Acceleration of Suguri 2/Alte

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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 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 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
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.

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 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.

(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 6x
Startup Canceled Recovery Full Recovery
25 2 12
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.

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 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.

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 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.

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 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.

Strategies

Vs Suguri: At a range, Suguri isn't all that threatening since her beams and missiles don't really hinder your attacks. Her melee is good, but it isn't something you can't deal with. But how well can you deal with Suguri's sword beams? Because that is what this match-up boils down to. Sword beams takes care of most every non-Hyper thing you can do, and it also works well in damaging the SLP. Any damage you do will almost have to be when Suguri is waiting on her WA ammo to recharge.

Vs Saki:

Vs Iru: You have no space control until you get the SLP out. Iru will be able to throw traps out, and you won't be able to stop her. Her homing missiles should be avoided, but you can reliably Machine Gun through her other missiles.

Vs Nanako:

Vs Kae:

Vs Kyoko: Much like Iru, Kyoko also has no problems setting up a static defense with crystals and dash lasers. Once the crystals become "powered", you have pretty much no way of destroying them without using meter. SLP doesn't help much in this fight as it will likely be hit by Kyoko's dash lasers as you move to avoid them and her melee hyper will almost always destroy the SLP. Throw out beam panels when you can, and pray dash hyper can put in work for you.

Vs Hime: Don't let her get close, don't get cornered. If you can manage to push the opponent back, Alte can potentially snowball the fight with missiles. Hime has terrible ballistics clearing abilities.

Vs Sora: Don't get close to her at all. SLP Shield is not going to protect you, so don't try to intercept her with it. Try to intercept with WA instead.

Vs Alte: Once both players get SLP out, it's RNG who will come out on top due to the homing of the missiles and SLP placement. Never fire WA first.

Vs Tsih: SLP will work even if Tsih uses her cloaking hyper. However, rocks with destroy the SLP in short order and cut through most of Alte's attacks. Beam panels and occasionally the machine gun will be your main tools here.

Vs Mira:

Vs Sham: Sham's bots and blocks make it too hard to mount an offense until you get SLP out. Thankfully, Sham's bots will let you get a lot of meter so you don't need to worry too much about SLP getting destroyed as you will almost always have the meter to bring it back. Take center stage once you get SLP out and force sham to retreat to the edge. SLP+beams is more useful here than in other match-ups since the beam spread will keep the bots under control. Only melee if Sham has no bots out. However, none of Alte's melee attacks will hit Sham while she has her barrier up.

Vs Nath: Stay away from her once she reaches Lv. 2. Since Alte relies on ballistics, "Nath chop" will cut through most everything and will destroy SLP after only one or two chops. Use beam panels occasionally to keep Nath's missiles under control.

Vs Star Breaker: SLP is useful here, but you'll use a lot of meter trying to keep it out. SB has a lot of attacks that will wear down the SLP, particularly the sticky mines. Her sweeping beams are also good at reducing the number of missiles she has to deal with. Submachine Gun can occasionally beat out SB's melee.

Vs Sumika: Evade. Sumika will be chasing you down right at round start. You need to live long enough to get SLP out. Just like with Hime, if you can manage to push the opponent back, Alte can potentially snowball the fight with missiles.

Acceleration of Suguri 2

BasicsFAQGame ConfiguringControlsHUDChangelogLinks

SuguriSakiIruNanakoKaeKyokoHimeSoraAlteTsihMiraShamNathStar BreakerSumika