Idol Showdown/Suisei Hoshimachi/Combos
Combos (Out of Date 1.2.3 REVAMP IN PROGRESS VIDEO EXAMPLES WILL NOT MATCH CONTENT)
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. |
- NOTE: Outdated does not mean the following combos does not work. The following combos may or may not be the most optimal combo for the current patch. Furthermore the numbers associated to the following combos (Damage dealt, Superchat Meter, Star Meter) are not applicable for the current patch.
Suisei has a very modular combo structure that allows her to build her routes based on the situation and easily adapt them to spacing, meter and damage requirements, as well as difficulty in execution. Changes in 4.0 have given her the ability to screen carry to the corner from virtually anywhere depending on routing. Most routes aim to end in a 22M knockdown because it's the best move to setup the Orb oki, and it's important to consider when to sacrifice damage in favor of building enough meter for 214L/214H (The Orb). In addition, when assembling together the combo blocks it's necessary to prevent the route from triggering IPS.
Example Combos
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
(2L >) 2M > 5H > 6H > dl.3H > 22M | Beginner | 235(2L), 293(2M) | 0 bar | 0.2(2L), 0.2(2M) Opp: ?% |
Anywhere |
|
|||||
(2L >) 2M > 5H > 6H > dl.3H > 22L , j.S , 5L > 5M > dl.5H > 22M | Easy | 279(2L), 358(2M) | 0 bar | 0.5(2L), 0.5(2M) Opp: ?% |
Anywhere |
|
|||||
236M scc 236H , dl.6H > 2H > 22L , j.S , 6H > 2H > 22M | Easy | 480 | 1 bar, 1 SC | 0.4 Opp: ?% |
Midscreen |
|
|||||
(2L >) 2M > 5H > 6H > dl.3H > 22L , 5H > 2H > jc j.M > j.S , 6H > 2H > 22M | Medium | 292(2L), 372(2M) | 0 bar | 1.4(2L), 1.3(2M) Opp: ?% |
Near Corner |
|
|||||
2H > 7jc/9jc dl.j.S , 66 > dl.6H > dl.3H > 22L , 5H / (dl.2M > 5M) > 2H > 22M | Hard | 367/362 | 0 bar | 0.9/1.0 Opp: ?% |
Anywhere |
|
|||||
(2L >) 2M > 5H > 6H > dl.3H > 22L , 5H > 2H > 7jc/9jc dl.j.S , 66 > 5L > 2L > 2M > 5M > 2H > 22M | Hard | 295(2L), 371(2M) | 0 bar | 1.6(2L), 1.5(2M) Opp: ?% |
Anywhere |
|
|||||
2L > 2M > 5M , 5L > (2M >) 5M , 5L > 5M > 2M > 5H > 6H > dl.3H > 22L , 5L > 2L > 5H > 2H > 7jc/9jc dl.j.S , 66 > 5L > 2L > 2M > 5M > 2H > 22M | Hard | 239 (244) | 0 bar | 2.3 (2.4) Opp: ?% |
Anywhere |
|
|||||
2L > 2M > 5M , 5L > 2M > 5M , 5L > dl.5M , 5L > 2M > 5H > 6H , 5L > 5M > 2M > 5H > 6H > dl.3H > 22L , 66 > 2L > 2H > 7jc/9jc dl.j.S , 66 > 2L > 2H > 22M | Lunatic | 247 | 0 bar | 2.6 Opp: ?% |
Anywhere |
|
|||||
2M > 236L > 22S~6 > 5M , 5L > 5H > 6H > dl.3H > 22L , 5H > 2H > 7jc/9jc j.S , 66 > 5L > 2L > 2M > 5M > 2H > 22M | Hard | 297 | 1 bar | 1.7 Opp: ?% |
Anywhere |
|
|||||
2M > 236L > 22S~6 > 2H > 7/9jc dl.j.S , 66 > dl.6H > dl.3H > 22L , 66 > 5L > 2L > 2M > 5M > 2H > 22M | Hard | 320 | 1 bar | 1.4 Opp: ?% |
Anywhere |
|
|||||
2L > 2M > 5H > 236M scc 236H , 66 > dl.6H > 2H > 7/9jc dl.j.S , 66 > dl.6H > dl.3H > 22L , 66 > 5L > 2L > 2M > 5M > 2H > 22M | Hard | 350 | 1 bar 1 SC | 1.0 Opp: ?% |
Midscreen |
|
|||||
(2L >) 2M > 5H > 6H , 66 > dl.6H > dl.3H > 22L , 66 > 2M > 5M > 5H > 2H > jc j.M > j.S , 66 > 5L > 2L > 2M > 5M > 2H > 22M | Hard | 309(2L), 389(2M) | 0 bar | 2.0(2L), 1.9(2M) Opp: ?% |
Corner |
|
|||||
2L > 2M > 5M , 5L > 5M > 5H > 214M , 66 > 2L > 2M > 5M , 5L > 5M > 5H > 214M , 66 > 2L > 5L > 2M > 3H > 22L , j.M (> dl.j.S(w)) , 66 > 6H > 214{L} , (66 >) 6H > 2H > 7jc dl.j.S , 66 (, 66) > 5L > 2L > 2M > 2H > 22M | Lunatic | 266 | 0 bar | 3.0 (3.1) Opp: ?% |
Corner |
|
Structure
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.
Note: One or more moves inside "()" mean that those moves are optional and can be skipped without breaking the combo.
Starters
Most starters aim to confirm into 6H, from which various extension are possible in Midscreen or Corner.
Meterless Starters:
Anywhere
- (2L/5L) > 2M/5M > 5H > 6H
- Basic grounded starter, leads to normal routing.
- 2M needs to hit close range to allow this starter (basically the range of 2L). When hitting 2M from longer ranges the 236L confirm might be necessary.
- 5M leads to less damage, but can be easier to execute off of 5L.
- Might need to delay the 6H at longer 2M ranges.
- 2H > 7/9jc dl.j.S
- Anti-Air starter, leads to normal routing.
- 7jc will stay on the same side while 9jc will sideswitch.
- 2H > 22L
- A much easier conversion off of anti-air that leads into usual routing after 22L. May cause problems with the IPS if you attempt longer combos after this.
- 2L > 2M > 5M , 5L > (2M >) 5M , 5L > 5M > 2M > 5H > 6H
- Meterbuild-focused starter, sacrifices damage for the whole combo in favor of building meter.
- (5H) > 236M
- Harder to connect starter due to slower and unsafe moves.
- Midscreen can lead to the highest damaging Suisei routes.
- Can still transition to normal routing.
Metered Starters:
Anywhere
- (2M) > 236L > 22S~6 > 5M , 5L > 5H > 6H
- Main way to confirm a long range poke (2M/236L) into normal routing.
- Requires one bar of meter.
- (2M) > 236L scc 236M
- Easier confirm for long range pokes.
- Confirms directly into 22L, see combo extensions to continue the routing from here.
- Requires 1 bar of Superchat meter, but Suisei doesn't otherwise use it often.
Extensions
Combo extensions aim to get a knockup to confirm into 22L, and then extend against the opp while they are juggling.
Meterless Extensions:
Anywhere
- [from 6H] > dl.3H > 22L
- Most effective extension for damage.
- Can be extended further before the ender.
- [from 6H] > dl.2H > 22L
- Easier but less damaging extension.
- Doesn't connect at longer ranges.
- Can be extended further before the ender.
- [from 22L] , dl.j.S
- Simplest extension from 22L right into j.S.
- If j.S is inputted too early it will result in a scc, but the combo will not drop, making it suitable for beginners.
- [from 22L/j.S] , 5H/dl.2M
- Short extension that leads directly into the ender.
- Can be necessary when the route would trigger IPS otherwise.
- [from j.S] , 6H
- Easy extension that leads to the ender.
- Can result in the route not building enough meter for the oki if starting with 0 bars.
- [from j.S] , 5L > 5M
- Easy extension that leads to the ender.
- Sacrifices a bit of damage for meterbuilding, required in easier routes to get to 1 bar for oki.
- [from j.S] , 5L > 2L > 2M > 5M > 5H
- Higher damaging alternative that leads to the ender.
- Might not be viable when using a 2M in previous extensions due to IPS if the route started from 2M.
Midscreen
- [from 22L] , 5H/dl.2M > 2H > 7/9jc dl.j.S
- Harder but higher damage extension from 22L.
- The 5H link is much harder than the dl.2M one.
- 7jc will stay on the same side while 9jc will sideswitch.
Corner
- [from 6H] , 6H
- 6H wallbounces in the corner, and it can be looped into itself for some extra damage.
- Yes that's all that's the extension.
- [from 22L] > land > 5H/dl.2M > 2H > jc > j.5M > j.S
- Corner version of the midscreen hard extension.
- Easier execution than its midscreen counterpart.
- The 5H link is much harder than the dl.2M one.
Metered Extensions
Anywhere
- [from 236M] scc 22L
- Easy way to get into normal routing from 236M.
- [from 236L/236M] > 22S~6 > 2H > 7/9jc dl.j.S
- Metered confirm off of 236L/M, leading into normal routing
- Can be used in corner after 236M since the 236H extension does not work.
- 7jc will stay on the same side while 9jc will sideswitch.
Midscreen
- [from 236M] scc 236H , 6H
- Metered extension leading into normal routing.
- Highest damage extension for Suisei.
- Doesn't work in corner due to 236H dropping immediately.
Enders
Suisei enders aim to get a hard knockdown with 22M in order to setup the oki and unplug her opponent's controller begin her setplay game.
Note: "[any normal]" refers to any normal except 3M.
Meterless Enders:
Anywhere
- [any normal] > 2H > 22M
- Easy and straightforward ender leading to the perfect oki setup.
- Honestly all Suisei needs to start her setplay game.