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
High Speed Photon Rifle
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|
Type
|
Energy
|
Shots
|
Beam
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Primary: 30%
|
1
|
Damage
|
Meter Gain
|
Grazed Meter Gain
|
360
|
?
|
?
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Startup
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Canceled Recovery
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Full Recovery
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15
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10
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27
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A single, fast beam shot.
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(Held) Scatter-shot Photon Rifle
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|
Type
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Energy
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Shots
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Beam
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Primary: 10%x
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1 - 4
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Damage
|
Meter Gain
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Grazed Meter Gain
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180x
|
?
|
?
|
Startup
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Canceled Recovery
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Full Recovery
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11
|
10
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21
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Fires four beams forward in a slight spread. Fires less shots at low ammo.
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Electromagnetic Field
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|
Type
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Energy
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Shots
|
Direct
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Primary: 30%
|
-
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Damage
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Meter Gain
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Grazed Meter Gain
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30x / +0 Knockback Hit
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?
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0
|
Startup
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Canceled Recovery
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Full Recovery
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41
|
-24
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-8
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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.
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Electromagnetic Field Toss
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|
Type
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Energy
|
Shots
|
Direct
|
Primary: 30%
|
-
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Damage
|
Meter Gain
|
Grazed Meter Gain
|
30x / +0 Knockback Hit
|
?
|
0
|
Startup
|
Canceled Recovery
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Full Recovery
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41
|
-24
|
-8
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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.
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Weapon B
(Tap) Straight Rockets
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|
Type
|
Energy
|
Shots
|
Ballistic
|
Sub: 3%x
|
1-8
|
Damage
|
Meter Gain
|
Grazed Meter Gain
|
290x
|
?
|
?
|
Startup
|
Canceled Recovery
|
Full Recovery
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13
|
21
|
39
|
Eight rockets fly forward in a random spread. 140 degree max spread. Fewer rockets fire at low ammo.
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(Held) Straight Rockets Spread
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|
Type
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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.
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Homing Missile Pod
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|
Type
|
Energy
|
Shots
|
Ballistic
|
Sub: 3%x
|
1 - 6
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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
High Output Linear Ray
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|
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.
|
Genocide Bomb
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|
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.
|
Full-Fire Bullet Curtain
|
|
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.
|
Wide-Area Electric Field
|
|
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.
|
Wide-Area Electric Field Toss
|
|
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.
|
Accel Hyper: Destruction Ray
|
|
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.
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