Idol Showdown/Botan Shishiro: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Introduction: made collab section talk more about what they do for botan specifically and changed kanata for watson)
(→‎Combos: add combo legend template)
Line 606: Line 606:
==Combos==
==Combos==
===General===
===General===
(WIP, some combos are outdated as of 5/13/23) 


Legend 
{{ComboLegend-IS}}
[] means 'optional'


() means number of hits in a multi-hit attack when not all hits are used.
(WIP, some combos are outdated as of 5/13/23)  
 
> means 'cancel'
 
, means 'link' to let the previous move finish completely and then combo
 
AA means 'Anti-Air'
 
dl means 'delay'


Please note that at the time of writing, the game is very new. Combos and Okizeme will most likely need to be re-evaluated by experienced players at a later date, as they are almost certainly not optimal.   
Please note that at the time of writing, the game is very new. Combos and Okizeme will most likely need to be re-evaluated by experienced players at a later date, as they are almost certainly not optimal.   
Line 637: Line 627:
*3H 236M - Meterless max damage ender. Sacrifices oki for damage.
*3H 236M - Meterless max damage ender. Sacrifices oki for damage.
*3H 236M 236S - 2 bar ender. Sacrifices oki for damage.
*3H 236M 236S - 2 bar ender. Sacrifices oki for damage.


===Beginner Combos===
===Beginner Combos===

Revision as of 18:51, 16 May 2023

IS Botan Profile.jpg

IS Botan Logo.png

Special Forces La~Lion - Tactical Space Control

Introduction

Playstyle
IS Botan Icon.png
Botan Shishiro is a versatile character that's able to suffocate her opponents in the midrange by pressuring them with retreating or advancing attacks and slow, high-damage projectiles that shut down approaches when set up.
Strengths Weaknesses
  • Neutral Control: Equipped with great pokes in 5M~M and 2M, ways to shut down approaches in 5M and j2H, phenomenal whiff punishes in 6M and 5H, and strong anti airs in 2H and airthrow, Botan has a number of ways to control the neutral and get her offense started. All of these options are disjointed and hard to contest.
  • Absurd Combo Potential: Botan's reward on hit is practically unmatched, shredding her opponents' health from most starters. With access to multiple wallbounces as well as an air grab that serves as both a starter and a extender, her damage is high and consistent. Additionally, her meter gain is high and she does not need metered options mid combo, which often gives her fast access to super, idol skill, and assist calls.
  • Midrange Pressure: Once Botan gets her opponent to block, she can enforce terrifying strike/throw offense with plenty of opportunities for frametraps and ambiguous tick throws. The threat of a strike is particularly scary, as most of her normals lead to huge damage. Additionally, she has an amazing pressure reset in j.2H if opponents begin to over respect her offense, forcing enemies to make a move.
  • Awkward Defense: While Botan is not powerless on defense, her fastest normal is very short, and her metered reversal loses against meaties and whiffs on jumping approaches.
  • Underwhelming Zoning: Grenades are slow and easy to avoid, and rifle shots are thin and often whiff. Additionally, both have slow startup and recovery, making them very committal. This makes her zoning situational, and often hard to use against characters that have similar but faster tools.

Recommended Collabs

Note: As this section of the page was written shortly after the game was released, it's only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!

  • IS Marine Icon.png Marine - Marine's Off-Collab synergizes well with Botan's multi-hit kit and allows for unblockable setups. 214S is a great full-screen lockdown tool.
  • IS Watson Icon.png Watson - Watson's 214S evens out the reward on her strike-throw mixup by allowing for full conversions from her grab. Her timeslow nullifies opposing offense and allows Botan to combo meterless off 22M~H.
  • IS Miko Icon.png Miko - Miko's lava assist is a great lockdown tool that allows Botan to convert off her overheads, and can setup chip-out situations. Her Off-Collab forces Botan's turn back immediately.
  • IS Roboco Icon.png Roboco - Roboco's missiles are versatile. Botan can extend her pressure with them, use them for combos together with her airgrab, and they can force the opponent to back off. In addition, 214S is an ol'reliable instant fullscreen beam assist with great damage.

Normal Moves

Standing Normals

5L
5L
IS Botan 5L.png
IS Botan 5L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

6 3 - -1 +3

None

Fast, high 5L. Does not whiff on any crouchers, and has a good range. Can still be low profiled.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Botan 5M.png
IS Botan 5M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30, 30, 30

Mid

10 2, (3), 2, (4), 2 - -3 -1

None

Gives access to 5M~M even on whiff, making it a great tool during both neutral and pressure. Botan's hurtbox leans backward and the hitbox is disjointed, allowing it to avoid a lot of moves, and the presence of a forward advancing follow-up makes it hard to contest and punish. When blocked, the presence of a follow-up and relatively small frame disadvantage makes tick throw attempts hard to react to.

Toggle Hitboxes
Toggle Hitboxes
5M~M
5M~M
IS Botan 5MM.png
IS Botan 5MM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
65

Mid

15 2 - -5 +4

None

Very large forward movement and little knockback make this move a handy stabiliser for combos and respectable in pressure. Confirms even if only the last hit of 5M connects. Despite being unsafe on block, the forward movement and 2M chain allow for ambiguous pressure resets, as the former means that the opponent will be put right in range of 2L, and the latter will catch opponents trying to mash out of blockstun.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Botan 5H.png
IS Botan 5H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
35, 35, 35

Mid

13 2, (2), 2, (2), 2 - -12 -6

None

This move has a lot of forward movement, making it a potential combo tool and deceptively long in terms of reach.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Botan 2L.png
IS Botan 2L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Low

5 2 - -3 +1

None

Her fastest normal, and a low. Ok range. Good for defense or mix-ups due to its speed.

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

Low

8 2 - -4 -1

None

Good range for its speed. Can be used in pressure or defense at certain spacings to check your opponent, as well as after a dash as a neutral tool.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Botan 2H.png
IS Botan 2H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Air Unblockable

18 3 28 -15 +40

None

Botan sways back a significant distance and shoots the opponent, launching them on hit. Not jump cancellable unlike most 2H's and quite slow. It's huge disjointed hitbox make it ideal to catch jump-ins, but opponents expecting it can dash in and low profile it, and despite the backwards movement it leaves you very vulnerable during it's recovery frames. Air unblockable and important combo tool.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Botan 3H.png
IS Botan 3H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Low

14 12 - -18 +20 (depends on height)

None

Sliding sweep. Goes very far and gives an untechable knockdown afterwards regardless of height, which gives her a very favorable knockdown when the opponent is launched first via 2H. Go-to meterless combo ender.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

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

High

5 6 - - -

None

Very fast and high j.L. Whiffs on crouchers, so should primarily be used against airborne opponents.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Botan jM.png
IS Botan jM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
55

High

10 4 - - -

None

Respectable hitbox at a 45 degree angle makes it a good jump-in tool when spaced right. Can be used alongside j.S and j.2H to make Botan very difficult to anti-air.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Botan jH.png
IS Botan jH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

11 8 - - -

None

Hits on both sides, allowing it to be used in ambiguous left/right mixups. However, the lack of range on this move makes crossup attempts inconsistent and dependent on spacing. Very risky as a jump-in as Botan's hurtbox extends below far outside her, making punishing this move with 2Hs or a well-spaced 2L easy.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

j.2H
j.2H
IS Botan j2H.png
IS Botan j2H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30, 30, 30

High

12 2, (2), 2, (2), 2 - - -

None

Halts Botan's momentum and sends her straight down. Has a respectable hitbox and is quite plus on block even if not all hits connect. Because this move will put Botan on the opposite side to the opponent if she lands right on top of their head, it can allow for some ambiguous mix-ups off of a forward jump. This move launches the opponent when done after the peak of Botan's jump.

Toggle Hitboxes
Toggle Hitboxes
6M
6M
IS Botan 6M.png
IS Botan 6M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

17 2 - -10 -5

None

Ridiculously long-range poke due to Botan moving significantly forward during the startup, but somewhat slow. It can be cancelled to keep the forward movement on hit or block, allowing for knockdown or combos on hit, or left uncancelled to return to Botan's original postion safely. Can be punished if used too predictably. Only cancels into 3H and special moves.

Toggle Hitboxes
Toggle Hitboxes
4H
4H
IS Botan 4H.png
IS Botan 4H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

21 - - +1~-12 -5~-18

None

  • Whiffs on crouching opponents
  • Can be cancelled into itself twice, for up to 3 total hits

A lower commitment projectile that hits quite high, allowing it to sometimes hit jumping opponents at the cost of being easy to low profile. Decent option

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
L+M
IS Botan LM.png
IS Botan LM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140

Unblockable

7 2 - - -

None

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw
j.L+M
IS Botan jLM.png
IS Botan jLM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
81

Air Unblockable

7 2 - - -

None

Combo-able air throw.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
M+H
IS Botan MH.png
IS Botan MH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

26 3 - - -

None

Universal standing overhead

Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236X
Poi
236L/M/H
IS Botan 236L.png
IS Botan 236L Hitbox.png
(High)
(High)
IS Botan 236M.png
IS Botan 236M Hitbox.png
(Low)
(Low)
IS Botan 236H.png
IS Botan 236H Hitbox.png
S.S.R.B
S.S.R.B
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 158

Mid

- - - - -

None

  • Botan may have more then 1 grenade out at any time, no matter which variant is used.

Botan's grenade series help her zoning be a lot more oppressive. The light version is an anti-air grenade, flying up and away from Botan and tracking the opponent's current location. Due to the fact that this move tracks only on startup, it is not perfect at contesting the air, but it's initial angle can snipe many aerial approaches.

M 162

Mid

- - - - -

None

The medium version bounces along the ground at a slow and steady rate, making it a very good and long lasting check against characters that want to approach from the ground, and enhancing Botan's anti-air options as a result.

H 112

Mid

- - - - -

None

The heavy version is quite different from the standard variants; It shoots an array of explosions slightly above and in front of Botan's head. This is a very big and rather fast move that contests a lot of airspace and sends them far, making it useful as a twitch anti-air to react with.

Toggle Hitboxes
Toggle Hitboxes
214X
Quickscope
214L/M/H
IS Botan 214L.png
IS Botan 214L Hitbox.png
(Low)
(Low)
IS Botan 214M.png
IS Botan 214M Hitbox.png
(High)
(High)
IS Botan 214H.png
IS Botan 214H Hitbox.png
MLG Trickshot
MLG Trickshot
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 90

Mid

27f - - -11 -

None

Grounded sniper shot. Despite it's long startup, it's absurd low profile makes this move a perfect "anti-projectile projectile", as well as a risky reversal option, and with full superchat, it can lead to a good amount of damage anywhere on the screen by being cancelled into 22S. Jumpable on reaction. Botan shoots from behind her back as well, making it able to stuff jump-in attempts at times.

M 90

Mid

27f - - -11 -

None

Anti-air sniper shot. Shoots at a 45 degree angle and gives an incredible wallbounce on hit, making it confirmable at some very long ranges. High-risk high-reward anti-air that works best in conjunction with grounded grenades (236M) to cover it.

H 120

Mid

21f - - -20 -

None

Botan leaps with her sniper rifle and trickshots her opponent, covering the entire screen. It's slow startup means it can't confirm off of everything, but due to it possessing a similar wallbounce as 214B on airborne opponents, it can be a very powerful combo extender or punish tool. Deals a massive amount of chip on block.

Toggle Hitboxes
Toggle Hitboxes
22L
Tactical Roll
22L
IS Botan 22L.png
IS Botan 22L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • 2S performs this move.

Botan rolls backwards. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it. Moves her hurtbox quickly, but is otherwise rather sluggish, so it's recommended to cancel this move into one of it's followups more often then not. Anytime during the animation, Botan can press L to use 214L, M to use 214M, and H to use 22M. Her gun series from the roll seems to have faster startup, so it can work as a good reaction punish should you see your roll dodge an attack, and a good check if your opponent is running to punish your roll. H followup can be used to leap over low-hitting attacks and punish overtly patient opponents, but it's risky and can be contested on reaction. Because the followups are treated as different moves from their regular counterparts, 22L~M can wallbounce in the middle of a combo even if 214M has been used already.

Toggle Hitboxes
Toggle Hitboxes
22M/H
Lioness Leap
22M/H
IS Botan 22M.png
IS Botan 22M Hitbox.png
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
IS Botan 22X M followup.png
IS Botan jM Hitbox.png
M Follow-Up
M Follow-Up
IS Botan 22X H followup.png
IS Botan 22X H followup Hitbox.png
H Follow-Up
H Follow-Up
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M -

High

- - - - -

None

Botan does a slow frontflip. Botan cannot use standard attacks during this animation, but she has access to 2 followups, based on the button pressed during it. The hop has limited utility at going over low-hitting moves.

  • Her first followup comes out by pressing L or M, with an animation resembling j.M but much much faster in startup. This option hits high. Can be used to crossup the opponent on knockdown at point-blank, as it'll keep you on their left side when used early and land you on the opposite side if used very late or not at all.
  • Her second followup comes out by pressing H, and resembles her air grab, but it works on standing opponents.

Because the M and L follow-up must be blocked high, and the H follow-up must be avoided by either crouching or jumping, and since Botan can simply land and go for a air unblockable low, this move can lead to a mixup if the opponent respects it. However, both follow-ups are impossible to convert off of without specific assists or metered options, and they can be avoided with either backdashing at long ranges or by contesting this move's startup with a fast button. Because of this, it finds usage mostly on knockdown or as a gimmicky pressure extension option after Botan commits to a lengthy blockstring.

H -

Unblockable

- - - - -

None

H leap is very similar to M leap, with one small change; the hop is much faster and follow-ups can be used extremely early, making the previously mentioned mixup and crossup potentially unreactable and much harder to contest. While very hard to play around, this move is also expensive at 1 meter, and still doesn't allow Botan to combo from it's followups without the usage of specific assists or meter. Despite this, it can still be potentially useful during situations where the lack of damage won't matter, or to forcefully extend her pressure after a blocked 5H or 2H.

Toggle Hitboxes
Toggle Hitboxes
j.214H
Bullet Rain
j.214H
IS Botan j214H.png
IS Botan j214H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

A retreating attack where Botan sprays her guns to propel herself away from the opponent. Despite altering Botan's air trajectory mid-jump, it can be very unsafe even on hit if used too early during a jump, and it's seemingly lacking hitstun makes it impossible to combo out of. When used very close to the ground, Botan will go immediately into her landing animation, adding a bit of endlag while netting her a little bit of Superchat meter.

Toggle Hitboxes
Toggle Hitboxes
22S
Trials Ascending
22S
IS Botan 22S.png
IS Botan 22S Hitbox.png
Literally and figuratively carrying the character
Literally and figuratively carrying the character
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

2 46 12 -11 -

Super Armor(2f-40f)

  • Botan's Idol Skill, increasing her Superchat meter by $25 when used.
  • Somehow tracks the opponent even if they cross-up to opposite side.
  • Uses 1 Star Meter.

An advancing armored attack where Botan charges forward in her shopping cart. The shopping cart will absorb hits for Botan, so it is good for getting her out of a tricky situation. Can lead into combos even when used at long ranges. Comboable into itself in the corner.
-11 on block, but punishing this move is very inconsistent. First of all, the opponent needs to react to the amount of hits received. Second, Botan jumps then crouches during it's recovery frames, so it'll low crush 2Ls and high crush most 5Ls if not well-timed, and finally, a bug makes moves phase through her when she's transitioning to another state. Therefore, attempts to punish this move can potentially be stuffed by simply using another cart. NOT a true reversal, as you can be hit out of it before the superflash.

Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

Get To Da Choppa!
236S
IS Botan 236S.png
IS Botan 236S Hitbox.png
IS Botan 236S Custscene.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
255

Mid

38 10 - - -

None

Anti-air super. Botan does a large leap that only hits airborne opponents, and a cinematic plays should she hit her opponent, doing large amounts of damage. As of 5/13/2023, the cinematic's graphics may stay on between rounds if you hit the opponent with this super after they die, so be careful.

Toggle Hitboxes
Toggle Hitboxes

Combos

General

Combo Notation Help
Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one.

For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary.

#X Input writted with numpad notation for the direction/motion input followed by the action.
X > Y X input is cancelled into Y.
X, Y X input is linked to Y, meaning Y is done after X's recovery frames.
X~Y This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling".
[X] Input X is held down.
{X} Input is partially charged (as in, not tapped but not held to full charge either).
(X) Input X is optional. Typically, the combo will be easier without this input.
X/Y Choose between input X or input Y.
#jc Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo.
j.X Jumping input X. X should be input while airborne.
dl.X Delayed input X. There will be some delay before inputting X.
CH X Counterhit with input X. This is used for combo starters that require counterhit confirm.
OTG X Input X while the opponent is knocked down but still able to be hit.
X(n) Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding.
scc Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special.

(WIP, some combos are outdated as of 5/13/23)

Please note that at the time of writing, the game is very new. Combos and Okizeme will most likely need to be re-evaluated by experienced players at a later date, as they are almost certainly not optimal.

Botan's Combos are quite range and position specific, primarily revolving around her various wallbounce and ground bounce limits. Combos can change both in difficulty depending on what you have access to and how close you are the corner, forcing the player to adjust on the fly.

Botan's damage output is fairly high but consistency and optimization can be tricky, so it's better to think of these combos as examples than hard rules to follow. Use your own experience and skill to experiment for what works for you. And remember, any damage is good damage instead of dropping a combo at a bad time.

Hitconfirms

  • 2L 5M - Standard hitconfirm. Leads into her biggest combos, but does not connect at max range 2L.
  • 2L 2M - Max range 2L hitconfirm. Rarely used, as it does not lead to 2H routes.
  • 2M 5H - Long range hitconfirm. Does not lead to 2H routes.
  • 5M~M 5H - Long range poke confirm.

Enders

  • 3H - Standard ender. Leads to great oki.
  • 3H 236M - Meterless max damage ender. Sacrifices oki for damage.
  • 3H 236M 236S - 2 bar ender. Sacrifices oki for damage.


Beginner Combos

These combos work on everyone and aren't too difficult.

Combo Difficulty Damage Cost Meter Gain Location

Works from close range Starters. Basic BnB combo. 3H only needs to be delayed a little and it connects after 2H. Ending in 3H gives Botan her best knockdown for pressure and mixups. Youtube

When too far away for 5M to connect. If Botan's not close enough to the opponent, 2H will not connect. 5H can also be replaced with 6M if that feels more comfortable to use. Youtube

Basic Anti-air combo from 2H. Youtube

Basic Air Throw combo. Youtube

Intermediate Combos

Midscreen

Keep in mind that if the combo starts too close to the corner, one of the wallbounces may have to be skipped and end the combo early as it risks bouncing the opponent out of the corner.

Combo Difficulty Damage Cost Meter Gain Location

Simple midscreen only BnB that utilizes a single wallbounce. The standard combo that most of the harder combos will be based on. Learning this will teach you the basics of optimizing Botan's combos.

More advanced version of the above BnB. Useful to learn as it uses many elements of her combo theory. Can be confirmed into super by ending with 3H > 236M > 236S instead.

Anti-air combo from 2H. Youtube

Corner

Combo Difficulty Damage Cost Meter Gain Location

Add 4H~H~H > 3H before the 236M to make the grenade work on Ayame.

Advanced Combos

Combos that require a specific starter, or are more executionally challenging than the General BnBs listed above.

Midscreen

Combo Difficulty Damage Cost Meter Gain Location

Substitute the 2M for 5L on Ayame. Close to the corner, omit the first 3H. Even closer than that, omit the 3H and 5H. Youtube

Substitute the 2M for 5L on Ayame. The final 3H triggers IPS and becomes a soft knockdown. Youtube

Substitute the 2M for 5L on Ayame. Youtube

Substitute the 2M for 5L on Ayame. The final 3H triggers IPS and becomes a soft knockdown. Youtube

Substitute the 2M for 5L on Ayame. Youtube

Corner

Combo Difficulty Damage Cost Meter Gain Location

Add 4H~H~H > 3H after the first 2H on Ayame. If you are slightly too far from the corner, substitute the 5H > 2H with 2H > dl.5H(2) > 3H. Youtube

Surprise, no Ayame note! Youtube

Okizeme

  • 3H
    • Mixup A | 5M~M into strike/throw
      • Chain into 2M for a frametrap, or throw to catch opponents blocking.
    • Mixup B | 9j2H 2L
      • Jumping at different timings causes the j2H to hit or whiff, mixing between a high and low option. Using j.2H at different timings will cause Botan to land on different sides, giving her a left right mixup.
      • Due to this option needing 3H to recover, it is recommended to use it from higher 3H knockdowns such as 2H > 3H
      • Example: https://youtu.be/-eYa3gi0ScE
    • Mixup C | 22M/22H High/Low/Throw
      • From 3H ender, you either manually time a 22M, or use 22L as soon as possible then use it's H followup, to put yourself in a position where
        • A: You can meaty with L/M followup
        • B: You can hit with H followup before they can respond with a normal
        • C: You land then use 2L option (Due to this option needing more time, it is recommended to use it from higher 3H knockdowns such as 2H > 3H)
      • How you set this up varies on how your 3H connects. A 6M > 3H knockdown will likely require 22L > 22M, whereas a 2H > 3H will require some sort of delay.
      • Example: https://youtu.be/ot5dpkVv2hM
  • Throw
    • Dash 5L is her main okizeme option after throw. You can go into her standard 5M/throw mix, or throw opponents over respecting the 5L.

Strategy

Note: This gameplan was written shortly after the game was released to give newer players a sense of direction, it should be continuously reviewed by experienced players as the game develops more.

During neutral, Botan generally wants to keep her opponent around roundstart range, alternating between forcing her way in and sitting back to catch approaches.

  • Her main way of forcing offense is 5M~M into her strike throw pressure.
  • Botan has many ways of controlling space to catch approaches. 5M reels her hurtbox backwards to catch opponents dashing or swinging at you, and 2M is great at catching sweeps and other low profile pokes. j2H is an extremely strong neutral tool, and can be used to stuff most grounded approaches or establish pressure depending on the jump direction. Additionally, it is plus on block and leads to Botan's best offensive situations. All 3 options are disjointed and lead to good damage.
  • Her main anti air, 2H, is quite slow but is air unblockable, very disjointed, and leads to her highest damage anti air punishes. 5M is faster and works to cover jumpins from further away, but does not cover directly above Botan. Airthrow is a great option for catching jumpins at close range where 2H and 5M would whiff.
  • Botan has a plethora of whiff punishes as well. 5H is her fastest and most damaging whiff punish, but is very risky if you miss yourself. 6M is slightly slower, but advances faster and is safer on whiff. 3H is a slight low profile, but has the worst reward of the three.
  • If the Botan's opponent is playing too passively, she can catch them off guard with a dash up 2L/throw mix. 2L leads into her close-range pressure, and throw leads back into another 2L/throw mixup.
  • If the opponent is spaced too far for her main neutral options, she can establish pressure with grenades. 236L homes into the opponent's current location when thrown out and will often force them to move closer or back away to avoid it. 236M makes them unable to move in from the ground and forces them to either begin blocking her pressure or jump while risking a 2H or airthrow punish. Both grenades deal quite a bit of chip, but are slow and risky while the opponent is close, as well as being punishable if blocked point-blank.
  • While 214L rifle shot is extremely punishable when the opponent is around roundstart distance or closer, it's low-profile can dodge and punish other projectiles.

Once Botan forces her opponent to block, you can then go into her strike-throw mix. j2H is plus, 5L is -1, 2L and 5MM are both -3. All of these options let Botan frametrap with a normal, as well as leaving her in range for a grab to catch blocking opponents. If you think your opponent won't respond with a mash, you can attempt to reset this pressure with a jab or j2H. You can work variations into this basic mix:

  • 5L can be used for stagger pressure or tick throws as it's -1,
  • 5M's followup can be used sooner or later or not at all for another tick throw,
  • 2H can catch attempts to jump and block,
  • and while risky because of the presence of some character's sweeps, you can also roll back a good distance after committing to her H moves by using 2H>22L. Another option (with meter) is forcefully trying to extend your pressure after a blocked H with 22H, as it dodges lows and is quite fast at around 15-18f minimum startup (depends on the followup).

After Botan gets her knockdown, she can either go for a regular meaty and head back into her close-range pressure or j.2H right on top of the opponent for a very ambiguous sideswitch.

On defense, it becomes your turn to take a risk.

  • Her 2L is fast quite stubby, 5L is a bit slower but has good range and is excellent at catching airborne attacks like overheads, and 2M is slower still but can beat out attempts to outspace your jabs.
  • With meter, you can use 22S, an advancing armored reversal that leads directly onto her BnB on hit and can be hard to punish even on block. However, 22S is not armored on frame one, and therefore works better out of blockstun than on wakeup.
  • Using instant block to generate Superchat Meter can give early access to your Off-Collab, which can be used defensively depending on the assist. Instant block is also a great way to keep the opponent in range of your jabs, as it negates pushback.

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
236M (Ground grenades) become much harder to use due to her reflector (22M). 6M can be punished at a lot of ranges on block by 5M. Since zoning becomes more of a two-way street, this match-up requires a lot of patience and capitilisation on your knockdown oppurtunities to snowball the game.
Vs. Suisei
Matchup advice goes here.

External Resources

Colors

Original Outfit
Cosplay 1 Yukihana Lamy (Hololive)
Cosplay 2 Momosuzu Nene (Hololive)
Cosplay 3 Omaru Polka (Hololive)
Cosplay 4 Mano Aloe (Hololive)
Cosplay 5 Botan's New Year Costume (Hololive)
Cosplay 6 Noel (BlazBlue)

Navigation

The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres