Idol Showdown/Ayame Nakiri/Combos: Difference between revisions

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(rejumps addition)
(added 3H oki)
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{{ComboData-IS
{{ComboData-IS
   | combo        = 2M > 236MMM > 22L > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 214M > 5L > 2M > 214M > 5L > 2M > 22M
   | combo        = 2M > 236MMM > 22L > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 214M > 5L > 2M > 214M > 5L > 2M > 22M
   | difficulty = hard
   | difficulty = medium
   | damage    = 403
   | damage    = 403
   | bonusdamage  =  
   | bonusdamage  =  
Line 99: Line 99:
   | notes        = *Rejump midscreen conversion off of 2M into 236M or raw 236M in neutral. Midscreen to corner.   
   | notes        = *Rejump midscreen conversion off of 2M into 236M or raw 236M in neutral. Midscreen to corner.   
   | video =
   | video =
}}
}}
====3H oki====
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = 5L > 5M > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > delay 2H > delay jM > 5L > 5M > 22L > 3H
  | difficulty = medium
  | damage    = 271
  | bonusdamage  =
  | cost          = 0 Star; 0 SC
  | metergain    = 60% Star; 35% SC
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        = *Rejump into 3H ender. Allows for left right jH oki
  | video =
}}
{{ComboData-IS
  | combo        = 5L > 5M > 5H > 22L > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > delay 2H > delay jM > 5L > 5M > 214M > 22H > j7M > microdash 5L > 3H
  | difficulty = medium
  | damage    = 307
  | bonusdamage  =
  | cost          = 1 Star; 0 SC
  | metergain    =
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        = *Rejump into 3H ender off of 22H. Pulls back out of the corner for proper setup.
  | video =
  }}
  }}
}}
}}

Revision as of 11:22, 13 August 2023

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.

Combo Theory

Mid-screen

The goal of a combo midscreen is to secure oki, as well as get as much corner carry as possible. Her conventional starters lead into large corner carry with rejump routes. From long range pokes, Ayame can confirm into 236MMM into 22L for a full combo by using 1 Super Chat meter.

Corner

The corner allows access to 214M in combos. After lifting the enemy with a move such as 5H, 214M can be used to loop into another string. Keep the juggle limit in mind, 2 flips before an ender is best. Generally you can do a standard combo route and then end by looping 214M for meter gain.

Enders

Ayame has a few conventional enders.

2H > j.M > j.214L

  • Good for ending simple combos. Leaves good oki to setup a meaty.

22M

  • Has a good amount of corner carry and sets up a meaty on wakeup. Very lenient and consistent combo ender, so this is how you'll end most of your combos.

236MM

  • Knocks down for good oki when used in juggles. Large corner carry also.

236S

  • Basically every move combos into 236S in juggles. Useful for closing out rounds for with high damage.

3H

  • This is her best ender for setting up oki. When properly spaced, you can go for an ambiguous left right jH mixup by air drifting. However, these mixups are not safejumps, so they will lose to characters who have an

invincible reversal.

Mid-screen

Reliable

Combo Difficulty Damage Cost Meter Gain Location
  • Basic midscreen BNB for decent damage
  • Optimized basic bnb that utilizes SCC. May also only require 1 SCC by only opting for 22M>22L SCC once.

Rejumps

Combo Difficulty Damage Cost Meter Gain Location
  • Rejump midscreen 5L/2L conversion.
  • Slightly easier variation of the rejump for less damage.
  • Rejump midscreen conversion off of 2M into 236M or raw 236M in neutral.
  • Rejump midscreen conversion off of 2M into 236M or raw 236M in neutral. Midscreen to corner.

3H oki

Combo Difficulty Damage Cost Meter Gain Location
  • Rejump into 3H ender. Allows for left right jH oki
  • Rejump into 3H ender off of 22H. Pulls back out of the corner for proper setup.

Corner

Combo Difficulty Damage Cost Meter Gain Location
  • Basic Corner route
  • Advanced corner route.
  • High damage corner route using a double rejump.
  • With a 5L starter, omit the last 5L.
  • With a 2M starter, replace the last 5M with 2M.
  • Alternative route ending with 3H to set up a crossup j.H by doing a delayed jump after.
  • Hold 4 while jumping to instead stay on the same side.
  • With a 2M starter, omit the third 2M and delay the 5M after.
  • Advanced corner route off of rekka confirm.
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