Idol Showdown/Botan Shishiro/Strategy

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Strategy

Note: This gameplan was written shortly after the game was released to give newer players a sense of direction, it should be continuously reviewed by experienced players as the game develops more.

Round Start

Neutral

, Botan generally wants to keep her opponent around roundstart range, alternating between forcing her way in and sitting back to catch approaches.

  • Her main way of forcing offense is 5M~M into her strike throw pressure.
  • Botan has many ways of controlling space to catch approaches. 5M reels her hurtbox backwards to catch opponents dashing or swinging at you, and 2M is great at catching sweeps and other low profile pokes. j2H is an extremely strong neutral tool, and can be used to stuff most grounded approaches or establish pressure depending on the jump direction. Additionally, it is plus on block and leads to Botan's best offensive situations. All 3 options are disjointed and lead to good damage.
  • Her main anti air, 2H, is quite slow but is air unblockable, very disjointed, and leads to her highest damage anti air punishes. 5M is faster and works to cover jumpins from further away, but does not cover directly above Botan. Airthrow is a great option for catching jumpins at close range where 2H and 5M would whiff.
  • Botan has a plethora of whiff punishes as well. 5H is her fastest and most damaging whiff punish, but is very risky if you miss yourself. 6M is slightly slower, but advances faster and is safer on whiff. 3H is a slight low profile, but has the worst reward of the three.
  • If the Botan's opponent is playing too passively, she can catch them off guard with a dash up 2L/throw mix. 2L leads into her close-range pressure, and throw leads back into another 2L/throw mixup.
  • If the opponent is spaced too far for her main neutral options, she can establish pressure with grenades. 236L homes into the opponent's current location when thrown out and will often force them to move closer or back away to avoid it. 236M makes them unable to move in from the ground and forces them to either begin blocking her pressure or jump while risking a 2H or airthrow punish. Both grenades deal quite a bit of chip, but are slow and risky while the opponent is close, as well as being punishable if blocked point-blank.
  • While 214L rifle shot is extremely punishable when the opponent is around roundstart distance or closer, it's low-profile can dodge and punish other projectiles.

Fullscreen

Midrange

Pressure

Once Botan forces her opponent to block, you can then go into her strike-throw mix. j2H is plus, 5L is -1, 2L and 5MM are both -3. All of these options let Botan frametrap with a normal, as well as leaving her in range for a grab to catch blocking opponents. If you think your opponent won't respond with a mash, you can attempt to reset this pressure with a jab or j2H. You can work variations into this basic mix:

  • 5L can be used for stagger pressure or tick throws as it's -1,
  • 5M's followup can be used sooner or later or not at all for another tick throw,
  • 2H can catch attempts to jump and block,
  • and while risky because of the presence of some character's sweeps, you can also roll back a good distance after committing to her H moves by using 2H>22L. Another option (with meter) is forcefully trying to extend your pressure after a blocked H with 22H, as it dodges lows and is quite fast at around 15-18f minimum startup (depends on the followup).

After Botan gets her knockdown, she can either go for a regular meaty and head back into her close-range pressure or j.2H right on top of the opponent for a very ambiguous sideswitch.

Defense

On defense, it becomes your turn to take a risk.

  • Her 2L is fast quite stubby, 5L is a bit slower but has good range and is excellent at catching airborne attacks like overheads, and 2M is slower still but can beat out attempts to outspace your jabs.
  • With meter, you can use 22S, an advancing armored reversal that leads directly onto her BnB on hit and can be hard to punish even on block. However, 22S is not armored on frame one, and therefore works better out of blockstun than on wakeup.
  • Using instant block to generate Superchat Meter can give early access to your Off-Collab, which can be used defensively depending on the assist. Instant block is also a great way to keep the opponent in range of your jabs, as it negates pushback.

Okizeme

  • 3H
    • Mixup A | 5M~M into strike/throw
      • Chain into 2M for a frametrap, or throw to catch opponents blocking.
    • Mixup B | 9j2H 2L
      • Jumping at different timings causes the j2H to hit or whiff, mixing between a high and low option. Using j.2H at different timings will cause Botan to land on different sides, giving her a left right mixup.
      • Due to this option needing 3H to recover, it is recommended to use it from higher 3H knockdowns such as 2H > 3H
      • Example: https://youtu.be/-eYa3gi0ScE
    • Mixup C | 22M/22H High/Low/Throw
      • From 3H ender, you either manually time a 22M, or use 22L as soon as possible then use it's H followup, to put yourself in a position where
        • A: You can meaty with L/M followup
        • B: You can hit with H followup before they can respond with a normal
        • C: You land then use 2L option (Due to this option needing more time, it is recommended to use it from higher 3H knockdowns such as 2H > 3H)
      • How you set this up varies on how your 3H connects. A 6M > 3H knockdown will likely require 22L > 22M, whereas a 2H > 3H will require some sort of delay.
      • Example: https://youtu.be/ot5dpkVv2hM
  • Throw
    • Dash 5L is her main okizeme option after throw. You can go into her standard 5M/throw mix, or throw opponents over respecting the 5L.

Assist Synergy

Ordered based on synergy with Botan. (skeleton, not ordered)

Assist Off Collab STAR Call-In Extra Synergy Notes Application Examples
IS Miko Icon.png Demon King Miko (3 bars) Lava Disaster -
IS Watson Icon.png Time Slow (3 bars) Ground Pound -
IS Kanata Icon.png Soran Bushi (2 bars) 50kg Grip -
IS Roboco Icon.png Hi-Spec Missiles (3 bars) Hi-Spec Beam -
IS Kiara Icon.png HINOTORI (2 bars) SPARKS -
IS Mio Icon.png Omen (2 bars) Full Power Flaming Punch -
IS Iroha Icon.png NinNinjanai (2 bars) Eggplant Slice -
IS Marine Icon.png Hugging Pirate (3 bars) The Aquamarine


-
IS Risu Icon.png Non-stop Nuts (2 bars) Isekai Truck -
IS Moona Icon.png High Tide (3 bars) Supernova -
IS Azki Icon.png ERROR (3 bars) Zero-Guessr -
IS Kaela Icon.png Lvl. 69 Smithing Grindset (2 bars) Get Some Help! -
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Aki Rosenthal
Ayame Nakiri
Botan Shishiro
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