Stellar Stylish Idol - Saikou Pressure
Introduction
Playstyle
Suisei is a technical fighter who uses her evasive approach options to get in and open the opponent up. Once Suisei gets up close, the defending opponent will find it tricky to escape her offensive momentum. |
Pros |
Cons |
- Incredible Okizeme: 214H is extremely advantageous on block and eats reversals, allowing you to do pretty much whatever you want on the opponent’s wakeup when used in proper setups.
- Deadly Mix-ups: When using said 214H setups, you get both high/low AND left/right mix. Even if they survive your setplay, you still have a command grab for them to worry about.
- Well-Rounded Offense: 2L is perfect for tick throws and stagger pressure. Both options lead to great reward. Her command grab gives her oki, and 2L forces standing on hit enabling unique confirms.
- Idol Step: Suisei uniquely has access to a metered dash cancel technique that improves both her combo and pressure game.
- Good Meter Build Potential: When optimized, Suisei’s combos give her plenty of bar to use and abuse her plethora of powerful metered options.
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- Weak Defensive Options: Other than system mechanics and a 5F jab, Suisei is completely lacking defensive tools.
- Struggles Against Zoning: While she isn’t lacking in tools to force her way through neutral, characters with strong projectiles and full screen presence are very problematic for her.
- Meter Hungry: While her oki is still good without 214H, she can’t guarantee a true 50/50 and beat reversals at the same time without it. She also needs bar for Idol Step, as well as IPS resets.
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Moves
Standing Normals
5L
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
35
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Mid
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5f
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3f
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6f
|
-3
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+4
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None
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Jab. Suisei's fastest normal. More range than 2L, moves you forward.
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5M
5M Dab Dab
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
50 (Stand)
20 (Crouch?)
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Mid
|
7f
|
5f
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11f
|
+4 (Standing)
-9 (Crouching)
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+5 (Standing)
??? (Crouching)
|
None
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As of 5/9/2023, this move is currently bugged and not well understood in general. Sometimes standing frame advantage on hit is negated by crouching even when still in hitstun. All information below is subject to change
A high hitting advancing mid that whiffs on crouching opponents at longer ranges. Surprisingly active. Its framedata on both hit and block DRASTICALLY changes depending on if they are standing or crouching. On standing opponents it can link back into 5L. On crouching opponents its straight up punishable without a cancel and is prone to not properly comboing afterwards. You may be tempted to use this for stagger, but make sure you frametrap with a cancel afterwards.
The angle at which it hits may make it seem like a decent enough panic anti-air, but its air blockable.
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5H
5H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
90
|
Mid
|
15f
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2f
|
30f
|
-7
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-3
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None
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Chunky horizontal axe swing. Awful recovery and startup make it ill-suited for use in neutral.
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Crouching Normals
2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
30
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Low, Air Unblockable
|
6f
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2f
|
11f
|
0
|
+4
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None
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Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but being even (0) on block makes it useful for tick throwing. Great for combos as it forces standing on hit, enabling your optimal meter building routes.
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2M
2M Your best friend in neutral Your best friend in neutral
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
60
|
Low, Air Unblockable
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8f
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4f
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15f
|
-7
|
+3
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None
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Good low poke thats quite fast for its range. Suisei's lack of good low committal pokes other than this make her very reliant on it.
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2H
2H
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
85
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Mid, Air Unblockable
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10f
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3f
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16f
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-13
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+5
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None
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Air unblockable launcher. Not much horizontal range compared to other 2Hs making it harder to use consistently as an anti-air.
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3H
3H
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
100
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Low, Air Unblockable
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13f
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3f
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20f
|
-12
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+41
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None
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Short sweep. Hard Knockdown.
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Jumping Normals
j.L
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
25
|
High
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7f
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5f
|
until land+3f
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-
|
-
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None
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Standard jL. Mostly used for instant overheads during 214H oki.
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j.M
j.M
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Damage
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Guard
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Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
55
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High
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9f
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4f
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until land+4f
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-
|
-
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None
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Strictly horizontal gunshot. Wallbounces on hit, enables combo extensions in the corner but hurts its utility as an air to air.
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j.H
j.H
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
90
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High
|
10f
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4f
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until land+5f
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-
|
-
|
None
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A jH with a pretty decent crossup hitbox. Your main jump-in most of the time.
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Command Normals
3M
3M
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
50
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Low
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12f
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3f
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10f
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-8
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-4
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None
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Low profile slide, goes under most mid height fireballs. Reward on non-counterhit is absolutely terrible, you can only really combo into 236S install. However, on counterhit it combos into 236L and oddly 22L. 22L being the better choice as it grants you a full conversion. Despite being a slide it does not have variable framedata
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6H
6H Sui-ssor Kick! Sui-ssor Kick!
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
95
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Mid
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19f
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3f
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18f
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-10~-11
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+5
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None
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Not an overhead. Wallbounces on counterhit, even in a trade. Being an advancing normal its very useful for combo conversions.
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Throw
Throw L+M
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
160
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Unblockable
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7f
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-
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5f(hit)
13f(whiff)
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-
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+31
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None
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While it may seem pointless to ever consider normal throw over her command grab, it has only about a fifth as much recovery on whiff in comparison. Making it a much safer option against opponents who have shown you they are willing to gamble on jumping out of your strings to escape it. Can be kara'd off of 5M with 6/4M~L plink to increase its range.
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Overhead
Overhead M+H Yes the animation is the same as j.L Yes the animation is the same as j.L
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
60
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High
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25f
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3f
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24f
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-4
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-2
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None
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Universal standing overhead. You have better mixups than this. No cancel options, being quite reactable, and being minus on hit (lol) limits its usefulness outside of when you only need to hit a sleeping opponent once to kill. You can kara into this, but why?
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Special Attacks
236L
Wicked Slice 236L / 5S
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
65
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Mid
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13f
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5f
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21f
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-4
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+4
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None
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Big horizontal, advancing axe swing thats safe on block. High commitment grounded poke (and really her only other one than 2M) without meter for SSC or 22S cancel. Quite fast for its large range. On hit forces standing, and puts you in a better spot to continue running offense. Cancelled with 22S~6 however it allows for a pressure reset and standing only confirms with 5M 5L link.
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236M
Starry Slice 236M / 6S
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
161 (80+81)
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High
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23f
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5f (first hit)
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until land+13f
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-11
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+30
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None
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Advancing airborne overhead that knocks down on hit and high profiles lows. Very unsafe on block without a cancel. Amazing damage potential as a combo starter.
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236H
Heart Harvest 236H
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
179 (125+27+27)
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Mid
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13f
|
6f (first hit)
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18f
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-14
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+6(ground)
+76(air)
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None
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Has two versions depending on if the opponent was hit grounded or airborne.
- Grounded opponents are sideswapped on hit, but is generally not useful for the price as the opponent can tech.
- Airborne opponents are bounced off the wall back into Suisei, making for a good combo ender or extender if you have excess meter you're willing to spend. You have enough time for Charge lvl 2 fireball oki, or the option to SCC into 214H assuming you have 2 meter.
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236G
Tetromino Transhumanism 236G
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
203 (18+185)
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Unblockable
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5f
|
-
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7f(hit)
59f(whiff)
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-
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+53
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None
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A command grab that leaves the opponent directly in front of Suisei. Faster startup and better knockdown makes it all around superior to normal throw with the caveat of having a FULL SECOND of recovery on whiff.
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214L/M
Stellar Medley (Close/Far) 214L/M
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Description
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A versatile, downwards-angled projectile that can be charged up to level 3 to improve its frame advantage. The light and medium versions cover separate angles. The frame advantage it offers makes it both a somewhat reliable pressure tool and meterless okizeme tool as well. In blockstrings, as long as the startup plays out and the comet is spawned, opponents that mash on Suisei will be hit out of their combo, as it does not go away on hit. Suisei’s best move to whiff in order to build superchat meter.
- 214L is the least explored of the two as of now. It has better frame advantage when charged than it’s medium counterpart, but the less horizontal angle of the projectile makes it difficult to utilize in setplay. A potential use for this move would be as a preemptive neutral tool as it’s vertical angle makes it suited for catching opponents approaching from above
- 214M is the most commonly used version, and has a much wider variety of practical use cases. It’s longer horizontal range makes it the closest thing Suisei has to a zoning tool, as well as makes it more easily applicable for setplay. Less frame advantage than the light version, but the difference is negligible in reality.
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Version
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Damage
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Guard
|
Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
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214L (close/level 1)
|
65
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Mid
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26f~52
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-
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0f
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+7
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-
|
None
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Version
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
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214L (close/level 2)
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-
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Mid
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60f~83f
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-
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0f
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+31
|
-
|
None
|
Takes 33 frames to charge
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Version
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Damage
|
Guard
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Startup
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Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
214L (close/level 3)
|
-
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Mid
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86f~98f
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-
|
0f
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+21~+72
|
-
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None
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Version
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
214M (far/level 1)
|
30
|
Mid
|
24f~39f
|
-
|
0f
|
+5
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-
|
None
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
214M (far/level 2)
|
-
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Mid
|
57f~80f
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-
|
0f
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+25~+28
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-
|
None
|
Takes 35 frames to charge
|
Version
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
214M (far/level 3)
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-
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Mid
|
85f~109f
|
-
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0f
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+24~+70
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-
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None
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214H
STELLAR into the GALAXY 214H The reason you play Suisei The reason you play Suisei
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
56 (20+18+18)
|
Mid
|
42f, projectile hits on 50f~159f(?)
|
-
|
0f
|
+55
|
-
|
None
|
Character-defining okizeme powerhouse move. Incredibly oppressive projectile that eats wakeup reversals and enables all her best mixups. You will be donating most of your meter to this evil ball of blockstun. If you really are tired of playing neutral you can spend the bar just to walk your opponent down with it backing you up as it travels forward with Suisei.
- The orb spawns almost directly above Suisei, which allows for tech traps and an IPS reset in the corner. You can also use the orb as a combo extender in the corner because of this, but it's not worth the meter.
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22L
Hoshispin (Horizontal) 22L
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
106 (20+86)
|
Air Unblockable
|
10f
|
-
|
18f(hit)
22f(whiff)
|
-
|
~+55
|
None
|
Horizontal air unblockable hitgrab. Staple combo tool.
- Causes a ground bounce the first time it's used in a combo
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22M
Hoshispin (Vertical) 22M / 2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
99
|
Air Unblockable
|
15f
|
-
|
12f(hit)
~30f(whiff)
|
-
|
+59
|
None
|
Vertical air unblockable hitgrab that leads to a lengthy hard knockdown. Staple combo ender.
- Causes a very small ground bounce, which can be followed up on by certain specials such as 236L or 236H by using a Superchat Cancel. It's not recommended to do this though, as the small amount of extra damage is generally not worth your meter or the loss of okizeme potential.
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22H
Psycho Hoshispin 22H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
119 (20+99)
|
Unblockable
|
20f
|
-
|
12f(hit)
~30f(whiff)
|
-
|
+59f
|
None
|
- Uses 1 bar of Star Power
- Projectile invulnerable
Makes for a decent albeit gimmicky reversal against some projectile-based oki.
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22S
Selfish of a Rough Stone 22S Similar to FADC from Street Fighter IV Similar to FADC from Street Fighter IV
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
- Uses 1 bar of Star Power
- Has three stages. Upon reaching the third stage, Suisei summons 5 comets from the sky.
- Can be canceled into a forward or backdash at any point during the animation and retain the current charge level.
- The forward dash can additionally be canceled into any other singular normal, key word singular. Said move can not be cancelled into other normals or specials, so if you want to continue pressure or combo you must link 5M > 5L or 2C > jump cancel.
- Can be canceled into from other specials. 22S~6 can be as a way to use Star Power rather than a SCC to continue your turn or combo after moves like 236L.
- This is commonly referred to as "Idol Step"
- 22S~[6] takes 12f before the dash cancel itself.
- 5H/2M > 22S~[6] > 5M is a true blockstring.
A short tech video by Frexia about 22S cancel: https://youtu.be/C6HOGX38Mdc. Do note the section on 5M is outdated.
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|
j.S
Stellar Slice j.S / j.236L / j.236M / j.236H Bandit Revolver! Bandit Revolver!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
85
|
High
|
26f
|
6f
|
10f+until land
|
+5~+9
|
+18
|
None
|
WIP description. For now just imagine 236M but plus, as a combo extender, and as an additional air option / poverty airdash. Its pretty good.
- Using L, M or H for this move will not affect its properties in any way. There is only one version of the move, but it can be done using any of the attack buttons for some reason.
- You cannot TK specials in this game. You may need to use the simple input (j.S) in order to do this move instantly in the air.
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|
Super Star Attack
SPACE for Virtual GHOST 236S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Installs the Aura to do the actual super
|
|
SPACE for Virtual GHOST during install 236S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
long range dash with commandgrab
|
|
SPACE for Virtual GHOST during install 22S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
|
|
Combos
Note: j.S can always be replaced with j.236X for SC meter gain, but it becomes really tight in some routes since TK motions are not present in the game.
Mid-screen
Combo
|
Difficulty
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Easy midscreen route.
- 3H is delayed to make it more range consistent. 6H may need to be delayed at some far ranges (e.g. max range 5L > 2M) (will not allow it to reach after max range 5H).
- Ending with 6H will do more damage when scaling is not low, whereas the full grounded string will build more meter and do more damage after long combos.
- Adding a dash builds a small amount of meter.
- For the full ground string, 5L must hit point blank so 5M doesn't whiff, and not hit too high so 2M doesn't whiff.
- Recommended to input j.236X instead of j.S in this route.
- Video unupdated
|
|
- Hard midscreen route (optimal damage so far).
- 5H link is much harder than dl.2M link.
- 7jc for sameside, 9jc for sideswitch.
- If the corner is reached, j.S will always sideswitch - add j.M before j.S in this case.
- Video unupdated
|
|
- Near corner adjustments that can be applied to most starters.
- The corner reliant pieces are j.M > j.S and 6H (bounce) > 5L.
- If the last 6H is not delayed enough, a small walk back before 5L may be required to keep the corner.
- Recommended to input j.236X instead of j.S in this route.
|
- Anti-Air Combo.
- 7jc for sameside, 9jc for sideswitch.
- Video unupdated
|
|
- Metergain combo.
- Only consistent when 2L or 236L are used as they force a standing state, since 5M > 5L link does not work on crouch.
- 7jc for sameside, 9jc for sideswitch.
- Video unupdated
|
|
- Easier metered confirm from 2M.
- May require a slightly delayed 22S for the slight forward movement if 2M hit at max range.
- Video unupdated
|
|
- Harder metered confirm from 2M.
- Range consistent and higher damage, but lower metergain.
|
- Midscreen techtrap loop off any j.S route
|
|
Corner
Theory
WIP
Grounded hit starters:
- Midscreen buttons > 5H > (dl.)6H > dl.3H/dl.2H > etc.
- Always delay 3H/2H for consistency, 6H only needs to be delayed off specific spacings (e.g. max range 5L), doesn't work off max range 5H even with delays.
- Corner buttons > 5H > 6H > dash > dl.6H > dl.3H/2H > etc.
- The wallbounce on 6H allows for another 6H for more damage.
- While optional, adding a dash builds a small amount of meter.
Far grounded hit:
- Requires resources.
- Max range 2M only combos into 236L
- 2M > 236L >
- 22S~6 > 5M > 5L > etc.
- 236L forces standing so the 5M > 5L link is always possible.
- Costs 1 bar, from max range 2M it may be necessary to delay 22S for the slight forward movement or else 5M may whiff.
- 22S~6 > 2H > etc.
- Costs 1 bar, goes into standard routing.
- 236M > 22L > etc.
- Costs 2 SCCs, goes into standard routing.
- 236M has to be done quite quickly, otherwise it may not combo.
- Practical as Suisei rarely needs to SCC.
5M > 5L loops:
5M can link into 5L if hit on a standing oponent, and the forward movement on 5M allows this to be looped.
- Requires a standing oponent so its mainly used after moves that force a standing state (2L and 236L).
- Leads to lower damage due to reaching minimum scaling very early, however it allows for high meter build midscreen (corner routes already build enough).
Combo extenders:
- 3H > 22L
- Ideal way to lead into 22L, can be set up on air hit with a low 5H or 6H.
- Midscreen, go into either delayed 2M (ease) or 5H (damage).
- In the corner always go into 2M as 5H > 2H still works even after doing M normals.
- Midscreen 2H > 7jc/9jc > dl.j.S
- Main way to go into j.S, going into it directly from 22L will lose lots of damage.
- Go into either 6H to extend a combo, or an ending string.
- Too little delay will either make j.S whiff or have it sideswap even with 7jc, too much delay will allow the opponent to block.
- 7jc for sameside, 9jc for sideswap. In the corner this piece will always sideswap.
- Corner 2H > 9jc > j.S
- The corner wallbounce on j.M results in this easier piece that also does more damage.
- Corner 2H > 8jc > dl.j.M
- Rare combo piece used when j.S has been used but not j.M. Can land and go into a standard ending string.
- Corner 6H (wallbounce)
- On a grounded hit (i.e. in a starting string), generally goes into another 6H.
- On an air hit, can link into basically anything, but generally goes either into 5H > dl.3H > 22L, or an ending string.
Combo enders (after 22L or j.S):
- (22L > 5H)/(j.S > 6H) > 2H > 22M
- Most damaging ender only when not at super low scaling yet (rare after fully optimised combos).
- 22L/j.S > dash > 5L > 2L > 2M > 5M > 2H > 22M
- Higher damage after full combos due to minimum damage scaling, and also builds the most meter.
- Does work at any screen position, but 5L should hit point blank (hence the dash) so 5M doesn't whiff, and not too high so 2M doesn't whiff.
Corner 214[L] LVL2 Route:
- you can combo into a LVL2 charged 214[A] in teh corner
- 22L > jM > 6H > 214[L] > ...
- you have to charge 214[L] for around 50 Frames
- Suisei scribbles on her notepad the pen will she will somewhat write down lines and you can se a visible cut in the animation when the pen resets to a new line
- you have to let a bit (around 10 frames) after she finishes the first line
- this is also audible there is a small gap between the scribble sounds you will have to let go a bit (ca 10 frames) after that
- you can combo with TKj236X or the usual gorunded normals
Techtrap Routing:
- corner only
- after 22L or j236X groundbounce
- >dl2M>5M>5H>6H>2H>jM>j236X>... corner
- if they tech they will have to block 6H and then get hit by 2H wich is AUB
- if they don't tech you continue the combo
- if they dont get reset you might not be able to use another 6H since it will triger IPS!
IPS Reset
- IPS will trigger after a certain repetition of the same moves in combos
- in the croner we can use that to reset the Combo with 2H>214H
- they will get launched and any immediate followup will not hit, the combo counter is reset and then they can chose to tech in the air
- Since 214H is so incredebly active it will hit them once thier hurtbox is active again.
- if they block you can AUB them with 2H if they get hit you can either jM>236X or also 2H them
- if they backtech and mash they will tech higher and you have to jM>236X this will not reset on tech> block
- needs a combo with 3x2H
- the normal starter has to be modified with 2H instead of 3C
236S:
- Can add it after grounded hit 3H and continue with a SCC 22L
- Can add it after 236L to enter install and threaten the grabs
- While it is possible to combo into 22S, its lack of minimum damage means it rarely does meaningful damage for its cost
Oki
WIP
22M gives you hard knockdown the best oki after it is 214H you can either SCC it or not which will give you slightly different options
Basics of 214H oki:
- 2L low >
- 9jL IOH > land > 2M >
- 9jH crossup > 2L/M
- tk9S overhead
- 9dljS wiff into crossup 2L low
Depending on when you do the 214H and if you micro dash before it your options might change
- 22M>214H
- you are somewhat further away after this one you can then dash up and act before 214H hits
- this leaves a gap to get hit by an invul reversal but if they mash a normal they will get hit by the orb and you can combo even if it trades
- >dash throw/commandthrow
- normal throw might be better midscreen since they will waekup and still get hit by the last 2 hits of the 214H projectile
- >9>jC crossup
- 50/50 high low mix
- dash > 2L low > stuff
- dash > 9jL IOH > 2L/M
- 22M>microdash>214H
- 214H will hit meaty so you cant throw
- 50/50 high low mix
- 2L low > Stuff
- 9jL IOH>land>2M
- 2l>dl9jA low into IOH but you cant combo after it so only for when 61 damage kills
- 2l>2C double low can be jumpcanceled into crossup jC
- 22M>microdash>dl>214H
- will leave a gap again so you can throw here
236G commandgrab also gives you enough Advantage to setup 214H
- 236G>214H will hit meaty but you are somewhat far away
- 236G>microdash>214H
- same oki as 22B>microdash>214H
- 236G>dl214H
- same oki as 22B>214H
- do 214H around when they hit the ground after the bounce
Pressure
WIP
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- 5M>5L blockstring loop seems to work fine on her, no matter if she's stand blocking or crouch blocking.
- Vs. Coco
- 236M wins against her dinosaur grab
- Vs. Fubuki
- Tatsu projectile invuln can sometimes go through non-meaty 214H oki setups. Make sure your setups are meaty even if you give up mix.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Sora 22M reflects 214H and can be used as a reversal vs non-meaty EX Comet oki setups, particularly after command grab. Make sure you meaty her even if you need to give up a mixup.
- Sora 236L note bobs up and down so sliding under it with 3M requires much more precision than vs other characters. Not recommended if the option can be avoided.
- Vs. Suisei
- 8-2 Suisei favored for whoever gets the first hit. Trust no one, not even yourself.
- Good luck being on the receiving end of your own oki lol.
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