Idol Showdown - Kurokami follow-ups and setups

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Published on ● Video Link: https://www.youtube.com/watch?v=wohYBuvBFWc



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Duration: 4:13
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I was labbing some stuff against Pekora, and found that Fubuki can punish her 236L with 236S. But since Mio isn't the best asist for Fubuki, I started to lab some follow-ups and setups with other ones. Most of these are pretty niche, since they usually need full meter to use. However, with Kurokami having only 4 frames of startup and IB reducing blockstun by 2, it's not THAT much of a stretch to end up using it as a punish on tight moves.

0:00 Mio Ookami
- Star Call-in (Full Power Flaming Punch)
Easy confirm and highest raw damage
- Off-Collab (Omen)
Can be used at any moment, so it doesn't change much with Kurokami

0:20 Marine Houshou
- Star Call-In (The Aquamarine)
Pretty solid damage, but can only combo closer to the corner
- Off-Collab (Hugging Pirate)
Can be used as oki, but not much else

Kanata Amane (Not shown)
- Star Call-in (50kg grip)
Can probably be used as oki, but not much else
- Off-Collab (Soran Bushi)
Can be setup during the super, but not much else

0:41 Iroha Kazama
- Star Call-in (Eggplant slice)
Second highest damage after Mio, and an easy confirm too
- Off-Collab (NinNinjanai)
Iroha spawns above the opponent, so the only moment when it can actually hit is before the final hit. If it hits though, it launches the opponent down and leaves you open to be punished. You're spending your full SC bar to make your own super unsafe lol

01:00 Risu Ayunda
- Star Call-In (Isekai Truck)
Easy confirm, just ok damage. Unfortunately, can't combo even in the corner.
- Off-Collab (Non-stop Nuts)
Can't hit at all. The nuts only launch after hitting a button, and by the time Fubuki can do that, the opponent has already recovered.

01:25 Kiara Takanashi
- Star Call-In (SPARKS)
Decent damage, relatevely easy confirm, and leads to a combo for some corner carry
- Off-Collab (HINOTORI)
Your opponent is too busy slamming their face against the ground to blast you

01:45 Amelia Watson
- Star Call-In (Ground pound)
Decent damage, but doesn't seem to combo into anything, even in the corner
- Off-Collab (Time slow)
Doesn't connect during the super or as oki, so it doesn't have much use here.

01:58 Moona Hoshinova
- Star Call-In (Supernova)
Good damage, and gives you plenty of time to setup your oki.
- Off-Collab (High Tide)
Can be used at any time during the super, so it can be decent for oki setup

02:12 AZKi
- Star Call-In (Zero-guesser)
Gives a hard knockdown. Using 5M as a buffer afterwards leads to a left/right mixup with j.2M
- Off-Collab (ERROR)
Needs to be properly timed to connect (Slightly after the final hit).

02:54 Roboco
- Star Call-In (Hi-Spec beam)
Can be used as a meaty. Against the corner, this leads to either a full combo, or continued pressure.
- Off-Collab (Hi-Spec Missiles)
Couldn't find a way to connect them. Probably useful as pressure, but not much else

03:13 Miko Sakura
- Star Call-In (Lava disaster)
Useless mid-screen, since is almost instantly techable. On the corner however, it leaves the opponent in a very awkard spot to continue your pressure.
- Off-Collab (Demon King Miko)
Mostly used as oki setup. Should be called slightly after the final hit. Can also hit the opponent while they are falling if called around the 8th hit, but leads to nothing. Exclusively for when you need that final pixel to kill.