Idol Showdown/Fubuki Shirakami/Combos
Combos (Out of Date 1.2.3)
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. |
- NOTE: Outdated does not mean the following combos does not work.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 |
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22M | - | - | - | - | |
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j.H (ground bounce limit) | - | - | - | - | |
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j.L / j.M / j.2M / j.H > j.214X (or j.S) | - | - | - | - | |
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Dash 2M (or 5M) > dl.3H | - | - | - | - | |
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Dash 5M > 4H > dl.214M / Dash 2M > 5H > dl.214M | - | - | - | - | |
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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 |
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2L > 2M > 5M > 214L (214M) | 144 (160) | - | anywhere | ||
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Anti-Air 2H > 9jc > j.H , 2H > Ender | 229 | - | anywhere | ||
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2L > 2M > 2H > 9jc > j.H , 2H > Ender | 206 | - | anywhere | ||
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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 |
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2L > 2M > 5H > 4H > 2H > 9jc > dl.j.H , dash 2M > 5M > 4H > 2H > Ender | 266 | - | 1.06 | anywhere | |
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2L > 2M > 5H , 2M > 5H > (4H) > 2H > 9jc > dl.j.H , dash 2M > 5M > 4H > 2H > Ender | 263 (269) | - | 1.18 (1.28) | anywhere | |
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Tip Range 5M > 214M > scc 214H , 22M , 2M > 5H > 4H > 2H > 9jc > dl.j.H , dash 2M > 5M > 4H > 2H > Ender | 393 | 1 bar + 1 SC bar | 0.63 | midscreen | |
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Tip Range 5M > 214M > scc 214H , 22M , 2M > 5H > 4H > 2H > 9jc > dl.j.H , dash 2M > 5M > 2H > dl.22L , 5L > 2L , md.5L > 5M > dl.5H > 4H > dl.22L , 2L , md.5L > 5M > dl.2M > 3H | 447 | 1 bar + 1 SC bar | midscreen to corner | ||
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Spaced 5M > 236M (or 236L) > dash 5M > 214M | 206 (200) | - | midscreen | ||
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Rising j.L > SSR j.S (or SSR j.214X(1)) , 2M > 5H , 2M > 5H > 4H > 2H > 9jc > dl.j.H , dash 2M > 5M > 4H > 2H > Ender | 255 | - | 1.3 | anywhere | |
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Anti-Air 22L (or 2S) , 2L > 5H > 2H > 9jc > dl.j.H , dash 2M > 5M > 4H > 2H > Ender | 258 | - | anywhere | ||
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2L > 2M > 2H > 9jc > dl.j.H , dash 2M > 5M > 4H > 2H > dl.22L , 2L > 5H > 4H > dl.22L , 2L , dash 2L > 5L > 5M > dl.2M > 5H > 22M | 297 | - | corner | ||
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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 |
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2L > 2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 2M > 5M > 4H > 2H > dl.22L , 5L > 5M > dl.3H | Medium | 286 | None | ~1.7 | Corner |
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2L > 2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 2M > 5M > 4H > 2H > SSR dl.22L , 22M , 22L , 5L > 5M > dl.3H | Hard | 299 | None | Corner | |
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2L > 2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 2M > 5M > 4H > 2H > SSR dl.22L , SSR 22M , SSR 22M , SSR 22L , j.L(w) , 5L(w) , 3H | Lunatic | 308 | None | Corner | |
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2L > 2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 5L > 5M > M+H , 2L > 2M > 5M > 4H > 2H > dl.22L , 5L > 5M > dl.3H | Hard | 297 | None | ~2.1 | Corner |
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2L > 2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 5L > 5M > M+H , 2L , 66 dl.5L > 2L > dl.5M > M+H , 2L , 66 2M > 5M > 4H > 2H > dl.22L , 5L > 5M > dl.3H | Lunatic | 311 | None | ~2.6 | Corner |
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2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 5L > 5M > M+H , 2L , 66 dl.5L > 2L > dl.5M > M+H , 2L , 66 5L > 2M > 5M > 4H > 2H > dl.22L , 2L , 66 5L > 5M > dl.3H | Lunatic | 386 | None | ~2.8 | Corner |
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2L > 2M > 5H > 22S , 2M > 5H > 4H > SSR 22M , 66 , dl.2M > 5M > 4H > 2H > 9jc dl.j.H , 66 5L > 5M > M+H , 2L , 66 dl.5L > 2L , 66 5L > 2M > 5M > 2H > dl.22L , 2L , 66 5L > 5M > dl.3H | Lunatic | 320 | 1 Star | ||
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2L > 2M > 5H > 4H > 22H , 66 dl.22L , 2M > 5M > 4H > 2H > 9jc dl.j.H , 66 5L > 5M > M+H , 2L , 66 dl.5L > 2L , 66 5L > 2M > 5M > dl.5H > 2H > dl.22L , 2L , 66 5L > 2M > 5M > dl.3H | Lunatic | 343(22L) 346(2S) | 1 Star | ||
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2L > 2M > 5H , 2M > 5H , 2M > 4H > 2H > 9jc dl.j.H , 66 2M > 5M > 4H > 2H > 9jc dl.j.M , 22L , 2L > 5L > 5M > dl.3H | Lunatic | 292 | None | ~1.9 | Corner |
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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]