Idol Showdown/Pekora Usada/Combos
Combos
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. |
General
The basis of Pekora's combos are the utilization of 214L/M as well as extending the combo by using j.2H and j.S/j.214X. After knockdown, Pekora can set up Oki with 22L/22M and OTG setups.
Beginner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
5L > 5M > 236L~[6] > 5L > 5M > 236L~[6] > 5L > 5M > 2H > j.H | 0 bar | ??? Opp: ??? |
Anywhere | ||
A simple combo. |
Intermediate
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
5L > 5M > 2H > (j.H, j.2H, j.S) > 5M > 5H > 2H > (j.H, j.2H, j.S) > 5L > 5H > 3H | 0 bar | ??? Opp: ??? |
Corner | ||
A moderate corner combo. After this combo you can establish oki by forward jumping into left/right using drift (hold back or forward during jump) OR same high/low as midscreen. | |||||
2L > 5M > 5H > 236L~[6] , 5L > 6H > 236M , 66 5H > 2H > (j.dl.H j.2H , j.M) > 5L > 5M > 2H > (j.dl.H, j.2H , j.M) > 5L > dl.3H > dl.22M | 0 bar | ??? Opp: ??? |
Midscreen | ||
The bnb combo for Pekora. You can establish Oki after this combo by walking forward into instant overhead j.2H or a low attack. | |||||
2L > 5M > 2H > (j.H, j.2H, j.S) > 5M > 2M > 5H > 6H > 2H > (j.H, j.2H, j.S) > 5M > 2M > 6H > 236M , 22L , 22L > 5L > 5M > 3H > dl.22M | 0 bar | ??? Opp: ??? |
Corner | ||
The bnb combo for Pekora. You can establish Oki after this combo by forward jumping into left/right using drift (hold back or forward during jump) OR same high/low as midscreen. |