Idol Showdown/Suisei Hoshimachi/Combos

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Combos (Out of Date 1.2.3)

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.
  • NOTE: Outdated does not mean the following combos does not work.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.

Suisei has a very modular combo structure that allows her to build her routes based on the situation and easily adapt them to spacing, meter and damage requirements, as well as difficulty in execution. Most routes aim to end in a 22M knockdown because it's the best move to setup the Orb oki, and it's important to consider when to sacrifice damage in favor of building enough meter for 214H (The Orb). In addition, when assembling together the combo blocks it's necessary to prevent the route from triggering IPS.

Example Combos

Combo Difficulty Damage Cost Meter Gain Location
  • Beginner-oriented combo that leads to a knockdown but doesn't build 1 bar, relying on previously built meter for oki.
  • If you are new to fighting games, this is a good starting point.
  • Easy route.
  • Builds just enough meter for the Orb oki (214H).
  • Delay 3H for consistency on farther hits.
  • The input window for j.S is very generous, making it easy to input j.236X.
  • Easy metered confirm off of 236M.
  • Does not work in corner due to 236H behavior (see structure section)
  • Demonstrates the near corner adjustment for standard routing.
  • The main difficulty in this route is the 22L, 5H link.
  • Hard Anti-Air combo.
  • 7jc for sameside, 9jc for sideswitch.
  • If j.S is not delayed enough, it will side swap even with a 7jc.
  • It will always side swap in the corner - add j.M before j.S in this case.
  • Linking with 5H after 22L is much harder than with dl.2M. Listed combos will use a 5H link as it is damage optimal, however 2M > 5M will buid more meter, especially if dashing before 2M.
  • For a further optimisation, doing a j.236X just before landing after 22L will build Superchat meter without actually having j.S come out, however this only allows for a 2M link.
  • Hard damage route (optimal damage so far).
  • For the ending string, 5L must hit point blank so 5M doesn't whiff, and not hit too high so 2M doesn't whiff.
  • In the ending string, if the opponent is entering the corner but not fully in it, some normals may whiff due to collision box jank - omit 2M in this case.
  • For a further optimisation, it is possible to dash twice before 5L after j.S to build more meter.
  • Easier metergain combo.
  • If not starting point blank, often required to omit the 2M in parentheses.
  • Harder metergain combo.
  • Not practical in matches due to the high number of conditions required for it to work for rather negligible reward.
  • Route assumes point blank start.
  • Relies on 6H hitting late so that a 5L link is possible.
  • Can be incredibly inconsistent when starting point blank with dash momentum.
  • Easier metered confirm from 2M.
  • Can also use a metergain route after 5M.
  • May require a slightly delayed 22S for the slight forward movement if 2M hit at max range.
  • Harder metered confirm from 2M.
  • Range consistent and higher damage, but lower metergain.
  • Resource dump from standard grounded starters.
  • Especially worthwhile after punish starters (5H and 236M).
  • Does not work in the corner.
  • Corner damage combo.
  • While the dashes are optional, adding them will build meter.
  • Corner metergain combo.
  • Notable for not only building 3 Star bars but also building 1 Superchat bar.
  • It is not necessary to include any parts in parentheses or to input either j.S as j.236X to build said resources.

Structure

Note: j.S can always be replaced with j.236X for SC meter gain, but it becomes really tight in some routes since TK motions are not present in the game.
Note: One or more moves inside "()" mean that those moves are optional and can be skipped without breaking the combo.

Starters

Most starters aim to confirm into 6H, from which various extension are possible in Midscreen or Corner.

Meterless Starters:

Anywhere

  • (2L/5L) > 2M/5M > 5H > 6H
    • Basic grounded starter, leads to normal routing.
    • 2M needs to hit close range to allow this starter (basically the range of 2L). When hitting 2M from longer ranges the 236L confirm might be necessary.
    • 5M leads to less damage, but can be easier to execute off of 5L.
    • Might need to delay the 6H at longer 2M ranges.
  • 2H > 7/9jc dl.j.S
    • Anti-Air starter, leads to normal routing.
    • 7jc will stay on the same side while 9jc will sideswitch.
  • 2H > 22L
    • A much easier conversion off of anti-air that leads into usual routing after 22L. May cause problems with the IPS if you attempt longer combos after this.
  • 2L > 2M > 5M , 5L > (2M >) 5M , 5L > 5M > 2M > 5H > 6H
    • Meterbuild-focused starter, sacrifices damage for the whole combo in favor of building meter.
  • (5H) > 236M
    • Harder to connect starter due to slower and unsafe moves.
    • Midscreen can lead to the highest damaging Suisei routes.
    • Can still transition to normal routing.

Metered Starters:

Anywhere

  • (2M) > 236L > 22S~6 > 5M , 5L > 5H > 6H
    • Main way to confirm a long range poke (2M/236L) into normal routing.
    • Requires one bar of meter.
  • (2M) > 236L scc 236M
    • Easier confirm for long range pokes.
    • Confirms directly into 22L, see combo extensions to continue the routing from here.
    • Requires 1 bar of Superchat meter, but Suisei doesn't otherwise use it often.

Extensions

Combo extensions aim to get a knockup to confirm into 22L, and then extend against the opp while they are juggling.

Meterless Extensions:

Anywhere

  • [from 6H] > dl.3H > 22L
    • Most effective extension for damage.
    • Can be extended further before the ender.
  • [from 6H] > dl.2H > 22L
    • Easier but less damaging extension.
    • Doesn't connect at longer ranges.
    • Can be extended further before the ender.
  • [from 22L] , dl.j.S
    • Simplest extension from 22L right into j.S.
    • If j.S is inputted too early it will result in a scc, but the combo will not drop, making it suitable for beginners.
  • [from 22L/j.S] , 5H/dl.2M
    • Short extension that leads directly into the ender.
    • Can be necessary when the route would trigger IPS otherwise.
  • [from j.S] , 6H
    • Easy extension that leads to the ender.
    • Can result in the route not building enough meter for the oki if starting with 0 bars.
  • [from j.S] , 5L > 5M
    • Easy extension that leads to the ender.
    • Sacrifices a bit of damage for meterbuilding, required in easier routes to get to 1 bar for oki.
  • [from j.S] , 5L > 2L > 2M > 5M > 5H
    • Higher damaging alternative that leads to the ender.
    • Might not be viable when using a 2M in previous extensions due to IPS if the route started from 2M.

Midscreen

The timing for 5H and j.S can be quite tricky here
  • [from 22L] , 5H/dl.2M > 2H > 7/9jc dl.j.S
    • Harder but higher damage extension from 22L.
    • The 5H link is much harder than the dl.2M one.
    • 7jc will stay on the same side while 9jc will sideswitch.

Corner

  • [from 6H] , 6H
    • 6H wallbounces in the corner, and it can be looped into itself for some extra damage.
    • Yes that's all that's the extension.
  • [from 22L] > land > 5H/dl.2M > 2H > jc > j.5M > j.S
    • Corner version of the midscreen hard extension.
    • Easier execution than its midscreen counterpart.
    • The 5H link is much harder than the dl.2M one.

Metered Extensions

Anywhere

  • [from 236M] scc 22L
    • Easy way to get into normal routing from 236M.
  • [from 236L/236M] > 22S~6 > 2H > 7/9jc dl.j.S
    • Metered confirm off of 236L/M, leading into normal routing
    • Can be used in corner after 236M since the 236H extension does not work.
    • 7jc will stay on the same side while 9jc will sideswitch.

Midscreen

  • [from 236M] scc 236H , 6H
    • Metered extension leading into normal routing.
    • Highest damage extension for Suisei.
    • Doesn't work in corner due to 236H dropping immediately.

Enders

Suisei enders aim to get a hard knockdown with 22M in order to setup the oki and unplug her opponent's controller begin her setplay game.
Note: "[any normal]" refers to any normal except 3M.

Meterless Enders:

Anywhere

  • [any normal] > 2H > 22M
    • Easy and straightforward ender leading to the perfect oki setup.
    • Honestly all Suisei needs to start her setplay game.


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