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Idol Showdown Brings Out A New Patch

Posted on the 05 May 2024 by Mejoress

Last Updated on 5 May, 2024

Idol Showdown has just dropped a massive patch containing tons of new changes, improvements as well as bug fixes. Check out the patch notes only on Mejoress!

Idol Showdown Patch

New Features

Plenty of new features have been added to the game. Check them out:

Quick Play

A recently added online feature that enables users to quickly join a matchmade lobby based on Elo. In the time remaining until a match, players can now make use of the training mode.

Extras- Shops & Achievement

There’s a new store on the main menu. New cosplays, music, stickers, online lobby titles, and more can now be bought with Nenecoin, an in-game currency that can be obtained through various game play activities.

Additionally, the main menu now features achievements. By redeeming accomplished achievements, players can put their talent and resolve to the test and gain additional Nenecoin.

New Stages

Three new stages can be purchased through the newly added shop:

  • Hololive Office
  • KINGWORLD
  • Beyond Time

Furthermore, Stage Select allows for the selection of different stage versions and allows Eternity Bright to be unlocked through the shop.

Stickers

A number of stickers have been added to the online lobby for usage. The recently introduced shop is where you may buy them.

Tutorials Update

The tutorials have been revised to take into account the new and modified gameplay features that are covered below. It is advisable for both novice and experienced gamers to stop by and observe the changes.

Universal Gameplay Changes

In response to player feedback, we have been putting a lot of effort into creating a fresh Idol Showdown experience. Almost every facet of the game has been significantly altered with this update. Our goal is to promote a more engaged playthrough:

  • Supplying additional alternatives for defense.
  • Decreasing the quantity of “checkmate” circumstances.
  • Making the game more steady and less erratic.

Additional alterations consist of:

  • Enhancing the characters’ sense of equilibrium.
  • Buffing neglected options and nerfing dominant and oppressive abilities to Improve balance within a character’s toolkit.

Idol Showdown: Next Fes has had far too many modifications to be contained in patch notes. We would want to encourage players to investigate the game to determine the specific differences as a lot of the frame data has changed. The most significant changes in the Next Fes update will be highlighted in these patch notes.

New Mechanic: Super Chat Reversal

Idol Showdown: Next Fes has had far too many modifications to be contained in patch notes. We would want to encourage players to investigate the game to determine the specific differences as a lot of the frame data has changed. The most significant changes in the Next Fes update will be highlighted in these patch notes.

Holding forward while blocking and simultaneously pressing M and H allows you to perform an unstoppable strike in the middle of the block that pushes the opponent back without dealing any damage. It’s two superchat bars for this. This provides yet another way to escape an opponent’s pressure.

New Mechanic: Jab Chains

Even on a whiff, light attacks can be chained into one another. There will be variations among characters regarding the maximum number of times they can chain jab into each other.

New Mechanic: Invulnerable Dashes

Backdashes are now completely impervious at startup—at least for a while. This may assist you get out of some repressive circumstances.

New Mechanic: Additional Simple Inputs

By pressing the special button in addition to the desired special move strength, you can now execute several strength variations of special moves. For instance, you will receive an EX chainsaw if you hold back while playing Korone and simultaneously press special and heavy.

Various Other Universal Changes

General Balance Changes

  • It is no longer possible to chain one meter frame one invincible moves together.
  • If you are using an armored or invincible move in frame 1, you cannot superchat cancel it or call a collab.
  • Upon waking up, moves with frame 1 armor no longer provide grab protection.
  • EX moves that offer a frame advantage on the block have typically seen a significant reduction in advantage.
  • The IPS limit for OTG moves is now one. The opponent will quickly enter the IPS state after a move that hits OTG.
  • With a few notable instances, moves with inconsistent hitboxes have been assigned appropriate hurtboxes.
  • There are no longer any head invul motions in frame 1. Now, on frame 3, the fastest head invul moves in the game are displayed.
  • The rewarded superchat for an instant block will now change according on how much damage was done to the move that was blocked.
  • Burst has a little larger hitbox but a slower startup.
  • The range of grabs is limited.
  • Grab tech has more pushback, more superchat gain, and a longer delay before both players can act again.
  • Every universal overhead’s frame data has been standardized.
  • Moves now have greater pushback when they are blocked in the corner.

Other Changes

  • By jumping into the corner, you can no longer steal the corner.
  • Dash performance is now enhanced with a buffer. This should be useful for Ollie’s and other combo routes’ micro dashes.
  • A lightning effect has been introduced as an extra visual effect to indicate moves with exceptionally long hitstuns.

New Character: Ninomae Ina’nis

With her tentacle strikes, Ina, a midrange charge character, can dominate space. When the chance presents itself, she awakens the Ancient Ones’ dormant power, leaving her adversaries completely unaware of what hit them.

Ina is distinct in that she gets visual cues to let her know when her charge attacks are fully charged. Your halo will glow if you have down charge. A back charge will cause the book to glow.

Existing Character Changes

Fubuki

Our goal was for Fubuki to be a multifaceted, adaptable character who excels at careful, reactive play. Korone was designed to be more pressure-focused, but we also wanted to highlight the strength of Fubuki in a neutral role.

Furthermore, a number of adjustments were made to enable Fubuki to utilize her idol skill more effectively. In addition to making Fubuki feel like a more unique character, these adjustments help make up for some of the tools that Fubuki lost as a result of system-wide modifications.

  • New Mechanic: A special move executed with basic inputs will never be an SSR. As a result, players can continue to enjoy Fubuki’s non-SSR specials and hang onto their stocked Burger Fox or Pity SSRs.
  • Instead of only one guaranteed SSR charge, Fubuki’s Burger will now offer two. Fubuki can now only retain two guaranteed SSR charges at once, though.
  • SSR QCB: When executed close to the corner, the SSR versions of the move will now result in a wallsplat rather than a wallbounce, and they will no longer create a midscreen side-swap. By doing this, the opponent who has been juggled will not be forced into follow-up positions that are impossible when the SSR happens at particular regions of the screen.
  • SSR DD L/M: Frame 1 full invulnerability removed. Changed to reflect non-SSR DD L/M head invulnerability frames.

Korone

Korone is undergoing changes aimed at sharpening her focus and decreasing her “all-around” power.

Because of her tremendous damage and intense pressure, Korone is a strong character right now. But Korone also has formidable defensive and neutral choices, which set her apart from a lot of other characters.

We intended to give other characters an opportunity to shine as well as offer Korone a stronger sense of individuality with this release. In order to achieve this, we are nerfing Korone’s neutral and defensive game while highlighting her as a potent offensive pressure character.

  • Without doing the uppercut super on whiff, QCF S executes her X-potato super straight.
  • The uppercut super, which is quick and holds invul frames, is activated by QCB S.
  • The pricing of Korone’s DD S will no longer be a meter. Korone now has an extremely strong tool for pressure and combos as a result.
  • To make the move less abuseable, Korone’s 5M now has a larger hurtbox and reduced forward movement, pushback, blockstun, and frame advantage.

Korone’s Chainsaw special moves now have new sprites in addition to extensive reworking. The biggest modifications consist of:

  • Every chainsaw has a longer recovery period.
  • Light Chainsaw’s projectile invulnerability has vanished.
  • The startup of heavy chainsaws has risen.
  • Also, they inflict greater chip damage than previously.

Suisei

Suisei is one of the game’s greatest offensive characters and a formidable pressure character with an oppressive vortex. Suisei purposefully suffers with restricted defensive choices as a compromise, though.

Suisei, in our opinion, fits her intended playstyle nicely, and we wished to maintain her identity in this patch. But we felt that her strategy was overly one-dimensional and dependent on a select group of really potent instruments. In order to enable her to employ a greater range of options in her offensive, we made changes that both nerfed and boosted specific components of her equipment.

  • As the only character in the game without any invul frames in her backdash, Suisei uses this to maintain her identity as a character with few defensive options. She gives up nothing in return, yet her backdash is still the fastest in the game.
  • Suisei no longer has to install her supers, according to the new super input. She can now enter both straight.
  • QCF S accesses the forward super, while QCB S accesses the anti-air super.
  • Nevertheless, she forfeited her immunity against them in return.
  • On top of it, QCF H has additional armor, although the armor takes time to take effect. This will increase its usefulness in neutral and provide Suisei with an extra call out option.
  • On the block, QCF L is now more negative.
  • During its active frames, Crouching M’s startup has been hurtboxed and slowed down. As payment, Standing H can now be reached from Crouching M even at its maximum distances.
  • Suisei now has an additional attacking option thanks to her longer-lasting and enhanced frame advantage DF M slide.
  • This update also has an adorable Suisei.

Sora

Despite being a hybrid setplay/zoner character, Sora still has some respectable pressure tools.

We wanted to maintain Sora’s personality because she is a really distinctive character, even though she is presently a highly powerful figure. With the exception of deliberate nerfs to her most repressive and passive offensive options, Sora hasn’t altered all that much.

  • The hurtbox on Forward M has been lengthened and started somewhat more slowly.
  • QCF L is now a heavy attack level single-hit projectile.
  • Now, QCB L/M mines vanish when Sora is struck.

Ayame

In the past, Ayame was a character who mostly depended on a small number of strong abilities, such her combo-able DD H unbreakable reversal.

Universal adjustments to unbreakable special strikes caused Ayame to lose what had been a fundamental aspect of her identity. We made the decision to enhance other components of her kit to make up for this adjustment and better spread her power throughout her kit.

We aimed to use a larger range of her moveset while maintaining a largely comparable feeling for her.

Ayame’s Light Rekka Series now has additional followups:

  • M follow-up is a low.
  • H followup is an overhead.

Her QCFH Rekka series has been updated to no longer include the extra follow-ups. But now, this Rekka summons enemies for more combo potential.
Rarely was Jumping Special used. Her Jumping Special will now groundbounce when it strikes an aerial opponent in order to fix issue. Furthermore, we have expanded its hitbox southward.
Another motion that was rarely used was the sweep. Its range has been increased, and using it in combinations is now simpler.

Coco

We had to modify a few parts of Coco’s combo structure because of OTG’s universal adjustments. Some of her maneuvers therefore have quite different attributes.Coco may now land more fire attacks in a single combo than she could previously thanks to the new combo structure. As a result, when using fire damage in a combo, we have included scaling.

  • Now that it can draw opponents in, sweep can be employed in combinations.
  • Since QCB M is now considered a projectile, it can collide with other projectiles.
  • Instead of OTG’s inability to combo, 22H now deals fire damage. 22G also brings the opposition a little bit closer to you in an effort to maintain Coco’s pressure.

Aki

We thought Aki relied too much on gimmicks and lacked a clear vision. Aki has undergone extensive revisions in this version to better suit the function of a legitimate zoner. Her fireballs have been adjusted to deal more chip damage to opponents who are blocking them and to cover a wider range of approach angles.

We have reduced her ability to confuse the opponent in return for more zoning options.

  • Aki has modified his projectiles. QCF L and M descend diagonally at somewhat different degrees.
  • The projectile QCF H is a straight multihit weapon.
  • The L and M versions of the QCB series are her anti-air projectiles; they are now projectiles as well.
  • The delayed multihit projectile known as QCB H.
  • Muki moves have been moved to the down down inputs.
  • The charge motion input for Aki’s teleports is now down -> up. They were also redesigned to move her backward rather than forward. Now, when EX teleport launches, it is unstoppable.
  • Aki’s blockstrings have improved due to the increase in attack level of her standard attacks.
  • DD S got a new buff as of late. Rather than causing her projectiles to zero in, it gives them an extra hit, which gives her a competitive advantage in projectile battles and a superior frame advantage on hits and blocks.
  • j.2M is now less punitive on block and more positive on hit. A proper angle of attack permits follow-ups.

Botan

Botan is a good character all around, albeit her equipment has a few uncomfortable bits.The majority of Botan’s modifications are meant to make up for the losses incurred by Botan as a result of changes to universal mechanics.

  • New Super: QCB S can access Botan’s new super. This action starts off unstoppable and is followed by a flurry of gunfire. Botan’s shopping cart can no longer be rendered safe or comboed off of employing Superchat Cancels due to the general adjustments made to frame 1 armor movements upon waking. This new move gives Botan another way to convert from longer ranged pokes and an additional option for reversal.
  • DD M has been hit light again, resulting in another low follow-up. Moreover, DD M’s jump arc extends farther.
  • The hitbox of Crouching M has been expanded. To make up for it, it also has a little higher starting and more hurtbox.
  • Now, grenades disappear instantly.

Pekora

Pekora’s moveset was uneven, with certain incredibly powerful tools overshadowing other moves despite her really good pressure play. She lost some power as a result of the universal OTG alterations, therefore adjustments were made to assist maintain her OTG functional.

These adjustments were made to lessen her oppressiveness throughout her zoning and pressure sequences. We concentrated on her strongest moves while also balancing out moves that had previously received too little attention. She should be simpler to deal with, but she is still strong in both areas.

  • QCB L: Following a rocket launch, Pekora retreats less.
  • DD H TNT now has a smaller frame advantage and disappears on hit.
  • Now, when QCB M hits OTG, the opponent is pushed into a hard knockdown state, which buys time for a mixup.
  • QCB H can now be booted, shoots more damage, and moves more quickly. Additionally, the move is air untechable, making it simpler to combo off of.
  • DD L: Is no longer able to place a TNT when it’s being launched or kicked.
  • Now that DD S is air untechable, comboing off of it is simpler.
  • The fact that Super is no longer air techable should fix the problem where Pekora could be attacked by opponents even after she lands her super.

Ollie

Ollie remains mostly the same, with some changes targeting her midrange capabilities. We wanted to make sure that Ollie’s offense remained powerful, but make it more difficult for her to start it.

Universal changes also do a lot to make her less oppressive. We’ve also done a few things to aid her quality of life.

  • Increased recovery on 3H and 5H, but both have increased hitstun and blockstun to compensate. 5H now connects to her specials that lead to knockdowns at further ranges.
  • DD S now deals recoverable health damage during the initial laser. The big attack at the end still deals normal damage.
  • QCF L hitting grounded opponents now puts them in an air untechable state.

For the full Idol Showdown patch, check out their patch notes here.


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