Idol Showdown/Sora Tokino

From Mizuumi Wiki
Jump to navigation Jump to search
Last Updated to Version 1.0.0

IS Sora Logo.png

Virtuous Pure Idol - Sonnant Seiso Setplay

Introduction

Sora Tokino is an idol who sets the stage with her musical lockdown. She orchestrates her array of musical projectiles to set up safe approach opportunities and enforce 'respect' from her kouhai. Sora is capable of good keepout and space control through moves such as 5M, 6M, and the note projectiles. 6L and 2H are strong anti airs making it very hard to get in on her. Off of a HKD however, she turns into a setplay monster capable of opening you up with oppresive pressure and multiple high/low and left/right mixups anywhere on screen. 22H costs 1 Bar of meter, but summons A-chan to lock them down, giving you time to run a free 50/50 mixup anywhere on screen, or set notes so that you can run even more mixups after. A-chan can be destroyed if hit though, so just throwing out 22H isn't a very good idea. j.L is also a 9 frame overhead which you can cancel into off of any jump cancelable move like 2M. It doesn't give a combo on hit, but there are setups off of a HKD that lets you confirm it off of a note detonate or certain assists. All her oki leads to mixup/pressure and she is rewarded with loopable oki when guessing right. She has the best control over her airdrift in the game which enables ambigous left/right mixups. Soras combos grant both high Super Chat and Meter Gain, and since her resourceless combos already enable strong setups, most will go into assists for conversions, pressure and neutral utility. In exchange for her good neutral and pressure, she is weak on defense due to her slow buttons and lack of access to an invincible reversal. When being pressured, she generally has to block and wait it out. She has lower damage than the rest of the cast. A lot of her strongest oki and combo routes are locked behind execution barriers.

Playstyle
IS Sora Icon.png

Sora is a setplay zoner that locks down the opponent with her musical prowess.

Pick if you like Avoid if you dislike
  • Anti-Airs: Has an incredibly large and safe anti-air with 6L that gatlings into 2H for an air unblockable.
  • Vortex: Can set up Re:Play on knockdown which forces the opponent to guess on every wakeup due to the variable detonation timing, instant overheads, and ambiguous cross-ups she can do.
  • Space Control: If Sora is able to set up Re:Play traps from afar she can control the pace of the game with On Stage!, detonations, and her amazing set of normals.
  • Reflect: 22M can reflect projectiles, forcing opponents to be wary of using them as counter-zoning.
  • A-Chan
  • Low Resourceless Damage Midscreen: Without meter, corner positioning, or a setup, her damage is on the lower end compared to the rest of the cast.
  • Limited Defensive Options: Sora's only invincible reversal, 236S, is fairly slow and locked behind spending 2 meter. Her fastest buttons are also 6F startup which means she can have a hard time mashing out of pressure.
  • Some Assembly Required: Requires a knockdown to set up and get her gameplan going along with the situational awareness to know which set up to do and when. Her combos and how her projectiles are used per-matchup can vary wildly based on the opponent's position and her note placements.

Recommended Collabs

Moves

Standing Normals

5L
5L
IS Sora 5L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

6 3 12 -2 +2

None

Your go-to starter and stagger pressure button

  • Safer than 2L
  • Prorates less than 2L
5M
5M
IS Sora 5M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

9 2 25 -10 -6

None

One of Sora's best poking tools in neutral

  • Can confirm into 6M and occasionally 2H
  • Core button of both corner and mid-screen loops
5H
5H
IS Sora 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

9 9 19 -6~+2 -1~+8

None

Decent range grounded poke

  • Highest blockstun normal with an amazing disjointed hitbox
  • At max range can be -2 on block similar to how Korone's 5M works, but can be meatied to be extremely plus
  • Abnormally high amount of active frames with very low recovery relative to the rest of the cast
  • Confirms into 3H even at near max range
  • 1.30 significantly reduced the pushback from this move; usable in blockstrings

This move has special properties that give it different pushback depending on what point in the active frames it made contact with the opponent:

  • Frames 1-2: Large pushback (-6~-5 on block)
  • Frames 3-7: Minimal pushback (-4~0 on block)
  • Frames 8-9: Large pushback (+1~+2 on block)

The tip of this normal will always land on the "minimal pushback" frames and be -2 on block, other frame advantages are only achievable via meaty on oki. Effective startup is 13 frames for the "tip range" version of the move.

Crouching Normals

2L
2L
IS Sora 2L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low

6 2 10 -3 +3

None

Another stagger pressure normal and go-to starter

  • Slightly more minus than 5L
  • Slightly longer range than 5L
2M
2M
IS Sora 2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25x2

Mid

10 4(4)2 27 -6 -3

None

A multi-hitting normal

  • NOT a low
  • Both hits jump cancelable on block and hit
  • Use this after setting up a note to high/low mix your opponents with either jump cancel jL or a delayed 3H
2H
2H
IS Sora 2H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Air Unblockable

13 6 25 -14 +52

(5~18) Head

The God Button. This normal does it all.

  • Sora's main combo extension and is air-unblockable
  • Sora's best anti-air in conjunction with 6L
  • Head invuln early into startup
  • Jump cancelable on block or hit
3H
3H
IS Sora 3H.png
Let the fun begin.
Let the fun begin.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low

11 3 25 -14 +37

None

The universal sweep

  • Primarily used to end combos and set up 214x okizeme
  • Small vertical hitbox, making it hard to hit aerial opponents
  • Can confirm into 214x detonation post 1.30

Jumping Normals

j.L
j.L
IS Sora jL.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 5 Until Landing + 2 -22 to +13 -21 to +15

None

Sora's go-to instant overhead option with her note pressure

  • Prorates extremely well
  • Confirmable with certain collabs
j.M
j.M
IS Sora jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

High

10 4 Until Landing + 3 +10 to +12 +14 to +16

None

Sora's horizontally gigantic air-to-air

  • Vertically small and subject to being low-profiled
  • Useful as a corner combo extension
j.H
j.H
IS Sora jH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

High

11 3 Until Landing + 4 +2 to +11 +11 to +20

None

Sora's staple cross-up button

  • Decent horizontal, cross-up, and vertical hitboxes
  • Knocks aerial opponents into a soft knockdown

Command Normals

6L
Step and Go!
IS 6.png + IS L.png
IS Sora 6L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
40

Mid

6 3 16 -2 0

(6~24) Head

The second God Button

  • Heavily disjointed vertically
  • Head invulnerability that lasts from first active all the way through recovery
  • Jails aerial opponents into a 2H air-unblockable setup
  • Safest of all normals, tied with 5L, at -2
  • Whiffs on crouchers and standing Ayame
6M
VFX-Calibur - Strike Air
IS 6.png + IS M.png
IS Sora 6M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

Mid

15 6 22 -10 +30

None

The third God Button

  • More disjointed than some characters entire movesets
  • Soft knockdown on hit
  • Confirms into a 22L safejump
  • Another great poking tool
  • More recovery than 5M and subject to being jumped over
6H
Tokino Soda
IS 6.png + IS H.png
IS Sora 6H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50x2

High

21 4(6)2 26 -7 +1

None

Soda-chan is Sora's best starter and an overhead

  • Confirm with either collab or note
  • Insane 21 frame startup; faster than UOH and near-unreactable

Throw

Throw
Throw
IS L.png + IS M.png or IS G.png
IS Sora LM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140 - 7 2 21 - +40

None

  • Total Frames: 29

Sora's throw. Grants 236L okizeme.

Overhead

Overhead
Overhead
IS M.png + IS H.png
IS Sora MH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

25 3 22 -1 0

(6~33) Grab

Contender for Sora's most useless move

  • Outshone by j.L or 6H as other overhead options
  • Has niche applications throw-baiting
  • Has niche applications in corner combo routing
  • Confirm into 5L or 2L on counterhitting a grab tech only in the corner

Special Attacks

214X
Re:Play
IS 214.png + IS L.png / IS M.png / IS H.png
IS Sora 214X.png
Go my children, and hold down the neutral.
Go my children, and hold down the neutral.
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (Stationary) - - - - 42 - -

None

When first inputted, Stationary Re:Play will travel a set distance quickly before stopping

  • Grants 2 superchats on use
  • Automatically detonates after ten seconds
  • Manually detonates with a second 214L input
  • Primarily used in combos and midscreen okizeme
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (Travelling) - - - - 42 - -

None

When first inputted, Travelling Re:Play will slowly travel across the stage until it auto-detonates after five seconds

  • Grants 2 superchats on use
  • Manually detonates with a second 214M input
  • Primarily used in corner okizeme
  • Some combo utility
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L or M (Detonate) 80

Mid

- 1 10 +33 +77

None

  • Grants 2 superchats on use
  • Projectile detonation happens exactly 5 frames after recovery, or 15 frames after input
  • The L and the M notes will only be detonated by their respective grounded L and M inputs
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Role:Play) - - 11 Until Expiration 31 - -

None

When first inputted, Role:Play travels across the stage slowly until it reaches an opponent or auto-detonates after 180 frames

  • Grants 5 superchats on use
  • No manual detonation
  • Detonates on hit or block
  • Minus if done point blank
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Automatic Detonate) 12, 120

Mid

0~180 1(5)1 - -1~ +56~

None

  • Projectile detonates upon reaching an opponent or automatically after 180 frames
  • Detonation hits twice
  • First hit inflicts 5 frames of blockstun and second hit inflicts 20 frames of blockstun
  • Frame advantage is based on point blank usage
236X
On Stage!
IS 236.png + IS L.png / IS M.png / IS H.png
IS Sora 236X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (Low) 25 → 25x2 → 25x3

Mid

23 Until Expiration 20 -6~ -2~

None

On Stage! (Low) is a slow, horizontal, forward-moving projectile

  • Long startup projectile that spawns on frame 18 behind Sora, but will not reach the opponent at point blank until frame 23
  • Can gain two extra hits depending on how long it is active
  • Projectile expires once reaching around 85% of the screen length
  • Susceptible to being jumped over due to the startup
  • Grants 2 superchats on use
  • Disappears if Sora is hit

Projectile durability scales with how long the projectile has been on screen, similar to I-no from Guilty Gear:

  • At point blank and nearby (around 2 character lengths) has projectile durability of 1x1
  • At medium range has projectile durability of 1x2
  • At long range has projectile durability of 1x3

IS Sora 236L diagram small.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (High) 20x2 → 20x3

Mid

15 Until Expiration 25 -3~ +1~

None

On Stage! (High) is a fast forward-moving projectile that controls the space in front of Sora at a 45° angle as it travels upward

  • Shorter startup projectile that spawns on frame 15 in front of Sora
  • Can gain one extra hit depending on how long it is active
  • Projectile expires at around 70% of the screen if Sora's back is to the wall
  • Whiffs on crouching opponents aside from point-blank spacing
  • Grants 3 superchats on use
  • Disappears if Sora is hit

Projectile durability scales with how long the projectile has been on screen, similar to I-no from Guilty Gear:

  • At point blank and nearby (around 2 character lengths) has projectile durability of 1x2
  • At medium range to long range has projectile durability of 1x3

IS Sora 236M diagram small.png

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (Parallel Time) 35x3

Mid

14 Until Expiration 37 -3~ +1~

None

Parallel Time is a slow-moving multi-hitting projectile

  • Can be -12 on block when used at point blank in the corner as only 1 hit of the projectile lands
  • Projectile expires once reaching around 85% of the screen length
  • Used full-screen as a safe approach option
  • Grants 4 superchats on use
  • Does not disappear if Sora is hit
  • Has a projectile durability of 1x3

IS Sora 236H diagram small.png

22X
A-chan!
IS 2.pngIS 2.png+IS L.png/IS M.png/IS H.png
IS Sora 22L.png
22L
22L
IS Sora 22M.png
22M
22M
IS Sora 22H.png
22H
22H
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L (A-ssist!) - - - - 21 - -

None

Sora leaps into the air with the help of A-Chan

  • Grants 3 superchats on use
  • Recovers in the air
  • Can confirm off of 6M for a safejump
  • Can Superchat Cancel off of fullscreen 22S for a safejump
  • Some combo utility (CURRENTLY BUGGED, will always send Sora higher for the rest of a match if Sora jumps at any point)
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
M (A-egis Reflector!) 30

Mid

9 6 10 0 +10

None

A-egis Reflector! is one of Sora's most unique moves

  • Grants 1 superchats on use
  • Acts as a projectile reflector
  • Safe blockstring ender with very little recovery
  • Has variable blockstun and hitstun values depending on what active frame A-chan makes contact with the opponent, which makes it consistently 0 on block at every possible range it can land
  • Utility in scramble situations
  • A-Chan disappears on hit post 1.30
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (A-nnotations!) - - - - 15 - -

None

A-nnotations! summons A-Chan with her trusty clipboard and pen. A-Chan slowly walks forward, travelling a preset distance if uninterrupted

  • Costs 1 Star Meter and grants 5 superchats on use
  • Sora's main and most ideal way to spend meter
  • A-chan appears on screen behind Sora the moment this move's recovery finishes, but takes an additional 23 frames to reach the opponent at point blank
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
H (A-chan Girlboss Walk) 15x4

Mid

38 1(23)1(23)1(23)1 - +107 +109

None

  • A-Chan is a constant hitbox, doing potentially 4 hits of 15 damage individually
  • A-Chan's individual hits have gaps inbetween them on block (5 frame gap) and do not combo into themselves on hit (3 frame gap)
  • A-Chan will disappear if she receives any damage whatsoever
  • Advantage based on Sora not acting until A-chan makes contact
214S
Rakka-Chan
IS 2.png IS 2.png + IS S.png
IS Sora 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Low

10 4 22 -14~-10 +41

None

A decent-ranged disjointed faceplant attack that causes hard knockdown

  • Costs 1 Star Meter and grants 10 superchats on use
  • Can Superchat Cancel into 22L to safejump/approach
  • Confirmable off 6M at any range except the very tip, can then be Superchat Cancelled into 236M for a full combo

Super Star Attack

236S
Blue Sky Symphony
IS 236.png + IS S.png
IS Sora 236S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
285(12,24x13)

Mid

13 9 21 -20 44

None

Blue Sky Symphony is Sora's only invincible reversal and also Sora's main damage source

  • Minimum damage: 122
  • Costs 2 Star Meter and grants 5 superchats on use
  • Easily blocked hit-grab with relatively long startup
  • Has limited use as a reversal and is primarily used to end combos
  • Can follow-up with certain collabs or 214L auto-detonation

Colors

Original Outfit
Cosplay 1 AZKi (Hololive)
Cosplay 2 Airani Iofifteen (Hololive)
Cosplay 3 Yoruno Sora
Cosplay 4 First design
Cosplay 5 Tsukino Mito (Nijisanji)
Cosplay 6 Athena Asamiya (SNK)

Navigation

The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi