Idol Showdown/Ninomae InaNis/Combos

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Combos

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.

General

(WIP, New character)


Midscreen

Combo Difficulty Damage Cost Meter Gain Location

Basic cancel-only combo, without charge mechanics.

Confirms at max range of 5M > 3H, and is all you can really get without some sort of meter.

More sophisticated basic combo using charge moves.

Slightly harder combo regrounding directly into Stagger-Ring Assault.

This combo is the basis for most of the others on the wiki.

It is possible to be too early on j.M and whiff the final hit. Starting dl.j.H at the top of Ina's jump is the target timing which can be useful for other routes as it combos off of the highest targets. Starting when Ina is just barely on the way down loses the least juggle height and is close the latest timing for dl.j.H.

As above but with a super ender.

Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo.

Metered poke confirm based on the above.

214H should connect late so as to leave a more generous window for dl.3H. It is best if dl.3H connects somewhat lower than strictly possible, as that makes 4M easier to hit.

Combo Difficulty Damage Cost Meter Gain Location

Easier difficult BnB building off of the combos above.

[2]8M is premium knockdown ender in the event that the height/spacing is not in your favor to finish with 3H. If it isn't, the final 2H probably needed to hit lower. Alternately the final [2]8M can be omitted entirely at the cost of 10 damage. Whenever j.M is delayed, the target gains juggle height and also falls slower during the hits, which is necessary when trying to follow up with [2]8X (or even 3H with sufficient delay allowed by a good [2]8M, 4M link). Excess height can result in the later uses of j.M whiffing the third hit or even causing a crossunder if already close enough. Delaying the following 5M counteracts this and slightly delaying the 2H after the 5M can prevent crossunders even if the other delayed timings are unideal.

* The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).

As above but with a super ender.

* The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).

Superchat Cancel poke confirm based on the above. Perform the scc at a 7-hit combo.

Metered poke confirm based on the above.

214H should connect late so as to leave a more generous window for dl.3H.

This is the most optimal you get before you get to the insane 2L shit.

Easier harder combo that grows directly out of the Medium difficulty BnB. The final [2]8L isn't worth all that much for what it is.

* The final 5M must be omitted when using a 5M starter to avoid IPS (and isn't strictly necessary in any case).

Straightforward, high-damage combo using all four meterless Stagger-Rings. I think the above combo is easier to execute.

You can remove both [2]8L(even the 2nd [2]8M) and this combo still works, if you do this end with 5LLL-5M-3H instead also for consistency on the 5M-3H you can skip the last [2]8L

Anti-air

Combo Difficulty Damage Cost Meter Gain Location

Wiki info WIP

Jump-cancel the 2H ASAP, dl.j.H around max Ina height, 5M during landing recovery, dl.4M when the target is low enough to land both hits. The anti air starter is complicated, but consistent.


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