Idol Showdown/Aki Rosenthal/Combos

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Combos

Combo Notation Help
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(WIP, some combos are outdated as there are few Aki technicians) The goal of Aki's combos is to build meter fast in order to utilize the best collabs within the game. Collab specific combos will not be provided due to how likely for new updates will change how Aki use certain collabs.

Hitconfirms

  • 5M 2M - Standard hitconfirm.
  • 2L 5M 2M - Counter Poking hitconfirm.
  • 5M 3M - Anti-air hticonfirm.
  • 2H - Wall bounce anti-air hitconfirm.
  • 3H - Low hitting slide that has great range. Not great if blocked so be sure it hits or have it well distanced away from the opponent can't punish it.
  • 6M 3H - Long range hitconfirm. Also can be used for long distance anti-air where.
  • 214L - In certain distances, it trades, making it a good opening to continue combos.

Exercises

As Aki is a highly technical character, most of her combos requires practice to execute them. The following exercise drills can be linked to each other to create a decent combo as seen in the Beginner combo. Here are some exercise drills you can do to learn basic Aki combo theory:

Combo Difficulty Damage Cost Meter Gain Location
  • This exercise helps practice the usual standard hitconfirm/conbo starter for Aki.
  • This exercise helps integrating Mukirose and teleport restand, the bread and butter to Aki's damage in a combo.
  • This exercise helps practice restanding 2H. The 22[M] is not necissary when learning Aki for the first time, but in the higher level of Aki gameplan, this move help generate more super chat and star meter.
  • This exercise helps practice catching a wallbounce 2H to convert it to an air juggle. (2M, 6M 214L) can be performed a seccond time as seen in the combo section.

Beginner

Combo Difficulty Damage Cost Meter Gain Location

Advanced

Combo Difficulty Damage Cost Meter Gain Location
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