Idol Showdown/System

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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 is vulnerable at the start of the animation.

Backdash

Press 44 on the ground to dash backwards.

Backdashes are a quick way to make distance from the opponent, but are vulnerable to being hit during their entire animation.

Teching

Quick Rise

Air Tech

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.

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.

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".

Idol Moves

Press 22S on the ground to perform an Idol Move. This requires and uses 1 Star Meter.

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.

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. Combos are limited to 3 such OTG hits, with the third one making the opponent unhittable afterwards. A move that hits OTG multiple times counts multiple times towards the OTG limit, and attacks with the ability to OTG still count towards the limit even if the opponent is not knocked down when they hit.

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 / 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.

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.

Instant Blocking

Block the moment before an attack hits to instant block.

Instant blocking an attack reduces push back, increases your superchat meter, and negates chip damage.

Burst

Press L+M+H in neutral or while being hit to Burst. This requires a full Burst meter. -15 on block.

Gauges

Superchat Meter

Star Meter

Navigation

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Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
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Suisei Hoshimachi
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Kanata Amane
Amelia Watson
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Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres