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Acceleration of Suguri 2/Sumika
Credits to Nyu-13 for allowing us to transcribe their Sumika guide to populate this page.
The boss of AoS2.
Sumika is the final boss character of AoS2, her gimmick is a mix of both Star Breaker and Himes. Having standard projectiles that follow the same color rules as Himes and her feathers which apply debuffs following the color rules of Star Breaker.
Sumika has a huge combo game with potentially very big damage but needs a lot of commitment to pull any of these due to having some of the longest attack animations in the game. This mixed with her relying on sitting at least at midrange to be any sort of actual threat to her opponent can cause her quite a bit of trouble against characters with quick attacks.
Similarly to Hime Sumika also has very lackluster ways to deal with ballistics which can cause her to also struggle quite a bit with characters who have a strong ballistic game going for them.
Sumika's difficulty mainly just stems from learning her combos and knowing when and how to engage, she isn't the most difficult character to get behind but also not the easiest putting her somewhere in the middle.
Sumika’s best meter farming tools are her Tap wb, Hold wB, SPwB and SPwA.
Tap wB is decent melee denial and doesn't usually feed anything due to its short range, it's only ever so slightly better than SPwB in gain but has the added bonus of being frontal cover, which is pretty valuable when someone is going more aggressive.
Hold wB is mediocre clear but also works as great poke, its gain is outmatched by SPwB and Tap wB though this attack does not eat as much ammo allowing you to spam it more liberally, its advised to use this more against chars who struggles to clear your marbles or when you need some sort of clear yourself.
SPwB can also act as mediocre clear but unlike Tap wB and Hold wB doesn't actually protect you all that well, it can help you zone people into your attacks or on confirm allows you to follow up with some easy damage. it's what you usually want to go for more often when taking a more aggressive approach.
SPwA locks you in place but shoots out feathers while doing so, it does cover you though not from long range laser kind of attacks so be aware of who you are against when using this and dash cancel out when you notice someone trying to hit you out of it with a laser or any other type of attack.
For an aggressive approach on Sumika you usually want to hug your opponent, get as close and personal as you can get and work with wA and throw out some feathers with SPwA, you usually want to create a tunnel where you force people into a dead end thats leads to death by feathers either way.
Using wA you can also try to set up a barrel(SPwB) from which you can essentially throw a bunch of moves at them for free or use B.Hyper(Barrel)/D.Hyper(Overlimit) depending on if they have meter to shield out and you having D.Hyper up or not. You can also work with barrels to zone people into your knives and set up feather combos that way.
Talking about D.Hyper should you go for a more aggro approach you should probably get this up at some point simply bc it boosts your potential damage output by a ton and improves your pressure game by quite a bit.
You can also work with B.Hyper in matchups where your opponent lacks the clear to properly or quickly deal with it, it works as pretty great confirm assist and deal decent damage to boot.
For a more defensive approach you usually want to sit more at midrange and throw out more of your poke'ish attacks such as Tap wB/Hold wB, wA and use SPwA feathers purely as denial and additional poke.
Part of what makes Sumika offense great is also what makes her defense great, being her wA. Due to its long animation to finally ark in you can usually shoot it out and have it deny someone from meleeing you even they already hit you, as long as you shot it out before their hit confirmed you're essentially safe.
When playing a more defensive game you usually want to be more preservative of your meter setting up D.Hyper only when you have the excess meter for it and concentrating more on landing N.Hypers for poke and SP.Hyper to punish potential melee approaches.
You should use SPwA more as a way to deny and also make use of its lingering hitbox to keep someone from jumping on you for a while.
Note: Sumika has 8 feathers at start, and only red attacks scale with Heat.
- wA(3 Sets) > SPwA(full)
- Basic confirm into feathers from knives, requires you to be rather close
- wA(3 Sets) > Dash Cancel/Underneath(if you aren't already) > SPwB
- Basic Barrel set up
- SPwA(full) > N.Hyper
- Simple hyper follow up after feather flock
- N.Hyper > D.Hyper(Feathers)
- Very easy way to land D.Hyper, with big damage and good follow up potential with SPwB, only use this if your opponent has no meter to shield out (2 meter)