Acceleration of Suguri 2/Iru

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AoS2Iru.png

Introduction

A great character for beginners, Iru's moveset is simple and effective. With no melee attacks to speak of but an excellent anti-melee move in the form of her mines, Iru players are free to focus almost purely on beam and ballistic zoning, or sometimes more derogatorily called "fire and forget". Her mines do let her mix up her playstyle however; an aggressive Iru using close range mines to limit the opponent's movement and escape options is very effective against certain characters.

Normal Moves

WA

High-Speed Photon Rifle

  • WA [Beam]
    • Damage: 360
    • Ammo Use: 30%
    • Single rifle shot, relatively fast.

Spread Photon Rifle

  • Hold WA [Beam]
    • Damage: 180×n
    • Ammo Use: 10%×4
    • Fires four beams forward in a slight spread.

WB

Dumbfire Hand Rocket

  • WB [Ballistic]
    • Damage: 360×n
    • Ammo Use: 3%×8
    • Eight rockets fly forward in a random spread.
  • Hold WB [Ballistic]
    • Damage: 360×n
    • Ammo Use: 3%×15
    • Fifteen rockets fly forward in a random spread. Because it is fifteen rockets, the spread is even wider than B, sometimes firing straight to the left and right and even somewhat behind her.

SP

Electromagnetic Hold Bit

  • SP + WA [Ballistic]
    • Damage: 30×12
    • Ammo Use: 30%
    • Places a trap at your location. The bit lasts about six seconds on its own. After twelve hits the enemy will bounce out. Amazing when used on stationary defense, more or less anyone rushing at you will just run into one of these. You can even troll people who are attempting to melee combo you after a landed hit by bursting and doing one of these. Starbreaker's stickies will stick to these. It should also be noted that Hime's swords can actually break these. Why these bits and not Iru's missiles or most other ballistics in the game? No idea.
  • Dash + SP + WA [Ballistic]
    • Damage: 30×12
    • Ammo Use: 30%
    • Throws a trap towards the enemy. The bit lasts about six seconds on its own. After twelve hits the enemy will bounce out. Using these aggressively is an amazing way to setup Iru rocket spam combos. You can even set up multiple of these and have players bounce off one into another. Quite honestly watching someone get hit by a Genocide Bomb while hemmed in by three of these is extremely satisfying.

Homing Missile Pod

  • SP + WB [Ballistic]
    • Damage: 300x6
    • Ammo Use: 3%×6
    • Fire six homing missiles forward. Hold no longer needed as of version 1.2.

Hyper Attacks

Hyper A: Full Power Linear Ray

  • Hyper [Direct]
    • Damage: 60×n
    • Fires a laser that can be turned to a max of 45 degrees by holding a directional key. Hits maximum nine times.

Hyper B: All-Out Attack - Full Fire

  • Dash + Hyper [Ballistic]
    • Damage: 300×n
    • Fires fourteen homing missiles forward.

Hyper C: Highly-Explosive Genocide Bomb

  • WB + Hyper [Ballistic Bomb, Direct Blast]
    • Damage: 400(Bomb)+45×n(Blasts)
    • Fires a single rocket straight forward that detonates upon impact into a large explosion with a vacuum effect. It deals damage to Iru as well if she gets caught in the blast. The maximum amount of blasts is thirteen. As of 1.1 the bomb has been changed so that it explodes if you destroy it early.

Hyper D1: Wide Destructive Field

  • SP + Hyper [Ballistic]
    • Damage: 30×n
    • Deploys four traps in a cross pattern around Iru.

Hyper D2: Wide Destructive Field

  • Dash + SP + Hyper [Ballistic]
    • Damage: 30×n
    • Deploys four traps in a spread in front of Iru.

Accel Hyper: Disintegrating Light Destruction Ray

  • SP + WB + Hyper [Direct]
    • Damage: 80×n
    • Fires a huge ray forward for a maximum of thirteen hits. You can not rotate this.

Strategies

vs Suguri:

vs Saki:

Vs Iru:

Vs Nanako:

Vs Kae:

Vs Kyoko:

Vs Hime:

Vs Sora:

Vs Alte:

Vs Tsih:

Vs Mira:

Vs Sham:

Vs Nath:

Vs Star Breaker:

Vs Sumika:

Acceleration of Suguri 2

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SuguriSakiIruNanakoKaeKyokoHimeSoraAlteTsihMiraShamNathStar BreakerSumika