Idol Showdown/System

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Movement

Dashing

Botan performing a dash. La-Lion is coming.

Press 66 on the ground to dash forward. Continue holding 6 to keep running forward.

Dashing is a fast way to approach the opponent, but leaves you unable to block for a little while afterwards (17f, to be exact).

Backdash

Suisei performing a backdash. Hers is the fastest in the game!

Press 44 on the ground to dash backwards.

Backdashes allow you to reposition and make certain attacks whiff, and are invulnerable to grabs. However, they still leave you susceptible to being hit for their duration.

Teching

Quick Rise

Ayame performing a backwards ground tech. Until she stands up, she cannot be touched.

After being hit with a move that does not result in a hard knockdown and falling to the ground, hold any attack button to perform a quick rise. Regardless of what direction you hold, you'll tech in the direction opposite your character is facing. Perform a quick rise leaves you completely invulnerable until you get up.

  • Both quick rise and hard knockdown have 5 frames of grab invuln after wakeup. This grab invuln is inherited by any normal, special, etc. that is used during those 5 frames.

Air Tech

Ayame performing an air tech in the air. While her sprite is darkened, she cannot be touched.

After being hit with a move that does not result in a hard knockdown (but not during hitstun), hold any attack button while falling down to tech in the air. If you hold forwards or backwards, you'll tech in that direction. Teching in the air leaves you completely invulnerable until your character either lands or performs an action in the air.

Offense

Normal Moves

Fubuki's 5M, a commonly used mid-range attack of hers.

Press L, M, or H to perform a normal attack.

Throws

Coco's throw. Has slightly longer range than most character's.

Press L+M on the ground while next to the opponent to throw. You must be close to a grounded opponent to successfully throw them.

Throws are short-ranged, fast attacks that cannot be defended against by blocking. They also cannot be used mid-combo. Throws universally have 7 frames of startup. They have now been updated to have universal frame data.

Throw Frame Data

Character Active Recovery Total Frames
Aki 2 21 29
Ayame 2 21 29
Botan 2 21 29
Coco 2 21 29
Fubuki 2 21 29
Korone 2 21 29
Sora 2 21 29
Suisei 2 21 29

Universal Overhead

Sora's Universal Overhead. She can combo after this if she has a 214L note set up.

Press M+H on the ground. Your character will perform a slow, throw-invulnerable hop into an overhead attack.

Useful as a low-risk option to attempt to frustrate someone's guard or extend your own pressure. Everyone's Universal Overhead (with the exception of Coco's, which is plus) leaves them minus, but safe on block, and some are able to combo afterwards with additional setup or a successful Counter Hit. As the character hops up when performing it, this option may help you evade some low attacks.

Special Moves

Korone's DOOG, a forward advancing special move that grants her additional mobility in the air.

Press S and any direction or a motion input and L, M, or H to perform a special move.

Unique attacks performed by each character, ranging from simple projectiles to extra pressure options and movement tools. If you perform a special move with a motion input, you'll obtain a move-dependent amount of Superchat Meter. Unlike other games, you cannot Tiger Knee to perform special moves in the air, and must instead use the j.S simple input.

Star Specials

Ayame's 22H. A very strong reversal that can be used to bait and punish bursts.

Press H when inputting certain special moves. This requires and uses 1 Star Meter.

More powerful versions of special moves, often referred to as "EX moves". Will usually freeze the screen on activation.

Idol Moves

Suisei's 22S. A FADC-like move that allows her to either slowly charge up a rain of comets or cancel her moves into a quick forward dash.

Press 22S on the ground to perform an Idol Move. For some characters, this requires 1 Star Meter.

Idol Moves give a higher amount of Superchat Meter than most special moves.

Super Star Attacks

Aki's 236S. Her only reversal and a common finisher used in her combos to secure rounds.

Press 236S on the ground to perform a Super Star Attack. This requires and uses 2 Star Meter.

A character's strongest attack, often referred to as a "super". They often have invulnerable startup but are very unsafe when blocked or whiffed. As they tend to lead to a cutscene where the opponent is completely unable to respond, and reset scaling during combos, they're a good option in case you want to secure some damage without them bursting.

Superchat Cancels

Ayame using her 22H after her 214L (Oni Flip). This is impossible without resources, but 1 SC meter allows her to do perform this special-to-special cancel.

Press a Special move during another Special move to cancel into the new Special. This requires and uses 1 bar of Superchat meter.

OTG

Coco using her 22G to pick up Korone after knocking her down.

Some attacks can pick the opponent up "off the ground" after knocking them down. Combos are limited to 3 such OTG hits, with the third one making the opponent unhittable afterwards. A move that hits OTG multiple times counts multiple times towards the OTG limit, and attacks with the ability to OTG still count towards the limit even if the opponent is not knocked down when they hit.

Infinite Prevention System

When the same move is used too many times in one combo, the opponent becomes unhittable for a short period of time.

Move Type Max Uses
L / M Normal 5
H Normal 3
Air Normal 6
Special 3
Air Special 4
Star Special 3

For example, using 2H three times in one combo causes the combo to end after the third 2H.
An exception to these values is Botan's Aerial Takedown, which is limited to 3 uses instead of 4.

Defense

Guarding

Aki blocking Korone's 5H.

Hold any backward direction to block.
Hold back to block standing. This blocks high and mid attacks.
Hold down-back to block crouching. This block low and mid attacks.

Normal blocking is the default type of blocking and is the most commonly type used. You have 3 frames of buffer when attempting to perform an attack out of a guard.

  • Normal blocking has 6 frames of grab invuln after a move is blocked. This means that if a grab is initiated after being +3 on block, it will whiff. This grab invuln is inherited by any normal, special, etc. that is used after blocking.

Instant Blocking

Aki performing an Instant Block against Korone's 5H. You can tell it's a successful IB attempt because the 'barrier' that shows up when blocking is purple.

Input the correct blocking direction within 6 frames of an attack connecting. A successful Instant Block makes a particular sound effect, and has a purple tint.

Instant Blocking an attack reduces pushback and blockstun, increases your superchat meter, and negates chip damage. Useful as a way to obtain a little bit of Superchat Meter when being pressured, and can make some blockstrings unsafe, especially so if you currently have access to an invulnerable reversal. For repeated Instant Blocking, it does not matter if you return your input direction to neutral so long as you stop inputting an standing or crouching block first.

  • If an instant block is failed, there is a 30 frame lockout from being able to instant block again. You may still attempt to instant block during this lockout, but these will just end up as regular blocks.
  • Instant blocking also has 6 frames of grab invuln after a move is instant blocked.

Burst

Fubuki performing a Burst.

Press L+M+H at any moment (even while being hit or blocking) to Burst. This requires a full Burst meter. -31 on block.

Throw Teching

Pressing L+M during the beginning of your opponent's throw will tech it; a blue flash will appear between both characters, pushing them slightly apart and returning them to neutral.

Gauges

Star Meter

The equivalent of a traditional fighting game super meter. This can hold up to 4 bars, and the Star Meter you have at the end of a round will carry over to the next. It increases from doing most offensive actions in the game and (very slightly) from taking damage. It can be spent on Heavy versions of special moves, Idol Skills, Super Star Attacks, and Star Call-In's.

The following actions gain Star Meter: Landing normal attacks on hit or block, using special moves (even on whiff), landing a grab (even when teched), dashing, and receiving damage.

Superchat Meter

A separate meter that is used for Superchat Cancels and Off Collabs. Whether it can hold up to 2 or 3 bars depends on the Collab character you select. Unlike the Star Meter, it will NOT carry over between rounds. It will gradually increase on its own throughout the round at a rate of 1 Superchat every second (60 frames), but you can also gain Superchat meter from certain precise actions. When this happens, a "Superchat" message will appear over the bar.

The following actions gain Superchat Meter: Bursting in the middle of a combo, Bursting while not being attacked, Using specials with a motion input, Instant Blocking an attack, attacking an opponent during the recovery of one of their own moves, teching a grab, and "anti airing" the opponent (specifically starting a combo with a grounded attack on an airborne opponent).

Each individual Superchat bar takes 30 Superchats to fill. So if you, for example, wait a whole 30 seconds then you will reach 1 full Superchat bar from the passive Superchat gain. If you do 6 special moves that each give you 5 Superchats, then that will also grant you 1 full Superchat bar. Keep this in mind when mapping out your character's gameplan.

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