Idol Showdown/Ayame Nakiri/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. |
Combo Theory
Damage
Ayame can spend SC or star meter to greatly increase her combo damage. For spending SC, whenever you do 22L in a combo, instead you can do 22M SCC 22L for the same launch but huge damage. For spending meter, you can utilize 22H and 236H rekka series early for large boosts in damage as well.
Mid-screen
The goal of a combo midscreen is to secure oki, as well as get as much corner carry as possible. Her conventional starters lead into large corner carry with rejump routes. From long range pokes, Ayame can confirm into 236MMM into 22L for a full combo by using 1 Super Chat meter.
Corner
The corner allows access to 214M in combos. After lifting the enemy with a move such as 5H, 214M can be used to loop into another string. Keep the juggle limit in mind, 2 flips before an ender is best. Generally you can do a standard combo route and then end by looping 214M for meter gain.
Enders
Ayame has a few conventional enders.
2H > j.M > j.214L
- Good for ending simple combos. Leaves good oki to setup a meaty.
22M
- Has a good amount of corner carry and sets up a meaty on wakeup. Very lenient and consistent combo ender, so this is how you'll end most of your combos.
236MM
- Knocks down for good oki when used in juggles. Large corner carry also.
236S
- Basically every move combos into 236S in juggles. Useful for closing out rounds for with high damage.
Mid-screen
Reliable
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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5L > 5M > 5H > 22L > 2M > 2H > 22L > 2M > 2H > jM > j214M | Easy | 260 | 0 Star; 0 SC | 60% Star; 60% SC Opp: ?% |
Anywhere |
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5L > 5M > 5H > 22M > 22L (SCC) > 2M > 2H > 22M > 22L (SCC) > 2M > 2H > jM > j214M | Easy | 314 | 0 Star; 2 SC | 70% Star; 90% SC Opp: ?% |
Anywhere |
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5L > 5M > 2H > 5H > 22L > 2H > 5H > 22L > 2M > 5M > 22M | Easy | 278 | 0 Star; 0 SC | 55% Star; 55% SC | Anywhere |
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Rejumps
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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5L > 5M > 5H > 22L > 5H > 22L > 2M > 5M > slight delay 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 22M | Medium | 292 | 0 Star; 0 SC | 70% Star; 55% SC Opp: ?% |
Anywhere |
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5L > 5M > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > 22L > 2M > 2H > delay jM > 5L > 5M > 22M | Medium | 277 | 0 Star; 0 SC | 70% Star; 55% SC Opp: ?% |
Anywhere |
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2M > 236MMM > 22L > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 22M | Medium | 394 | 1 Super chat | 70% Star; 95% SC Opp: ?% |
Anywhere |
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2M > 236MMM > 22L > 5H > 22L > 2M > 5M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 214M > 5L > 2M > 214M > 5L > 2M > 22M | Medium | 403 | 1 Super chat | 80% Star,10-% SC Opp: ?% |
Anywhere |
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5L > 5M > 5H > 22L > Microdash 5H > 3H > 22L > 2M > 5M > slight delay 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 22M | Hard | 295 | 0 Star; 0 SC | 70% Star; 55% SC Opp: ?% |
Anywhere |
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Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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5L > 5M > 5H > 5H > 2H > 22L > 2M > 5M > 22L > 2M > 5M > 2H > j.M > j.214M | Easy | 282 | 0 Star; 0 SC | 65% Star; 35% SC Opp: ?% |
Corner |
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2M > 236MMM > 22L > 5H > 3H > 22L > microdash 5M > 2H > delay jM > 5L > 5M > 214M > 5L > 5M > 214M > 5L > 2M > 2H > 22M | Medium | 403 | 1 Super Chat | Opp: ?% |
Corner |
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5L > 5M > 5H > 5H > 22L > microdash 3H > 22L > 5M > delay 2H > delay j8M > 5L > 5M > 214M > 5L > 5M > 214M > 5L > 2M > 2H > 22M | Hard | 301 | 0 Star; 0 SC | 90% star; 95% SCC Opp: ?% |
Corner |
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