Idol Showdown/Sora Tokino: Difference between revisions

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===Defense===
===Defense===
==Combos==
==Combos==
 
{{ComboLegend-IS}}
 
 
===Mid-screen===
===Mid-screen===



Revision as of 18:54, 16 May 2023

IS Sora Logo.png


Virtuous Pure Idol - Sonnant Seiso Setplay

Introduction

IS Sora Profile.jpg

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.

Playstyle
IS Sora Icon.png Sora is a setplay zoner that locks down the opponent with her musical prowess.
Strengths Weaknesses
  • Anti-Airs: Has an incredibly large and safe anti-air with 6L that gatlings into 2H for an air unblockable.
  • Vortex: Can set up Re:Play on knockdown which forces the opponent to guess on every wakeup due to the variable detonation timing, instant overheads, and ambiguous cross-ups she can do.
  • Space Control: If Sora is able to set up Re:Play traps from afar she can control the pace of the game with On Stage! and detonations.
  • Reflect: 22M can reflect projectiles, forcing opponents to be wary of using them as counter-zoning.
  • Low Damage: Has some of the lowest damage in the cast, relying on her oki to reset and chip away at the opponents health.
  • Weak Defense: Sora's only invincible reversal is locked behind meter, and her fastest normal is 6F of startup.
  • Some Assembly Required: Requires a knockdown to set up and get her gameplan going. Her combos and projectile usage can also heavily vary depending on the opponent's position and your note placements.

Recommended Collabs

Normal Moves

Standing Normals

5L
5L
IS Sora 5L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

6 3 - -2 +2

None

Your go-to starter and stagger pressure button

  • Safer than 2L
  • Prorates less than 2L
5M
5M
IS Sora 5M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

9 2 - -10 -6

None

One of Sora's best poking tools in neutral

  • Can confirm into 6M and occasionally 2H
  • Core button of both corner and mid-screen loops
5H
5H
IS Sora 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

9 8 - -4 +1

None

A grounded "combo filler" button

  • You wont be pressing this much outside of combos
  • Atrocious pushback on block and hit

Crouching Normals

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

Low

6 2 - -3 +3

None

Another stagger pressure normal and go-to starter

  • Slightly more minus than 5L
  • Slightly longer range than 5L
2M
2M
IS Sora 2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
48

Mid

10 4 (4) 2 - -6 -3

None

A multi-hitting normal

  • Short range
  • NOT a low
  • Jump cancelable on block and hit
2H
2H
IS Sora 2H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

13 6 - -14 +52

None

The God Button. This normal does it all

  • Sora's main combo extension and is air-unblockable
  • Sora's best anti-air in conjunction with 6L
  • Jump cancelable on block or hit
3H
3H
IS Sora 3H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low

11 3 - -14 +37

None

The universal sweep

  • Primarily used to end combos and set up 214x okizeme
  • Small vertical hitbox, making it hard to hit aerial opponents

Jumping Normals

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

High

6 5 - -22 to +13 -21 to +15

None

Sora's go-to instant overhead option with her note pressure

  • Prorates extremely well
  • Confirmable with certain collabs
j.M
j.M
IS Sora jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

High

10 4 - +10 to +12 +14 to +16

None

Sora's horizontally gigantic air-to-air

  • Vertically small and subject to being low-profiled
j.H
j.H
IS Sora jH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

High

11 3 - +2 to +11 +11 to +20

None

Sora's staple cross-up button

  • Decent horizontal, cross-up, and vertical hitboxes
  • Knocks aerial opponents into a soft knockdown

Command Normals

6L
6L
IS Sora 6L.png
Step and Go!
Step and Go!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
40

Mid

6 3 - -2 0

None

The second God Button

  • Heavily disjointed vertically
  • Jails aerial opponents into a 2H air-unblockable setup
  • Safest of all normals, tied with 5L, at -2
  • Whiffs on crouchers and standing Ayame
6M
6M
IS Sora 6M.png
VFX-Calibur - Strike Air
VFX-Calibur - Strike Air
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Mid

15 6 - -10 +30

None

The third God Button

  • More disjointed than some characters entire movesets
  • Soft knockdown on hit
  • Confirms into a 22L safejump
  • Another great poking tool
  • More recovery than 5M and subject to being jumped over
6H
6H
IS Sora 6H.png
Tokino Soda
Tokino Soda
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

High

21 12 - -7 +1

None

Soda-chan is Sora's best starter and an overhead

  • Confirm with either collab or note
  • Insane 21 frame startup; faster than UOH and near-unreactable

Universal Mechanics

Throw
Throw
L+M
IS Sora LM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140 - 7 2 - - +40

None

Sora's throw

  • Grants 236L okizeme
  • Significantly scarier in the corner because of 236M plus frames
Overhead
Overhead
M+H
IS Sora MH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

25 3 - 0 +2

None

Contender for Sora's most useless move

  • Outshone by j.L or 6H as other overhead options
  • Has niche applications throw-baiting
  • Has niche applications in corner combo routing

Special Attacks

214X
Re:Play
214X
IS Sora 214X.png
Go my children, and hold down the neutral.
Go my children, and hold down the neutral.
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (Stationary) 80

Mid

- - - - -

None

When first inputted, Stationary Re:Play will travel a set distance quickly before stopping

  • Automatically detonates after ten seconds
  • Manually detonates with a second 214L input
  • Primarily used in combos and okizeme
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (Travelling) 80

Mid

- - - - -

None

When first inputted, Travelling Re:Play will slowly travel across the stage until it auto-detonates after five seconds

  • Manually detonates with a second 214M input
  • Primarily used off of a 3H hard knockdown
  • Some combo utility
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Role:Play) 120

Mid

- - - -1 +56

None

When first inputted, Role:Play travels across the stage slowly until it auto-detonates after six seconds

  • No manual detonation
  • Detonates on hit or block
  • Minus if done point blank
236X
On Stage!
236X
IS Sora 236X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (Low) 46 (2 hits)

Mid

23 - - -6 -2

None

On Stage! (Low) is a slow, horizontal, forward-moving projectile

  • Long startup
  • Susceptible to being jumped over
  • Technically a multi-hitting move
  • Beats one-hitting and trades with two-hitting projectiles
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (High) 54 (3 hits)

Mid

15 - - -3 +1

None

On Stage! (High) is a fast forward-moving projectile that controls the space in front of Sora at a 45° angle

  • Whiff on crouchers aside from point-blank spacing
  • Multi-hitting move: best to try and get all three hits
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Parallel Time) 93 (3 hits)

Mid

- - - -22 -16

None

Parallel Time is a slow-moving multi-hitting projectile

  • Significantly minus on point-blank block and hit
  • Used full-screen as a safe approach option
  • Technically a multi-hitting move
  • Beats one-hitting and two-hitting while it trades with three-hitting projectiles
22X
22X
IS Sora 22L.png
22L
22L
IS Sora 22M.png
22M
22M
IS Sora 22H.png
22H
22H
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (A-ssist!) - - - - - - -

None

Sora leaps into the air with the help of A-Chan

  • Can confirm off of 6M for a safejump
  • Can Superchat Cancel off of fullscreen 22S for a safejump
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (A-egis Reflector!) 27

Mid

9 - - 0 +6

None

A-egis Reflector! is one of Sora's most unique moves

  • Acts as a projectile reflector
  • Safe blockstring ender as it is 0 on block
  • Utility in scramble situations
  • Some defensive utility as A-Chan never goes away for the duration of the move
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (A-nnotations!) 15 (per hit)

Mid

- - - - -

None

A-nnotations! summons A-Chan with her trusty clipboard and pen. A-Chan slowly walks forward, travelling a preset distance if uninterrupted

  • A-Chan is a constant hitbox, doing potentially 4 hits of 15 damage individually
  • A-Chan will disappear if she receives any damage whatsoever
  • Sora's main and most ideal way to spend meter

Super Star Attacks

236S
Blue Sky Symphony
236S
IS Sora 236S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
285

Mid

- - - -20 43

None

Blue Sky Symphony is Sora's only invincible reversal and also Sora's main damage source

  • A hit-grab
  • Easily blocked
  • Relatively long startup
  • Use as a reversal is limited
  • Primarily used to end combos
  • Can follow-up with certain collabs or 214L auto-detonation
214S
Rakka-Chan
22S
IS Sora 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Low

- - - -32 to -4 -32 to +6

None

A full-screen, low-hitting hard knockdown

  • Rakka-chan is projectile invulnerable only
  • Best used as a counter-zoning tool
  • Can Superchat Cancel into 22L to safejump/approach
  • Confirmable off 6M

Gameplan/Strategy

Round Start

Neutral

Fullscreen

Midrange

Pressure

Defense

Combos

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.

Mid-screen

Combo Difficulty Damage Cost Meter Gain Location
  • Autopilot routing for when you're unsure of spacing and height requirements of other routes
  • First 6L needs to hit on the left of the opponents body so that j.L does not cross up
  • Your midscreen BNB
  • Relatively easy execution for less meter gain than some 2L routes
  • First 6L needs to hit on the far left side of the opponent for 236L note to hit twice
  • (5M) only on point blank starter and centered 6L
  • Side-switch off of 2L
  • First 6L needs to hit directly on the center of the opponent so j.M crosses up
  • Point blank 2L conversion
  • 5H needs to hit directly on the center of the opponent
  • Point blank 2L conversion
  • First 6L needs to hit on the left side of the opponent for 5M to connect
  • (5M) makes the confirm easier but execution harder

Corner

Combo Difficulty Damage Cost Meter Gain Location
  • Sacrifices some damage in exchange for Double Note Oki

Matchups

IS Aki Icon.pngAki 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.
IS Ayame Icon.pngAyame Nakiri
Matchup advice goes here.
IS Botan Icon.pngBotan Shishiro
Matchup advice goes here.
IS Coco Icon.pngCoco Kiryu
Matchup advice goes here.
IS Fubuki Icon.pngFubuki Shirakami
Matchup advice goes here.
IS Korone Icon.pngKorone Inugami
Matchup advice goes here.
IS Sora Icon.pngSora Tokino
Matchup advice goes here.
IS Suisei Icon.pngSuisei Hoshimachi
Matchup advice goes here.

Alternative Collabs

IS Kanata Icon.pngKanata Amane
Notes go here.
IS Iroha Icon.pngIroha Kazama
Notes go here.
IS Risu Icon.pngRisu Ayunda
Notes go here.
IS Roboco Icon.pngRoboco
Notes go here.
IS Miko Icon.pngMiko Sakura
Notes go here.
IS Kiara Icon.pngKiara Takanashi
Notes go here

Setplay

External Resources

Colors

Original Outfit
Cosplay 1 AZKi (Hololive)
Cosplay 2 Airani Iofifteen (Hololive)
Cosplay 3 Yoruno Sora
Cosplay 4 First design
Cosplay 5 Tsukino Mito (Nijisanji)
Cosplay 6 Athena Asamiya (SNK)

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