Idol Showdown/Ninomae InaNis/Combos
Combos
Combo Notation Help | |
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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. |
General
(WIP, New character)
Midscreen
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
2L > 2M > 3H > 214L | Beginner | 179 | 0 bar | ??? Opp: ??? |
Anywhere |
Basic cancel-only combo, without charge mechanics. | |||||
5M > 3H > 214L | Beginner | 217 | 0 bar | ??? Opp: ??? |
Anywhere |
Confirms at max range of 5M > 3H, and is all you can really get without some sort of meter. | |||||
(((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 5L > 3H > 214L | Easy | 258 (2L) / 323 (5M) / 328 (2M / 3M) |
0 bar | ??? Opp: ??? |
Anywhere |
More sophisticated basic combo using charge moves. | |||||
((2L) > 5M) / (3M)) > 2H > 9jc > dl.j.2M > [2]8M, 5M > 3H > 214L | Easy | 282 (2L) / 359 (5M) / 331 (2M / 3M) |
0 bar | ??? Opp: ??? |
Anywhere |
Slightly harder combo regrounding directly into Stagger-Ring Assault. | |||||
(((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5L > 5M > 3H | Medium | 302 (2L) / 380 (5M) / 393 (2M / 3M) |
0 bar | ??? Opp: ??? |
Anywhere |
This combo is the basis for most of the others on the wiki. | |||||
(((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5L > 5M > 3H > 214L > 236S | Medium | 427 (2L) / 505 (5M) / 518 (2M / 3M) |
2 bar | ??? Opp: ??? |
Anywhere |
As above but with a super ender. | |||||
5M > 3H > 2S(5) scc [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5L > 5M > 3H | Medium | 392 | 1 SC | ??? Opp: ??? |
Anywhere |
Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo. | |||||
5M > 3H > dl.214H, dl.3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5L > 5M > 3H | Hard | 447 | 1 bar | ??? Opp: ??? |
Anywhere |
Metered poke confirm based on the above. |
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
(((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5M > 4M > 9jc > dl.j.M > dl.5M > 2H > 9jc > dl.j.M > [2]8M, 5L > 5M* > 3H | Hard | 343 (2L) / 418 (5M) / 435 (3M) |
0 bar | ??? Opp: ??? |
Anywhere |
Easier difficult BnB building off of the combos above. | |||||
(((2L / 5M) > 2M) / 3M) > 3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5M > 4M > 9jc > dl.j.M > dl.5M > 2H > 9jc > dl.j.M > [2]8M, 5L > 5M* > 3H > 214L > 236S | Hard | 468 (2L) / 543 (5M) / 560 (3M) |
2 bar | ??? Opp: ??? |
Anywhere |
As above but with a super ender. | |||||
5M > 3H > 2S(5) scc [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5M > 4M > 9jc > dl.j.M > dl.5M > 2H > 9jc > dl.j.M > [2]8M, 5L > 3H | Hard | 430 | 1 SC | ??? Opp: ??? |
Anywhere |
Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo. | |||||
5M > 3H > dl.214H, dl.3H > [2]8M, 4M > 9jc > j.M > 5M > 2H > 9jc > dl.j.H > 5M > 4M > 9jc > dl.j.M > dl.5M > 2H > 9jc > dl.j.M > [2]8M, 5L > 3H | Hard | 483 | 1 bar | ??? Opp: ??? |
Anywhere |
Metered poke confirm based on the above. | |||||
2L > 2M > 3H > [2]8M, 4M > 9jc > j.M, 3H > [2]8M, 4M > 9jc > j.M, 4H > 2H > 9jc > j.H, 5M > [2]8L, 4M > 9jc > j.M, 4H > 2H > 9jc > j.H, 5M > [2]8L, 4M > 9jc > j.M, 5LLL > 5M > 3H | Harder | 402 (2L) | 0 bar | ??? Opp: ??? |
Anywhere |
This is the most optimal you get before you get to the insane 2L shit. | |||||
(((2L / 5M) > 2M) / 3M) > 3H > ([2]8M, 4M > 9jc > dl.j.M)x2 [2]8L, 4M > 9jc > dl.j.M > 5M > 2H > 9jc > dl.j.H > 5M > 4M > 9jc > dl.j.M > dl.5M > 2H > 9jc > dl.j.M > ([2]8L,) 5L > 5M* > 3H | Harder | 378 (384) (2L) / 457 (463) (5M) / 479 (485) (3M) |
0 bar | ??? Opp: ??? |
Anywhere |
Easier harder combo that grows directly out of the Medium difficulty BnB. The final [2]8L isn't worth all that much for what it is. | |||||
2L > 2M > 3H > ([2]8M, 4M > 9jc > j.M)x2, 5M > 2H > 9djc > j.M > ([2]8L,) 4M > 9jc > j.M, 5M > 2H > 9djc > j.M > ([2]8L,) 5L > 5M > 3H | Harder | 370 (2L) | 0 bar | ??? Opp: ??? |
Anywhere |
Straightforward, high-damage combo using all four meterless Stagger-Rings. I think the above combo is easier to execute. |
Anti-air
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
Anti-Air 2H > 9jc > dl.j.H > 5M > dl.4M > 9jc > dl.j.M ([2]8L, 4M > dl.j.M)x2 > dl.5H > 2H > dl.j.M > [2]8M, 5L > 5M > 3H | Harder | 401 | 0 bar | ??? Opp: ??? |
Anywhere |
Wiki info WIP |