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Acceleration of Suguri 2/Hime
Credits to Nyu-13 for allowing to transcribe their guide to populate this page.
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.
Hime is the first of AoS2's 3 boss characters. She is very punish heavy and generally performs well at any range.
- High speed.
- Versatile kit.
- Good hypers.
- Decent meter gain.
- Many different combo variations.
- Good keepaway game.
- Unintuitive playstyle.
- Somewhat long attacks.
- Lack of ballistic clearing options.
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.
Hime usually plays best adjusted to the matchup but can perform quite well both at offense and defense.
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.
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.
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.
- 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.
- 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.