Acceleration of Suguri 2/Kae

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

AoS2Kae.png

Introduction

Kae's lost the crazy eyes but has retained the crazy in your face playstyle... or you can just time the opponent out as she is the fastest character. Kae requires good movement and situational awareness to really see her strengths, otherwise, her damage will seem low.

Overview

Kae is the fastest character in the game, she's very melee heavy and constantly likes to throw something out to confirm into another punch from or kick people into.

Kae as well is a very versatile character allowing you to adjust her to whatever the matchup asks for. This mixed with some not-so-recent anymore buffs to her clones make Kae an absolute monster to deal with if played well.

Kae's main gimmick is her Blazing mode, which when active will increase your overall damage output and gives you access to a few different attacks in exchange for not allowing for your heat to drop below 200% for a certain period of time.

Difficulty: Hard

Kae's overall damage output despite everything is actually not super high. She has access to sudden bursts of damage but it requires you to be very close to your opponent at most times, she can play however you want her to but the lower damage requires you to make the most out of your mobility to avoid hits while using your kit to land a bunch of them yourself. All of this combined makes Kae one of the harder characters to play successfully, she does however highly reward learning her with a very potent rushdown style or defense making her able to overcome any matchup thrown at her.

Gameplan

Farming Meter

Kae’s best meter farming tools are her clones (SPwB), dwA, Tap wB, Hold wB(not blazing) and her melee (SPwA).

Due to how her gain works she can farm decently both when playing defensive with clones, dwA and spikes(Hold and Tap wB), but can do it just as well when playing aggressive with trying to hit SPwA very frequently and using everything else simply as an assist for achieving that goal.

If you want to gain a lead on Kae it's usually best if you just work with clones and dwA. Clones farm a high amount of meter while feeding 0 to your opponent while dwA does have a bit of feed, it becomes lower with its damage, so working with it full screen will feed very little while still providing you with decent chunks of meter all while acting as another form of denial/aggression in addition to your clones.

Playing Aggressive

Kae is capable of playing a very potent rushdown style by constantly setting up spikes, clones and Heat Pools to then kick people into once she cracked them open with dwA or wA. Going hot or not is entirely up to if you need the extra damage or not, it should be noted however that Kae can play with very similar pressure regardless of heat.

Generally you want to constantly throw out something and then zoom around your opponent using the momentum from dwA to dodge anything they throw your way while keeping up the pressure on them. Once you have confirmed a hit you can engage follow up with SPwA and kick them into one of your before set up projectiles.

Generally it’s a good idea to go for spikes more often if your opponent has no good way to clear them(so against someone like Hime for instance) and concentrate more on clones if they have very good clear(Saki with her wA as an example). There aren't many times where you should throw one of these attacks entirely out of the window but knowing which work better in certain matchups can help you improve your pressure and get more hits in as a result.

Playing Defensive

For a more defensive approach you usually want to stay cool and just work mainly with spikes and clones, using dwA/wA as a way to deny approaches. Be sure to kick them away from you with melee as well so you constantly have some distance.

Clones do a very good job of denying area and can not only line you up a bunch of hits to deepen a lead but also, as mentioned before, farm high amounts of meter while feeding none to your opponent while doing so.

Spikes will help you get some poke in here and there, even if their damage isn't amazing they can still help set up SPwA and will keep your opponent busy either clearing or dodging which stops them from having time to go in on you. The Hold wB version especially also acts a nice wall to hide behind, though keep its long animation in mind and don't use it while too close to someone since some characters will be able to either just tear through it with one of their standard attacks or if they cant will use a halfshield to assist them in that goal and punish you that way.

dwA and wA cover a very decent amount of area and will not only help you in clearing ballistics but also act as a form of poke from which you can set up hits with SPwA to further deepen your lead.

Normal Moves

  • Kae is in Blazing while she has 200% Heat or above.
  • All moves with a ★ can only be done during Blazing.
  • Blazing lasts 8 seconds if entered through dashing, 16 seconds if entered via spH.
  • When Blazing ends, Kae will automatically return to 100% Heat.

Weapon A

Slash!
Weapon A
Aos2 kae wa.png
Type Energy Shots
Beam Primary: 10%x 5
Damage Meter Gain Grazed Meter Gain
120x ? ?
Startup Canceled Recovery Full Recovery
13 16 23
Kae shoots five semicircle-shaped waves out with fewer waves at low ammo. Trajectory can be controlled with the directional keys up to ~70 degrees. The beams are pretty large in comparison of most attacks, but also cost a decent amount of ammo to fire.
Sla-slaaaash!
DashWeapon A
Aos2 kae dwa.png
Type Energy Shots
Beam Primary: 5%x 9
Damage Meter Gain Grazed Meter Gain
100x (close), 40x ? ?
Startup Canceled Recovery Full Recovery
11 18 25
Kae shoots 9 smaller semicircle-shaped projectile waves out, with fewer at low ammo. Mostly trades damage for mobility and consistency compared to standard WA, but can do a lot of damage when used up close. It is possible for multiple shots to hit even at mid-range. The range for close hits is the ammo circles intersecting from the firing position.
Zooooom!
SubWeapon A
Aos2 kae swa.png
Type Energy Shots
Direct Primary: 0% -
Damage Meter Gain Grazed Meter Gain
100+60+40+180 (★ 120+70+60+270) ? 0
Startup Canceled Recovery Full Recovery
11, variable for other hits 25 (whiff / hit 1) 30 (whiff / hit 1), +10 over DC (hit 2), +10 over DC (hit 3), 0 over DC (final hit)
Melee combo with 4 hits. Has longer range than it initially appears. Does more damage while in Blazing. The direction of her final kick's knockback can be controlled by holding a directional key. Make sure to not hit the opponent into a wall as it is possible to be counterattacked during recovery. The individual hits of the melee combo have variable timing that can be used to mix up the opponent's timing to escape staggers. First hit is -9 frame advantage, -6 second hit, -6 third hit, -17 final hit.

Weapon B

Pow!
Weapon B
Aos2 kae wb1a.png
Type Energy Shots
Ballistic Sub: 10%x 6
Damage Meter Gain Grazed Meter Gain
40x ? ?
Startup Canceled Recovery Full Recovery
13 8 18
Kae throws out six kunai. Trajectory can be controlled with the directional keys up to ~70 degrees. The kunai bounce off the arena wall once. The starting speed of the kunai makes it possible to dash cancel and get ahead of them to apply pressure.
Pow! (Held)
Weapon B
Aos2 kae wb1b.png
Type Energy Shots
Ballistic Sub: 60% 12
Damage Meter Gain Grazed Meter Gain
40x ? ?
Startup Canceled Recovery Full Recovery
19 22 32
Kae throws out 12 kunai in a fanned-out pattern. None of the kunai are aimed at the opponent's current position. The kunai bounce off the arena wall once. The starting speed of the kunai makes it possible to dash cancel and get ahead of them to apply pressure.
★ Fooom!
Weapon B
Aos2 kae wb2.png
Type Energy Shots
Direct Sub: 50% 1
Damage Meter Gain Grazed Meter Gain
0 ? 0
Startup Canceled Recovery Full Recovery
16 10 25
Sets up a Heat pool that lasts about 8 seconds. The field takes ~34 frames to reach full size. Sets enemy on fire (200% Heat) if they touch it.
Baaang!
SubWeapon B
Aos2 kae swb.png
Type Energy Shots
Direct Sub: 25% -
Damage Meter Gain Grazed Meter Gain
180 ? 0
Startup Canceled Recovery Full Recovery
16 5 19
Kae leaves an afterimage. After just under two seconds, the clone attacks. While in Blazing, she leaves two clones for double the ammo cost and also double the meter gain. Since clones do not feed meter, Blazing clones is a great way to gain meter as long as you do not get hit while doing so.

Hypers

ZOOOOOM!
Weapon AHyper
Aos2 kae wah.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
80×n+120 (★ 110×n+160) 0 0
Startup Canceled Recovery Full Recovery
13 38 68
A long distance melee charge that does up to 6 hits and a knockback hit depending on how close the opponent is when landed. -4 frame advantage.
BA-BA-BAANG!
Weapon BHyper
Aos2 kae wbh1.pngAos2 kae wbh2.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
110x (Clones), 160 (Kae) 0 0
Startup Canceled Recovery Full Recovery
30-60 (Clones), 60 (Kae), 22 (★ Heat pools) 5 (Kae) 25 (Kae)
Spawns 8 clones that quickly attack, followed by an attack from Kae that causes knockback. During Blazing, 4 Heat pools are formed in a set pattern around Kae as well. The Heat pools have a gap in the very center between them. +11 frame advantage if Kae hits. Due to an extremely high startup of 30 even in the very best case, it is nearly impossible to land this attack. Can occasionally be useful to get the opponent hot from the Heat pools, but meter is generally better spent elsewhere.
POW!
DashHyper
Aos2 kae dh.png
Type Energy Shots
Ballistic - 16
Damage Meter Gain Grazed Meter Gain
40x 0 0
Startup Canceled Recovery Full Recovery
17 24 44
Kae throws out 16 kunai fanned out to her sides and partly to her back that home in after bouncing against the arena walls. Can be used as a melee setup or a reversal depending on proximity to the wall.
Blazing!
SubHyper
Aos2 kae sh1.png
Type Energy Shots
- - -
Damage Meter Gain Grazed Meter Gain
0 0 0
Startup Canceled Recovery Full Recovery
21 10 10
Enter Blazing for 16 seconds. Causes 0 damage knockback up close. Do not use this.
★ Whaaam!
SubHyper
Aos2 kae sh2.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
100+60+100+60+100+60+100+150 (730 total) 0 0
Startup Canceled Recovery Full Recovery
12 40 68
Once the initial hit lands, Kae will do a series of hits before dealing a knockback hit. 0 frame advantage. Good damage, but the Blazing requirement can make performing it risky and you will get the useless Hyper if Blazing runs out just before use.
Accel Hyper: WHAAAAM!
SubWeapon BHyper
Aos2 kae swbh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
1000, ★1703 0 0
Startup Canceled Recovery Full Recovery
11 91 101 (hit), 111 (whiff)
Kae rushes forward, grabs the opponent, and then does an exploding uppercut, knocking the opponent upwards. If done while in Blazing, the opponent's Heat will raise to 106% and the damage will scale accordingly. If the Heat is higher, the value will freeze at that percent for the duration of the attack.

Combos

Meterless

  • SPwA (4 Hits)
  • dwA > SPwA(4 Hits)
Fairly simple confirm that can skyrocket in damage if dwA hits close up.
  • wA > SPwA(4 Hit)
Simple confirm from wA.
  • SPwB > SPwA(4 Hit, towards clone)(Trying to kick someone into a clone, also works with wB spikes or Heat Pools)
  • SpwA(2,3 Hit) > Dash Cancel dwA
Simple mixup with potentially huge damage if dwA confirms close up, can also be good if fighting against characters with a strong melee like Sora to avoid getting punished for meleeing near a wall.

Meter

  • SPwA(1,2,3 or 4 Hit) > N.Hyper
Fairly simple confirm into Neutral Hyper. 4 hit > N.Hyper only works when the opponent is against the wall.
  • N.Hyper > B.Hyper
Decent damage but needs 2 bars of meter, needs to cancel into B Hyper before Neutral Hyper finishes, only use this if your opponent has no meter to shield out.


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