Idol Showdown/Botan Shishiro/Combos

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Combos

General

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.

(WIP, some combos are outdated as of 5/13/23)

Please note that at the time of writing, the game is very new. Combos and Okizeme will most likely need to be re-evaluated by experienced players at a later date, as they are almost certainly not optimal.

Botan's Combos are quite range and position specific, primarily revolving around her various wallbounce and ground bounce limits. Combos can change both in difficulty depending on what you have access to and how close you are the corner, forcing the player to adjust on the fly.

Botan's damage output is fairly high but consistency and optimization can be tricky, so it's better to think of these combos as examples than hard rules to follow. Use your own experience and skill to experiment for what works for you. And remember, any damage is good damage instead of dropping a combo at a bad time.

Hitconfirms

  • 2L 5M - Standard hitconfirm. Leads into her biggest combos, but does not connect at max range 2L.
  • 2L 5L - Max range 2L hitconfirm. Scales the following combo harshly.
  • 2M 5H - Hitconfirm from her longest low poke. Does not lead to 2H routes.
  • 5M~M 5H - Hitconfirm from her longest mid poke. Leads to 2H routes.

Enders

  • 3H - Standard ender. Leads to great oki.
  • 3H 236M - Meterless max damage ender. Sacrifices oki for damage.
  • 3H 236M 236S - 2 bar ender. Sacrifices oki for damage.


Beginner Combos

These combos work on everyone and aren't too difficult.

Combo Difficulty Damage Cost Meter Gain Location

Works from close range Starters. Basic BnB combo. 3H only needs to be delayed a little and it connects after 2H. Ending in 3H gives Botan her best knockdown for pressure and mixups. Youtube

When too far away for 5M to connect. If Botan's not close enough to the opponent, 2H will not connect. 5H can also be replaced with 6M if that feels more comfortable to use. Youtube

Basic Anti-air combo from 2H. Youtube

Basic Air Throw combo. Youtube

Intermediate Combos

Midscreen

Keep in mind that if the combo starts too close to the corner, one of the wallbounces may have to be skipped and end the combo early as it risks bouncing the opponent out of the corner.

Combo Difficulty Damage Cost Meter Gain Location

Simple midscreen only BnB that utilizes a single wallbounce. The standard combo that most of the harder combos will be based on. Learning this will teach you the basics of optimizing Botan's combos.

More advanced version of the above BnB. Useful to learn as it uses many elements of her combo theory. Can be confirmed into super by ending with 3H > 236M > 236S instead.

Anti-air combo from 2H. Youtube

Corner

Combo Difficulty Damage Cost Meter Gain Location

Add 4H~H~H > 3H before the 236M to make the grenade work on Ayame.

Advanced Combos

Combos that require a specific starter, or are more executionally challenging than the General BnBs listed above.

When using 4H~H~H on an airborne opponent, it is often required to delay some hits, usually the third. If doing 3H after, it is often necessary to delay 3H as well.

On an airborne Ayame, 2M will always whiff - replace it with 5L, or omit 2M if 5L is already used before it.

To end in super outside the corner, omit 4H~H~H and add 236M > 236S after 3H. To end in super in the corner, simply add 236L > 236S after 3H.

Midscreen

Combo Difficulty Damage Cost Meter Gain Location

Only add 4H~H~H on a standing opponent. Do a long delay before 3H. Close to the corner, omit the first 3H. Even closer than that, omit the 3H and 5H.

Only add 4H~H~H on a standing opponent. Dash before 5L if 6M hits very high.

Close Anti-Air confirm. Add 5L if 6M does not hit very high.

Far Anti-Air confirm.

Higher damage far Anti-Air confirm, however the final 3H triggers IPS and becomes a soft knockdown.

The first 3H can be delayed instead of delaying 2M.

Corner

Combo Difficulty Damage Cost Meter Gain Location

On Ayame, add 4H~H~H > 3H after the first 2H. If slightly outside the corner, replace 5H > 2H with 2H > dl.5H(2) > dl.3H.

A second 236M extension is not possible due to starting with j.AT.


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