Acceleration of Suguri 2/Iru: Difference between revisions

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(Added Overview from Nyu-13 Steam guide)
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[[image:AoS2Iru.png|frame|right]]
[[File:AoS2Iru.png|frame|right]]


== Introduction ==
==Introduction==
Iru is a relatively simple character. With no melee attacks to speak of but an excellent space-controlling move in the form of her mines, Iru players are free to focus almost purely on beam and ballistic zoning. Be careful of using too many of her ballistics as they can feed the opponent a lot of meter.
Iru is a relatively simple character. With no melee attacks to speak of but an excellent space-controlling move in the form of her mines, Iru players are free to focus almost purely on beam and ballistic zoning. Be careful of using too many of her ballistics as they can feed the opponent a lot of meter.


== Normal Moves ==
==Overview==
=== Weapon A ===
Iru is probably the closest thing to a standard zoner in this game. Having a gameplan entirely about keeping distance and denying area.
 
Iru has very high damage on all her normal attack in exchange for them being either restricted to being beams(making them all dashable and therefore not very hard to avoid) or very meter negative missiles.
 
Iru's gimmick is that she's an entirely ranged character, completely lacking any form of melee and fully relying on playing ranged and usually only wanting to get close for a potential punish.
 
'''Difficulty: Easy'''
 
Despite all that Iru is actually one of the easier characters to pull off, having a very straight forward kit about basically just keeping distance and shooting beams with some missiles here and there. Being fast and having high meter gain also gives you a huge amount of room for mistakes and makes getting hit at most points during the game not as detrimental.
 
==Normal Moves==
===Weapon A===


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=== Weapon B ===
===Weapon B===


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== Hypers ==
==Hypers==
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Revision as of 17:19, 22 June 2020

AoS2Iru.png

Introduction

Iru is a relatively simple character. With no melee attacks to speak of but an excellent space-controlling move in the form of her mines, Iru players are free to focus almost purely on beam and ballistic zoning. Be careful of using too many of her ballistics as they can feed the opponent a lot of meter.

Overview

Iru is probably the closest thing to a standard zoner in this game. Having a gameplan entirely about keeping distance and denying area.

Iru has very high damage on all her normal attack in exchange for them being either restricted to being beams(making them all dashable and therefore not very hard to avoid) or very meter negative missiles.

Iru's gimmick is that she's an entirely ranged character, completely lacking any form of melee and fully relying on playing ranged and usually only wanting to get close for a potential punish.

Difficulty: Easy

Despite all that Iru is actually one of the easier characters to pull off, having a very straight forward kit about basically just keeping distance and shooting beams with some missiles here and there. Being fast and having high meter gain also gives you a huge amount of room for mistakes and makes getting hit at most points during the game not as detrimental.

Normal Moves

Weapon A

Aos2 wa.png High Speed Photon Rifle
Iru wa.png
Type Energy Shots
Beam Primary: 30% 1
Damage Meter Gain Grazed Meter Gain
360 ? ?
Startup Canceled Recovery Full Recovery
15 10 27
A single, fast beam shot.


(Held)Aos2 wa.png Scatter-shot Photon Rifle
Iru dwa.png
Type Energy Shots
Beam Primary: 10%x 1 - 4
Damage Meter Gain Grazed Meter Gain
180x ? ?
Startup Canceled Recovery Full Recovery
11 10 21
Fires four beams forward in a slight spread. Fires less shots at low ammo.


Aos2 sub.png Aos2 wa.png Electromagnetic Field
Iru swa.png
Type Energy Shots
Direct Primary: 30% -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit ? 0
Startup Canceled Recovery Full Recovery
41 -24 -8
Places a trap at your location. The bit lasts about six seconds on its own, but can be destroyed earlier. When the combo counter hits 12, the enemy will bounce out. Amazing when used as stationary defense, more or less anyone rushing at you will just run into one of these. Starbreaker's stickies will stick to these. It should also be noted that Hime's swords can actually break these. Why these bits and not Iru's missiles or most other ballistics in the game? No idea.


Aos2 dash.png Aos2 sub.png Aos2 wa.png Electromagnetic Field Toss
Iru dswa.png
Type Energy Shots
Direct Primary: 30% -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit ? 0
Startup Canceled Recovery Full Recovery
41 -24 -8
Throws a trap towards the enemy. The bit lasts about six seconds on its own. When the combo counter hits 12, the enemy will bounce out.


Weapon B

(Tap)Aos2 wb.png Straight Rockets
Iru wb1.png
Type Energy Shots
Ballistic Sub: 3%x 1-8
Damage Meter Gain Grazed Meter Gain
290x ? ?
Startup Canceled Recovery Full Recovery
13 21 39
Eight rockets fly forward in a random spread. 140 degree max spread. Fewer rockets fire at low ammo.


(Held)Aos2 wb.png Straight Rockets Spread
Iru wb2.png
Type Energy Shots
Ballistic Sub: 3%x 1-15
Damage Meter Gain Grazed Meter Gain
290x ? ?
Startup Canceled Recovery Full Recovery
14 19 50
Fifteen rockets fly outward in a random spread. Launches out in up to a 270 degree spread. Can have fewer rockets at low ammo.


Aos2 sub.png Aos2 wb.png Homing Missile Pod
Iru swb.png
Type Energy Shots
Ballistic Sub: 3%x 1 - 6
Damage Meter Gain Grazed Meter Gain
300x ? ?
Startup Canceled Recovery Full Recovery
11 25 52
Fires six missiles forward from the sides, which can leave a blindspot in the center. Fewer missiles fire out at low ammo. The missiles launch at a slight spread and have slight homing. Moves fairly quickly for a ballistic.


Hypers

Aos2 wa.pngAos2 hyper.png High Output Linear Ray
Iru wah.png
Type Energy Shots
Direct - 1
Damage Meter Gain Grazed Meter Gain
60x up to 9 0 0
Startup Canceled Recovery Full Recovery
21 54 74
Fires a fullscreen laser that can be turned to a max of 45 degrees by holding a directional key. Hits a maximum of nine times.


Aos2 wb.png Aos2 hyper.png Genocide Bomb
Iru wbh1.pngIru wbh2.png
Type Energy Shots
Ballistic, Direct (Explosion) - 1
Damage Meter Gain Grazed Meter Gain
400 (Missile), 45x up to 13 (Explosion) 0 ?
Startup Canceled Recovery Full Recovery
27 27 37
Fires a single rocket straight forward that detonates upon impact into a large explosion with a vacuum effect. It deals damage to Iru as well if she gets caught in the blast. The maximum amount of blasts is thirteen. As of 1.1 the bomb has been changed so that it explodes if you destroy it early. Hyper shield only lasts 52 frames.


Aos2 dash.png Aos2 hyper.png Full-Fire Bullet Curtain
Iru dh.png
Type Energy Shots
Ballistic - 14
Damage Meter Gain Grazed Meter Gain
300x 0 ?
Startup Canceled Recovery Full Recovery
11 32 52
Fires fourteen homing missiles forward. Same properties as Homing Missile Pod.


Aos2 sub.png Aos2 hyper.png Wide-Area Electric Field
Iru sh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit 0 0
Startup Canceled Recovery Full Recovery
135 -105 -71
Deploys four traps in a cross pattern around Iru. Same properties as the regular attack.


Aos2 dash.png Aos2 sub.png Aos2 hyper.png Wide-Area Electric Field Toss
Iru dsh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit 0 0
Startup Canceled Recovery Full Recovery
49 -16 23
Deploys four traps in a spread in front of Iru. Same properties as the regular attack.


Aos2 sub.png Aos2 wb.png Aos2 hyper.png Accel Hyper: Destruction Ray
Iru swbh.png
Type Energy Shots
Direct - 1
Damage Meter Gain Grazed Meter Gain
80x up to 13 hits 0 0
Startup Canceled Recovery Full Recovery
26 60 78
Uses 3 bars of Hyper meter. Fires a huge ray forward for a maximum of thirteen hits. You can not rotate this. Dash cancelling allows for about +17 frame advantage if the 13th hit lands.



General
Basics
Changelog
Controls
FAQ
HUD
Characters
Alte
Hime
Iru
Kae
Kyoko
Mira
Nanako
Nath
Saki
Sham
Sora
Star Breaker
Suguri
Sumika
Tsih