Acceleration of SUGURI 2

Acceleration of SUGURI 2

 This topic has been pinned, so it's probably important
PhleBuster  [developer] 5 Sep, 2021 @ 7:18am
Open Beta Central
We're happy to announce the launch of the promised public beta test branch for upcoming balance changes!

To participate, go to the properties of Acceleration of SUGURI 2 in your Steam Library,
then BETAS page -> select "beta - Public Beta" from the dropdown menu.

Update 28/3/2023
  • Tsih: Fixed a bug where hold wB placed rocks would not home into Tsih.
  • Tsih: Fixed a bug where hold wB rocks would keep homing into Tsih after launched.
  • Hime: wB pattern adjusted, projectiles now do 75 damage each instead of 100 damage.

Update 16/3/2023
  • Alte: wB Panels are now intangible.
    This is to help characters approach against Alte.

  • Tsih: Rock Swing (Sp wB) now triggers invincibility.
    Unintended effects were happening, so this was reverted.

  • Tsih: Fixed a bug where Tsih would be invincible to any projectiles that passed through Wire Beam (Sp wA).

  • Tsih: You can now hold wB to make rocks target Tsih instead of opponent.
    This is to make Tsih's pressure more powerful

  • Tsih: Rock Swing (Sp wB) Rock's HP increased from 400 to 420.

Update 24/2/2023
  • Tsih: Wire Beam (SPwA) adjusted to stop moving after 30 frames if it hits the opponent.
    This is to balance the move so it doesn't become OP.

  • The internal hit counter of the character now returns to 0 whenever the hit counter disappears on screen.
    This is to fix certain bugs that could occur due to the counter staying at a value higher than 0 for longs periods of time.

  • Tsih: Rock Throw (wB) can now be performed from 9 different directions.
    Buff to Tsih's Rock Throw so the move can become viable from close range as well.

  • Tsih: Rock Swing projectile (Sp wB) damage increased from 320 to 420.
  • Tsih: Rock Swing (Sp wB) no longer triggers invincibility during the rotation (only during projectile).
  • Tsih: Rock Swing's 2nd Swing (Sp wB) knockback value adjusted.
    Those buffs to Rock Swing are intended to make the move a more viable option.


Update 31/1/2023
  • Star Breaker: Bombs (hold wB) meter gain adjusted.
    This change is to compensate for nerfs on her melee.
  • Tsih: Wire Beam (SPwA) now stops moving if it hits the opponent.
    This change is intended to make Wire Beam hit more consistently.
  • Tsih: Fixed a bug where Wire Beam (SPwA) would stay on version 2 until the opponent got hit again.

Update 10/1/2023
  • Star Breaker: SPHyper Bombs Start-Up decreased from 30 frames to 5 frames.
  • Star Breaker: wA and dwA ammo cost adjusted.

Update 9/12/2022
  • Suguri: Sword Wave B input increased by 2 frames. Input window to Sword Wave B and C decreased to 10 frames.
  • Nanako: Hold wB Dash Cancel and Recovery reduced by 10 frames.
  • Sumika: Fixed a bug where some feathers on dhyper would not be RNG.
  • Sumika: Fixed a bug where the barrel would teleport you back inside if you shielded on the first frame.

Update 23/11/2022
  • Mira: Chakram HP reverted to live.
  • Suguri: Sword Wave B and C input increased by 2 frames.
  • Alte: Tap/Hold wA bullet HP reduced from 180 to 120.
  • Alte: SLP Shield ammo consumption increased by 50%.

Update 31/10/2022
  • Accel Hyper costs reverted to live.
  • Suguri: Sword Wave A Start-Up and Recovery increased by 2 frames.
  • Suguri: Charge Shot damage reduced.
  • Mira: Chakram HP reverted to live.

Update 15/10/2022
  • Sora: Dash Hyper reverted to live.
  • Hime: Dash wA tracking reverted to live.
  • Sumika: Dash wA and Dash Hyper reverted to live.
  • Sham: Resist Sphere ammo cost reverted to live.
  • Sumika: Sp wA now have 9 possible directions.

Update 28/9/2022
  • Sham: Resist Sphere meter gain decreased from 20% to 5%, minimum ammo cost decreased from 50% to 35%.
  • Sham: Dwarf Tackle meter gain decreased from 10% per Tackle to 5% per Tackle.

Update 19/9/2022
  • Sham: SPHyper reverted to live.
  • Sham: Resist Sphere duration time reduced, meter gain increased from 10% to 20%.
  • Sham: Dwarf Tackle now generates 10% of meter per Tackle. Reduced Start-Up from 11 to 6.

Update 24/8/2022
  • Sham: Tap/Held wA pattern adjusted. Spawn RNG removed. You can choose where the Sprite will spawn by holding a direction (9 different possible spawn locations in total).
  • Sham: Dwarves HP reverted to live.
  • Sham: Dash Hyper sprites changed from invincible to 600 HP.
  • Sham: SPHyper RNG removed.

Update 11/8/2022
  • Nath: S1 NHyper Dash Cancel and Recovery Frames reduced by 12. Damage increased from 90 per hit and 120 final hit to 120 per hit and 200 final hit.
  • Nath: SPwB RNG removed.
  • Nath: Tap wB Level 2 Dash Cancel and Recovery increased by 5 frames, Level 3 Dash Cancel increased by 8 frames and Recovery increased by 6 frames.
  • Nath: Tap wB Level 3 spawns two less missiles. Level 2 Missile ammo cost increased from 10% to 12.5%. Level 3 Missile ammo cost increased from 7.5% to 8.3%.
  • Sham: Tap wB, Hold wB and B Hyper cubes now activate sooner and explode instead of despawning if used against a wall.
  • Sham: Tap/Held wA Start-Up reduced from 13 frames to 10 frames, pattern adjusted.
  • Sham: Dash wA (no sprite) activation time decreased.
  • Sham: Dash wA (sprite) damage decreased from 250 to 200. Sprites no longer decrease speed at the end of tracking.
  • Sham: Dwarves HP increased from 800 to 1600. Number of Disc Volley shots increased from 7 to 10. Disc damage reduced from 150 to 100 and Ring damage reduced from 120 to 80.
  • Sham: SPwB (Tackle) now summons a new Dwarf if there is only one Dwarf summoned.
  • Sham: B Hyper Blue Cubes now explode upon contact with enemy.
  • Sham: SP Hyper Dwarf Tackle Start-Up decreased by 10 frames. Tackle duration doubled.
  • Sham: Dash Hyper sprites are now invincible.
  • Starbreaker: Tap/Held wB meter gain decreased from 5% per bomb to 3.3% per bomb.

Update 9/7/2022
  • Sumika: Tap wB pattern reverted to live.
  • Star Breaker: SPHyper bombs now all spawn at the same time.
  • Star Breaker: Tap wA ammo cost reduced to 5% for each action (from 7.5% for action 1 and 2, and 10% from action 3).
  • Star Breaker: SPwA ammo cost reduced to 5% for each action (from 7.5% for action 1 and 2, and 10% from action 3).
  • Star Breaker: Dash wA RNG removed. New flame added.
  • Star Breaker: Accel damage increased from 1210 (110 per hit) to 2200 (200 per hit).

Update 28/6/2022
  • Saki: Tap wB now boomerangs back even if it gets out of game field.
  • Sumika: Tap wA cost increased from 20% to 25%.
  • Sumika: Tap wB pattern adjusted.

Update 19/6/2022
  • Sumika: SPwB reverted to live.
  • Sumika: Tap wB ammo cost increased from 1% per arrow to 3% per arrow.
  • Sumika: SPwA now have three different directions to choose (left, neutral or right).
  • Sumika: Dash wA RNG removed, it now has three different directions to choose (left, neutral or right).
  • Hime: Dash wA reverted to live.

Update 11/6/2022
  • Sumika: Hold wB can now stay longer outside of game circle.
  • Sumika: SPwB Barrel is now invincible.
  • Sumika: Neutral Hyper damage increased from 50 to 80 per hit.
  • Sumika: Tap wB RNG removed. Ammo cost decreased from 5% per arrow to 1% per arrow.
  • Sumika: BHyper RNG removed.
  • Sumika: SPwA RNG removed.

Update 3/6/2022
  • Kae: Accel Hyper properties (except damage) reverted to live.

Update 31/5/2022
  • Accel Hypers still require 3 meters to activate, but cost has been reduced to 2.5 meters.
  • Kae: Accel damage reduced to 1500. Blazing version damage reduced to 1800.
  • Alte: Accel damage reduced to 1500.
  • Iru: Accel damage reduced to 140 per hit (1820 total).
  • Hime: Accel damage reduced to 210 per hit (1890 total).

Update 16/5/2022
  • Nanako: fixed a bug where Tap wB and Hold wB projectiles would not despawn, potentially causing the game to crash.
  • Comeback meter removed.

Update 11/5/2022
  • Suguri: Fixed a bug where SPwB was not gaining meter when it should.
  • Nanako: Tap wB and Hold wB can now spawn projectiles outside of the game circle.

Update 5/4/2022
  • Suguri: Reduced knockback of Hold wA.
  • Suguri: SPwA (close) inertia reverted to live.
  • Mira: Tap wB heat gain increased from 15% per dash to 20%.
  • Alte: Tap wB angle adjusted, new hit added.

Update 17/3/2022
  • Iru: Fixed an issue where SPwB Ammo Cost, Dash Cancel and Recovery frames were not reverted to live.
  • Iru: SPwB and DHyper spawn points have been adjusted.

Update 15/3/2022
  • Iru: SPwB changes reverted to live version with the exception of RNG and damage.

Update 10/3/2022
  • Kyoko: Pylon damage reduced from 30 to 1. Hitstun is disabled after 20 hits.

Update 7/3/2022
  • Tsih: SPwA now triggers object invincibility.
  • Kyoko: Tap/Held wB pattern fixed.
  • Kyoko: Pylon (SPwB) HP increased from 400 to 450.
  • Kyoko: SPwB RNG removed. You can choose where the Pylon will spawn by holding a direction (9 different possible spawn locations in total).

Update 3/3/2022
  • Mira: Chakram SPwB and Chakram SP Hyper now triggers object invincibility.

Update 28/2/2022
  • Objects being invincible reverted for all moves except the following:
  • Nath fists (stage 1 SPwA)
  • Nath bouncy beams (stage 1 dwA)
  • Nath chop (stage 2 SPwA)
  • Tsih tap wB
  • Tsih SPwB

Update 21/2/2022
  • Objects being invincible after getting hit by missiles, beams and lasers have been reverted. Invincibility against flash property still retained.

Update 19/2/2022
  • Objects now have 20 frames of invincibility after taking damage.

Update 31/1/2022
  • Kyoko: Tap wA Dash Cancel and Recovery reduced by 3 frames compared to live build.
  • Kyoko: Hold wA Start-Up reverted to live build, Dash Cancel and Recovery reduced by 3 frames compared to live build.
  • Kyoko: SPwA now auto corrects on every hit.

Update 28/1/2022
  • Tsih: Tripwire now moves the opponent towards the player on 8th hit onward.
  • Kyoko: SPwA Dash Cancel and Recovery reduced by 6 frames. RNG removed. Knockback effect removed from all hits except the last one.
  • Kyoko: Tap wA Dash Cancel and Recovery reduced by 5 frames.
  • Kyoko: Hold wA Start-Up, Dash Cancel and Recovery all reduced by 5 frames.
  • Kyoko: dwA damage reduced from 240 to 180 per hit. Meter gain reduced by 20%.

Update 21/1/2022
  • Tsih: Fixed a bug on B Hyper's animation.
  • Tsih: Accel rocks all spawn at the same time now. RNG removed.

Update 17/1/2022
  • Tsih: B Hyper rocks now spawn all at the same frame. Rock Throw Start-up changed from 43 to 17. Dash Cancel changed from 46 to 20. Recovery changed from 70 to 40. RNG removed.

Update 12/1/2022
  • Tsih: B Hyper rocks now spawn relative to opponent's position.

Update 9/1/2022
  • Tsih: SPwB infinite removed.
  • Tsih: Tap wB rock travel speed slightly increased.

Update 9/1/2022
  • Tsih: SPwB Dash Cancel and Recovery reduced by 5 frames. Rock travel speed slightly increased.

Update 13/12/2021
  • Iru: SPwB knockback reduced from Hard to Soft. Dash Cancel increased by 25 frames. Recovery increased by 5 frames.

Update 9/12/2021
  • Iru: Traps Start-up and Recovery frames reverted to live build.

Update 29/11/2021
  • Alte: Fixed a bug where it was possible to Shield out of her Accel Hyper.
  • Kae: Fixed a bug where it was possible to Shield out of her Accel Hyper.
  • Hime: Fixed a bug where Tap wB would not gain the correct amount of meter.
  • Hime: SP Hyper Dash Cancel reduced by 10 frames.

Update 22/11/2021
  • Hime: Tap wB now needs its full ammo cost available to come out. Full ammo cost changed from 51% to 50%.
  • Iru: Tap wA meter gain decreased from 15% to 11%.

Update 18/11/2021
  • Hime: Held wA reverted to live version.
  • Mira: Tap wB heat gain increased to 15% per dash. Ammo cost increased to 20% per set (60% total).
  • Mira: Tornado reverted to live version.

Update 13/11/2021
  • Hime: Held wA Dash Cancel and Recovery frames reverted to live build. Start-Up increased by 10 frames. Projectile speed adjusted.
  • Hime: Tap wB damage decreased from 120 per projectile to 100.
  • Hime: Dash wA projectile spawn adjusted.

Update 29/10/2021
  • Hime: Held wA Alpha and Beta versions removed. Regular version speed slightly increased.
  • Hime: Tap wB meter gain per sword decreased from 1.2% to 0.6%.
  • Hime: Dash wA homing RNG removed.
  • Hime: Fixed a bug where SPwB would not knockback properly on final hit.
  • Hime: Fixed a bug on Hime Accel Hyper Frame Data Start-Up Display.
  • Hime: Accel Hyper damage increased from 170 per hit (1530 total) to 244 per hit (2196 total).

Update 26/10/2021
  • Hime: SPwA maximum player distance reduced from 180 to 120. This fixes a bug where the opposing player could gold shield and punish Hime.
  • Hime: Held wA Dash Cancel and Recovery all increased by 6 frames. Additionally, it now has two more new types. Hold SP after holding wA for Alpha type and hold wB after holding wA for Beta type.
  • Hime: Tap wB RNG removed. Number of projectiles per use increased from 9 to 17. Ammo cost per projectile decreased from 6% to 3%.
  • Hime: Dash wA RNG removed.
  • Hime: SPwB RNG removed. Extra Crystal added to the move.

Update 23/10/2021
  • Mira: SPHyper's final hit Start-up increased by 2 frames. Final hit Hitbox increased by 10%.
  • Mira: Tornado's range changed from 80 to 70.
  • Nanako: SPwB Start-up reduced by 5 frames.

Update 18/10/2021
  • Mira: SP Hyper RNG reverted on its animation.
  • Mira: First two Caltraps removed from dwA.
  • Mira: SPwB Smoke Bomb Dash Cancel and Recovery increased by 5 frames.

Update 15/10/2021
  • Sora: Hold wB and B Hyper rockets homing RNG removed.
  • Nanako: Removed RNG from bits movement and from Tap wB.
  • Mira: Added an extra Caltrap to dwA.
  • Mira: Removed RNG from all moves.
  • Mira: SPwA first hit Start-up, Cancel Point, Dash Cancel and Recovery all reduced by 4 frames.
  • Mira: SPwA second hit Start-up, Cancel Point, Dash Cancel and Recovery all reduced by 4 frames.
  • Mira: SPwA third hit Start-Up decreased by 2 frames. Dash Cancel and Recovery reduced by 20 frames.
  • Mira: Tap wB heat gain removed. Ammo cost reduced from 30% to 15%.
  • Mira: SP Hyper final hit Start-up decreased by 4 frames. Dash Cancel decreased by 12 frames. Recovery decreased by 16 frames. Increased Active Frames by 6 frames.
  • Mira: Tornado's range changed from 60 to 80.
  • Mira: Chakram HP increased from 500 to 700.
  • Mira: SPwB Chakram damage increased from 120 to 140.
  • Mira: SPwA Chakram damage increased from 20 to 40.
  • Mira: Orbs damage from Chakram reduced from 80 to 40.

Update 11/10/2021
  • Sora: Hold wB spawn adjusted.
  • Sora: Neutral Hyper spawn adjusted.
  • Sora: Dash Hyper spawn adjusted.
  • Sora: B Hyper RNG removed.

Update 10/10/2021
  • Alte: Accel Hyper damage decreased from 3000 to 2400.
  • Kae: Accel Hyper damage decreased from 3000 to 2000, and from 3600 to 2600 during Blazing.
  • Iru: Accel Hyper damage decreased from 231 per hit (3003 total) to 170 per hit (2210 total).
  • Kae: SPwB RNG removed. You can choose where the clone will spawn by holding a direction (9 different possible spawn locations in total).
  • Suguri: Tap wB RNG removed.
  • Sora: Hold wB RNG removed.
  • Sora: Neutral Hyper RNG removed.
  • Sora: Dash Hyper RNG removed.

Update 6/10/2021
  • Alte: SPwA Meter gain reduced from 20% to 15%.
  • Alte: Claymore now costs 70% ammo instead of 50%.
  • Suguri: SPwB no longer generate heat.
  • Sora: Moves no longer generate heat.

Update 5/10/2021
  • Kae: SPwB Dash Cancel and Recovery all increased by 5 frames.
  • Kae: dwA Dash Cancel and Recovery all increased by 5 frames.
  • Kae: Accel Hyper Inertia increased from 15 to 50. Damage increased from 1000 to 3000 and from 1600 to 3500 during Blazing. Active frames altered from 11/21 to 16/41.
  • Kae: Recovery of 4th hit of SPwA string reduced by 6 frames.

Update 4/10/2021
  • Alte: Adjusted the timing for button presses for Tap/Held wB.
  • Alte: Decreased SLP HP from 10K to 2K.

Update 4/10/2021
  • Alte: Fixed a bug where holding wB for a certain amount of time would make none of the attacks come out.
  • Alte: Claymore now costs 50% ammo instead of 100%.
  • Suguri: Close SPwA forward inertia decreased from 60 to 50.
  • Alte: Increased SLP HP from 1K to 10K.
  • Alte: Accel Hyper Inertia increased from 15 to 50. Damage increased from 1400 to 3000. Active frames altered from 11/21 to 16/41.

Update 4/10/2021
  • Alte: wA and dwA Start-Up, Dash Cancel and Recovery all reduced by 5 frames.
  • Alte: wB Start-Up reduced by 6 frames. Panels are now indestructible. Removed RNG from beams.
  • Alte: SPwB Start-Up, Dash Cancel and Recovery all reduced by 5 frames.

Update 3/10/2021
  • Sora: Held wB Start-up, Dash Cancel and Recovery all increased by 6 frames.
  • Suguri: Close SPwA forward inertia increased from 14 to 60.
  • Alte: wA and dwA HP changed from Soft (60 HP) to Hard (180 HP). dwA spread changed to be the same as wA.
  • Alte: SPwA Start-up, Dash Cancel and Recovery all reduced by 5 frames.

Update 30/9/2021
  • Iru: Tap wB rocket spread has been adjusted to be wider.

Update 26/9/2021
  • Iru: Decreased Tap/Held wB rocket damage from 250 to 150.
  • Iru: Tap wB rocket spread has been adjusted to be wider.
  • Iru: Accel damage changed from 80 per hit (1040 total) to 231 per hit (3003 total). Start-up reduced from 25 frames to 15 frames.


Update 24/9/2021
  • Iru: Removed randomization from SPwB rockets spawn.
  • Iru: Removed randomization from Tap wB rockets spawn. Changed rockets amount per use from 8 to 9. Reduced Start-up from 13 to 11. Increased damage from 160 to 250.
  • Iru: Removed randomization from Held wB rockets spawn. Changed rockets amount per use from 15 to 20. Increased damage from 160 to 250.

Update 23/9/2021
  • Iru: Tap/Held wB maximum speed changed from 18 to 12.

Update 16/9/2021
  • Iru: SPwB Missile HP changed from Normal (120 HP) to Soft (60 HP). Missile trajectory angle changed from 0.125 to 0.15 on the first 10 frames, and from 0.0625 to 0.075 on the next 10 frames.
  • Iru: Tap/Held wB speed changed from 22 to 12. Hitbox size increased from 12 to 16. Missile HP changed from Soft (60 HP) to Normal (120 HP).

Update 13/9/2021
  • Iru: SPwB Missile HP changed from Hard (180 HP) to Normal (120 HP). Missile trajectory angle changed from 0.15 to 0.125 on the first 10 frames, and from 0.075 to 0.0625 on the next 10 frames.

Update 11/9/2021
  • Iru: Neutral Hyper Start-up increased in 2 frames.
  • Iru: SPwB Missile Damage and Ammo Cost reverted to 170 and 10% per missile (1020 total and 60% total).

Update 9/9/2021
  • SPwB Missile Speed changed from 37.5 to 30. Missile Damage from 170 per missile (1020 total) to 150 per missile (900 total).
  • Ammo cost changed from 10% per Missile (60% total) to 15% per missile (90% total).

The initial list of changes is as follows:
  • Iru: Reduced Neutral Hyper Startup, Dash Cancel and Recovery frames by 6 frames each, damage per hit increased from 60 to 90 (540 total to 810 total).
  • Iru: Damage of hold wA reduced from 180 per hit to 120 per hit.
  • Iru: Tap/Held wB value changed from 290 per missile to 160 per missile, missile speed changed from 17 to 22, meter gain increased to aprox. 1.2x.
  • Iru: B Hyper Startup reduced by 10 frames, Dash Cancel and Recovery frames reduced by 25 frames, rocket Speed increased from 3 to 5, rocket Range/Hitbox size increased from 20 to 26, damage of explosion increased from 45 to 60 per hit.
  • Iru: SPwB missile speed changed from 25 to 37.5, SPwB missile homing time decreased from 40 frames total to 20 frames total, Missile trajectory angle changed from 0.05 to 0.15 on the first 10 frames, and from 0.025 to 0.075 on the next 10 frames, ammo cost changed from 3% per Missile (18% total) to 10% per Missile (60% total).
  • Iru: Bits/Traps now consume 60% of Ammo, Start-up, Dash Cancel and Recovery Frames of SPwA/Dash SPwA increased by 10 frames each, trap duration for SPwA/Dash SPwA and Dash SP Hyper version decreased by 180 frames (3 seconds), SP Hyper version stays the same.

More changes will be made over time and depending on the feedback.

Note that there is no effect on your save file from using the Beta branch - however any replays you record during the Beta may not work afterwards.

Your feedback is welcomed in this thread or in the #AoS2 channel on the official Discord server[discord.gg].
Last edited by PhleBuster; 27 Mar, 2023 @ 9:31pm
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Showing 1-15 of 71 comments
I'll start this post by saying that, right now, during this beta test, Iru is the best character in the game. It may be a bold claim to make, but I don't think I've seen any character dominate AoS2 to this degree before. It's on the likes of Nath lasertech and OG Sora to the point where she will effectively strangle the entire metagame if left like this.

The primary reason for this is the buffed SPwB. This move is absolutely insane right now; 11f startup, crazy speed, and tracking strong enough to literally go behind Iru and catch the opponent there. Even the fastest characters in the game have to double-tap dash at mid distance, and triple-tap dash up-close, just to avoid it. If you're a slow character, triple-tapping is necessary at mid-screen, and up-close you may as well drop your controller. ***If you use a move, ANY move, instead of remaining idle and dashing, SPwB can punish you.*** Kae's dwA can be punished. Nath's Stage 3 tap wB can be punished. I think that conveys the point clearly enough on its own. At the wall, most characters are forced into a state where they literally cannot do anything without eating, at minimum, 500 damage, and at worst a combo extending well beyond 1k or even 1.5k depending on the circumstances (since SPwB combos into shotgun and the buffed NHyper, the latter of which it has amazing synergy with). And Iru's pressure with this move is such that pushing the opponent to the wall is very easy. Only the fastest characters can throw out moves and potentially be able to avoid missiles while doing so; if you're any slower, meter is mandatory to stay safe. This move stuffs the opponent's meter gain by making it too risky to attack (which neuters the downside of its graze feed somewhat), provides amazing pre-burst damage that makes it so no amount of meter can defend you from losing HP, and punishes so many scenarios. It makes approaching Iru hell even in spite of nerfed traps too, since you can eat 800 damage from an 11f startup move just for trying to go in and be pushed all the way back out again; strafing around it just doesn't work either, the tracking is too strong and the angle is great at catching people trying to dash around you. I cannot understate just how powerful this move is as of right now; probably the strongest move in the entire game.

All that being said, I actually think this kind of move is a step in the right direction for combatting AoS2's highly defensive and timeout-focused meta. It's just way too overtuned, is all. Currently it's so powerful that it ends up forcing Iru's opponents to play for a defensive, somewhat timeout-focused game anyway (much in the same way that Kyoko's pylon + cold stream combination does; very strong against timeout, but even worse if you try to go in on her). The few characters who stand a chance against Iru right now (Sora, Kae and Nath; I think out of all of these, Kae is the only one who has a chance of having an advantageous matchup against this Iru) are actually pretty fun and engaging to play against Iru, which I think is a sign that the character has generally become more interactive. Iru just needs toning down so the rest of the cast doesn't instantly fold to her now.

For nerfs, I think SPwB at the bare minimum should have its speed buff toned down from 1.5x to 1.2x. Nerfs into its startup (small, about 3 frames or so), and tracking (it should NOT be hitting opponents behind Iru, this is a death knell for slow characters) should also be considered. These nerfs IMO should be top priority. The other aspects of new SPwB I actually very much like; the meter feed is an important balancing aspect to it, giving opponents the one resource that hard-answers these accursed rockets right now (a very small nerf to its meter gain could further help with the balancing seesaw), and that it can pressure opponents and encourage them to assert control of midscreen is also a good form of interactivity; they cannot simply turtle and expect to win now. The damage is strong and the combo potential is scary, but I think these are not core to the problems the move currently has.

As for Iru's other moves:

-New NHyper is insanely good. 6 frames didn't seem like a lot to me at first, but if there's one thing I have THOROUGHLY learnt testing her, it's that it very much *is*. This hyper is now the best laser hyper in the game in terms of raw statistics, rivalling the speed of Sora's beam hypers without any of the RNG and also snappy turning. I think it's pretty damn OD right now, but that's partially because of SPwB; the two compliment each other disgustingly well. NHyper, even at its buffed state, can still be avoided by the faster characters if they stay mid-to-close range from Iru (dodging it at long range is very hard, which suits Iru's archetype well imo); but SPwB makes approaching Iru extremely hard and risky, and it also combos into NHyper, meaning the two moves combine to give Iru map-wide control and strong damage. SPwB plays a large role in NHyper's current dominance, but if SPwB gets the nerfs above then I believe NHyper might be more reasonable. I do think the startup buff should be toned back by about 2 frames, just to make it so slow characters actually have a chance of dodging it from mid-to-close range, but this is a secondary priority to nerfing SPwB.

-Tap/Held wB meter buffs are a step in the right direction, but I think the missile speed buff is a nerf in disguise. SPwB far outclasses them as a direct attacking option, even assuming nerfs; I think tap/held wB would be better specialized as an offensive space control tool instead. If the missiles are slow enough, then Iru will be able to move independently of them and capitalize on their manipulation of the opponent's movement with something like SPwB or B Hyper. For that reason, I think the speed buff should be reverted; it also might be worth looking into a small (small) recovery nerf or a lower ammo cost to give Iru more time to move and/or make use of them as they fire out. Very low priority though compared to SPwB nerfing though imo.

-Shotgun + Trap changes are great and should stay. Trap startup + recovery nerf in particular is fantastic and allows every character to keep up with destroying them and breaking through to Iru; the shotgun loops they facilitate are still strong, but not ridiculous, thanks to shotgun's reduced damage. The nerfed ammo cost and meter gain (ammo cost especially) also have played a large part in reducing its spammability. It's too risky for Iru to spam this move now, and that's how it should be. I want to re-emphasize, these nerfs should stay; rebuffing traps is a risk that should not be taken under any circumstance imo.

-B hyper is so fun lmao

Keep in mind this is all based on my first impressions, though I doubt my opinions on SPwB will change. If my mentality changes before the end of this testing period, I will make another post on the subject.
Last edited by trishula's transgender beam; 7 Sep, 2021 @ 6:00pm
Crunchies 8 Sep, 2021 @ 1:53pm 
My current impressions of the Iru play is that Iru is heading in the right direction but she isn't there yet. The character has an identity that needs to be kept, but that is hard (but possible) to keep with changes while making her fun to play with & fight against. SPwB is possibly big issue with how unreactable it is, however it does feed a lot of meter & doesn't give Iru a lot of meter. If SPwB is over preforming it's due to how hard it is to dodge & react to the attack.

Tap & hold wB I believe was fine & didn't need to be changed, it has a purpose of extending a shotgun combo, an attack to K.O a low HP opponent, and to get a stun that can turn into a beam hit. Tap wB is more niche in the beta since it's harder to get a lucky hit with, it also isn't as useful for extending the shotgun combo since the combo usually has awkward positioning & having missile fly behind Iru helps get those close range hits. The increased speed of the missile I think hurts the weapon as the missiles do not stay on the screen longer, and with SPwb being as good as it is at the moment tap & hold wB is left in the dust with no usage. SPwB is better at extending the shotgun combo, it's better for landing hits & getting the K.O, and I can turn a long range hit with SPwB into a combo with tap A! The speed increase I think may have been a wrong move for tap & hold wB.

Tap wA is functioning very well! I don't see any issues with it. Hold wA is also functioning very well. Both of these tools were fine before the beta, and they still are fine I think!

I currently don't know how to feel about the A-hyper changes, but I thought A-hyper was fine before. Before I'd usually prioritize A-hyper as a finisher or to punish an opponent who was hot & used a long startup move (since A-hyper had a hard time hitting before). At the moment it's extremely easy to get hits with and does big damage, but it's still dodgeable. The increased swerve I think is an interesting change, it feels good to play with the increased swerve. However with how good A-hyper is at hitting & dealing damage, I don't have a need to use B-hyper even though the increased damage was absolutely needed. B-hyper struggled with hitting & damage prior to this beta, it even dealt damage to it's user, it was virtually useless. Even though B-hyper still deals damage to Iru, the damage it deals seems to make up for it's hard usage (but it's outclassed by A-hyper).

I'm still unsure about how to make use of dash hyper, but I think it has a niche. I'll need to mess with it more. The extra missiles is good for extra damage.

The changes to the traps were needed, traps caused Iru's defense to overpreform & stall out the game. Currently it seems that Iru can only effectively pop out 1 trap to defend herself, the traps don't seem to last long enough for 2 traps to show effectiveness. 1 trap is good enough for playing against any offense oriented character I think, also Iru has SPwB to fallback on & hold wA to counter. The issue I see is with SP-hyper & SP-dash-hyper, both seem completely useless with how well the other hypers preform & with how short the trap duration is. Iru can put out better defense with Dash-hyper, A-hyper, SPwB, there isn't a use for SP/SP-dash-hyper at the moment I believe.

Overall I think the changes are heading in the right direction, but it's not quite there yet. It's very hard to make Iru fun to fight against, fun to play, & keep her identity that's been established by multiple games. These are also just my impressions after around a couple dozen games. Thank you for the beta & the changes! Keep up the good work!
PhleBuster  [developer] 9 Sep, 2021 @ 1:26pm 
Update 9/9/2021
  • SPwB Missile Speed changed from 37.5 to 30. Missile Damage from 170 per missile (1020 total) to 150 per missile (900 total).
  • Ammo cost changed from 10% per Missile (60% total) to 15% per missile (90% total).
PresidentMooCow 10 Sep, 2021 @ 5:42am 
I'll try and keep it short and simple.

What I like:
  • I like the changes to the traps, no more spam!
  • Iru Bhyper now seems way more useful. I never used it before.
  • Shotgunning with hold wA not being as devastating as before feels nicer
  • Making Nhyper stronger feels to me like a good choice (but...)
  • I like the change to SPwB to give it more utility at closer ranges
    and the nerf-patch after to reduce their speed and spammability (but...)

What I personally don't like:
  • Nhyper feels too fast and strong and with iru's current meter gain feels far too strong. so either making it slower so it's reactable and has to be comboed into, and/or reducing the damage might be good idk - whatever the case it feels too good in its current state compared to similar hypers.
  • Even after the 9/9 patch SPwB still has some cursed properties. If you dash along the side of Iru and go behind her while she's firing ahead the missiles can take a sharp enough turn to hit you 160-180° behind her even if you're expecting them and trying to purposefully strafe around them (even when playing as Sora who has good dash speed, can't imagine slower character doing that)! Now that's cursed. I'm not suggesting they go back to how they were plz-no but reducing some of their homing capability/maximum angle they can turn would help for sure imo.

and last but not least,
thank you for updating the game all this time! As a (relatively) new player It gives me hope that the game and community behind it can survive for years to come with this sort of support. :steamthumbsup:

-Sorafan in AoS2 discord
Last edited by PresidentMooCow; 10 Sep, 2021 @ 5:55am
PhleBuster  [developer] 11 Sep, 2021 @ 8:49am 
Update 11/9/2021
  • Iru: Neutral Hyper Start-up increased in 2 frames.
  • Iru: SPwB Missile Damage and Ammo Cost reverted to 170 and 10% per missile (1020 total and 60% total).
PhleBuster  [developer] 13 Sep, 2021 @ 7:05am 
Update 13/9/2021
  • Iru: SPwB Missile HP changed from Hard (180 HP) to Normal (120 HP). Missile trajectory angle changed from 0.15 to 0.125 on the first 10 frames, and from 0.075 to 0.0625 on the next 10 frames.
現在のオープンβのイルを少し触ってみたんですけど、良いと思えるのがHAのダメージ増加しかないのは少々問題だと思います。

私もイル使っていたプレイヤーなので、イルのトラップを使う戦法が嫌いなプレイヤーが大勢いるのは知ってますけれど、イル自身はダッシュ速度が標準、迎撃に使える技が全部真正面に飛んでいくので避けやすく距離を詰めやすい、など防御面をトラップに強く依存しているとしか言いようのないキャラなので、生命線であるトラップを下方修正されるとソラやスターブレイカーのような近接キャラ、ヒメやスミカのようなコンボキャラの格好の餌になるんです。

分かりやすく言うと、トラップのゲージ消費量を大幅に増やした上で発生Fを超鈍化させた時点でイルに死ねって言ってるようなもんです。ねぇこれ誰か止めなかったの?
普通なら釣り合いを取る為にゲージ消費量の分だけトラップの耐久値を上げたり、画面内に存在できる時間を伸ばすものじゃないんですか? なぜ単純な下方修正のみなのか理解できません
例えば、トラップを画面内に同時に設置できるのは最大3つまで、のような方面の制限がトラップへの下方修正の妥当な落とし所だったのではないかと私は思います。もしかしてイルを殺すつもりでいらっしゃる?

LAの下方修正も少々やり過ぎに思えます。
LAはNAと比較して一発当たりの威力がとても低く、また弾速も遅いので、相手がトラップに引っかかっていて行動不能状態になっているか、至近距離で相手の技の硬直に差し込むくらいでないと、LAは複数の弾が当たりません。
トラップがここまで下方修正されるのなら、コンボパーツや差し込み技の要であるLAのダメージを下げる下方修正もいらなかったかと思います。

イルのHAのダメージが上がったのは一見素晴らしい調整内容のように思えますが、実際はゲージ消費以外でのダメージが非常に取りにくくなっているので、今まで異常にゲージ稼ぎのNAに依存する事になります。
しんどいです。個人的には調整前のイルの方が遥かにマシです。戻して

他の方にツッコまれる前に言っておきますと、確かにSBが仕様変更で真正面に物凄い速さでかっ飛んでいくようになりましたが、ウェポンゲージ消費量が多すぎて気軽に牽制に使ったり連発できるものではありません。
どちらかというと『まるで使い道が無かった奴がようやく使えるようになった』といった感じなので、もちろん技自体は強いとは思うのですが、下方修正された現在のトラップやLAに釣り合うような性能では無いと感じます。

長くなってしまったので言いたい事を箇条書きにしますと
・HAのダメージ増加は良いと思う。これ以上は上方修正も下方修正する必要も感じない
・他プレイヤーの気持ちは分かるが、トラップの大幅なゲージ消費量増加と発生F増加はやり過ぎ。イルが息をしていないので、同時使用できるトラップの数を3つまでにするなどの路線に変更してほしい
・LAは少々ダメージを下げすぎていると感じる。そもそも全弾当たるような状況下が特殊なのだから、元々LAには上方修正も下方修正も必要ない。あんなの当たる方が悪い
・SBは現状ちょっと強い気もするが、イルの技が軒並み弱すぎるが故の感想だと思うのでこのまま様子見してみてもいいと思う

トラップ関連にさえ下方修正が無ければ、イルがtier最下層を脱出できる良いバランス調整だと思います
イルの調整の第一歩としてはかなり不安です。頑張ってください
もしこの考えが変わったらコメントの加筆、修正を行います

余談ですが、他プレイヤーの『このキャラの時間切れ狙いの戦法嫌い!』という感情論がバランス調整に適応されるのなら、私だってあのキャラのガンガン攻めてくる戦法ゲームがすぐ終わって嫌い!って言いますよ良いんですか。
こういう類の事を言い出したら水掛け論でいつまで経っても終わらなさそうです
イルはトラップでひたすら自陣に籠もって相手のミス待ちでちまちまと攻撃して、時間切れの判定勝ちを狙う堅実で陰湿なキャラなんだからしょうがないだろ!
PhleBuster  [developer] 16 Sep, 2021 @ 10:14am 
Update 16/9/2021
  • Iru: SPwB Missile HP changed from Normal (120 HP) to Soft (60 HP). Missile trajectory angle changed from 0.125 to 0.15 on the first 10 frames, and from 0.0625 to 0.075 on the next 10 frames.
  • Iru: Tap/Held wB speed changed from 22 to 12. Hitbox size increased from 12 to 16. Missile HP changed from Soft (60 HP) to Normal (120 HP).
Last edited by PhleBuster; 16 Sep, 2021 @ 10:14am
SBの調整も大事かと思いますが、それよりもトラップを元に戻してほしいです
全て元に戻すのはちょっと反論出ると思うので、トラップの性能を全部β以前に戻した上で画面内に設置できるトラップの数を2個か3個に制限してみてほしいです
それならトラップの置きすぎによる画面制圧力や、イルの防御への不満は多少は取り除かれるのではないでしょうか?

現状イルは、ソラやカエなどの強い近接攻撃を持ったキャラへの迎撃手段が至近距離では何の意味もないSBしかありません
SBは当たれば相手との距離を稼げますが、外せば相手に大幅にハイパーゲージを与え、硬直も大きいので素早いキャラには迂闊に撃てません
しかし、現在のトラップはゲージ消費量があまりにも大きい為に複数を設置する事ができず、更に制限時間が短く耐久力も低いのでほとんど盾としては機能していません
せめてトラップのハイパーゲージ上昇量が下方修正される前だったらまだマシだったんですけどね……

前のレスで書いたかと思いますが、イルのダッシュ速度は標準程度の速度しかないので、トラップを使わずに近接攻撃の強いキャラから逃げ切るのは絶対に不可能であり、それらのキャラとは常にイル側がリスクの高い読み合いをさせられる事になります
少し強い言葉で表現すれば、イルと近接攻撃を持ったキャラの組み合わせは、イル側がほとんど詰んでいる状況に近いと私は思います

例えば、トラップと似たような防御オブジェクトを画面内に設置するキョウコは、結晶を活性化させたりハイパーゲージを溜める為のDAをメインウェポンゲージを消費して使います
そして、結晶を設置して相手の近接攻撃を牽制したり弾を防ぐ為のSBをサブウェポンゲージを消費して使います。
つまり、消費するゲージがメインとサブにバランスよく別れています
しかし、イルはハイパーゲージを稼げる技がメインウェポンゲージを消費するNAしか手段が無く、また自身を守る為のトラップもメインウェポンゲージを大きく消費します
イルは立ち回りでメインウェポンゲージを大きく消費するので、そのどちらかを弱体化するのはイルにとって非常に悪い結果を招くのです

恐らく、速くなったSBをトラップの代わりに使ってもらうのが今回の調整の目的の一つだったのだと推測しますが、残念ながらSBは近接攻撃を持ったキャラへの防衛手段には一瞬すぎて、イルが持つにはあまりにも弱すぎます
正直なところ、現在のイルのバランス調整はメリットよりもデメリットの方が大きいと感じています
イルを上方修正したいのか、それとも使い物にならなくなるくらい下方修正して殺したいのか分からないですね!

失礼な言い方で申し訳ないのですが、本当にイルを使っている、もしくはイルの知識がある人の意見を参考に今回の調整をしているんですよね? 雲行きが怪しくて不安です
PhleBuster  [developer] 23 Sep, 2021 @ 8:29am 
Update 23/9/2021
  • Iru: Tap/Held wB maximum speed changed from 18 to 12.
イルを使っているプレイヤーの一人としては、NBやLBの調整はイルにはほとんど影響がないと思います

それよりも、相変わらずトラップが上方修正を受けていない方が問題です
前回のコメント以降、私はイルを使って何十戦か対戦しましたが、イルにとって昔のトラップは必要不可欠なものだと再認識しました
その理由ですが、何度も説明して申し訳ないんですが、イルの主力武装はメインウェポンゲージを消費するNAとトラップの2つです。どちらもイルを支えるには必要不可欠な存在です
(SBもなかなかに便利な技だとは思いますが、これはあくまでも二つの技を補助する為の物です)

まず、NAを弱体化させればイルはハイパーゲージを全く稼げなくなり、シールドやハイパー攻撃をほとんど使えなくなります
シールドを使える回数が減るという事は、それだけトラップを設置して自身を守る必要が出てくるという事です
これは、皆さんが嫌っているトラップの裏に隠れて出てこないイルが更に酷くなる事を示します
(しかし、βイルのトラップがまるで使い物にならない以上、現在のイルの防御力は全キャラで一番低いと言えるでしょう。あのシャムよりも低いと断言できます)

そしてトラップを弱体化させれば、イルの防御手段はシールドのみになります
すると、イルはシールドを使用する為にNAでハイパーゲージを沢山稼ぐ必要が出てきます
しかし、イルがどれだけハイパーゲージを稼いでもシールドですぐに消費してしまいます
つまり、イルは相手からの攻撃を防御するのに精一杯になり、攻撃できる機会が圧倒的に減るという事です
因みに、これが今のβのイルになります

そうですね……そんなにイルにトラップを使わせたくないのなら良い方法がありますよ
①まずイルのダッシュ時の初速をナートの2倍以上にします
②次にダッシュ時の速度をカエの2倍以上にします
要はイルのダッシュ速度を誰も追いつけない速さにしてしまえば良いんです。そうすればトラップに頼らなくても相手から逃げる事ができますよ。やったね!

冗談はともかく、私の意見がまるでフィードバックされていないようなので、こんなところで長々と語る事に少々疑問が湧いて来たのですが、引き続き現実的な修正案を提示しようと思います

現在、トラップはβ以前のトラップと比べて以下のような下方修正を受けています

・エネルギー消費量が60%に増加
・起動、ダッシュキャンセル、回復フレームの増加
・当たり判定の増加
・接続時間が3秒減少

どうしてもこの中の修正を通すつもりがあるのなら、選べる下方修正はこの中から一つだけだと思います
正直なところ、どれを選ばれてもイルにとっては非常に苦しい下方修正ですが……

イルがトラップの裏に隠れてしまい、結果的に時間切れになりやすいという問題は私も理解しています
しかし、それは今回のSB(海外のコマンドだとSPwB)で改善されました
その理由は、今までのイルは相手から積極的にダメージを取れる手段が一つも無かったので、トラップの裏に隠れて時間切れを狙うしか無かったのです
ですが、SPwBのおかげで、イルがトラップから出て相手の前に出るメリットができました
あくまでも補助技ですが、これはとても大きな進歩です
今までのように、永遠にトラップの後ろに隠れるような必要は無くなるでしょう

以前のイルに現在のSPwBとニュートラルハイパーを追加するだけで今回のβテストは完成すると私は思います。難しい話ではないと思うんです
Crunchies 23 Sep, 2021 @ 2:54pm 
My current assessment is that Iru is probably in the ideal state you want her to be in, and Iru is at least is a balanced spot relative to the rest of the cast. I'm not sure how accurate my view point is, but this is what I think based off of my observations.

Iru's tap wA still gives her huge meter, deals large damage, & is unchanged. It's Iru's most spammed move. I don't think this move needs any tweaking with the current state of Iru, but if you are unsatisfied with Iru this may need tweaking (as well as other moves in her toolkit to get her in the spot you want).

Hold wA is still the same reversal tool (but it's not as scary as it was before), landing the triple shotgun loop isn't as rewarding, and probably isn't worth the risk anymore. I think hold wA is fine as it currently is.

Tap & hold wB is an interesting tool it's pretty much the same as it was before (combo extend & chip damage). I think it's fine as is, with the speed reduction I think it's good for combo extending the shotgun loop again.

SPwA & Dash-SPwA still has a niche in specific matchups for defense (but Iru now has offensive tools to actually do damage), it's awkward to use but I think that is the intent. Animations seem a bit off.

SPwB is the go-to 'get off me' tool. It's Iru's go-to for non-meter damage, but it can't be used recklessly as Iru will eat a punish.

A-hyper is Iru's go-to for damage, but it needs to be timed well or setup for it to hit. This is good as it's not guaranteed damage, however slow characters do struggle more against this. I think this weapon is fine.

B-hyper is still niche I think, it's mostly good for meme combo (but meme combo requires setup). I tried using it with A-hyper in a combo, I don't know if it's worth it. A-hyper twice might be better.

Dash-hyper is a great move for damage, but it's long start up means it's easily punished compared to SPwB. Probably works way better against slower non-melee characters who Iru is favored against.

Iru seems able to keep a trap wall up with the trap hypers due to high meter gain. I don't think this is viable however as any character can just use good timing to punish Iru, & Iru isn't doing damage with trap wall. It might be a very good stall tactic though as I noticed I was still getting positive meter when spamming only Dash-SP-hyper & tap wA.

I think Iru is fine at the moment, she plays pretty good & is close to the ideal state (if she isn't already there). I think the community views this Iru as fair compared to other characters in the cast. I'm personally not a fan of the new play style, but I noticed the player base seems to like it! I think ya did great with the tools ya have available!

Edit: A nice strength of Dash-hyper is that the missiles don't come out all at once, so Iru can use them to outlast half-shields, but the timing is kinda tricky though.
Last edited by Crunchies; 24 Sep, 2021 @ 4:23pm
PhleBuster  [developer] 24 Sep, 2021 @ 1:56pm 
Update 24/9/2021
  • Iru: Removed randomization from SPwB rockets spawn.
  • Iru: Removed randomization from Tap wB rockets spawn. Changed rockets amount per use from 8 to 9. Reduced Start-up from 13 to 11. Increased damage from 160 to 250.
  • Iru: Removed randomization from Held wB rockets spawn. Changed rockets amount per use from 15 to 20. Increased damage from 160 to 250.
PhleBuster  [developer] 26 Sep, 2021 @ 12:47pm 
Update 26/9/2021
  • Iru: Decreased Tap/Held wB rocket damage from 250 to 150.
  • Iru: Tap wB rocket spread has been adjusted to be wider.
  • Iru: Accel damage changed from 80 per hit (1040 total) to 231 per hit (3003 total). Start-up reduced from 25 frames to 15 frames.
PhleBuster  [developer] 30 Sep, 2021 @ 2:06pm 
Update 30/10/2021
  • Iru: Tap wB rocket spread has been adjusted to be wider.
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