Idol Showdown/Fubuki Shirakami/Combos

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Combos (Out of Date 1.2.3)

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.
  • NOTE: Outdated does not mean the following combos does not work. The following combos may or may not be the most optimal combo for the current patch. Furthermore the numbers associated to the following combos (Damage dealt, Superchat Meter, Star Meter) are not applicable for the current patch.

Enders

The various ways to end your combos. There is a spectrum of damage, corner carry, and oki combinations associated with each ender choice. All combo routes below will generally end with a 2H in the video demonstration, and you can pick which combo ender you prefer to use.

Combo Difficulty Damage Cost Meter Gain Location
  • Allows Fubuki to do a safe jump against quick tech with j.L or j.2M, if 22M is delayed a bit. Her most consistent ender with the strongest oki against quick tech.
  • Safejump on quick tech with the ender only works against reversals that are 4f or slower. If they are any faster (like Korone 22H being 3f startup) then your jumping normal's landing recovery frames will get hit before you can block.
  • Delayed 22M can be linked into 236S anywhere on the screen, so you don't need to adjust routing or sacrifice damage in order to end in super.
  • Using j.H a second time causes it to knock down rather than bouncing. Slightly better midscreen oki than j.214X ender due to relative spacing by sacrificing damage and carry.
  • Better corner carry and damage for worse oki compared to other enders.
  • j.L leads to the most consistent frame advantage with lower corner carry and lowest damage.
  • j.M leads to the greatest frame advantage with decent corner carry, but can make j.214X 2nd hit whiff sometimes.
  • j.2M is a middle ground between j.M and j.H that is consistent, but deals less damage than both.
  • j.H leads to the worst frame advantage with the most corner carry, but is 100% consistent and deals the most damage.
  • Hard knockdown.
  • Leads to a consistent safejump as quick tech is not an option.
  • Done by cutting the combo short after the first 2H.
  • 3H needs to be slightly delayed or it will whiff.
  • The go-to corner ender as most advanced corner routes more often than not will use up 2H's IPS limit.
  • Can be used to get a sideswap.
  • Both routes require a bit of manual delays to get the height perfect for the sideswap to occur, so pick whichever one is the most comfortable or whichever doesn't cause you to hit the IPS limit.
  • This specific sideswap ends with the opponent in a 'backwards wakeup' which will cause quick tech to roll in your direction.
  • Done by cutting the combo short after the first 2H.
  • 214M needs to be slightly delayed or it will whiff. Delaying too long will lead to a same side knockdown.

Beginner

The most basic of basic combos. Use them as reference for how much more damage you could be getting if you start incorporating the more difficult routes.

Combo Difficulty Damage Cost Meter Gain Location
  • 214M should work regardless of range despite being slower, but if you feel more comfortable doing 214L, feel free.
  • 214L generally gives better frame advantage on knockdown even though it does less damage.
  • Refer to the Ender chart above and pick which one you'd like to do here.
  • Refer to the Ender chart above and pick which one you'd like to do here.

Intermediate

Your go to routes if you want to get a bit more out of your hits.
Using 5L instead of 2L leads to more damaging combos as 5L has higher base damage and better scaling.
Since dashing builds meter try to do them even in the corner where they aren't necessary.

Combo Difficulty Damage Cost Meter Gain Location
  • Delay j.H until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
  • Delay j.H until Fubuki reaches nearly max height. Will also prevent side switch in the corner.
  • (4H) will whiff on spaced 2L.
  • Max range poke into 214M SCC conversion for 1 of each meter.
  • Be careful not to do 22M too early after 214H since it may turn into an SCC and waste 1 more SC bar.
  • 5M > 214M deals 141 damage for reference.
  • Max range poke into 214M SCC conversion for 1 of each meter.
  • 5M > 214M deals 141 damage for reference.
  • Does not work at max range, can be done at around 1 character length away.
  • With 236M, it will work even at point blank range and does not require a dashing 5M to link.
  • Be ready to confirm that the projectile is blocked or hits so that you don't autopilot into 5M > 214M on block.
  • Instant overhead starter.
  • Requires 1 bar with 22S to guarantee SSR.
  • This combo requires the opponent to be hit while they are still fairly high up in order to work.
  • The very last sequence after the dl.22L , 2L is pretty open-ended despite not having access to 2H. It can be adjusted easily to allow for a 3H ender as well instead of going for 22M.
File:IS-Fubuki-Combo-8s.mp4

Advanced

Routes that squeeze out as much damage and meter gain as possible.

These routes will often require small variations depending on the starting string, as the goal is to use every normal the maximum number of times without triggering IPS.

On Ayame, 2L and 3H will rarely work on her when she is airborne, and as such any combo pieces involving either are unreliable if not impossible. Simply end in 5M > 22X instead of 5M > dl.3H against her.

Combo Difficulty Damage Cost Meter Gain Location
  • 5M can be added before the first 4H if close enough. It does not affect the overall combo damage but increases meter gain.
  • Standard confirm when getting an SSR 22L at the end of a corner route.
  • 22M must be timed so it hits late, so that 22L can hit high, allowing for a 5L link. A 2L link after 22L may be required depending on timing.
  • For when "lucky" enough to get four SSR 22Xs in a row.
  • The whiffed normals are a frame kill setup for 3H, reducing the need to manually time it.
  • If the last 22L does not SSR, instead do 22L , 66 dl.5M > dl.3H, which also does 308 damage.
  • Uses a high hitting M+H to extend the combo.
  • 5M must hit high to get the correct height for an M+H extension.
  • 2L has an unnaturally long amount of untech and launches the opponent upwards, allowing Fubuki to dash closer before continuing the combo.
  • The upward launch from 2L is also the key to setting up a high hitting 5M from an extender other than j.H.
  • With a starter that doesn't use 2L, it can instead be used after 22L and close distance, allowing for a longer string before 22L.
  • With a 5L in the starter, omit the third 5L.
  • With a 5M in the starter, omit the last 5M.
  • Also the ideal confirm from Rising j.L > j.S(1).
  • Consistent side swap route from a close grounded starter (notably after a crossup j.H).
  • After SSR 22M, run under the opponent, stop so that Fubuki faces the correct direction, then time a 2M.
  • From a 2L starter, it is not possible to do a double M+H route and still end in a 3H knockdown after dl.22L.
  • With a starter other than 2L, routing into a double 5 route is similar to when starting a corner combo with 5M.
  • Higher damage side swap route, however if the first 22L is an SSR, it will not side swap, resulting in a lower damage route.
  • 22L must be timed to hit from behind, also hitting late as a result.
  • If 22L does not hit from behind but still hits high, link 2L then go into an Anywhere route.
  • On SSR 22L, side swap after it then go into an Anywhere route.
  • The damage will vary depending on whether the first 22L was inputted as 22L or 2S, as the latter scales better.
  • Demonstrating the j.M , 22L link.
  • While it is a possible combo piece, it is impractical as it does not work on SSR (22L whiffs and leaves you severely minus).
  • While it seems useful due to Fubuki being point blank after the 22L to make a 3H ender consistent, this is made redundant by air hit 2L also accomplishing the same, especially as this 22L hit can only link into a 2L, not a 5L.
  • Additionally, the timing on the delayed j.M is very specific, and as it is a delay there is no buffer to help.

Combo Theory

Fubuki's combo theory is quite simple.
Since starting with stronger normals doesn't enable new routes, combos can be segmented into 3 main sections:
Starter - Extension - Ender
Each section is separated with by using a juggle point done with 2H.

Additionally, as a general rule of thumb: The more buttons you press, the less damage you do, but the more meter you gain.

Starter

Mostly refers to the sequence before the first juggle point (launching the opponent into the air).
E.g. you can do the classic 5L > 5M > 5H sequence which would be a starter for your combo.
When choosing which starter you want to go for, you have to consider the distance between you and your opponent.
5L will only hit up close, so going for this starter while you still have distance to cover isn't ideal.
You also have to keep in mind that you will be push back while hitting your opponent, so e.g. a sequence involving 4H might miss, if done too late.

Here are some notes to help you build your starter:

  • 5L & 2M have better damage and scaling than 2L & 5M.
  • 5M might leave you at a range where no button will connect, which means cancelling into 214M may be your only option
  • 5H helps with closing the distance during a sequence, allowing for a more consistent use of 4H.
  • 5H allows you to link back into M normals.
  • 22H, 214H and SSR 22M / 214M each respectively give you a free juggle point. Keep IPS[1] in mind, though, since every normal is limited in use.

Extension

Since you ended your starter with 2H, you're pretty much locked into 2 options. Jump cancel 2H or special cancel 2H.
Special canceling wouldn't make sense at this point, since if you have wanted to use the free juggle point from an EX or SSR move, you should have done it before 2H and not after.
So let's discuss the options you have with jump canceling 2H.

Our aim is to extend our combo, so doing stuff like j.214X or j.L / j.M / j.2M would cut our combo short, leaving us with j.H.
j.H will cause the opponent to ground bounce while also sending Fubuki back to the ground, allowing you to use your normals again. It is recommended to dl.j.H slightly to give you more time to land and do a follow-up button.
Now most stuff already mentioned in Starter will also apply here, but with a couple of things you need to consider:

  • Like 4H, you now also have the problem of the second 2H missing in longer sequences.
  • dash 2M is at the moment the prefered way to pick up after j.H, leaving you closer to the opponent and having the scaling and damage of 2M.
  • 5H will result in worse damage in longer combos because its 2 hits are individually counted as 2 stages of scaling instead of 1. Use 5M instead.
  • 22H, 214H and SSR 22M / 214M are also usable here, after j.H > X...

Ender

After your second 2H you can't really do much anymore before IPS kicks in.
This is why you need to choose an ender for your combo which ideally gives you enough time, after you finished it, to continue pressure.
Depending on what your aim is, you might prefer to give up pressure for corner carry or vice versa.
Enders we have found out so far are listed here [2]

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