Difference between revisions of "Acceleration of Suguri 2/Alte"

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(Deleting AoS2 matchup descriptions due to being very outdated.)
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| 24-136
 
| 24-136
 
|-  
 
|-  
| colspan="3" | Fires bullets rapidly in a small spread. Can move while firing. Usable until ammo is depleted. Requires three hits to stun the opponent.
+
| colspan="3" | Fires bullets rapidly in a small spread. Can move while firing. Usable until ammo is depleted. Requires three hits in a single barrage to stun the opponent.
 
|}<br>
 
|}<br>
  
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|- align="center"
 
|- align="center"
 
| 21
 
| 21
| 31
+
| 31 (whiff) / 34 (hit)
 
| 40(whiff) / 61 (hit)
 
| 40(whiff) / 61 (hit)
 
|-  
 
|-  
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| 3-100
 
| 3-100
 
|-  
 
|-  
| colspan="3" | Moves in front of Alte and repeatedly hits the opponent in place. Alte can move at her regular speed while using this attack. Can take up to 9 frames for the SLP to swing in front to hit the opponent. Deals a knockback hit of 100 damage when the opponent has been in hitstun over a certain period of time. Due to this, the knockback hit can trigger immediately at the start of the attack. As of 1.03, the panel is considered to be in "shield mode" as long as you have WA ammo remaining, which causes any non-piercing attacks that hit it to be negated. Successfully blocked hits will display a "guard" message. Possibly bugged and doesn't always negate damage. It stops inflicting damage and no longer triggers "guard" after running out of energy. +10 frame advantage.
+
| colspan="3" | SLP moves in front of Alte and repeatedly hits the opponent in place. Alte can move at her regular speed while using this attack. Can take up to 9 frames for the SLP to swing in front to hit the opponent. Deals a knockback hit of 100 damage when the combo counter read 10 hits or greater. Due to this, the knockback hit can trigger immediately at the start of the attack. As of 1.03, the panel is considered to be in "shield mode" as long as you have WA ammo remaining, which causes any non-piercing attacks that hit it to be negated. Successfully blocked hits will display a "guard" message. Possibly bugged and doesn't always negate damage. It stops inflicting damage and no longer triggers "guard" after running out of energy. +10 frame advantage.
 
|}<br>
 
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| 12
 
| 12
 
|-  
 
|-  
| colspan="3" | Six turrets surround the caster in a hexagon shape and fire four beams each. Normally, one is directly aimed at the opponent and the shots go straight, but when the SLP is out, none are aimed directly and partially curve towards the opponent. The turrets can be destroyed during the 7 frames they are fully formed before they fire.
+
| colspan="3" | Six panels surround the caster in a hexagon shape and fire four beams each in a slight spread. Normally, one panel is directly aimed at the opponent and the shots go straight, but when the SLP is out, none are aimed directly and partially curve towards the opponent. The panels can be destroyed during the 7 frames they are fully formed before they fire.
 
|}<br>
 
|}<br>
  
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| 30x
 
| 30x
 
| 30
 
| 30
| 6x
+
| 1.5x
 
|- bgcolor="#E0E0E0"
 
|- bgcolor="#E0E0E0"
 
! Startup
 
! Startup
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| 12
 
| 12
 
|-  
 
|-  
| colspan="3" | Sends out two floating turrets that slowly rotate outwards and fire Submachine Gun bullets when the opponent is in its range. Its searchlight is rather short and narrow in range. It slowly floats around bouncing off walls for about 995 frames (~16.58s), if not destroyed. Claymores are invincible for 50 frames with 0 damage knockback hitbox.
+
| colspan="3" | Sends out two floating turrets that slowly rotate towards the opponent and fire Submachine Gun bullets when the opponent is in its range. Its searchlight is rather short and narrow in range. It slowly floats around bouncing off walls for about 995 frames (~16.58s), if not destroyed. Will also disappear after running out of ammo. Claymores are invincible for 50 frames with a 0 damage knockback hitbox.
 
|}<br>
 
|}<br>
  
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| 42
 
| 42
 
|-  
 
|-  
| colspan="3" | Creates a surveillance camera to the right of Alte initially that is permanently locked on to the opponent. Can be hit by attacks. Has 1000 HP. The panel will maintain its position relative to Alte unless one of her other moves re-positions it. It stays out forever until destroyed. It is NOT invincible during a Shield and gets damaged even by grazed attacks. It is possible for the panel to be outside the stage border where some attacks cannot hit it. If this hyper command is used while the panel is out, SLP Spark is used instead.  
+
| colspan="3" | Creates a surveillance camera to the right of Alte initially that is permanently locked on to the opponent. Can be hit by attacks. Has 1000 HP. The panel will maintain its position relative to Alte unless one of her other moves re-positions it. It stays out forever until destroyed. It is possible for the panel to be outside the stage border where some attacks cannot hit it. If this hyper command is used while the panel is out, SLP Spark is used instead.  
 
|}<br>
 
|}<br>
  
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| 51
 
| 51
 
|-  
 
|-  
| colspan="3" | 12 Missiles and 12 beam panels get deployed. 6 of each are deployed first, then 20 frames later, a second set of 6 gets seployed in the space between where the previous set were in a staggered launch. Damage values are the same. Attacks change the same as the regular attacks when SLP is out.
+
| colspan="3" | 12 Missiles and 12 beam panels get deployed. 6 of each are deployed first, then 20 frames later, a second set of 6 gets deployed in the space between where the previous set were in a staggered launch. Damage values are the same. Attacks change the same as the regular attacks when SLP is out.
 
|}<br>
 
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| 36
 
| 36
 
|-  
 
|-  
| colspan="3" | Ten electrified balls appear around the caster, forming first at the top and bottom and going clockwise. Takes 20 frames after the first pair become active to form the rest. After 4 frames, they then slowly move towards the enemy. Does multiple hits as long as the opponent is in contact with a sphere. Gains a slight amount of tracking when used with SLP out.
+
| colspan="3" | Ten electrified balls appear around the caster, forming first at the top and bottom and going clockwise. Takes 20 frames after the first pair become active to form the rest. After 4 more frames, they then slowly move towards the enemy. Does multiple hits as long as the opponent is in contact with a sphere. Gains a slight amount of tracking when used with SLP out.
 
|}<br>
 
|}<br>
  

Revision as of 15:32, 13 September 2019

AoS2Alte.png

Introduction

One of the human weapons who fought against Sora in the war a little over 10,000 years ago. Her fighting style is to lock on the enemy with her Searchlight Panel (SLP) and attack them. She also uses a gigantic shock rod in close quarters combat.

She is such a diligent person that she holds her ground even in fights where she stands no chance of winning, risking her own life for the sake of her beloved.

Normal Moves

Weapon A

Aos2 wa.png Submachine Gun (Can also be held)
Alte wa.png
Type Energy Shots
Ballistic Primary: 5-100% 4 - 40
Damage Meter Gain Grazed Meter Gain
30x 6-60 1.5x
Startup Canceled Recovery Full Recovery
13 15-120 24-136
Fires bullets rapidly in a small spread. Can move while firing. Usable until ammo is depleted. Requires three hits in a single barrage to stun the opponent.


Aos2 dash.png Aos2 wa.png Dashing Submachine Gun (Can also be held)
Alte dwa.png
Type Energy Shots
Ballistic Primary: 5-100% 4 - 33
Damage Meter Gain Grazed Meter Gain
30x 6-50 1.5x
Startup Canceled Recovery Full Recovery
13 15-104 24-113
Uses more ammo per shot, but movement while firing is more agile and the bullet spread is a bit larger.


Aos2 sub.png Aos2 wa.png Shock Rod
Alte swa.png
Type Energy Shots
Direct Primary: 0% -
Damage Meter Gain Grazed Meter Gain
80x6 (480) 60 0
Startup Canceled Recovery Full Recovery
21 31 (whiff) / 34 (hit) 40(whiff) / 61 (hit)
Dashes towards the opponent and shocks. Partial homing properties. Attack lasts 26 frames. +5 frame advantage.


Aos2 sub.png SLP Shield
Alte s.png
Type Energy Shots
Direct Primary: 3-100% -
Damage Meter Gain Grazed Meter Gain
30x +100 (400 max) 0 0
Startup Canceled Recovery Full Recovery
4 (up to 9 to hit) 1-100 3-100
SLP moves in front of Alte and repeatedly hits the opponent in place. Alte can move at her regular speed while using this attack. Can take up to 9 frames for the SLP to swing in front to hit the opponent. Deals a knockback hit of 100 damage when the combo counter read 10 hits or greater. Due to this, the knockback hit can trigger immediately at the start of the attack. As of 1.03, the panel is considered to be in "shield mode" as long as you have WA ammo remaining, which causes any non-piercing attacks that hit it to be negated. Successfully blocked hits will display a "guard" message. Possibly bugged and doesn't always negate damage. It stops inflicting damage and no longer triggers "guard" after running out of energy. +10 frame advantage.


Weapon B

(Tap)Aos2 wb.png Deploy Beam Panels
Alte wb1.png
Type Energy Shots
Direct Sub: 40% 4 per panel
Damage Meter Gain Grazed Meter Gain
100x 24 4x
Startup Canceled Recovery Full Recovery
30 -6 12
Six panels surround the caster in a hexagon shape and fire four beams each in a slight spread. Normally, one panel is directly aimed at the opponent and the shots go straight, but when the SLP is out, none are aimed directly and partially curve towards the opponent. The panels can be destroyed during the 7 frames they are fully formed before they fire.


(Held)Aos2 wb.png Missile Shower
Alte wb2.png
Type Energy Shots
Direct Sub: 30% 6
Damage Meter Gain Grazed Meter Gain
200x 15 12x
Startup Canceled Recovery Full Recovery
16 9 24
Six missiles are placed in a hexagon shape with one directly aimed at the opponent. Has slight homing that becomes much stronger when fired after the SLP out.


Aos2 sub.png Aos2 wb.png Claymore
Alte swb.png
Type Energy Shots
Direct Sub: 100% -
Damage Meter Gain Grazed Meter Gain
30x 30 1.5x
Startup Canceled Recovery Full Recovery
25 2 12
Sends out two floating turrets that slowly rotate towards the opponent and fire Submachine Gun bullets when the opponent is in its range. Its searchlight is rather short and narrow in range. It slowly floats around bouncing off walls for about 995 frames (~16.58s), if not destroyed. Will also disappear after running out of ammo. Claymores are invincible for 50 frames with a 0 damage knockback hitbox.


Hypers

Aos2 wa.pngAos2 hyper.png Searchlight Panel (SLP)
Alte wah1.png
Type Energy Shots
- - -
Damage Meter Gain Grazed Meter Gain
- 0 0
Startup Canceled Recovery Full Recovery
19 13 42
Creates a surveillance camera to the right of Alte initially that is permanently locked on to the opponent. Can be hit by attacks. Has 1000 HP. The panel will maintain its position relative to Alte unless one of her other moves re-positions it. It stays out forever until destroyed. It is possible for the panel to be outside the stage border where some attacks cannot hit it. If this hyper command is used while the panel is out, SLP Spark is used instead.


Aos2 wa.png Aos2 hyper.png SLP Spark (★)
Alte wah2.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
90x8 (720) 0 0
Startup Canceled Recovery Full Recovery
14 45 66
This is the Hyper used when SLP is already out. The panel will move in front of Alte and cast a shockwave in front of itself, inflicting damage to anything nearby. Last hit deals a large amount of knockback. Active for 36 frames, though the animation makes it look like it lasts longer. +11 frame advantage.


Aos2 wb.png Aos2 hyper.png Salvo Fire
Alte wbh.png
Type Energy Shots
Beam and Ballistic - 4 beams per panel, 12 missiles
Damage Meter Gain Grazed Meter Gain
100x (Beam), 200x (Missile) 0 4x (Beam), 12x (Missile)
Startup Canceled Recovery Full Recovery
20 31 51
12 Missiles and 12 beam panels get deployed. 6 of each are deployed first, then 20 frames later, a second set of 6 gets deployed in the space between where the previous set were in a staggered launch. Damage values are the same. Attacks change the same as the regular attacks when SLP is out.


Aos2 dash.png Aos2 hyper.png Shock Balls
Alte dh.png
Type Energy Shots
Direct - 10 Balls
Damage Meter Gain Grazed Meter Gain
45x 0 0
Startup Canceled Recovery Full Recovery
18 22 36
Ten electrified balls appear around the caster, forming first at the top and bottom and going clockwise. Takes 20 frames after the first pair become active to form the rest. After 4 more frames, they then slowly move towards the enemy. Does multiple hits as long as the opponent is in contact with a sphere. Gains a slight amount of tracking when used with SLP out.


Aos2 sub.png Aos2 hyper.png Shock Rod Punisher
Alte sh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
60x8 (680) 0 0
Startup Canceled Recovery Full Recovery
12 40 68
A stronger version of the Shock Rod. Active for 29 frames. If your first charge misses, pressing Primary Weapon will consume 40% of a Hyper bar to restart the attack. This can be done twice. +3 frame advantage.


Aos2 sub.png Aos2 wb.png Aos2 hyper.png Accel Hyper: Desperation Attack
Alte swbh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
1400 0 0
Startup Canceled Recovery Full Recovery
10 50 70
Uses 3 bars of Hyper meter. Alte rushes at the opponent and grabs her until a ship crashes into them from the background. Does no damage to Alte. Grab is active for about 10 frames as Alte moves. On hit, Alte gets a second Hyper shield. -6 frame advantage.



Acceleration of Suguri 2

BasicsFAQGame ConfiguringControlsHUDChangelogLinks

SuguriSakiIruNanakoKaeKyokoHimeSoraAlteTsihMiraShamNathStar BreakerSumika