 236X 2.png
SSR
SSR
IS Fubuki 236X 3.png
H
H
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 65

Mid

16 Until Offscreen 31 -7~ +2~

None

  • SSR - 8.8%

Slow projectile that spawns further forward than 236M. Does not cause Fubuki to be pushed back on block when the opponent's back is to the corner. Unsafe on block at close range, but can be made unpunishable or even plus when done at slightly further distances. Great way to end a pressure string. 5S uses this version.

IS Fubuki 236L diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 65

Mid

15 Until Offscreen 31 -7~ +2~

None

  • SSR - 11.5%

Fast projectile that spawns somewhat behind Fubuki. Unsafe on block at close range, but can be made unpunishable or even plus when done at slightly further distances. Great way to end a pressure string. 6S uses this version.

IS Fubuki 236M diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR 65

Mid

15 Until Offscreen 31 -7~ +2 (Air tech)

None

  • L and M version SSRs are considered different specials, but M has better scaling

Enhanced larger and faster projectile via luck or 22S that launches into air tech. Has significantly less pushback than a normal projectile and does not cause Fubuki to be pushed back on block when the opponent's back is to the corner. Decent pressure ender that lets Fubuki tech chase on hit.

IS Fubuki 236X SSR diagram small2.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 114(60,54)

Mid

13 Until Offscreen 27 +13~ +22~

None

"Kon-cob" Faster startup projectile with 2 hits. It is very advantageous on block, even at point blank. Useful for extending pressure or even forcing a mixup if done from ranges where its frame advantage on block becomes absurdly plus.

Arguably the best way to use a super chat cancel on block (out of 214X for example) if you want to further your offense, as it guarantees that your pressure will be extended regardless of distance.

IS Fubuki 236H diagram small2.png

214X
Blizzard Swirl
214X or 4S
IS Fubuki 214X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 55

Mid

7 2(9)2 18 -19 -

(7~20) Projectile

  • SSR - 7.8%
  • Projectile invuln during active frames
  • Second hit of the tatsu lands at earliest on frame 18 and is -10 on block
  • 4S version of the special has better combo scaling

Quick low damage tatsu. Use its projectile invuln to slip past projectiles in neutral. Despite having multiple active hits, only ever hits once. 4S uses this version.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 90

Mid

10 3(5)2(6)2 20 -26 -

(10~27) Projectile

  • SSR - 7.8%
  • Projectile invuln during active frames
  • Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
  • Third hit of the tatsu lands at earliest on frame 26 and is -15 on block

Slower but higher damaging tatsu. Use its projectile invuln to slip past projectiles in neutral. Despite having multiple active hits, only ever hits once.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (L) 90

Mid

10 2(6)2(6)2 20 -26 -

(10~27) Projectile

  • Projectile invuln during active frames
  • Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
  • Third hit of the tatsu lands at earliest on frame 26 and is -15 on block

Enhanced tatsu via luck or 22S that launches into a wall bounce and allows for easy combo extensions. Despite having multiple active hits, only ever hits once. Same animation as 214M.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (M) 90

Mid

10 2(6)2(6)2 20 -26 -

(10~27) Projectile

  • Projectile invuln during active frames
  • Second hit of the tatsu lands at earliest on frame 18 and is -18 on block
  • Third hit of the tatsu lands at earliest on frame 26 and is -15 on block

Exactly the same as SSR (L) except it has better scaling. Keep in mind for alternating to not hit combo limit. Same animation as 214M.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 147(30,27x3,36)

Mid

10 2(6)2(6)2(6)2(6)2 47 -69 -

(10~43) Projectile

  • Projectile invuln during active frames

"Rising Blizzard" Tatsu that does, in fact, hit multiple times and ends in a wall bounce at the top of the screen that allows for easy combo extensions.

j.214X
Aerial Blizzard
j.214X or j.S
IS Fubuki j214X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L/M/H 52(20,32)

Mid

7 2(9)2 Until Landing + 4 -12 -

(7~20) Projectile

  • SSR(L) - 8.8%
  • SSR(M) - 11.3%
  • SSR(H) - 11.3%
  • Projectile invuln during active frames
  • Frame advantage on block is based on lowest possible startup height (8S)
  • L version of the special has worse combo scaling than M, H, and j.S versions respectively

Air tatsu that travels at a slight upward angle. Light, Medium, and Heavy versions are all considered the same special despite having different SSR rates and scaling and as a result they cannot be SCC'd into each other. Actually hits twice, great for ending air combos.

Relatively safe on block when used near the ground and by using the easy input 8S you can get the special to happen at the earliest possible frame which makes it much more frustrating for opponents to deal with. Grounded opponents hit by the first part of the move and not the second will be inflicted with extremely long hitstun which allows for heavily damaging followups.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR 52(20,32)

Mid

7 2(9)2 Until Landing + 4 -12 -

(7~20) Projectile

  • Projectile invuln during active frames
  • Frame advantage on block is based on lowest possible startup height (8S)

Enhanced air tatsu via luck or 22S that also hits twice and causes a wall bounce that allows for easy combo extensions.

22X
Yukkuri Flip
22X or 2S
IS Fubuki 22X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 65

Mid, Air Unblockable

5 12 28 -44 -

(1~16) Head

  • SSR - 8%
  • 2S version of the special has better combo scaling

Quick and somewhat vertical anti-air. Is not fully invulnerable. 2S uses this version.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M 85

Mid, Air Unblockable

7 12 28 -44 -

(1~18) Head

  • SSR - 10.3%

Slighty slower, but more diagonally-angled anti-air. Is not fully invulnerable.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (L) 120(60,0,60)

Mid, Air Unblockable

4 12 28 (Air) -24 -

(1~15) Full

  • Frame advantage on block is based on earliest air recovery

Enhanced DP via luck or 22S that launches directly upward and allows for easy combo extensions. Has extremely fast startup, full invuln, and recovers in the air on block allowing for a falling air normal if the opponent doesn't know they can mash. Same angle as 22L.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
SSR (M) 123(60,0,63)

Mid, Air Unblockable

4 12 28 (Air) -24 -

(1~15) Full

  • Frame advantage on block is based on earliest air recovery

Exactly the same as SSR (L) except it has better scaling. Keep in mind for alternating to not hit combo limit. e. Same angle as 22L.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H 120(50,0,35x2)

Mid, Air Unblockable

6 12 28 -24 -

(1~17) Full

"Shin Yukkuri Flip" True DP with invuln that ends in a ground bounce for easy combo extensions. Causes severe scaling if used as a starter. Same angle as 22L.

22S
Burger Fox
22S
IS Fubuki 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 26 - -

None

  • Lasts until next special or 25 seconds pass
  • Effect can be stacked

Power-up that guarantees Fubuki's next special move is the SSR version if it has one. Using this more than once stores additional uses of the guaranteed SSR beyond the next special. If no special is used within 25 seconds of activating Burger Fox, the buff goes away.

Super Star Attack

Kurokami
236S
IS Fubuki 236S 1.png
IS Fubuki 236S 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
280(20,26x8,52) - 4 - - -47 -

Full

  • Minimum Damage: 138

Fubuki sends out a large projectile that leads to a multi-hitting cinematic super on contact, regardless of distance.

Combos

WIP

Notation:

  • digit represents direction based on numpad location
  • X = any L / M / H button
  • j.X = jumping button
  • dl.X = delayed button
  • (X) = optional button
  • X(n) = n hits of a multi hit move
  • njc jump cancel (n is for direction)
  • > = cancel
  • , = link

Enders

The various ways to end your combos. There is a spectrum of damage, corner carry, and oki combinations associated with each ender choice. All combo routes below will generally end with a 2H in the video demonstration, and you can pick which combo ender you prefer to use.

Combo Difficulty Damage Cost Meter Gain Location
  • Allows Fubuki to do a safe jump against quick tech with j.L or j.2M, if 22M is delayed a bit. Her most consistent ender with the strongest oki against quick tech.
  • Using j.H a second time causes it to knock down rather than bouncing. Slightly better midscreen oki than j.214X ender due to relative spacing by sacrificing damage and carry.
  • Better corner carry and damage for worse oki.
  • Hard knockdown.
  • Leads to a consistent safejump as quick tech is not an option.
  • Done by cutting the combo short after the first 2H.
  • 3H needs to be slightly delayed or it will whiff.

BnBs

Your go to routes if you don't know what to do.
Using 2L instead of 5L works at the cost of having worse damage.
Since dashing builds meter try to do them even in the corner where they aren't necessary.

Combo Difficulty Damage Cost Meter Gain Location
  • Delay j.H until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
  • Delay j.H until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
  • (4H) will whiff on spaced 5L.
  • Max range poke into 214M SCC conversion for 1 of each meter.
  • Be careful not to do 22M too early after 214H since it may turn into an SCC and waste 1 more SC bar.
  • 5M > 214M deals 141 damage for reference.
  • Instant overhead starter.
  • Using j.214L will result in worse damage (242).

Combo Theory

Fubuki's combo theory is quite simple.
Since starting with stronger normals doesn't enable new routes, combos can be segmented into 3 main sections:
Starter - Extension - Ender
Each section is separated with by using a juggle point done with 2H.

Additionally, as a general rule of thumb: The more buttons you press, the less damage you do, but the more meter you gain.

Starter

Mostly refers to the sequence before the first juggle point (launching the opponent into the air).
E.g. you can do the classic 5L > 5M > 5H sequence which would be a starter for your combo.
When choosing which starter you want to go for, you have to consider the distance between you and your opponent.
5L will only hit up close, so going for this starter while you still have distance to cover isn't ideal.
You also have to keep in mind that you will be push back while hitting your opponent, so e.g. a sequence involving 4H might miss, if done too late.

Here are some notes to help you build your starter:

  • 5L & 2M have better damage and scaling than 2L & 5M.
  • 5M might leave you at a range where no button will connect, which means cancelling into 214M may be your only option
  • 5H helps with closing the distance during a sequence, allowing for a more consistent use of 4H.
  • 5H allows you to link back into M normals.
  • 22H, 214H and SSR 22M / 214M each respectively give you a free juggle point. Keep IPS[1] in mind, though, since every normal is limited in use.

Extension

Since you ended your starter with 2H, you're pretty much locked into 2 options. Jump cancel 2H or special cancel 2H.
Special canceling wouldn't make sense at this point, since if you have wanted to use the free juggle point from an EX or SSR move, you should have done it before 2H and not after.
So let's discuss the options you have with jump canceling 2H.

Our aim is to extend our combo, so doing stuff like j.214X or j.L / j.M / j.2M would cut our combo short, leaving us with j.H.
j.H will cause the opponent to ground bounce while also sending Fubuki back to the ground, allowing you to use your normals again. It is recommended to delay j.H slightly to give you more time to land and do a follow-up button.
Now most stuff already mentioned in Starter will also apply here, but with a couple of things you need to consider:

  • Like 4H, you now also have the problem of the second 2H missing in longer sequences.
  • dash 2M is at the moment the prefered way to pick up after j.H, leaving you closer to the opponent and having the scaling and damage of 2M.
  • 5H will result in worse damage in longer combos because its 2 hits are individually counted as 2 stages of scaling instead of 1. Use 5M instead.
  • 22H, 214H and SSR 22M / 214M are also usable here, after j.H > X...

Ender

After your second 2H you can't really do much anymore before IPS kicks in.
This is why you need to choose an ender for your combo which ideally gives you enough time, after you finished it, to continue pressure.
Depending on what your aim is, you might prefer to give up pressure for corner carry or vice versa.
Enders we have found out so far are listed here [2]

Strategy

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.

External Resources

Colors

Original Outfit
Cosplay 1 Ookami Mio (Hololive)
Cosplay 2 Shiranui Flare (Hololive)
Cosplay 3 Tsunomaki Watame (Hololive)
Cosplay 4 First design
Cosplay 5 Aragami Oga (Holostars)
Cosplay 6 Ky Kiske (Guilty Gear)

Navigation

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Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
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Sora Tokino
Suisei Hoshimachi
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Kanata Amane
Amelia Watson
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Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres