Idol Showdown/Sora Tokino/Combos

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Combo Theory

Sora has extremely lengthy combos, and the freedom to choose from any set of combo extensions leads people to view Sora’s combo routing as sort of a “custom combo” system. Optimized Sora combos typically reach the IPS (infinite protection system) limit on a number of her normals and special moves, and the sheer amount of potential different combos from any single starter make it near-impossible for Sora and Sora players to decide on her most optimal BNBs. When Sora does not have her opponent cornered, the objective of Sora combos is positional advantage as a tradeoff for comparatively lower damage. Sora's combos build her a good amount of resources, and it is not uncommon to use moves like 236S in combos to help regulate meter gain.

Midscreen

Sora players only need to keep track of two things for midscreen combo routing:

1. Have I used two 236M sequences? Being able to extend combos with 236M allows Sora to push her opponents farther into the corner.

2. Have I used my 2H ground bounce? Midscreen ground bounce extensions do not carry as far as 236M loops, but open possibilities for new combo routing and are an extension nonetheless. Keep in mind that using 2H as an anti-air will use up ground bounce.

Corner Extensions

Sora corner combos have a number of extensions that can be interchangeably used and do not require ground bounce. These extensions only require that you have paid attention to IPS limits on moves you have already used to adjust your extension usage or omit them entirely, if needed.

A demonstration of the flexibility of corner extensions.

…5H > 236M

  • An extension that is sometimes not available, depending on how many 236Ms have been used prior.

…5M > 6M > 22M

  • A more common combo extension due to M normals having a higher IPS limit.

…2M > M+H > 6L

  • A difficult corner extension that is height specific.

Note Loops

Sora has a unique corner extension that utilizes the 214X series called the "note loop." This corner juggle sequence is only possible if ground bounce via 2H is still available, as it is Sora's only move with hitstun long enough to enable setting up 214X during her combo.

…2H > 214X (set) > 6L

  • The starting sequence.
  • A normal such as 5H or 6M must be used after 6L to juggle into the first 214X detonation.

214X (detonate) ~214X (set) > 5M > 6M

  • The loop. With no restrictions in a basic note loop combo, this sequence can be repeated up to three times.
  • 214L and 214M are considered different moves and have separate IPS limits.
  • Note loops almost exclusively use M normals for their higher IPS limit and their long range.

214X (detonate) ~236L > j.M…

  • The ending sequence after the final note has been detonated.
  • 236L can be omitted when finishing note loops.
  • Depending on what moves are available, the combo is allowed to continue after j.M.

236S

During note loops it is possible to land 236S and continue the combo afterwards. This is accomplished by timing the ending of Sora's 236S animation with the 10 second auto-detonation timer of 214L, which juggles the opponent once more and enables a follow-up. There must be combo filler preceding the 236S in order to extend it until the auto-detonation timer, and it is up to you to find solutions to solve this interesting timing problem, based on range and available moves. The sequence leading up to 214L's detonation poses a number of issues:

  • A sequence too short will result in the opponent falling out of 236S before 214L auto-detonates.
  • A sequence too long will result in 214L auto-detonating before 236S has finished.
  • A sequence too close will result in 236S corner pushback, which can hinder potential follow-ups due to a farther range.

Some examples:

Combo Difficulty Damage Cost Meter Gain Location
  • Combo length too short.
  • Distance correct.
  • Combo length too long.
  • Distance correct.
  • Combo length correct.
  • Distance incorrect.
  • Follow-up is still possible, but is more difficult.
  • Combo length correct.
  • Distance correct.


Combo Enders

The common method of finishing your combos ends with 3H > 214M, which allows for oki that lead back into combos (into another 3H > 214M) if successful. There are other combo enders that can be situationally used, and it is up to you to gauge which one is the most optimal in the given position.

Combo Difficulty Damage Cost Meter Gain Location
  • Hard knockdown into note oki.
  • M version of 214X is usually (but not always) preferred over L version for its shorter auto-detonation timer, which can interrupt opponent's counterattack options.
  • Meter dump for more damage.
  • High knockback resets character positions to fullscreen neutral, which generally favors Sora.
  • A situational, midscreen combo ender that allows for the most potential corner carry, but is only soft knockdown.
  • Can enable longer combos via corner extensions if done close enough to corner.

Example Combos

Midscreen

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.
Combo Difficulty Damage Cost Meter Gain Location
  • A standard midscreen BnB from light starter.
  • A more difficult midscreen combo that is height specific.
  • Has more corner carry than the previous combo, but harder to execute.
  • A midscreen conversion after a 5M or 6M hit confirm.
  • Costs one superchat bar and one meter.
  • Midscreen conversion from air unblockable 2H.
  • Combo options are very limited due to lack of ground bounce or corner extensions.

Near Corner

Combo Difficulty Damage Cost Meter Gain Location
  • A near-corner combo that illustrates the usage of corner extensions when ground bounce has already been used.
  • A combo that utilizes corner note loops if you can preserve ground bounce.
  • Combo routing after note loops can change depending on your combo starter.

Corner

Taking the combo theory into account, there are a myriad of combinations for possible corner combos, and there is no single "best combo" for a given situation. Invent your own combos and freestyle on your opponent, and adjust your combos on-the-fly based on available resources and your combo starter or confirm. Listed below are a just a few examples of how Sora can combo her opponents in the corner.

Combo Difficulty Damage Cost Meter Gain Location
  • A "simple" corner combo that shows how Sora's note loops and corner extensions work together in a single combo.
  • Used if beginning a combo using 5M.
  • Extends the combo after 236S and can lead to hard knockdown or second 236S if available.
  • 214L can be detonated manually if meter is not available for 236S.
  • Combo credit to @lambdanN5c
  • Used if beginning a combo using 2M.
  • Extends the combo after 236S and can lead to hard knockdown or second 236S if available.
  • 214L can be detonated manually if meter is not available for 236S.
  • Combo credit to @lambdanN5c
  • Your sideswap combo when you successfully poke out from the corner.
  • Second 2H must be close and j.M must be deep for the sideswap to be successful.
  • An example route from a confirm that tries to beat mashing against 22H.
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