Idol Showdown/Ninomae InaNis/Combos: Difference between revisions
10384715temp (talk | contribs) m (fixes meter annotation) |
10384715temp (talk | contribs) (Formatting and additional comment on "easier difficult BNB) |
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| oppmetergain = ??? | | oppmetergain = ??? | ||
| location = {{Property-IS|Anywhere}} | | location = {{Property-IS|Anywhere}} | ||
| notes = Easier difficult BNB building off of the combos above. <br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. Doing so only reduces the damage to 314 (2L) / 393 (5M) / 412 (3M). Also [2]8M is fine knockdown ender in the event that the spacing is not in your favor to finish with 3H. | | notes = Easier difficult BNB building off of the combos above. To get both repetitions in, dl.5M > 2H typically needs to be '''very''' delayed in order to manage the target's height. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. Doing so only reduces the damage to 314 (2L) / 393 (5M) / 412 (3M). Also [2]8M is fine knockdown ender in the event that the spacing is not in your favor to finish with 3H. | ||
| video = | | video = | ||
}} | }} | ||
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| oppmetergain = ??? | | oppmetergain = ??? | ||
| location = {{Property-IS|Anywhere}} | | location = {{Property-IS|Anywhere}} | ||
| notes = As above but with a super ender. <br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. | | notes = As above but with a super ender. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. | ||
| video = | | video = | ||
}} | }} | ||
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| oppmetergain = ??? | | oppmetergain = ??? | ||
| location = {{Property-IS|Anywhere}} | | location = {{Property-IS|Anywhere}} | ||
| notes = Metered poke confirm based on the above. <br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. | | notes = Metered poke confirm based on the above. <br><br> The repeated section carries forward any timing irregularities from the previous loop, affecting delay timings and potentially making 3H impossible. Simply not repeating that section makes this ''much'' easier to execute and more consistent. | ||
| video = | | video = | ||
}} | }} |
Revision as of 23:33, 3 June 2024
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. |
General
(WIP, New character)
Midscreen
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
2L > 2M > 3H > 214L | Beginner | 179 | 0 bar | ??? Opp: ??? |
Anywhere |
Basic cancel-only combo, without charge mechanics. | |||||
5M > 3H > 214L | Beginner | 217 | 0 bar | ??? Opp: ??? |
Anywhere |
Confirms at max range of 5M > 3H, and is all you can really get without some sort of meter. | |||||
((2L) > 2M) / (3M)) > 3H > [2]8M, 5L > 3H > 214L | Easy | 258 (2L) / 328 (2M / 3M) | 0 bar | ??? Opp: ??? |
Anywhere |
More sophisticated basic combo using charge moves. | |||||
((2L) > 5M) > 2H > 9jc > j.dl.2M > [2]8M, 5M > 3H > 214L | Easy | 282 (2L) / 359 (5M) | 0 bar | ??? Opp: ??? |
Anywhere |
Slightly harder combo regrounding directly into Stagger-Ring Assault. |
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
((2L / 5M) > 2M) / (3M)) > 3H > [2]8M, 4M > 9jc > j.dl.M, (dl.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H | Hard | 326 (2L) / 407 (5M) / 421 (3M) |
0 bar | ??? Opp: ??? |
Anywhere |
Easier difficult BNB building off of the combos above. To get both repetitions in, dl.5M > 2H typically needs to be very delayed in order to manage the target's height. | |||||
((2L / 5M) > 2M) / (3M)) > 3H > [2]8M, 4M > 9jc > j.dl.M, (dl.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H > 214L > 236S | Hard | 451 (2L) / 532 (5M) / 546 (3M) |
2 bar | ??? Opp: ??? |
Anywhere |
As above but with a super ender. | |||||
5M > 3H > 214H, dl.3H > [2]8M > 4M > 9jc > j.dl.M > (dl.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H(IPS) | Hard | 471 | 1 bar | ??? Opp: ??? |
Anywhere |
Metered poke confirm based on the above. | |||||
5M > 3H > 2S(7) scc [2]8M > 4M > 9jc > j.dl.M > (dl.5M > 2H > 9jc > j.dl.2M)x2 > [2]8M, dl.5M > 3H | Hard | 419 | 1 SC | ??? Opp: ??? |
Anywhere |
Superchat Cancel poke confirm based on the above. | |||||
2L > 2M > 3H > [2]8M, 4M > 9jc > j.M, 3H > [2]8M, 4M > 9jc > j.M, 4H > 2H > 9jc > j.H, 5M > [2]8L, 4M > 9jc > j.M, 4H > 2H > 9jc > j.H, 5M > [2]8L, 4M > 9jc > j.M, 5LLL > 5M > 3H | Harder | 402 (2L) | 0 bar | ??? Opp: ??? |
Anywhere |
This is the most optimal you get before you get to the insane 2L shit. | |||||
2L > 2M > 3H > ([2]8M, 4M > 9jc > j.M)x2, 5M > 2H > 9djc > j.M > ([2]8L,) 4M > 9jc > j.M, 5M > 2H > 9djc > j.M > ([2]8L,) 5M > 3H | Harder | 368 (2L) | 0 bar | ??? Opp: ??? |
Anywhere |
You can remove both 28L(even the 2nd 28M) and this combo still works, if you do this end with 5LLL-5M-3H instead also for consistency on the 5M-3H you can skip the last 28L |