Acceleration of Suguri 2/Hime

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Credits to Nyu-13 for allowing to transcribe their guide to populate this page.

AoS2Hime.png

Introduction

The guardian of the Shifu colony ship, whose inhabitants treated her as a godly creature. After Suguri stops Shifu from destroying the planet, Hime spends the rest of her life having fun.

Overview

Hime is the first of AoS2's 3 boss characters. She is very punish heavy and generally performs well at any range.

  • Strengths:
    • High speed.
    • Versatile kit.
    • Good hypers.
    • Decent meter gain.
    • Many different combo variations.
    • Good keepaway game.
  • Weaknesses:
    • Unintuitive playstyle.
    • Somewhat long attacks.
    • Lack of ballistic clearing options.

Difficulty: Hard

Hime can be played both from close or long range, what allows her to perform quite well at any matchup, but her weaknesses can cause some characters to give her a little bit of trouble.

Her kit is very versatile but has a lot to learn. It requires the player to understand what is going on not to get heavily punished for long attacks or know when is the best moment to go for some attack. In contrast, Hime can heavily punish the opponent's mistakes having attacks that raise heat and a lot of different combo variations.

Hime's main gimmick is that none of her attacks are dashable. The damage of all her attacks is scaled with heat but blue swords are the only exception.

Normal Moves

Weapon A

Faint Breeze
Weapon A
AoS2 Hime tap wA.png
Type Energy Shots
Direct Primary: 20% 2
Damage Meter Gain Grazed Meter Gain
120 (each) ~26 uses for 1 bar ?
Startup Canceled Recovery Full Recovery
13 3 18
Spawns 1 red and 1 blue sword that fly towards the opponent. Only red sword comes out when low on energy.
Needle Fruit (Held)
Weapon A
AoS2 Hime hold wA setup.pngAoS2 Hime hold wA shot.png
Type Energy Shots
Direct Primary: 75% 24
Damage Meter Gain Grazed Meter Gain
60 (startup), 120 (shot out) ~10 uses for 1 bar ?
Startup Canceled Recovery Full Recovery
16 15 35
Spawns a circle of 12 red and 12 blue swords spinning around Hime. After the circle shrinks, swords shoot out (at frame 76) in a criss cross like pattern which never rotates. Even though hitboxes appear together with swords, they start dealing damage 10 frames after.
Faint Breeze (Plenty)
DashWeapon A
AoS2 Hime dash wA.png
Type Energy Shots
Direct Primary: 45% 6
Damage Meter Gain Grazed Meter Gain
120 (each) ~12 uses for 1 bar ?
Startup Canceled Recovery Full Recovery
11 25 40
Spawns 3 pairs of swords with same properties as Faint Breeze but less accurate. Swords appear every 4 frames and alternate starting with red.
Delicate Binding
SubWeapon A
AoS2 Hime SPwA first.pngAoS2 Hime SPwA followup.png
Type Energy Shots
Direct - 1 (first chain), 6 (follow up chains)
Damage Meter Gain Grazed Meter Gain
25 per tick (6-7 ticks for the first chain), 20 per tick (2 ticks per follow up chain) ~20(without follow up), ~6(with follow up) uses for 1 bar (cant be grazed)
Startup Canceled Recovery Full Recovery
6 35 (if chain comes out), 20 (otherwise) 75 (if chain comes out), 60 (otherwise)
Throws a chain that can pull the opponent closer to Hime if they are far. Note that this attack is slightly affected by momentum and can destroy ballistics. Chain can be pulled off only once per ~2.5 seconds, otherwise Hime will just stop for a while. Follow up chains can be called during recovery after frame 21. The first chain has +10 frame advantage. The second set of chains has a -4 frame advantage which should be cancelled with other attacks (see combo section).

Weapon B

Paradise of Faint Pain
Weapon B
AoS2 Hime tap wB.png
Type Energy Shots
Direct Sub: 55% 9
Damage Meter Gain Grazed Meter Gain
120 (each) ? ?
Startup Canceled Recovery Full Recovery
13 18 38
Spawns 5 red and 4 blue swords in a random pattern behind Hime. This attack is slightly affected by momentum.
Fever (Held)
Weapon B
AoS2 Hime hold wB hit.pngAoS2 Hime hold wB momentum.png
Type Energy Shots
Direct Sub: 75% 1
Damage Meter Gain Grazed Meter Gain
50 per tick ? ?
Startup Canceled Recovery Full Recovery
20 21 31
Shoots a screen wide beam that ticks up to 6 times and clear ballistics. This attack is heavily affected by momentum (see second image). -5 frame advantage on hit; so do not use it when the opponent will hit the wall early. Even though beam appears at frame 11, it starts dealing damage at frame 20.
Sadism
SubWeapon B
AoS2 Hime SPwB attack.pngAoS2 Hime SPwB hitbox.png
Type Energy Shots
Direct - 4
Damage Meter Gain Grazed Meter Gain
80 (each) ? 0
Startup Canceled Recovery Full Recovery
13 23 33
Summons 4 crystals in front of Hime. All crystals are capable of clearing ballistics, although it is quite risky. Note that crystals cover a small area behind Hime. The last crystal always pushes the opponent away. This attack is slightly affected by momentum so not all crystals can hit (first three will spawn in front of Hime while the last one will try to spawn closer to the opponent). +2 frame advantage.

Hypers

Amber
Weapon AHyper
AoS2 Hime N hyper.png
Type Energy Shots
Direct - 1
Damage Meter Gain Grazed Meter Gain
40 per tick (16 ticks max) 0 0
Startup Canceled Recovery Full Recovery
20 41 61
Shoots the beam that has all the same properties as normal hold wB but wider hitbox. While shooting the beam, Hime can also move but with heavily reduced speed. +5 frame advantage on hit.
Life-Long Burning (Far)
Weapon BHyper
AoS2 Hime B hyper far.png
Type Energy Shots
Direct - 41
Damage Meter Gain Grazed Meter Gain
120 (each) 0 ?
Startup Canceled Recovery Full Recovery
6 55 75
Spawns 21 red and 20 blue sword which behave identical to tap wB.
Life-Long Burning (Close)
Weapon BHyper
AoS2 Hime B hyper close.png
Type Energy Shots
Direct - 21
Damage Meter Gain Grazed Meter Gain
120 (each) 0 ?
Startup Canceled Recovery Full Recovery
7 54 54
Spawns 11 red and 10 blue swords around the opponent. Swords have the same properties as tap wB. Can have over +20 frame advantage.
Untouchable
SubHyper
AoS2 Hime SP hyper.png
Type Energy Shots
Direct - 6
Damage Meter Gain Grazed Meter Gain
20 per tick 0 0
Startup Canceled Recovery Full Recovery
11 90 110
Summons 6 huge crystals that spin around Hime like a windmill and tick up to 50 times (about 20-40 on average). In the end the opponent is pushed away. Can be as bad as -12 frame advantage; so this hyper is situational (see gameplan and combo sections).
Leash
DashHyper
AoS2 Hime D hyper.png
Type Energy Shots
Direct - 3x5
Damage Meter Gain Grazed Meter Gain
50 per tick (7 ticks max depending on distance) 0 0
Startup Canceled Recovery Full Recovery
26 35 55
Creates a 3 spots which spawn 5 chains (each) pulling the opponent to the heatzone near Hime. This heatzone can add up to 159% heat to the opponent's gauge. At frame 61 the opponent is pushed away and Hime can dash cancel the hyper. +15 frame advantage.
Accel Hyper: God Knows
SubWeapon BHyper
AoS2 Hime Accel hyper.png
Type Energy Shots
Direct - 2
Damage Meter Gain Grazed Meter Gain
170 per tick (9 ticks max per wing) 0 0
Startup Canceled Recovery Full Recovery
11 90 110
Summons 2 giant wings and pushes the opponent away (at frame 66) no matter if wings hit. It is possible that both wings tick if the opponent stays close to Hime on the same horizontal line. -20 to -35 frame advantage.

Gameplan

Hime usually plays best adjusted to the matchup but can perform quite well both at offense and defense.

Farming meter

Hime's best meter gain tools are all swords attacks (tap wA, hold wA, dash wA, tap wB). SPwB is a great tool as well but is more dangerous to spam.

Chains can give a lot of meter as a part of some combo, but are usually very hard to land without confirms. Hold wB can be used too but only at middle or long range due to its long startup and recovery.

The best way to safely farm meter is to stay away from the opponent or zone them with hold wA and tap wB using one or both.

Additionally, Hime's high speed can let her graze most of projectiles gaining a lot of meter.

Playing offensively

For an aggressive approach Hime should play with hold wA to cut escape routes and SPwB at close range. A good alternative is dash wA, which can act as a good confirm into a chain combo or wallbangs. Any of this methods will provide aggressive Hime with a good portion of meter.

Meter can potentially boost Hime's damage output. For example, SP. hyper can act as good combo starter provided that the opponent has no meter, or can finish off a low HP opponent. B. hyper can be a variation of chain combo, and D. hyper can raise the opponent's heat.

Playing defensively

Defensive Hime can still pressure the opponent well. She usually wants to setup a hold wA circle to stay safe and poke the opponent with hold wB more often. To do so, Hime can predict the opponent moves or make them move in a specific pattern with dwA or hold wA.

Keepaway game is built around hold wA and tap wB to zone the opponent. Melees can be punished with SPwA or SPwB. Also, tap wA is recommended because it can help to apply some pressure staying mobile. Since Hime has a decent meter gain, she can predict halfshield approaches and halfshield in response and/or just run away.

Having some meter allows Hime to confirm into Neutral Hypers with hold wB or dash wA. If the opponent has no meter, they can be punished with SP. Hyper into any combo. Also, melee whiffs can be counterattacked with D. hyper timed right.

Combos

Meterless

  • dwA > hold wB
Long range flowchart move based on prediction of where the opponent moves.
  • SPwA > SPwA > SPwB
Simple chain combo. The opponent can goldshield and counterattack when follow up chains come out.
  • SPwA > SPwB
A variation of simple combo. It's likely to drain meter because the opponent may expect normal chain combo but will be pushed away instead.
  • wA/dwA > any chain combo
If swords hit, Hime can catch the opponent with chains.
  • SPwA > SPwA > hold wB
Disadvantageous (6 frames) combo that is usually pulled off by mistake by new players.
  • SPwA > SPwA > tap wB > Dash cancel > dwA > any chain combo
Advanced chain combo, though it is not a true combo because tap wB is not reliable (depends on RNG and hits quite slow). It's more safe to use from closest range, near the wall, or against the opponent with no meter.
  • SPwA > SPwA > tap wB > Dash cancel > SPwB
Another variation of advanced combo with the same issue. This one can be used if there's not enough energy for another version.
  • SPwB > dash cancel > SPwB > dash cancel > ...
Commonly known as Wallbangs, these are just SPwB staggers near the wall. This is not a true combo but should work well against slow characters. It requires to predict the opponent moves.
  • SPwA > SPwA > Wallbangs
Should be used near the wall.

Meter

  • hold wB > N. Hyper
Simple Neutral hyper confirm.
  • SPwA > SPwA > hold wB > N. Hyper
A better and more safe version of the combo described in previous section.
  • SPwB > N. Hyper
Another confirm into Neutral hyper which should be used after the opponent is pushed away. Optionally, this can start with chains confirm.
  • SPwA > SPwA > B. Hyper > any chain combo
Another variation of chain combo that can deal massive damage. Follow up chains should be delayed to safely pull off the second chain combo with no need to dash cancel.
  • SPwA > SPwA > D. Hyper > Dash cancel > any chain combo
Follow up chains and D. Hyper should both be delayed to start a chain combo against hot opponent, which means tons of damage. If timed wrong, the chain won't come out after the hyper.
  • SP. Hyper > B. Hyper > any chain combo
Requires 2 meter bars but can deal massive damage to the opponent with no meter to goldshield.
  • D. Hyper > B. Hyper > any chain combo
Same as previous combo but raises heat in advance. Optionally, delayed chains can be added in the beginning.


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