Idol Showdown/Botan Shishiro
Special Forces La~Lion - Tactical Space Control
Introduction
Botan Shishiro is a versatile neutral control character that's able to suffocate her opponents at most ranges by pressuring them with retreating and advancing disjointed attacks, such as 6M or 2H, and slow, high-damage projectiles that shut down approaches when set up. Her amazing combo game and easy conversions allow her to shred down her opponents' health with meterless access to multiple wallbounces via 214M and 22L~M, as well as an air grab that serves as both a starter and a extender. During her combos, she generates large amounts of meter, often giving her fast access to her metered options and assist calls, such as a forward advancing armored reversal (22S) that converts into combos even when done from far away. However, the lacking speed of her projectile attacks makes her full-screen zoning weak, especially against characters that have similar but faster tools.
Once Botan gets her opponent to block, often after setting up a grenade or faking an aerial approach with j.2H, her strong strike/throw mixup using 5M has opportunities for pressure resets and frametraps and can make her very scary to deal with thanks to the obscene reward she gets on hit.
Recommended Collabs
Note: As this section of the page was written shortly after the game was released, it's only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
- Miko - Miko's 214S assist allows Botan to convert off her overheads, and forces the opponent into uncomfortable situations where they can take huge amounts of chip damage. Her Off-Collab is great on defense as well, as it is uninterruptible.
- Marine - Marine's Off-Collab is an unblockable grab that follows the opponent and adds chip damage to your normals, which synergizes well with Botan's multi-hit kit and allows for free pressure resets. 214S is good at immediately forcing the opponent to block during neutral as well.
- Kanata - Kanata's Off-Collab is a 2 bar defensive tool that forces opponents right where Botan wants them: far away enough that she's allowed to set up her grenade pressure, or in the air, where they'll be easy to hit with either a throw or her air-unblockable 2H. Her 214S can make Botan's strike-throw pressure even scarier to deal with.
- Roboco - Roboco's Off-Collab can lock the opponent down, extend Botan's pressure in the corner, and allows her to convert off both of her 22M follow-ups, and her 214S is an instant fullscreen beam with great damage and some combo utility. Nuff said.
Normal Moves
Standing Normals
5L
5L
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5M
5M
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5M~M
5M~M
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
j.2H
j.2H
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6M
6M
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4H
4H
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Universal Mechanics
Throw
Throw
L+M |
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Air Throw
Air Throw
j.L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236X
Poi
236L/M/H |
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214X
Quickscope
214L/M/H |
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22L
Tactical Roll
22L |
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22M/H
Lioness Leap
22M/H |
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j.214H
Bullet Rain
j.214H |
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22S
Trials Ascending
22S |
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Super Star Attack
Get To Da Choppa!
236S |
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Combos
General
(WIP)
Legend [] means 'optional'
() means number of hits in a multi-hit attack when not all hits are used.
> means 'cancel'
, means 'link' to let the previous move finish completely and then combo
AA means 'Anti-Air'
dl means 'delay'
Please note that at the time of writing, the game is very new. Combos and Okizeme will most likely need to be re-evaluated by experienced players at a later date, as they are almost certainly not optimal.
Botan's Combos are quite range and position specific, primarily revolving around her various wallbounce and ground bounce limits. Combos can change both in difficulty depending on what you have access to and how close you are the corner, forcing the player to adjust on the fly.
Botan's damage output is fairly high but consistency and optimization can be tricky, so it's better to think of these combos as examples than hard rules to follow. Use your own experience and skill to experiment for what works for you. And remember, any damage is good damage instead of dropping a combo at a bad time.
Basic and Universal
These combos work on everyone and aren't too difficult.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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[5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > dl 3H | 287 | 0 bar | ??? Opp: ??? |
Anywhere | |
Works from close range Starters. Basic BnB combo. 3H only needs to be delayed a little and it connects after 2H. Ending in 3H gives Botan her best knockdown for pressure and mixups. Youtube | |||||
[5L/2L] > 2M > 5H(3) > 3H | 191 | 0 bar | ??? Opp: ??? |
Anywhere | |
When too far away for 5M to connect. If Botan's not close enough to the opponent, 2H will not connect. 5H can also be replaced with 6M if that feels more comfortable to use. Youtube | |||||
[5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > 214M, 5L > 5M(1) > 5H(3) > 2H, 6M > dl 3H | 329? | 0 bar | ??? Opp: ??? |
Midscreen | |
Variant of the first combo, incoperating a wallbounce for extra damage. The standard combo that most of the harder combos will be based on. Learning this will teach you the basics of optimizing Botan's combos. Youtube | |||||
2H, 6M > 3H | 238 | 0 bar | ??? Opp: ??? |
Anywhere | |
Basic Anti-air combo from 2H. Youtube | |||||
Air Throw > 5M(1) > 5H(3) > 2H, 6M > 3H | 278 | 0 bar | ??? Opp: ??? |
Anywhere | |
Basic Air Throw combo. Youtube |
Midscreen
Keep in mind that if the combo starts too close to the corner, one of the wallbounces may have to be skipped and end the combo early as it risks bouncing the opponent out of the corner.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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5M~M > 5H > 2H > 214M > 2M > 5M(1,2)~M > 2H > [6]5H > 3H | 443 | 0 bar | ??? Opp: ??? |
Midscreen | |
Simple BnB that utilizes a single wallbounce. Can be confirmed into super by ending with 3H > 236M > 236S instead. | |||||
5M~M > 5H > 2H > 214M > 2M > 5M(1,2)~M > 2H > 22L~M > 9 > j.AT > 5M(1,2) > 5H > dl.3H | 452 | 0 bar | ??? Opp: ??? |
Midscreen | |
More advanced version of the above BnB, but only adds 9 more damage. Useful to learn as it uses many elements of her combo theory. Can be confirmed into super by ending with 3H > 236M > 236S instead. | |||||
[5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > 214M, 5A > 5M(1) > 5H(3) > 2H > 22LM, jump Air Throw > 5M(1) > 6M > 3H | 280 | 0 bar | ??? Opp: ??? |
Midscreen | |
Works from close range Starters. The standard combo that most of the following combos will be based on. Depending on skill and resources, it can be further optimized with meter or including 3H before the first Gunshot for extra damage. Depending on height and when 5L hits, it's possible to let all 3 hits of 5M hit airborne targets, but this can be inconsistent. If landing the air throw feels inconsistent, it can be skipped and go straight into 5L > 5M(1) instead. Youtube | |||||
[5L/2L]> 5M(3)~M > 2M > 5H(3) > 2H > 214M, 2M > 5H(3) > 2H > 22LM, jump Air Throw > 5M(1) > 6M > 3H | 288 | 0 bar | ??? Opp: ??? |
Midscreen | |
Basically the same as above, but with 2M instead of 5L > 5M(1). Doesn't work on Ayame due to her small hitbox. Youtube | |||||
AA 2H, 6M > dl 3C > 214M, 5L > dl 5M(3) > dl 5H(3) > dl 3C > 22LM, 5L > 5M(3) > 5H(3) > 3H | 380 | 0 bar | ??? Opp: ??? |
Midscreen | |
Anti-air combo from 2H. Due to 2H using up the ground bounce at the first hit, it's not possible to use it again to extend the combo as it will just result in a knockdown. Due to the number of 3H in this combo, it hits the combo limit at the end and becomes a soft knockdown. Youtube | |||||
AA 2H > 22LM, 5L > dl 5M(3) > dl 5H(3) > dl 3H > 214M, 5L > 5M(3) > 5H(3) > 3H | 330 | 0 bar | ??? Opp: ??? |
Midscreen | |
Variant Anti-air combo from 2H. Same as above, but going straight into 22LM can give consistency depending on screen position, especially as 22LM can be delayed to make the wallbounce work even close to the corner. Youtube | |||||
Air Throw > 5M(1) > 5H(3) > dl 3H 214M, 5L > 5M(3) > 5H(3) > 2H > 22LM, jump Air Throw > 5M(1) > 6M > 3H | 325 | 0 bar | ??? Opp: ??? |
Midscreen | |
Air Throw combo. Youtube |
Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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[5L/2L] > 5M(3)~M > 2M > 5H(3) > 2H > dl 3H > 236M, jump Air Throw > 5M(1) > 5H(3) > 2H > 236M, jump Air Throw > 5M(1) > 6M > 3H | ??? | 0 bar | ??? Opp: ??? |
Corner | |
Grenade loop. The 3H > 236M is necessary to make the first grenade work on small hitbox characters. The combo works even when at a distance where the first 5M whiffs the to the corner making 5H > 2H consistent even when spaced out. | |||||
Air Throw > 5M(1) > 5H(3) > dl 3H > 236M, jump Air Throw > 5M(1) > 5H(3) > 2H, 6M > 3H | ??? | 0 bar | ??? Opp: ??? |
Corner | |
Corner Air Throw combo. Due to the combo limit of connecting 3 Air Throws, a small variant of the combo can instead be done with only 1 grenade. |
Advanced Combos
Combos that require a specific starter, or are more executionally challenging than the General BnBs listed above.
Midscreen
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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Okizeme
- 3H
- Our main meterless okizeme ender. Can be special cancelled at various timings for a meaty 22M setup, or left to recover for more options
- Mixup A | 22M/22H High/Low/Throw
- From 3H ender, you either manually time a 22M, or use 22L as soon as possible then use it's H followup, to put yourself in a position where
- A: You can meaty with L/M followup
- B: You can hit with H followup before they can respond with a normal
- C: You land then use 2L option (Due to this option needing more time, it is recommended to use it from higher 3H knockdowns such as 2H > 3H)
- How you set this up varies on how your 3H connects. A 6M > 3H knockdown will likely require 22L > 22M, whereas a 2H > 3H will require some sort of delay.
- Example: https://youtu.be/ot5dpkVv2hM
- From 3H ender, you either manually time a 22M, or use 22L as soon as possible then use it's H followup, to put yourself in a position where
- Mixup A | 22M/22H High/Low/Throw
- Mixup B | j9 (Forward Jump) > j2H
- From 3H ender, you let 3H recover, then do a forward jump, and use j.2H at different timings to appear on different sides. Then, you land and 2L.
- Due to this option needing 3H to recover, it is recommended to use it from higher 3H knockdowns such as 2H > 3H
- Example: https://youtu.be/-eYa3gi0ScE
- Mixup B | j9 (Forward Jump) > j2H
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Matchup advice goes here.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- 236M (Ground grenades) become much harder to use due to her reflector (22M). 6M can be punished at a lot of ranges on block by 5M. Since zoning becomes more of a two-way street, this match-up requires a lot of patience and capitilisation on your knockdown oppurtunities to snowball the game.
- Vs. Suisei
- Matchup advice goes here.
External Resources
Colors
Yukihana Lamy (Hololive)
Momosuzu Nene (Hololive)
Omaru Polka (Hololive)
Mano Aloe (Hololive)
Botan's New Year Costume (Hololive)
Noel (BlazBlue)