Idol Showdown/System
Movement
Dashing
- Press 66 on the ground to dash forward. Continue holding 6 to keep running forward.
Dashing is a fast way to approach the opponent, but leaves you unable to block for a little while afterwards (17f, to be exact).
Backdash
- Press 44 on the ground to dash backwards.
Backdashes allow you to reposition and make certain attacks whiff, and are invulnerable to grabs. However, they still leave you susceptible to being hit for their duration.
Teching
Quick Rise
After being hit with a move that does not result in a hard knockdown and falling to the ground, hold any attack button to perform a quick rise. Regardless of what direction you hold, you'll tech in the direction opposite your character is facing. Perform a quick rise leaves you completely invulnerable until you get up.
- Both quick rise and hard knockdown have 5 frames of grab invuln after wakeup. This grab invuln is inherited by any normal, special, etc. that is used during those 5 frames.
Air Tech
After being hit with a move that does not result in a hard knockdown (but not during hitstun), hold any attack button while falling down to tech in the air. If you hold forwards or backwards, you'll tech in that direction. Teching in the air leaves you completely invulnerable until your character either lands or performs an action in the air.
Offense
Normal Moves
- Press L, M, or H to perform a normal attack.
Throws
- Press L+M on the ground while next to the opponent to throw. You must be close to a grounded opponent to successfully throw them.
Throws are short-ranged, fast attacks that cannot be defended against by blocking. They also cannot be used mid-combo. Throws universally have 7 frames of startup and give 5 superchat to the initiator when successful.
Universal Overhead
- Press M+H on the ground. Your character will perform a slow, throw-invulnerable hop into an overhead attack.
Useful as a low-risk option to attempt to frustrate someone's guard or extend your own pressure. Everyone's Universal Overhead (with the exception of Coco's, which is plus) leaves them minus, but safe on block, and some are able to combo afterwards with additional setup or a successful Counter Hit. As the character hops up when performing it, this option may help you evade some low attacks.
Special Moves
- Press S and any direction or a motion input and L, M, or H to perform a special move.
Unique attacks performed by each character, ranging from simple projectiles to extra pressure options and movement tools. If you perform a special move with a motion input, you'll obtain a move-dependent amount of Superchat Meter. Unlike other games, you cannot Tiger Knee to perform special moves in the air, and must instead use the j.S simple input.
Star Specials
- Press H when inputting certain special moves. This requires and uses 1 Star Meter.
More powerful versions of special moves, often referred to as "EX moves". Will usually freeze the screen on activation.
Idol Moves
- Press 22S on the ground to perform an Idol Move. For some characters, this requires 1 Star Meter.
Idol Moves give a higher amount of Superchat Meter than most special moves.
Super Star Attacks
- Press 236S on the ground to perform a Super Star Attack. This requires and uses 2 Star Meter.
A character's strongest attack, often referred to as a "super". They often have invulnerable startup but are very unsafe when blocked or whiffed. As they tend to lead to a cutscene where the opponent is completely unable to respond, and reset scaling during combos, they're a good option in case you want to secure some damage without them bursting.
Superchat Cancels
- Press a Special move during another Special move to cancel into the new Special. This requires and uses 1 bar of Superchat meter.
OTG
Some attacks can pick the opponent up "off the ground" after knocking them down. This immediately puts the opponent into an IPS state.
Infinite Prevention System
When the same move is used too many times in one combo, the opponent becomes unhittable for a short period of time.
Move Type | Max Uses |
---|---|
L Normal | 7 |
M Normal | 5 |
H Normal | 3 |
Air Normal | 6 |
Special | 3 |
Air Special | 4 |
Star Special | 3 |
For example, using 2H three times in one combo causes the combo to end after the third 2H.
An exception to these values is Botan's Aerial Takedown, which is limited to 3 uses instead of 4.
Scaling
Each normal and special has a specific starter scaling and a specific mid-combo scaling, similar to Blazblue.
Move Type | Starter Scaling | Combo Scaling |
---|---|---|
5L | 0.85x | 0.7x |
2L | 0.8x | 0.7x |
All other normals | 0.9x | 0.75x |
Specials | 0.85x | 0.75x |
Collabs* | 0.85x | 0.85x |
Minimum scaling is 0.05x while supers have minimum scaling of 0.4x.
Collabs are unique in that they apply their starter scaling mid-combo as well. While most assists have a scaling value of 0.85x there are some exceptions like Mio who has a bonus scaling value of 1.1x.
Defense
Guarding
- Hold any backward direction to block.
- Hold back to block standing. This blocks high and mid attacks.
- Hold down-back to block crouching. This block low and mid attacks.
Normal blocking is the default type of blocking and is the most commonly type used. You have 3 frames of buffer when attempting to perform an attack out of a guard.
- Normal blocking has 6 frames of grab invuln after a move is blocked. This means that if a grab is initiated after being +3 on block, it will whiff. This grab invuln is inherited by any normal, special, etc. that is used after blocking.
Instant Blocking
- Input the correct blocking direction within 6 frames of an attack connecting. A successful Instant Block makes a particular sound effect, and has a purple tint.
Instant Blocking an attack reduces pushback and blockstun, increases your superchat meter, and negates chip damage. Useful as a way to obtain a little bit of Superchat Meter when being pressured, and can make some blockstrings unsafe, especially so if you currently have access to an invulnerable reversal. For repeated Instant Blocking, it does not matter if you return your input direction to neutral so long as you stop inputting an standing or crouching block first.
- If an instant block is failed, there is a 30 frame lockout from being able to instant block again. You may still attempt to instant block during this lockout, but these will just end up as regular blocks.
- Instant blocking also has 6 frames of grab invuln after a move is instant blocked.
Superchat gained by instant blocking is based on the damage value of the move that had been instant blocked.
- The formula is [Base Damage] x 0.08 rounded down
- Example: 85 Base Damage move is instant blocked, 85 x 0.08 = 6.8 which means 6 superchat is gained
Burst
- Press L+M+H at any moment (even while being hit or blocking) to Burst. This requires a full Burst meter. -31 on block.
Throw Teching
Pressing L+M or the Grab button during the beginning of your opponent's throw will tech it; a blue flash will appear between both characters, pushing them apart and returning them to neutral. Teching a throw gives the defender 20 superchat.
- Throw tech window: 5 frames
Inputting a throw early while your opponent is initiating a throw will lead to a throw tech once your opponent's throw connects. This covers the first 6 frames before a throw becomes active and prevents defenders from being punished for teching a throw too early. This brings the total throw tech leeway to ~11 frames, 6 frames before a throw connects and 5 frames during and after a throw connects.
Gauges
Star Meter
The equivalent of a traditional fighting game super meter. This can hold up to 4 bars, and the Star Meter you have at the end of a round will carry over to the next. It increases from doing most offensive actions in the game and (very slightly) from taking damage. It can be spent on Heavy versions of special moves, Idol Skills, Super Star Attacks, and Star Call-In's.
The following actions gain Star Meter: Landing normal attacks on hit or block, using special moves (even on whiff), landing a grab (even when teched), dashing, and receiving damage.
Superchat Meter
A separate meter that is used for Superchat Cancels and Off Collabs. Whether it can hold up to 2 or 3 bars depends on the Collab character you select. Unlike the Star Meter, it will NOT carry over between rounds. It will gradually increase on its own throughout the round at a rate of 1 Superchat every second (60 frames), but you can also gain Superchat meter from certain precise actions. When this happens, a "Superchat" message will appear over the bar.
The following actions gain Superchat Meter: Bursting in the middle of a combo, Bursting while not being attacked, Using specials with a motion input, Instant Blocking an attack, attacking an opponent during the recovery of one of their own moves, teching a grab, and "anti airing" the opponent (specifically starting a combo with a grounded attack on an airborne opponent).
Each individual Superchat bar takes 30 Superchats to fill. So if you, for example, wait a whole 30 seconds then you will reach 1 full Superchat bar from the passive Superchat gain. If you do 6 special moves that each give you 5 Superchats, then that will also grant you 1 full Superchat bar. Keep this in mind when mapping out your character's gameplan.