Idol Showdown

Idol Showdown

评价数不足
(Next Fes Edition) A basic guide about Idol Showdown from a masochist who plays fighting games casually.
由 Rumia in a jar 制作
This is a guide on the very basics of fighting games assuming the reader hasn't played any or barely any at all and is uninformed on the terminology with a focus on Idol Showdown specifically. (No I'm not calling you stupid)

This is made for the players who only picked up the game because their oshi is in it.
   
奖励
收藏
已收藏
取消收藏
Before you even bother reading this...
PLAY THE DAMN TUTORIAL, I CANNOT REITERATE THIS ENOUGH.
Fighting games are not easy to learn. Unlike most games that are accessible enough to just pick up and play, fighting games already start with an execution floor that turns down a lot of new players. At minimum, fighting games can be complicated.

Also prepare to lose. A lot. Not only is the skill floor unusually high, but the Skill ceiling is somewhere off in space. If you are a player who cannot stand losing and have a winning = fun mentality, either humble yourself, change the mentality, or just avoid online. One of the core aspects of fighting games is gradual improvement.

Although this guide will restate the basic controls, PLAY THE DAMN TUTORIAL.
But My Mouse Doesn't Work.
oops. forgot to mention.

The Main Menu

Navigate the Menu with WASD.
Enter to select.
ESC to go back.

"Play" contains the local options.
You can either, play with another player (how to is mentioned later), play against the game's AI at whatever difficulty you want, or play arcade mode (A series of AI battles you have to beat consecutively with one character)

"Virtual Frontier" is the game's campaign mode. It will be discussed later.

"Training" The Tutorial is located here.
Training room is where people practice combos, see frame data (sweat info), see hitboxes (sweat info), and just generally mess around with what the game has to offer.
The Tutorial is where the game attempts to teach the basic controls and mechanics. This will be expanded upon in the controls section.
Archive contains the saved replays for future viewing. (Called VODS in game.)
The Command list is the list of all the character's moveset outside of their normals. (will be discussed later.)

"Online" play online (Duh)
Quick play should be avoided until you know what you're doing or are fairly confident in yourself. expect to receive many Ls.
Create and Join lobby allow you to play in private lobbies with friends or other people online. Have fun with this option.

"Extra"
Shop takes you to a suspicious looking fried food joint (KFP) and allows you to buy all sorts of cosmetic stuff.
Achievement takes you to a talk show and allows you to see your achievements. Don't worry if you're afraid of playing online, everything here is completed in single player.

"Credits"
rip Miko's dumb little song.

"Settings"
Settings. You can navigate the various categories with q and e. Button Config is located Here.

"Exit game"
Exits the game. Please leave through here when you get mad from losing instead of alt+f4 or unplugging the internet. Accepting Ls saves your dignity way more than rage quitting.
why doesn't pressing right arrow move me right, are the controls broken?
(in the tutorial) no. and if you think that, you're dumb.

This game uses universal notations to represent your buttons. if you're in the tutorial, you can press enter to see what each button is assigned too. similar logic for controller players (I don't know what button you guys press, the button to open the menu is located under the instructions).

In-Game Controls and a Few Basics

outside of movement, the buttons are as follow.
L - Light
M - Medium
H - Heavy
S - Special
Grab - can also be performed with L+M
Collab - aka assists. (note to experienced players who didn't read patch notes, all assist options now use this button ONLY.)
Burst - Used to escape tricky situations (like being cornered). Can also be performed with L+M+H.
Item - This only applies to Virtual Frontier. using item plus L, M, or H uses the equipped item in the slot.

Light attacks hit fast but generally lack range and damage. This is the only button that can be pressed several times in succession without consequence. you can do it up to three times and it is called a "Jab Chain".
Medium attacks generally have good range and sits somewhere around the middle of light and heavy.
Heavy attacks are slow but powerful, often with a good amount of stun.

For Light and Medium attacks, you also have a crouch attack done by also holding down the crouch button (represented with a down arrow in game) while pressing the respective button. Crouch attacks generally hit low, punishing your opponent for using their standing block. These attacks are otherwise similar to the standing versions.

Crouching Heavy instead uses the launcher. The distance varies greatly by character. They either send the opponent into jump height or barely qualify to be called a launcher because they only slightly lift the opponent into the air (still looking at you Ayame).

Holding forward while crouching and pressing H does a sweep. This knocks the opponent to the floor and gives you a moment to breathe.

Light, Medium, and Heavy also have aerial versions that are done while... in the air. All air attacks punish the opponent for using their crouching block. There's also a universal overhead input performed with M+H that does an overhead attack without worrying about being trapped in the air (warning, a lot of startup frames/slow attack)

You can block/guard (both terms can, is, and will be used interchangeably) by holding back (the opposite direction of the enemy). There are three kinds of blocks. The first is the standing guard which is used by holding back only. This blocks all attacks other than low/crouching attacks. The Second guard is your crouching guard. This blocks all attacks other than overheads and aerial attacks (the most common). The Third is aerial guard (chicken blocking) which is holding back in the air. This is similar to standing guard so low attacks can still hit you but it's harder to grab you.

If all the blocking is getting to you, you can use a "Super-chat Reversal" (often called push-blocking) by holding forward and pressing M+H. This deals no damage but it give you some breathing room by pushing the opponent away. it costs two bars of superchat.

Grabs/throws work at a very short range and are very punishable but deal a good amount of damage and can't be blocked. You can throw break by using the grab input a moment after getting grabbed. Note, the window is so small that it is difficult to react to getting grabbed.

Collabs/assists bring in another character of your choice to help you out in some way (effects vary by character). "Off-Collabs" use the superchat meter (the colorful meter above the main meter) at varying costs (by character). "Call-ins" use the main meter instead and are done by holding forward while pressing the collab button. These use two bars of meter.

Burst is an ability that has limited use but gives you room to breathe by launching your opponent away. Bursts are punishable if blocked as they also leave you stuck in place for a moment. Deliberately tricking someone into wasting a burst is known as "Burst Baiting". The burst charges as damage is done to you.
Special Inputs.
Oooh, the horror. The cheap tactic that gave Ryu and Ken more options in Smash. The thing that gives everyone who knows how to do it an unfair advantage and creates an execution barrier.

Suck it up.
This game already has a button that makes specials significantly easier to perform.

All command normals, special attacks, and supers are found in the command list.
command normals are like your normal attacks but also involve holding a specific direction.

Special Attacks

S or the special button is used to perform special attacks easily and near instantly. Just hold a direction (or no direction even) and press S to do the special.

Despite having a button specifically for doing special inputs, it still may be worth learning how to do special inputs anyways. This is because using the special input provides you with access to more variations of the special attacks and most importantly, a superchat bonus.

This game uses three kinds of motion/special inputs.
"Quarter Circle Forward" (QCF) is done by holding down, then diagonally forward+down, then forward followed by an input.
Down Down (I'll just use DD) is done by... pressing down twice followed by an input.
"Quarter Circle Back" (QCB) is done by holding down, then diagonally back+down, then back followed by an input.

Some special inputs can also be done in the air.

With the exception of Ina, everyone in the game uses these motion inputs.

Ina introduced charge inputs into the game. These are done by holding a specific button for a specific amount of time, then flicking the to opposite direction and pressing a input (As of writing, only Ina and Aki use Charge inputs).

Supers

Every character can do a beefed up version of their regular special by either doing the correction motion input and then pressing H or holding the correct direction and pressing H+S. These are called "Star Specials" in game. These can be called supers or level 1 supers (I'm not sure myself, someone correct me on this).

The "Super Star Attack" or (also) commonly known as supers are done with QCF+S They take 2 bars of meter. Some Characters have two of these with the other one being done with QCB+S.
Virtual Frontier
The game's "campaign" mode filled with RNG and loads of references I don't understand because I still don't watch Vtubers (heresy, I know). I will describe this as briefly as possible as to not spoil the gags and because writing this is taking a while and I still have another section to go.

The only important thing to know input-wise is that you can use "Snacks" by pressing the item button + the button the item is slotted in (ie. snack in slot on left is used by ITEM+L)

You will come across various shops that sell you stuff and/or rip you off. There are event nodes that prompt likely some silly event that could be knowledge checks, references to past streams, or straight RNG.

Along the way you will collect an assortment of accessories that boost your stats or provide some kind of effect to help you (or hurt you).

Virtual frontier comes with a highly adjustable difficulty and 3 acts that end in a boss fight.

The collection (run by Ollie) contains the info of everything you've unlocked and collected.
Character Overviews
Note, this is not a tier list or anything to dictate who you should play. Play whomever you want be it someone who feels nice to play or your Oshi. That being said, it is good practice to at least try out everyone to get an idea of how they play and what they can do for or against you.

Also, This section is "Brief". If you want information that's actually useful (and factually correct because I am an unreliable writer who's writing based on what it looks/feels like and is likely incorrect because of this), go check out the character specific guides on Youtube/Steam or check out the The Mizuumi Wiki[wiki.gbl.gg]. Those provide you a better look into their play style, what options are useful, combos, etc.

Anyways, In the order of the command list.
Brief Character Overviews
Aki Rosenthal 🍎

She is a Zoner (No it's not called projectile spamming) who has very good space control featuring, highly controllable projectiles, MukiRose (big scary man), evasive teleportation, belly dancing, and beer. Effective use is difficult

In the specials that involve teasing (Good boy, Nice Boy, Bad Boy, Naughty Boy), she fires projectiles which the angle is determined by the specific input. Good/Nice (QCF) Starts up and fires at a downward angle. Bad/Naughty (QCB) starts low and fires upward. These projectiles can be supplemented with her idol skill (DD+S) which involves belly dancing. This makes the next projectile hit an extra time. The QCF+H super fires straight forward while the QCB+H stalls a bit before firing at an upward angle. I don't know the other differences.

DD summons MukiRose to beat the sh*t out of the enemy. DD+L is a punch that extends to a bit in front of you. DD+M has Muki drop from above onto the enemy which works at all distances. DD+C has Muki do a one-two combo that extends further than DD+L (still limited range).

Aki can Teleport backwards by holding down then flick up followed by input (the S button variant is so much easier to do). Button determines distance traveled backwards (L is short, M is far, H is farthest with invulnerability added on).

Her QCF+S Has her pull out a mug. The attack is about the range of the arm in the mug raise. If it hits, she downs the mug, passes out, and a swarm of Rosetai ram the enemy followed by a Haymaker from MukiRose. If she misses, she still downs the mug anyway and passes out. Very punishable.

Neutral S uses her DD+L (MukiRose's punch). Forward S uses some variant of Good/Nice Boy. Back S uses a variant of Bad/Naughty Boy. Down S uses Aki's teleport (requires charging. If not charged by holding down, you will instead do one of the other S attacks). Using S in air is trick down (teleport to the ground). This does not require charging whatsoever.

Ayame Nakiri 😈

Ayame is this game's main rushdown character who features extremely long and powerful normals and is one of the simplest to play. Unfortunately, she lacks projectile game (only having one and it's not that great as a projectile) and doesn't have many options to deal with them.

Her QCF specials are knowns as "Rekkas". They are three input attacks. The QCF+M series is slower than QCF+L but features a longer reach. QCF+L on the other hand has optional follow-ups depending on the following input after the first hit land (you may want to wait a moment so you don't accidentally cancel into the M series). Continuing with L is the normal three hit attack like the M series. Pressing M does a low hitting attack followed by a third to keep it going. Pressing H does an overhead attack that lacks a third. QCF+H is a stronger version of QCF+M

Her DDs launches the opponent into the air higher than her actual launcher. DD+L is a single slash that launches the opponent into the air. DD+M has a second slash that also leave Ayame in the air. DD+H forcibly knocks the opponent down to the ground.

QCB is her main approach option. QCB+L is a quick, short distance hop. QCB+M is a longer, longer ranged hop. QCB+H hops almost the entire screen (and ignores projectiles). QCB+L or M or H can be performed in the air. They all do the same thing.

Her DD+S Idol skill summons a wisp that blows up the enemy after a moment.
KILLA QUEEN: DAISAN NO BAKUDAN, BYTES ZA DUSTO

QCF+S summons clones that fight in a giant ball of... violence. said ball moves forward until the real Ayame prevails.

Neutral and Forward S uses her QCF+L rekka series. Follow up attacks are still performed with M and H. Down S uses Ayame's DD+L. Back S uses QCB+L specifically. Aerial S uses her QCB special in air.

Botan Shishiro ♌️

Botan features the most projectiles in the game, stupid combo potential, and a few tools that other Vtubers lack (like an aerial grab). That being said, most of the projectiles tend to be on the slower side (could be a plus since it's staying out longer. I can't be the judge, I'm not remotely good enough at the game to make those opinions.)

QCF throws grenades. QCF+L throws a grenade at an upward angle which will land at the opponent's position as of throwing. QCF+M rolls the grenade along the ground. QCF+H tosses a bundle of grenades. at a short-er range.

DD is a tactical movement with followups depending on the button pressed. DD+L is a tactical roll backwards. L follows with a grounded shot, M is an upward shot, and H has her jump forward followed by her grab. DD+M is a front flip forward. L follows with a shield bash that hits low, M is a few shots that hit high, and H is also an aerial grab. DD+H is like DD+M but faster.

QCB are quickscopes that have long startup but really fast projectiles. QCB+L has her fire prone. the low profile works well against a lot of projectiles. QCB+M aims upward at a crouch. QCB+H covers the entire damn screen. Aerial QCB+input does a rain storm that pushes Botan backwards.

Boton's DD+S Idol skill has her ride a shopping kart to ram her enemies.

QCF+S has her leap into the air. if she collides with the opponent at the apex of the jump, she gets on a helicopter and does a super unfair attack that involves shooting the enemy with a minigun and rockets. QCB+S is just, a lot of firepower. it also has range.

Both Neutral and Forward S is her QCF+L. Down S is her DD+L. Also has followups. Back S is QCB+L. S in air is her aerial QCB.

Kiryu Coco 🐉

Idol Showdown's grappler. When the game was first released, she was constantly at the bottom of the tier list. Since then, she has received several buffs and a game play overhaul to help alleviate her weaknesses. She has a unique gimmick where various attacks deal fire damage. This isn't real damage but it amplifies the power of one of her attacks. I personally feel she's the single most entertaining character in the game. Also best backwards walk.

Uniquely among the cast, Coco possesses special inputs for her grabs. QCF+G is a dragon drop which it's damage scales with the fire damage applied. DD+G is a buttplug that can hit and re-stands opponents on the ground. QCB+G is a grab range "Sh*tpost Review" where she literally turns the opponent into a meme.

QCF is even more ways to make your enemies a bunch of jokes. QCF+L is a somersault that gives the grab some range. It will grab if held but will not grab if you let go. QCF+M summon a Velociraptor that provides armor and makes your enemy into a sh*tpost on hit. QCF+H is like L but Coco is invulnerable.

So you know how jumping prevents grabs? Her DD specials solve that issue by grabbing the opponent out of the air. DD+L Grabs at above her while SS+M grabs further away. Both ground the opponent which enables a little... anal play. DD+H does that for you with the added bonus of burning the opponent. also if you're fast enough, you can cancel it and cause anal fissures with DD+G.

QCB is verbal roasting. literally. she spits fire. QCB+L is fast while QCB+M takes longer and can hit projectiles. QCB+H is Coco's only long range projectile being a shot of fire that slides across the ground.

Her DD+S Idol Skill has her stance up wide and ignore projectiles. More useful than it looks. (I finally know what it does)

QCF+S is a grab where she turns into a dragon and fires a laser at the opponent in her grasp.

Neutral S does nothing. Forward S is her QCF+L. You still have to hold it to grab. Down S is DD+L. Back S is QCB+L. Aerial S allows Coco to do an air dash (dash in the air). This can also be used to air stall.
More Brief Character Overviews
Fubuki Shirakami 🌽

Fubuki is what Fighting game players would call a "Shoto". Shotos are a common fighting game archetype that focuses on being the jack of all trades. If compared to the game Street Figther, Fubuki resembles Ryu. Fubuki is a good all around type character who has every tool you'd need while remaining simple to play. This is included with a sprinkle of RNG on top. RNG/Gacha is Fubuki's gimmick. Every special attack that is done with a motion input has a chance to become "SSR", a beefed up version of the original special attack. Additionally, every 10th usage has pity and will be a SSR roll. (pretty high drop rates)

QCF throws projectiles. Both QCF+L and QCF+M are similar, the only difference is that QCF+M has a faster projectile. The SSR variant is a stronger version of the input used. QCF+H throws corn. It fast and hits hard. It also make your opponent face plant.

DD is Fubuki's anti-air reversals. They are useful in the event you wind up in a bad situation and can be used to get out of it fast. That being said, missing or poor usage will only lead to more punishment. DD+L is faster but DD+M deals more damage. SSR variant starts the same but adds an extra attack to send the opponent into the ceiling. DD+H has complete invincibility at the start of the attack. This makes it perfect for punishing your opponent for their aggression while letting you take it easy.

QCB is Fubuki's approach option. To help with the approach, this special is immune to projectiles for most of the attack. QCB+L is fast and simple. QCB+M is longer, reaches further, and hits more but is slower and more punishable than QCB+L. SSR is similar to normal version but throws the enemy to the wall on the last hit. QCB+H hits multiple times and and works it's way at an upward angle until it wall slams the opponent at the end. QCB can be performed in air. It works in a very slight upward angle.

Fubuki's DD+S Idol Skill has her eat a burger. It forces the next two specials to be SSR.

Fubuki's QCF+S super throws a large, strong projectile. If the projectile hits, Fubuki will perform a long multi-hit combo on the opponent. She is also invulnerable at the very start of the super.

Neutral and Forward S is QCF+L. Down S is DD+L. Back S is QCB+L. Aerial S is aerial QCB.

Korone Inugami 🥐

Korone is also considered a "shoto". the main difference between her and Fubuki is that Korone is much, much more offensively aggression focused. That being said, she still maintains being simple to play and has every tool you'll ever need. If compared to Street Fighter, Korone is similar to Ken.

Korone's QCF are all projectiles. QCF+L is slow. QCF+M is fast. QCF+H deals more damage and persists on hit.

DD is the anti-air reversal. Also good for juggling. DD+L hits once. DD+M hits three times but slightly less damage per hit (still more damage overall). DD+H has full invincibility and hits five times.

QCB is the approach option where she pulls out a chainsaw and aims at the enemy's fingers. Also good against projectiles. QCB+L hits 6 times. QCB+M does the same thing but twice (as a result it takes longer but goes much further). QCB+H is chainsaw spam. QCB can be performed in the air. You are still affected by gravity while using her aerial QCB. It also can't be used immediately off the ground.

Korone's DD+S Idol Skill is a quick, forward dash.

Korone has two Supers. QCF+S has Korone dash forward like her DD+S. If she collides with the opponent, she throws random sh*t at them. QCB+S is a rising, multi-hit uppercut.

Neutral and Forward S is QCF+L. Down S is DD+L. Back S is QCB+L. Aerial S is aerial QCB.

Sora Tokino 🐻

Sora is first and original Hololive member. The person in whom Yagoo saw his idol dream before it got crushed by a bunch of comedians and entertainers. She would be considered "Setplay" (using projectiles to create highly oppressive situations and pressure) by the fighting game community. Due to the nature of Setplay, she has a high execution barrier in order to play effectively.

QCF sings notes. QCF+L is an eighth note that moves forward a bit slowly. QCF+M is a sixteenth note that that flies in an upward curve, is faster, but deals slightly less damage. QCF+H is two eighth notes that move forward and doesn't disappear when hit.

DD calls the manager. DD+L has A-chan throws Sora into the air. DD+M has A-chan reflect projectiles. She can also hit the opponent if close enough. DD+H has A-chan walk into the opponent.

QCB is Sora's main setplay tool. QCB+L sets a mine that will sit for a while after stopping. QCB+M is a mine that travels slightly further but automatically detonates as soon as it stops. For QCB+L and M, reusing the command manually detonates it (can also be done in air). QCB+H is a mine that explodes on contact with the enemy. It cannot be manually detonated. If there is no mine present, Sora will instead trip in the air. It's like her Idol skill only much worse with a tiny hitbox (at least it doesn't use meter).

Sora's DD+S Idol skill is her... tripping forward and falling on her face. The attack? trips the opponent. it's also much bigger than it looks due to the heavily disjointed hitbox (dear god it's giant).

Sora's QCF+S super does some kind of magic hands in front of her (I can't think of anything anymore, I am so out of the loop. This is what happens when I play reference overdosed games and I'm not the most familiar with the source material) that has decent range. If it hits, It summon's Sora's 13 knights to stab the opponent. (here's a little cursed information, as of writing, the attack is a 14 hit combo. I wonder which knight restabbed the enemy)

Neutral and Forward S is QCF+L. Down S is DD+L. Back S is QCB+L. Aerial S is aerial QCB (Detonate mines if there are any. If not, trip).

Suisei Hoshimachi ☄️

Suisei is a high offence character with a moveset designed to open up the opponent and brutally murder them in cold blood and heavily favors risk/reward. With her high offence she, in turn, has few defensive options.

Remember how I said special inputs on the grab are unique to Coco? I lied. Suisei has one. QCF+G is a stronger grab that leaves Suisei vulnerable for longer if missed.

QCF brings out her axe to "gently" dissuade the opponent from breathing. QCF+L is a quick slash to the neck. Has a bit of reach due. QCF+M is a jumping swing that also hits high, punishing the opponent for crouch blocking. QCF+H is a few swings to the torso that reverses direction. If the opponent is in the air, They instead get thrown to the wall. QCF can also be done in the air. It's similar to QCF+M.

DD has Suisei leap and strangle opponents in the air with the mic's wire before slamming them on the ground. DD+L is a lead forward. DD+M is a vertical leap. DD+H is a grounded grab special. She runs up to the enemy and is immune to projectiles.

QCB removes the enemy's name from the hit list before summoning a star. QCF+L aims the star just in front of you while QCF+M is at a further angle. Both allow you to charge the star which has three levels that get progressively stronger the longer you hold the button. The third level is released automatically. QCF+H summons a giant star that moves forward slowly. Using this and simply walking up to an opponent that is rapidly backpedaling feels amazing.

Suisei's DD+S Idol skill has her exercise her voice. It has three charges that take a while to charge. When you fully charge her skill, it summons a few comets to crush the enemy from above.

Suisei has two supers. Both are command grabs that do the same thing. If it lands, she atomizes the opponent with a comet, leaving no evidence behind. QCF+S has her run forward while QCB+S jumps into the air. (rip install that terrified the opponent and let you watch them cower in fear)

Neutral and Forward S is QCF+L. Down S is DD+L. Back S is QCB+L. Aerial S is aerial QCF.
Even More Brief Character Overviews
Finally, the three post release characters. I'm reaching the home stretch of writing this damn guide and can finally get back to getting wrecked by the sweats soon.

Pekora Usada 👯‍♀️

Pekora was hinted at immediately when the game was released. She is the first post release character added to the game. She has access to numerous tools (explosives) and traps (more explosives) that help her commit atrocities and gives her almost a "snowball" like offense. peko.

QCF is a bunch of punches. QCF+L is an ORA ORA ORA ORA flurry of punches. QCF+M is a lunging haymaker that is also the finishing punch of the barrage (she literally shouts オラ). QCF+H combines them into one giant barrage.

DD consists of placing a block of TNT. DD+L places a red block of TNT. DD+M places a blue block of TNT. DD+H summons both at once, Red sliding across the ground and Blue flying through the air. Red has a longer fuse time but also explodes of collision with the opponent. Blue has a short fuse can doesn't collide with opponents. The TNT also have some special interactions with some of her normal attacks. Her crouching M blows up the TNT immediately. Crouching H (the launcher) also launches the TNT into the air. Forward H kicks the TNT forward along the ground.

QCB is a rocket launcher. QCB+L fires at a downward angle. QCB+M fires straight down (this also makes her rocket jump). QCB+H summons a mortar That fires two rockets at the enemy's position. You can also kick the mortar to move it forward. (note: kicking it before I can fire a rocket will cause it to only fire once. Also, the mortar cannot fire behind itself.)

Her DD+S Idol Skill has Pekora Laugh at her enemies HA↗HA↘HA↗HA↘. Said laughter explodes in the enemy's face.

Pekora's QCF+S super has her surrounded by explosives going off all around her while she laughs at the mass destruction she caused.

Neutral and Forward S is QCF+L. Down S is DD+L. Back S is QCB+L. Aerial S places a block of red TNT.

Kureiji Ollie 🧟‍♀️

Ollie is the games glass cannon, bring powerful offensively with many tools to get to her lover but suffers from a low health pool. (she keeps saying stuff in her idle animation because I have the game running as I type this.) (oh god is she reciting the digits of pi?) (No I will not be doing anything soon, I am typing an idiot's guide) (is she a masochist? she keeps saying "harder" when she gets hit.)

QCF uses her megaphone to declare her love. QCF+L is Sol Badguy's Gunflame (projectile runs along the ground and has three different points where it can hit but I will only hit once). QCF+M screams a ring that floats in the air for a moment before reverberating. only the reverberating deals damage, meaning it sits for a moment after firing. QCF+H is like QCF+M but it reverberates three times.

DD has her grave hop as she gets ever closer. DD+L is a forward hop. DD+M is a backwards hop. DD+H has her rebury herself as she teleports to her lover's position. A short press puts her in their face while Holding H teleports her behind them.

QCB has Ollie run straight at her lover and nothing can get between them. QCF+L is a quick mad dash that rams the special someone. QCF+M can be charged (hold the button). It also has armor (this allows Ollie to endure a hit during the attack and still go through with it). QCF+H is like the charges version of QCF+M minus the charging. it also hits twice.

Ollie has enough aerial QCB specials that they get their own section (more than one). Her aerial QCB specials has her moving chess pieces to trap her lover into a check. Aerial is denoted with "a.". a.QCB+L moves her Knight right then up. a.QCB+M moves her rook straight forward. a.QCB+H moves her queen diagonally.

Ollie's DD+S Idol Skill grabs a giant laser and points it at Ollie's target. It charges up then fires a giant beam that can wall-slam the other person. it still deals damage while warming up although this does not deal any hitstun.

You won't find this special in the move list but Ollie has a secret grab. QCF+G has Ollie nuzzle other streamer while donating a lot of money to their superchat (effectively fully charging their superchat meter) hoping to grab their attention. It also deals 1 point of damage because Ollie couldn't contain her excitement and squeezed too hard.

Ollie's QCF+S has Ollie turn her lover into a marketable plushie before getting added to her collection so she can keep them forever. (activation is a short range swing with a bunch of shopping bags)

Neutral and Forward S is QCF+L. Down S is DD+L. Back S is QCB+L. Aerial S is QCB+L
Ollie also has a fast fall that is triggered by holding down and S.

Ninomae InaNis🐙

(note, this section is the most prone to being incorrect as Ina is still a new character as of writing.)
Ina is that third character added post release and likely final character to be added to Idol Showdown. Her inputs are unique as she utilizes charge inputs for two of her types of specials (like someone who says "totsugeki"). Also, you'll find a good shot of her back in her standing heavy attack.

As a reminder, charge inputs are done by holding in one direction, then flicking to the opposite and pressing a input immediately. Thankfully, Ina shows you when her specials are charged.

Ina's DD+S Idol Skill drops a good takodachi (eating a cookie) in front of her. Said takodachi has interactions with her projectiles (some kind of attack when hit by her projectiles. effects vary).

Ina charges her projectiles by holding back. This is shown when her book glows. To fire, flick forward and press the input immediately. ←c.→+L fires a slow projectile. If it hits a takodachi, then the takodachi will go flying into the opponent instead. ←charge→+M is a faster projectile. Hitting a takodachi makes the takodachi loooooooooooooong. ←charge→+H is a giant projectile. hitting the takodachi with this makes then shoot incomprehensible lightning like attack.

Ina makes the opponent suffer a ring attack done with ↓c.↑ (charge by holding down then flick up with the input). ↓c.↑+L beats the opponent with the ring (three hits). ↓c.↑+M beats the opponent with the ring for longer (five hits). ↓c.↑+H goes on fer even longer with added invincibility.

QCB is Ina's none charge special. QCB+L moves forward and hits them six times. QCB+M hits them eight times but has a longer startup. QCB+H does QCB+L twice.

Ina's QCF+S super is a grab that summons a tentacle directly under the opponent (on the ground) then uses the power of the outer gods to hurt them. Works across the entire screen.

When charged, Back S will fire her ←c.→+L. When Charged, Down S will use her ↓c.↑+M. If using any other direction or not sufficiently charged yet, S will use Ina's QCB+L. S is useless in the air.
Extra Stuff
Oh hey, you cleared the wall of text. congratulations. Do know that everything written in this guide about controls and stuff is highly simplified or explained for the common gamer (in other words, you're stupid). That being said, there's still some stuff people wouldn't understand because I'm dumb and can't tell too well what people may or may not know.

This guide was made because I didn't feel the in-game tutorial was sufficient for new players, despite how streamlined the game is for casuals and Fighting Game players alike.

If you decide to stick with the game or want to branch out to other fighting games, it will help greatly to learn basic fighting game terminology and numpad notation.


You've likely seen this image if you've been around fighting game communities. This is because this is probably the easiest way to explain numpad notation.

Otherwise, go enjoy the game. This game is made for Vtuber fans more than anything. For a fighting game, it is super easy to learn and play.

And Finally, I just wanted to say. I'm disappointed in this community. I asked at the end of my original guide for someone else more qualified to write a guide on how to play Idol Showdown for new players. All I saw were character specific guides. The closest thing I saw was a guide that addressed menu issues.

Not only did nobody write a general guide, but also I find myself writing a second one. God D*mn It.

Lucky Bastard.