Idol Showdown/Suisei Hoshimachi/Matchups

From Mizuumi Wiki
Jump to navigation Jump to search

Matchups

IS Aki Icon.pngAki Rosenthal
  • Extremely rough matchup until Suisei manages to go in and start pressure.
  • Aki players will not hesitate to run away and slowly chip you down from fullscreen. Slowly walk forward while blocking her projectiles. Be wary of long range normals like her 6M and 3M when approaching.
  • Get in and stay in. Exploit Aki's lack of fast normals and keep her blocking with fast and safe normals such as 5L, 2L and 5M.
  • As tempting as chicken blocking sounds, it is recommended to stay grounded while closing in on Aki. Avoid reckless jump ins as well since she has a plethora of moves to easily beat you. 5M has head invulnerability on frame 1, 6M leads to an unblockable setup on air block with 3H, etc. Most, if not all of these lead to a full punish and knocking you back to fullscreen distance again.
  • Don't be afraid to spend resources in order to start or continue pressure. Idol Step > 2L lets Suisei be 0 on block for 1 meter, and beat out any mash attempts from Aki with 5L.
  • Aki's pressure is subpar at close range, and she has to commit to it with no way to quickly disengage. Watch for teleports and block/punish accordingly. Her 3H sweep is unsafe at point blank and any cancel options can be beaten out with your 5L and 2L. It may be worth to press 2M if it's blocked from further away to beat any teleport attempts, but it will lose to 214L MukiRose.
    • Note that if Aki does not cancel her sweep, she is very unsafe but will cause any attempts to punish with 5L to whiff, allowing her to whiff punish you instead.
  • Raw teleports can be OS'd by inputting 3M. Front teleport leads to counter hit 3M, back teleport gives you counter hit 2M, and air teleport will be slid under with 3M.
    • Watch out for when Aki has 2 meter, as they will most likely call a collab to cover her approach on top of mixing you up.
  • Easier said than done, but avoid getting bursted at all costs, even if it means you have to sacrifice damage to hard bait it.

IS Ayame Icon.pngAyame Nakiri
  • Matchup Advice goes here

IS Botan Icon.pngBotan Shishiro
  • 3M low profiles some parts of her 2H
  • most of her specials after a Blockstring that ends with 2H will lose to 2M unless she instantly cancels into low sniper.
  • 3M can low profile j.2H
    • Will often hit the Botan airborne or counterhit, so buffering 22L might be a good idea to get a combo
  • 22L can catch Botans that try to abuse j2H in Neutral
  • 22L hops over rolling grenade and will not get hit by a high grenade following it, but doing this too predictably is exploitable as you are still stuck in 22L recovery.
    • ToDo; test 22L against 2 consecutive rolling grenades

IS Coco Icon.pngCoco Kiryu
  • 236M wins against her dinosaur grab
  • Using 236L in blockstrings is dangerous as it puts you in range of her 236G command grab at -2~0.
  • 214L/M in strings is dangerous for similar reasons, her command grab doesnt trade with the fireball so it gives her a free opportunity to 236G you.

IS Fubuki Icon.pngFubuki Shirakami
  • Fubuki 22H can trade with 214H mixups in her favor as it launches Suisei back when the first hit connects, resetting to neutral. Giving up oki to bait vs Fubuki players aware of this is recommended
  • 3M low profiles her 5M
  • 3M low profiles fireballs
  • Punish tatsus / jS with 2M

IS Korone Icon.pngKorone Inugami
  • Do not autopilot your blockstrings. Korone's 3H can low profile both 5L and 5H on frame 1, making it an extremely good mash option if you're predictable.
    • It is possible to frame trap Korone mashing 3H by delaying your attacks in blockstrings that are normally gapless, such as 5L > dl.5M > dl.2M. Successful frame traps can lead to a full punish and discourage further mashing.
  • 3M can low profile her projectiles.
  • Avoid jumping recklessly as Korone has an anti-air 2S that is head invulnerable on frame 1.
  • Although Korone has a fast and fully invincible 22H that is cancellable on block, pressing 3M shifts Suisei's hurtbox backwards fast enough for the reversal to completely whiff, allowing Suisei to punish it with a strong starter such as 5H.
    • This can be done for both meaty and pressing it on reaction to her superfreeze, assuming that Suisei is not already in the middle of another move.
  • You can relatively consistently do 22H into her "infinite" 5M>236X blockstring during the fireball part.
    • Buffer 22H after/during 5M and react to the 236X.
  • Expect a strike-throw mixup after blocking her 6M. You can attempt to take your turn back by mashing a fast normal such as 5L, but there is a risk of getting counter hit if you guess wrong.
  • There is currently no practical counterplay against Korone's 5M as it outranges even 2M while being very safe. Block the coffee and look for other places to punish instead.

IS Pekora Icon.pngPekora Usada
  • Arguably Suisei's second worst matchup. Learning how to approach when the opponent has buttons to disengage on demand is key.
  • Be patient. Walk(not run) forward and block any projectile Pekora throws at you.
  • Pekora's 236L(rapid punch) is very safe on block. Instant block as many hits as possible to quickly build up superchat meter.
  • 214L(rocket launcher) zones, frame traps during blockstrings, and lets Pekora disengage at will. Watch out for this move if you don't want to get hit and have more distance put between you and Pekora while approaching.
    • Do not attempt to 22H it. The rocket launcher pushes Pekora back just far enough for the grab hitbox to whiff and let Pekora get a full punish on you.
  • 22X(TNT) places an active hitbox directly in front of Pekora with the option for her to kick it towards you. Be wary of jumping in as the opponent is usually ready to anti-air you into a full combo. Consider poking with 2M if within range and/or catching Pekora with your 22H if she's acting too comfortable behind the TNT.

IS Sora Icon.pngSora Tokino
  • Suisei's absolute worst matchup. Requires a lot of knowledge and experience to even stand a chance.
  • All of Sora's tools can easily keep Suisei out of even 2M range. Be patient and slowly walk forward while blocking her attempts at zoning.
  • Sora's 22M(A-chan) reflects projectiles 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.
  • A-chan in general can invalidate a lot of 214X stuff in pressure, don't be too predictable with it!
  • Sora's 236L note bobs up and down. Sliding under it with 3M requires much more precision than against other characters. Not recommended if the option can be avoided.
  • 236L at the end of her standard blockstrings will trade with your 2M but not in your favor.
  • A-chan is always 0 on normal block. Depending on the range, you can try to mash a normal such as 5L or 2M to take your turn back.
    • Due to a bug, A-chan is currently plus on instant block. Do not attempt to mash if you happen to IB this move.
  • Suisei's 22H is decently fast and projectile invulnerable, making it a good option for beating a Sora autopiloting their projectiles during pressure.
  • Sora's invincible 236S is hard to punish on block, but will whiff entirely against Suisei's 3M if it is pressed after the superfreeze, allowing Suisei to easily punish with 2M.
  • Consider bringing IS Kiara Icon.png Kiara for an off-collab that can temporarily nullify most of Sora's projectile zoning.

IS Suisei Icon.pngSuisei Hoshimachi
  • Heavily favored for whichever Suisei gets the first hit. Play roundstart neutral as best as possible.
  • Understand how to block and counter oki setups if you get hit.
  • Bursting right after her 22L animation guarantees a hit along with large amounts of superchat from counter hit + anti-air.
    • Bursting her IOH setups on hit yields the same results.
  • You can fuzzy mash 5L>5M after blocking 2H. This will punish jS and 214X, but loses to 236L and 3H.
    • You should still be able to block or even beat her jH with your own 2H.
  • Know your character's strengths and weaknesses. If you have trouble doing something as Suisei, your opponent probably does too.
The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres