Idol Showdown/Ninomae InaNis/Combos: Difference between revisions
10384715temp (talk | contribs) (Note for the alternate Harder combo) |
10384715temp (talk | contribs) (Getting the anti-air starter and j.H route to page) |
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| location = {{Property-IS|Anywhere}} | | location = {{Property-IS|Anywhere}} | ||
| notes = This is the most optimal you get before you get to the insane 2L shit. | | notes = This is the most optimal you get before you get to the insane 2L shit. | ||
| video = | |||
}} | |||
{{ComboData-IS | |||
| combo = 2L > 2M > 3H > [2]8M, 4M > 9jc > j.M > ([2]8L, 4M > 9jc > j.M)x2, 5M > 2H > 9jc > j.'''dl'''.H > 5M > 4M > 9jc > j.dl.M, [2]8M, 5L > 5M > 3H | |||
| difficulty = Harder | |||
| damage = 376 (2L) | |||
| bonusdamage = | |||
| cost = 0 bar | |||
| metergain = ??? | |||
| oppmetergain = ??? | |||
| location = {{Property-IS|Anywhere}} | |||
| notes = Wiki info WIP, easier harder combo. | |||
| video = | | video = | ||
}} | }} | ||
{{ComboData-IS | {{ComboData-IS | ||
| combo = 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 | | combo = 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,) 5L > 5M > 3H | ||
| difficulty = Harder | | difficulty = Harder | ||
| damage = | | damage = 370 (2L) | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 0 bar | | cost = 0 bar | ||
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}} | }} | ||
}} | }} | ||
====Anti-air==== | |||
{{ComboTable-IS | |||
|data= | |||
{{ComboData-IS | |||
| combo = Anti-Air 2H > 9jc > j.dl.H > 5M > dl.4M > 9jc > j.dl.M ([2]8L, 4M > j.dl.M)x2 > dl.5H > 2H > j.dl.M > [2]8M, 5L > 5M > 3H | |||
| difficulty = Harder | |||
| damage = 401 | |||
| bonusdamage = | |||
| cost = 0 bar | |||
| metergain = ??? | |||
| oppmetergain = ??? | |||
| location = {{Property-IS|Anywhere}} | |||
| notes = Wiki info WIP <br><br> Jump-cancel the 2H ASAP, j.dl.H around max Ina height, 5M during landing recovery, 4M when the target is low enough to land both hits. The anti air starter is complicated, but consistent. | |||
| video = | |||
}} | |||
}} | |||
{{CharacterSubnav-IS|sub=TRUE}} | {{CharacterSubnav-IS|sub=TRUE}} |
Revision as of 18:31, 8 June 2024
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. |
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 > ([2]8L, 4M > 9jc > j.M)x2, 5M > 2H > 9jc > j.dl.H > 5M > 4M > 9jc > j.dl.M, [2]8M, 5L > 5M > 3H | Harder | 376 (2L) | 0 bar | ??? Opp: ??? |
Anywhere |
Wiki info WIP, easier harder combo. | |||||
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,) 5L > 5M > 3H | Harder | 370 (2L) | 0 bar | ??? Opp: ??? |
Anywhere |
Straightforward, high-damage combo using all four meterless Stagger-Rings. |
Anti-air
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
Anti-Air 2H > 9jc > j.dl.H > 5M > dl.4M > 9jc > j.dl.M ([2]8L, 4M > j.dl.M)x2 > dl.5H > 2H > j.dl.M > [2]8M, 5L > 5M > 3H | Harder | 401 | 0 bar | ??? Opp: ??? |
Anywhere |
Wiki info WIP |