Idol Showdown/Sora Tokino: Difference between revisions
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Revision as of 18:54, 16 May 2023
Virtuous Pure Idol - Sonnant Seiso Setplay
Introduction
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.
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Strengths | Weaknesses |
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Recommended Collabs
Normal Moves
Standing Normals
5L
5L
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5M
5M
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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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
6L
6L Step and Go! Step and Go!
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6M
6M VFX-Calibur - Strike Air VFX-Calibur - Strike Air
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6H
6H Tokino Soda Tokino Soda
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Universal Mechanics
Throw
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
214X
Re:Play 214X Go my children, and hold down the neutral. Go my children, and hold down the neutral.
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236X
On Stage!
236X |
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22X
22X 22L 22L 22M 22M 22H 22H
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Super Star Attacks
236S
Blue Sky Symphony
236S |
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214S
Rakka-Chan
22S |
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Gameplan/Strategy
Round Start
Neutral
Fullscreen
Midrange
Pressure
Defense
Combos
Combo Notation Help | |
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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. |
Mid-screen
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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2L > 5M > 2H > 236M > 66 > 6L > 2H > 9 > dl > j.L > 6L > 2M > 236M > 66 > 6L > 3H > 214M (set) | Easy | 216 | 0 bar | ~60% STAR; ~60% SC Opp: ?% |
Midscreen |
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2L > 5M > 2H > 236M > 66 > 6L > (5M) > 2H > 236L > 66 > 6L > 2M > 236M > 66 > 6L > 3H > 214M (set) | Medium | 222 (226) | 0 bar | ~70% STAR; 100% SC Opp: ?% |
Midscreen |
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2L > 5M > 2H > 236M > 66 > 6L > 2H > 9 > dl > j.M > 6L > 2M > 236M > 66 > 6L > 3H > 214M (set) | Medium | 226 | 0 bar | ~50% STAR; ~ 60% SC Opp: ?% |
Midscreen |
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2L > 2H > 236M > 66 > 5H > 2H > 236L > 66 > 6L > 2M > 236M > 66 > 6L > 3H > 214M (set) | Hard | 264 | 0 bar | ~60% STAR; 80% SC Opp: ?% |
Midscreen |
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2L > (5M) > 2H > 236M > 66 > 6L > 2H > 214L > 5M > 214L > 214L > 66 > 5M > 214L > 66 > 6L > 2M > 236M > 66 > 6L > 3H > 214M (set) | Lunatic | 254 (241) | 0 bar | ~90% STAR; 150% SC Opp: ?% |
Midscreen |
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Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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2L > 5H > 2H > 9 > dl > j.L > 66 > 5H> 2H > 214M > 6L > 5M > 6M > 22M > 66 > 5M > 214L > 66 > 6L > 2M > 236M > 66 > 5M > 6M > 236M > 66 > 5M > 6M > 3H > 214M (set) | Hard | 296 | 0 bar | 110% STAR; 120% SC Opp: ?% |
Corner |
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Matchups
Aki Rosenthal
- One of Sora's hardest matchups. Aki's teleports allow her to punish your attempts to zone and control space, forcing you to play a more mobile playstyle.
- Move around a lot and make usage of 22L to get some distance to make it harder for her to teleport in on you, and fish for a knockdown with 5M 6M or 3H to set up your oki.
- A collab that can interrupt Aki's pressure and combos like Miko is recommended.
Ayame Nakiri
- Matchup advice goes here.
Botan Shishiro
- Matchup advice goes here.
Coco Kiryu
- Matchup advice goes here.
Fubuki Shirakami
- Matchup advice goes here.
Korone Inugami
- Matchup advice goes here.
Sora Tokino
- Matchup advice goes here.
Suisei Hoshimachi
- Matchup advice goes here.
Alternative Collabs
Kanata Amane
- Notes go here.
Iroha Kazama
- Notes go here.
Risu Ayunda
- Notes go here.
Roboco
- Notes go here.
Miko Sakura
- Notes go here.
Kiara Takanashi
- Notes go here
Setplay
External Resources
Colors
AZKi (Hololive)
Airani Iofifteen (Hololive)
Yoruno Sora
First design
Tsukino Mito (Nijisanji)
Athena Asamiya (SNK)