Acceleration of Suguri 2/Iru

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

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.

Gameplan

Farming Meter

Iru’s best meter gain is on her Tap wA and SPwA. The Easiest way to gain meter is to simply set up some mines with SPwA to hide behind and then shoot out a couple of wA lasers. Be sure to go low on rockets when you try to gain a lead due to their meter feed. That's all there really is to it.

Offense

Due to the nature of Iru’s kit she isn't really capable of playing a strong aggro game.

Her best bet on achieving some sort of aggression is to either just try and sit close to someone and punish every button they press with wA and N.Hyper, or to spam mines with SPwA/dSPwA and dSP.Hyper/SP.Hyper and then push people into them with SPwB or Tap/Hold wB rockets.

When going for mine spam you really want to make sure you cage people in and give them as little breathing room as possible. Setting mines to their left and ride and then cutting off the middle with dSP.Hyper usually cages them in rather well, be sure to react to them potentially tearing your minefield down with N.Hyper or Tap wA. Once you have a them nicely caged in you can try to work with Tap wB/Hold wB and SPwB rockets, the narrow space should make both grazing and avoiding them rather difficult making their use save without feeding too much meter.

Defense

Playing defensive however is where Iru shines, this is the state you should play her in except the matchup leaves you no other choice to do otherwise, or you can't seem to get damage in at all and aren't in lead.

You usually want to set up a minefield with SPwA/dSPwA to hide in and then shoot out a mix of wA with some sparing use of rockets here and there, this should not only apply some level of pressure/poke but also help you build up a ton of meter(as mentioned before). Ideally you want to time your wA presses to the attacks of your opponent in order to have them hit more often.

The best way to use rockets is to work with Tap wB/Hold wB if your opponent has a lot of distance from you to make good use of its widespread, keep in mind that its pattern is still random though so you shouldn't expect it to hit and view landing it as merely a bonus. Should they try to get closer to you it's a good idea to work with SPwB instead, its spread and homing usually works great for stuffing approaches and pushing people rather far away from you as well. Never go too hard on either of these options due to their meter feed.

Once you have some meter you can start throwing out some N.Hypers to further increase your level of poke and to deepen your lead. You can also use N.Hyper to punish attacks with long animations your opponent might use or to push them into mines.

Normal Moves

Weapon A

High Speed Photon Rifle
Weapon A
Iru wa.png
Type Energy Shots
Beam Primary: 30% 1
Damage Meter Gain Grazed Meter Gain
360 7 uses per bar ?
Startup Canceled Recovery Full Recovery
15 8 26
A single, fast beam shot.
Scatter-shot Photon Rifle
HoldWeapon A
Iru dwa.png
Type Energy Shots
Beam Primary: 10%x 1-4
Damage Meter Gain Grazed Meter Gain
180x ~26 uses per bar ?
Startup Canceled Recovery Full Recovery
11 10 20
Fires four beams forward in a slight spread. Fires less shots at low ammo.
Electromagnetic Field
SubWeapon A
Iru swa.png
Type Energy Shots
Direct Primary: 30% -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit ~10 uses per bar 0
Startup Canceled Recovery Full Recovery
41 -25 -10
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.
Electromagnetic Field Toss
DashSubWeapon A
Iru dswa.png
Type Energy Shots
Direct Primary: 30% -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit ~10 uses per baar 0
Startup Canceled Recovery Full Recovery
41 -25 -10
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

Straight Rockets
Weapon B
Iru wb1.png
Type Energy Shots
Ballistic Sub: 3%x 1-8
Damage Meter Gain Grazed Meter Gain
290x ~26 uses per bar ?
Startup Canceled Recovery Full Recovery
13 18 38
Eight rockets fly forward in a random spread. 140 degree max spread. Fewer rockets fire at low ammo.
Straight Rockets Spread
HoldWeapon B
Iru wb2.png
Type Energy Shots
Ballistic Sub: 3%x 1-15
Damage Meter Gain Grazed Meter Gain
290x ~17 uses per bar ?
Startup Canceled Recovery Full Recovery
13 18 48
Fifteen rockets fly outward in a random spread. Launches out in up to a 270 degree spread. Dash canceling too early will prevent up to 5 rockets at the end from coming out. Can have fewer rockets at low ammo.
Homing Missile Pod
SubWeapon B
Iru swb.png
Type Energy Shots
Ballistic Sub: 3%x 1-6
Damage Meter Gain Grazed Meter Gain
300x ~42 uses per bar ?
Startup Canceled Recovery Full Recovery
11 22 50
Fires six missiles forward from the sides, which tends to 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
Weapon AHyper
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
20 51 71
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
Weapon BHyper
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
26 25 35
Fires a single rocket straight forward that detonates upon impact/destruction into a large explosion with a vacuum effect. The maximum amount of hits is 14 for 985 damage. It deals damage to Iru as well if she gets caught in the blast for 405 damage. Hyper shield only lasts 52 frames. +0 frame advantage when the blast catches both characters.
Full-Fire Bullet Curtain
DashHyper
Iru dh.png
Type Energy Shots
Ballistic - 14
Damage Meter Gain Grazed Meter Gain
300x 0 ?
Startup Canceled Recovery Full Recovery
11 28 50
Fires fourteen homing missiles forward. Same properties as Homing Missile Pod.
Wide-Area Electric Field
SubHyper
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 -104 -74
Deploys four traps in a cross pattern around Iru. Same properties as the regular attack.
Wide-Area Electric Field Toss
DashSubHyper
Iru dsh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
30x / +0 Knockback Hit 0 0
Startup Canceled Recovery Full Recovery
40 -9 21
Deploys four traps in a arc in front of Iru. Same properties as the regular attack.
Accel Hyper: Destruction Ray
SubWeapon BHyper
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
25 57 77
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 +15 frame advantage if the 13th hit lands.

Combos

Iru doesn't really have much combos to go over and relies more on just poke from her high damage normals, though she has a few options to choose from should someone run into a mine or she gathers some meter.

Meterless

  • SPwA(Hit) > Hold wA > Dash Cancel > Hold wA > Dash Cancel > Hold wA > Dash Cancel > Hold wA
People usually refer to this as Shotgun Loop, it's a very high damage punish from a mine and is what you usually want to go for should someone be unlucky enough to step into them)

Meter

  • SPwB > N.Hyper
Using Neutral Hyper to pin someone for a full barrage of SPwB rockets to hit. Works best at a distance of arena radius or greater.
  • SPwA(Hit) > B Hyper > Dash Cancel > Halfshield > Dash Cancel > Shotgun Loop.
Another variation of Shotgun Loop that requires precise, though quite simple timings for dash cancels and shielding (otherwise goldshield comes out), and for Genocide Bomb to catch the victim. It deals a bit more damage than normal Shotgun Loop, but it is less reliable.


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