Acceleration of Suguri 2/Suguri

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Series protagonist. As such, she has a "hero" playing style. In other words, she's got a good balance of melee and ranged attacks. She can cancel some of her attacks very quickly and easily.


Suguri is what people usually consider an allrounder type of character which excels the most at midrange. Suguri performs well in most situations and doesn't really suffer from any unbeatable matchups.

Suguri has a lot of tools in her kit all of which allow you to play her however you want essentially, she performs equally well both played aggressive and defensive in most matchups, giving you a lot more freedom when it comes to approaching a matchup.

Her main gimmick however are her Sword Waves which act as a disjointed melee essentially. These are the core of Suguri's character and your ability to make use of them will heavily affect how well you perform on her.

Difficulty: Easy

Suguri is probably among the most beginner friendly characters, with a very versatile kit, good speed and only 4 instead of the usual 5 hyper options to worry about. Due to her archetype as an allrounder she can perform well in any matchup and never sits at a disadvantage huge enough to actually heavily struggle, making her perfect for learning the game and getting used to its mechanics. Even though Suguri is easy to get into however she's actually very hard to fully master, requiring very good spacing to make the best use out of her Sword Waves, so sticking with her is actually very rewarding.

Normal Moves


Beam Rifle

  • WA [Beam]
    • Damage: 180
    • Ammo Use: 25%
    • Single shot of a beam rifle. Same as Sora's.

Charge Rifle

  • Hold WA [Beam]
    • Damage: 120+70×4
    • Ammo Use: 0%
    • A multi-hitting rifle shot. Charge time is about .5 seconds, less damage than Sora's. Once charged you can not dash.

Beam Rifle (Rapid Fire)

  • Dash + WA [Beam]
    • Damage: 120×3
    • Ammo Use: 15%×3
    • A 3 shot beam rifle spread.


Missile (Homing)

  • WB [Ballistic]
    • Damage: 180×n
    • Ammo Use: 8%×4
    • Fires four homing missiles.

Missile (Wandering)

  • Hold WB [Ballistic]
    • Damage: 250×n
    • Ammo Use: 10%×7
    • Fires a spread of seven missiles forward. The missiles will abruptly change direction randomly during flight.



  • Short Range SP + WA [Direct]
    • Damage: 180+60+120
    • Ammo Use: 0%
    • Suguri three hit melee combo, she has an alternate target combo with SA, SA, A, B.

Sword Arrow

  • Long Range SP + WA [Direct]
    • Damage: (80×n)×3
    • Ammo Use: 25%×3
    • Suguri fires up to three ungrazeable sword waves. Very good coverage and range. The waves can hit multiple times.

Sword Break

  • SP + WB [Direct]
    • Damage: 90×5
    • Ammo Use: 0%
    • Suguri lunges forth with her sword. The maximum range is about 3/4ths of the field but in reality you really want to use this close range, if at all.

Hyper Attacks

Hyper A: Hyper Rifle

  • Hyper [Direct]
    • Damage: 60×12
    • Forward laser beam barrage. Can be dash cancelled after the beam appears to carry the the hyper's invulnerability over to her melee attacks.

Hyper B: Hyper Arrow

  • WB + Hyper [Direct]
    • Damage: 120×n
    • A larger version of Sword Arrow. Has the same range but in practicality the effective range is less because of the knockback, you don't want to waste the wave on a single hit at the tip.

Hyper C: Hyper Sword

  • SP + Hyper [Direct]
    • Damage: 720
    • A rushing charge stab with Suguri's sword.

Accel Hyper: Accel Burst

  • SP + WB + Hyper [Direct]
    • Damage: Red beams 50×n, Blue blast 70×n
    • A huge blue laser explodes at the opponent, at the same time four red lasers on the edges appear and converge. The blue laser will not inflict any damage, only knockback. Maximum damage is 24 hits from the blue blast, 1680 maximum.

Star Breaker