Idol Showdown/Botan Shishiro

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Last Updated to Version 1.0.0

IS Botan Logo.png

Special Forces La~Lion - Tactical Space Control

Introduction

Botan Shishiro is a versatile neutral control character that's able to suffocate her opponents at most ranges by pressuring them with retreating and advancing disjointed attacks, such as 6M or 2H, and slow, high-damage projectiles that shut down approaches when set up. Her amazing combo game and easy conversions allow her to shred down her opponents' health with meterless access to multiple wallbounces via 214M and 22L~M, as well as an air grab that serves as both a starter and a extender. During her combos, she generates large amounts of meter, often giving her fast access to her metered options and assist calls, such as a fast forward advancing armored reversal (22S) that converts into combos even when done from far away, and allows her to punish her opponent during their own blockstring thanks to it's incredibly fast startup.

However, the lacking speed of her projectile attacks makes her full-screen zoning weak, especially against characters that have similar but faster tools, and when Botan's backed into a corner, the limits of her shopping cart reversal (it whiffs on jumping opponents, isn't armored on it's first frame, and past a short distance she can be hit out of it by every other metered reversal on the game on reaction), as well as the slow startup of her main anti-airs and lack of range on her 2L are most apparent and can all make it difficult to break out of her opponent's pressure, especially so if she's left without any resources.

Once Botan gets her opponent to block, often after setting up a grenade, her strong strike/throw mixup using 5M has opportunities for pressure resets and frametraps and can make her very scary to deal with thanks to the obscene reward she gets on hit.


Playstyle
IS Botan Icon.png

Botan is a mid-range high damage fighter that walls her opponent out with disjointed moving normals and capitalizes with her up-close pressure.

Pick if you like Avoid if you dislike
  • Neutral Control: Equipped with disjointed, hard-to-contest pokes (5M, j.2H), phenomenal whiff punishing tools (6M, 5H), and strong anti airs (2H, AT), Botan has a fantastic neutral game with plenty of ways to get her offense started.
  • Absurd Combo Potential: Botan shreds her opponents' health and carries them to the corner from almost every starter without any meter, while easily gaining enough to access her supers and assist calls.
  • Midscreen Pressure: Up-close, she can enforce terrifying strike/throw offense with immense reward on hit and plenty of opportunities for frametraps, resets, and ambiguous tick throws.
  • Air Throw: The only character in the game that has a combo-able air throw.
  • Awkward Defense: While not powerless, her fastest normal (2L) is stubby, her main anti-air options are slow, and her armored super (22S) can lose to other metered reversals and whiffs on jumping approaches.
  • Weak Projectile Zoning: Her projectiles (214X, 236X) are quite slow to come out and leave her in recovery for a while, making them unsuitable for long-range keepout and easy to punish by rushing her down.

Recommended Collabs

Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!

  • IS Watson Icon.png Watson - Watson's 214S evens out the reward on her strike-throw mixup by allowing for full conversions from her grab. Her timeslow nullifies opposing offense and allows Botan to combo meterless off 22M~H.
  • IS Miko Icon.png Miko - Miko's lava assist is a great lockdown tool that allows Botan to convert off her overheads, and can setup chip-out situations. Her Off-Collab forces Botan's turn back immediately.
  • IS Roboco Icon.png Roboco - Roboco's missiles are versatile. Botan can extend her pressure with them, use them for combos together with her airgrab, and they can force the opponent to back off. In addition, 214S is an ol'reliable instant fullscreen beam assist with great damage.


Moves

Standing Normals

5L
5L
IS Botan 5L.png
IS Botan 5L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

6 3 12 -1 +3

None

Fast, high 5L. Does not whiff on any crouchers, and has a good range. Can still be low profiled.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Botan 5M.png
IS Botan 5M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30x3

Mid

10 2(3)2(4)2 37 -13 -11

None

Gives access to 5M~M even on whiff, making it a great tool during both neutral and pressure. Botan's hurtbox leans backward and the hitbox is disjointed, allowing it to avoid a lot of moves, and the presence of a forward advancing follow-up makes it hard to contest and punish. When blocked, the presence of a follow-up and relatively small frame disadvantage makes tick throw attempts hard to react to.

Toggle Hitboxes
Toggle Hitboxes
5M~M
5M~M
IS Botan 5MM.png
IS Botan 5MM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
65

Mid

15 2 27 -5 -3

None

Very large forward movement and little knockback make this move a handy stabiliser for combos, a excellent whiff punishing tool, and central to Botan's pressure. Confirms even if only the last hit of 5M connects. Despite being unsafe on block, the forward movement and 2M chain allow for ambiguous pressure resets, as the former means that the opponent will be put right in range of 2L or a throw, and the latter will catch opponents trying to mash out of blockstun. Has a high amount of recovery on whiff. Cancellable during it's startup (following the usual chain rules).

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Botan 5H.png
IS Botan 5H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
35x3

Mid

13 2(2)2(2)2 33 -13 -7

None

This move has a lot of forward movement, making it an essential whiff punish as well as combo tool and deceptively long in terms of reach.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Botan 2L.png
IS Botan 2L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Low

5 2 13 -3 +1

None

Her fastest normal, and a low. Ok range. Good for defense or mix-ups due to its speed.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Botan 2M.png
IS Botan 2M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Low

8 2 18 -4 -1

None

Good range for its speed. Can be used in pressure or defense at certain spacings to check your opponent, as well as after a dash as a neutral tool.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Botan 2H.png
IS Botan 2H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Air Unblockable

18 3 28 -15 Launcher
(w/tech: 40f)

(6~20) Head

Botan sways back a significant distance and shoots the opponent, launching them on hit. Not jump cancellable unlike most 2H's and quite slow. It's huge disjointed hitbox make it ideal to catch jump-ins, but opponents expecting it can dash in and low profile it, and despite the backwards movement it leaves you very vulnerable during it's recovery frames. Air unblockable and important combo tool.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Botan 3H.png
IS Botan 3H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Low

14 12 23 -18 +17 (depends on height)

None

Sliding sweep. Goes very far and gives an untechable knockdown afterwards regardless of height, which gives her a very favorable knockdown when the opponent is launched first via 2H. Go-to meterless combo ender.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Botan jL.png
IS Botan jL Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

5 6 Until Landing + 2 - -

None

Very fast and high j.L. Whiffs on crouchers, so should primarily be used against airborne opponents.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Botan jM.png
IS Botan jM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
55

High

10 4 Until Landing + 3 - -

None

Respectable hitbox at a 45 degree angle makes it a good jump-in tool when spaced right. Can be used alongside j.S and j.2H to make Botan very difficult to anti-air.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Botan jH.png
IS Botan jH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

High

14 4 Until Landing + 4 - -

None

Hits on both sides, allowing it to be used in ambiguous left/right mixups together with air drift. While the lack of range on this move makes crossup attempts finicky and dependent on spacing, there are consistent (but difficult) setups off her main BnBs, and if timed properly it can dodge some DPs when switching sides thanks to the game's slow side-correction on aerial approaches. Risky as a jump-in as it's not very active and Botan's hurtbox extends below far outside her for it's duration, making it rather easy to hit her out of it.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

j.2H
Lead Curtain
Air Only IS 2.png + IS H.png
IS Botan j2H.png
IS Botan j2H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30x3

High

12 2(2)2(2)2 Until Landing + 10 - -

None

Halts Botan's momentum and sends her straight down. Has a respectable disjointed hitbox and is quite plus on block even if not all hits connect, but has a lot of landing recovery, which makes it fairly punishable on whiff. Because this move will put Botan on the opposite side to the opponent if she lands right on top of their head, it can allow for some ambiguous left/right mix-ups on oki. This move launches the opponent when done after the peak of Botan's jump.

Toggle Hitboxes
Toggle Hitboxes
6M
CQC
IS 6.png + IS M.png
IS Botan 6M.png
IS Botan 6M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

17 2 26 -9 -5

None

Ridiculously long-range poke due to Botan moving significantly forward during the startup, but somewhat slow. It can be cancelled to keep the forward movement on hit or block, allowing for knockdown or combos on hit, or left uncancelled to return to Botan's original postion safely. Can be punished if used too predictably. Only cancels into 3H and special moves.

Toggle Hitboxes
Toggle Hitboxes
4H
Mag Dump
IS 4.png + IS H.png
IS Botan 4H.png
IS Botan 4H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
35

Mid

21 - - +1~-13 -5~-18

None

  • Whiffs on crouching opponents
  • Can be cancelled into itself twice, for up to 3 total hits

A lower commitment projectile that hits quite high, allowing it to sometimes hit jumping opponents at the cost of being easy to low profile. An okay long-range keepaway option.

Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
Throw
IS L.png + IS M.png or IS G.png
IS Botan LM.png
IS Botan LM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140 - 7 2 21 - -

None

  • Total Frames: 29

Botan's universal grab. Leaves opponent backturned, so they will roll backwards into Botan's direction if they opt to quick tech.

Toggle Hitboxes
Toggle Hitboxes

Air Throw

Air Throw
Aerial Takedown
Air Only IS G.png
IS Botan jLM.png
IS Botan jLM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0, 90

Air Unblockable

7 2 Until Landing - -

None

Combo-able air throw.

Toggle Hitboxes
Toggle Hitboxes

Overhead

Overhead
Overhead
IS M.png + IS H.png
IS Botan MH.png
IS Botan MH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

26 3 20 -1 0

(6~39) Grab

Universal standing overhead. Neutral on hit.

Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236X
Poi
IS 236.png + IS L.png /IS M.png /IS H.png
IS Botan 236L.png
IS Botan 236L Hitbox.png
(High)
(High)
IS Botan 236M.png
IS Botan 236M Hitbox.png
(Low)
(Low)
IS Botan 236H.png
IS Botan 236H Hitbox.png
S.S.R.B
S.S.R.B
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 85x2

Mid

23 - 36 -13 (point blank) -

None

  • Grants 2 superchats on use
  • Does not disappear if Botan is hit
  • Has a projectile durability of 1x1
  • Botan can only have 1 of each grenade type on screen

Botan's grenade series help her zoning be a lot more oppressive. The light version is an anti-air grenade, flying up and away from Botan and tracking the opponent's current location. Due to the fact that this move tracks only on startup, it is not perfect at contesting the air, but it's initial angle can snipe many aerial approaches.

M 85x2

Mid

25 - 36 -14 (point blank) -

None

  • Grants 2 superchats on use
  • Does not disappear if Botan is hit
  • Has a projectile durability of 1x1

The medium version bounces along the ground at a slow and steady rate, making it a very good and long-lasting check against characters that want to approach from the ground, and enhancing Botan's anti-air options as a result.

H 40x3

Mid

11 15 14 -4 -

None

  • Grants 5 superchats on use

The heavy version is quite different from the standard variants; It shoots an array of explosions slightly above and in front of Botan's head. This is a very big and rather fast move that contests a lot of airspace and sends them far, making it useful as a twitch anti-air to react with.

Toggle Hitboxes
Toggle Hitboxes
214X
Quickscope
IS 214.png + IS L.png /IS M.png /IS H.png
IS Botan 214L.png
IS Botan 214L Hitbox.png
(Low)
(Low)
IS Botan 214M.png
IS Botan 214M Hitbox.png
(High)
(High)
IS Botan 214H.png
IS Botan 214H Hitbox.png
MLG Trickshot
MLG Trickshot
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 90

Mid

27 - - -11 -

None

  • Grants 3 superchats on use

Grounded sniper shot. Despite it's long startup, it's absurd low profile from 4f onwards makes this move a usable "anti-projectile projectile", as well as a risky meterless reversal option, and with full superchat, it can lead to a good amount of damage near the corner by being cancelled into 22S. Jumpable on reaction.

M 90

Mid

27 - - -11 -

None

  • Grants 3 superchats on use

Anti-air sniper shot. Shoots at a 45 degree angle and gives an incredible wallbounce on hit, making it Botan's main combo extender during her BnBs. Not air unblockable and covers a similar angle to 2H, which makes the latter more useful in most instances, and whiffs on crouching opponents point-blank. Both 214M's wallbounce and 22L~M's wallbounce can be used in a single combo.

H 120

Mid

21 - - -20 -

None

  • Costs 1 Star Meter and grants 5 superchats on use

Botan leaps with her sniper rifle and trickshots her opponent, covering the entire screen. It's slow startup means it can't confirm off of everything, but due to it possessing a similar wallbounce as 214M on airborne opponents, it can be a very powerful combo extender or punish tool. Deals a massive amount of chip on block.

Toggle Hitboxes
Toggle Hitboxes
22L
Tactical Roll
IS 2.png IS 2.png +IS L.png
IS Botan 22L.png
IS Botan 22L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • Grants 5 superchats on use
  • 2S performs this move.

Botan rolls backwards. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it. Moves her hurtbox quickly, but is otherwise rather sluggish, so it's recommended to cancel this move into one of it's followups more often then not. Anytime during the animation, Botan can press L to use 214L, M to use 214M, and H to use 22M. Her gun series from the roll seems to have faster startup, so it can work as a good reaction punish should you see your roll dodge an attack, and a good check if your opponent is running to punish your roll. H followup can be used to leap over low-hitting attacks and punish overtly patient opponents, but it's risky and can be contested on reaction. Because the followups are treated as different moves from their regular counterparts, 22L~M can wallbounce in the middle of a combo even if 214M has been used already.

Toggle Hitboxes
Toggle Hitboxes
22M/H
Lioness Leap
IS 2.png IS 2.png +IS M.png / IS H.png
IS Botan 22M.png
IS Botan 22M Hitbox.png
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
IS Botan 22X M followup.png
IS Botan jM Hitbox.png
M Follow-Up
M Follow-Up
IS Botan 22X H followup.png
IS Botan 22X H followup Hitbox.png
H Follow-Up
H Follow-Up
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M -

High

- - - - -

None

Botan does a slow frontflip. Botan cannot use standard attacks during this animation, but she has access to 2 followups, based on the button pressed during it. The hop has limited utility at going over low-hitting moves.

  • Her first followup comes out by pressing L or M, with an animation resembling j.M but much much faster in startup. This option hits high. Can be used to crossup the opponent on knockdown at point-blank, as it'll keep you on their left side when used early and land you on the opposite side if used very late or not at all.
  • Her second followup comes out by pressing H, and resembles her air grab, but it works on standing opponents.

Because the M and L follow-up must be blocked high, and the H follow-up must be avoided by either crouching or jumping, and since Botan can simply land and go for a air unblockable low, this move can lead to a mixup if the opponent respects it. However, both follow-ups are impossible to convert off of without specific assists or metered options, and they can be avoided with either backdashing at long ranges or by contesting this move's startup with a fast button. Because of this, it finds usage mostly on knockdown or as a gimmicky pressure extension option after Botan commits to a lengthy blockstring.

H -

Unblockable

- - - - -

None

H leap is very similar to M leap, with one small change; the hop is much faster and follow-ups can be used extremely early, making the previously mentioned mixup and crossup potentially unreactable and much harder to contest. While very hard to play around, this move is also expensive at 1 meter, and still doesn't allow Botan to combo from it's followups without the usage of specific assists or meter. Despite this, it can still be potentially useful during situations where the lack of damage won't matter, or to forcefully extend her pressure after a blocked 5H or 2H.

Toggle Hitboxes
Toggle Hitboxes
j.214H
Bullet Rain
Air Only IS S.png
IS Botan j214H.png
IS Botan j214H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
16x6

Mid

13 - - - -

None

  • Grants 3 superchats on use

A retreating attack where Botan sprays her guns to propel herself away from the opponent. Despite altering Botan's air trajectory mid-jump, it can be very unsafe even on hit if used too early during a jump, and it's seemingly lacking hitstun makes it impossible to combo out of. When used very close to the ground, Botan will go immediately into her landing animation, adding a bit of endlag while netting her a little bit of Superchat meter.

Toggle Hitboxes
Toggle Hitboxes
22S
Trials Ascending
IS 2.png IS 2.png +IS S.png
IS Botan 22S.png
IS Botan 22S Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30x5

Mid

6 (superflash: 24F) 46 12 -11 -

(1~40) Super Armor

  • Costs 1 Star Meter and grants 5 superchats on use
  • Somehow tracks the opponent even if they cross-up to opposite side

An advancing armored attack where Botan charges forward in her shopping cart. Botan's metered reversal and an excellent way to punish blockstrings with gaps, as the super armor will win out against opposing EX DPs (but not 236S supers). In the corner, can lead into a combo by performing a Superchat Cancel into 236m.
Normally very unsafe on block as it's -11 and leaves Botan right by her opponent's face, but performing a Superchat Cancel afterwards into 22l or 214h can potentially make it safe.

Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

Get To Da Choppa!
IS 236.png +IS S.png
IS Botan 236S.png
IS Botan 236S Hitbox.png
IS Botan 236S Custscene.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
255(1,70,???)

Mid

38 10 - - -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Minimum damage: 120

Anti-air super. Botan does a large leap that only hits airborne opponents, and a cinematic plays should she hit her opponent, doing large amounts of damage.

Toggle Hitboxes
Toggle Hitboxes

Colors

Original Outfit
Cosplay 1 Yukihana Lamy (Hololive)
Cosplay 2 Momosuzu Nene (Hololive)
Cosplay 3 Omaru Polka (Hololive)
Cosplay 4 Mano Aloe (Hololive)
Cosplay 5 Botan's New Year Costume (Hololive)
Cosplay 6 Noel (BlazBlue)

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