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< SUGURI

General information Edit

You can pick 2 weapons for a stage on the Config screen in the main menu.

In Arcade mode you can swap weapons by pressing the Target buttons (near and far) on the result screen. For example, if you find close range weapons less than optimal against Nanako, just swap in weapons like the Launcher, Beam Rifle or Beam Bazooka.

You start with 3 weapons and unlock more as you play the game: the Spread Gun for example is the reward for 5 plays. That means that you either beat 5 stages in Arcade or Stage Select mode, or that you Game Over 5 times. Cancelling a stage by going to the Main Menu or retrying a stage doesn't count as a play.

Even if you do poorly, just by being defeated repeatedly you gain more weapons.

See here for a better overview on the unlockable weapons of SUGURI.

Attack Types Edit

Each weapon has a normal attack and a Hyper attack, which (usually) needs 1 gauge of Hyper meter to activate. The Hyper gauge charges when bullets go through your “dash rings” and when you deal damage to enemies.

Dashing right after using a weapon allows “dash cancelling”. Use it to get out of harm’s way and attack more frequently. Some weapons can be cancelled sooner than others: the Japanese wiki above offers more information.

Some Weapons have dash attacks as well.

Using a Hyper attack grants invincibility: using Hypers defensively is the best way to beat the game.

Attributes Edit

Each weapon has attributes for its various Attack Types:

Live ammunition: Ballistic weapons with destructible projectiles.

Beam: Weapons which fire energy projectiles. The shots pierce live ammunition like rockets and disappear upon hitting an enemy.

Penetration: Penetrating weapons can hit multiple enemies simultaneously.

Melee: Close-range weapons, grant brief invulnerability (see Sword and Pile Bunker sections)

Weapon List Edit

I’ve listed the weapons by availability: this means the weapons which require the least amount of plays, like the Spread, come right after the three initial weapons.

Beam rifle Edit

  • Get Condition: initial equipment
  • Normal Attack
    • Attribute: Beam
    • Damage: 140
    • Effect: Fires a single shot
  • Dash Attack
    • Attribute: Beam
    • Damage: 50x3 = 150
    • Effect: Fires three shots in rapid succession
  • Hyper attack
    • Attribute: Penetration
    • Damage: 13x29 = 377
    • Effect: Fires a penetrating laser. The attack animation doesn't last as long as the invulnerability frames

One of the three starting weapons. Fast and versatile, a solid choice all around. Its fast bullet speed allows precise long range attacks. The damage potential is not as high as some other weapons, however.

The Hyper's invulnerability frames combined with its short rigid frames allow you to Dash closer and deal some additional damage and/or reposition yourself in a safer position. Check out the Arcade Run by Jaimers91 for some skillful use of this technique.

Bazooka Edit

  • Get Condition: initial equipment
  • Normal Attack
    • Attribute: live ammunition
    • Damage: 300-450
    • Effect: Fires a slow rocket with area Damage. Causes more damage when fired point blank.
  • Hyper attack
    • Attribute: live ammunition
    • Damage: 510-1510
    • Effect: Fires 10 rockets

One of the three starting weapons. The rocket moves very slow in stark contrast to the beam rifle, but packs quite a punch. Note that enemy attacks can destroy the rockets, so find a good position to fire from and dash cancel a lot.

Unfortunately using the dash attack are angled depending on the direction of the dash: while dashing laterally your rockets will miss the target. Naturally you can make use of that to hit a moving opponent. The damage becomes much higher when the rocket is fired from up close.

Machine Gun Edit

  • Get Condition: initial equipment
  • Normal Attack
    • Attribute: live ammunition
    • Damage: 18
    • Effect: Hold fire to shoot continuously
  • Hyper attack
    • Attribute: live ammunition
    • Damage: 1200+ when all shots hit
    • Effect: Fires bullets in all directions

One of the three starting weapons. Due to its poor damage a weak weapon all around. Popular choice for challenge runs.

Well, you can move while shooting just like with the Flamethrower, except that the MG doesn't have limited range. And the hyper can inflict surprising damage on enemies with huge hitboxes, like the Stage 3 midboss.

For a beginning Suguri player it might seem convenient to have a weapon which allows moving during fire... but most the time it's much more effective to use the other weapons and reposition yourself when needed by dashing.

Its weak attack is well-suited for continuing an attack chain.

Spread Edit

  • Get Condition: play 5 times
  • Normal Attack
    • Attribute: Beam
    • Damage: 60x5 = 300
    • Effect: Fires 5 shotgun rounds with limited range
  • Dash Attack
    • Attribute: Beam
    • Damage: 60x8 = 480
    • Effect: Fires 8 rounds
  • Hyper attack
    • Attribute: Penetration
    • Damage: 70x7 = 490
    • Effect: Fires a 7 penetrating lasers, similar to Beam Rifle Hyper

The Spread Gun is very powerful at close range and can be dash cancelled quite quickly, but the shots spread too much at long range. Deals amazing damage when you dash cancel between each shot and fire rapidly. If you can handle being close to the enemy, you can destroy most regular enemies before they are able to shoot, and you drain the HP of bosses so fast that you can skip some of their phases and hyper attacks. Also, it makes short work of live ammunition. You can shut down rocket spammers and Kae with ease.

The hyper has an annoying blind spot right in front of you and often doesn't hit with all 7 beams.

Beam Bazooka Edit

  • Get Condition: Obtain A rank in Stage 1 or play 10 times
  • Normal Attack
    • Attribute: Beam
    • Damage: 200
    • Effect: Fires a slow beam shot, can be charged, faster Dash canceliing

Charge Attack

    • Attribute: Beam
    • Damage: 420
    • Effect: Larger size and attack power, but slower Dash cancelling
  • Hyper attack
    • Attribute: Penetration
    • Damage: about 500
    • Effect: Fires a huge penetrating sphere of energy

The charged shot is well-suited for destroying live ammunition. Good against Nanako.

4 Cannon Edit

  • Get Condition: Obtain A rank in Stage 5 or play 15 times
  • Normal Attack
    • Attribute: Beam
    • Damage: 60x11 = 660
    • Effect: Fires a barrage of laser bullets in a 90 degree angle
  • Hyper attack
    • Attribute: Penetration
    • Damage: 225x4 = 900
    • Effect: Fires 4 highly damaging lasers in the front and the sides

The 4-Cannon deals huge damage at point blank range and doesn’t have limited range like the Spread Gun, but it has much slower startup and can’t be dash cancelled as quickly.

The 4-Cannon is very good for defensive purposes. If you disable lock-on, you can point the cannons in the general direction of the enemies. Fast moving enemies are easier to hit that way and you can clear specific areas of live ammunition.

Trap Edit

  • Get Condition: Obtain A rank in Stage 2 or play 20 times
  • Normal Attack
    • Attribute: Penetration
    • Damage: 5x89 = 445
    • Effect: Place an electric trap which damages enemies and destroys live ammunition at contact. Up to three traps can be placed at a time. The traps last 4 seconds.
  • Hyper attack
    • Attribute: Penetration
    • Damage: 5x89 = 445
    • Effect: Places four traps at the cardinal directions around Suguri. The trap count from the Normal Attack is independent of the hyper.

The traps can shut down spawning enemies and rockets. They last a very short time, however.

Sword Edit

  • Get Condition: Play Stage 7 or play 25 times
  • Normal Attack
    • Attribute: Melee
    • Damage: 180 + 60 + 100 = 340
    • Effect: Attack up to three times with an energy blade. The first and third strike grant brief invincibility frames. Each strike raises Heat by 10%
  • Dash Attack
    • Attribute: Melee
    • Damage: 200
    • Effect: Slightly stronger attack. Brief invincibility.
  • Hyper attack
    • Attribute: Melee
    • Damage: 420
    • Effect: Slashes at the enemy from about half the screen

A cool weapon, albeit a really risky one. The invincible frames can be useful, but getting in melee range is usually too troublesome, and the damage output isn’t as good as from the Spread Gun. Repeated dash attacks with fast cancelling in between yield higher damage per second than simply standing near the enemy and mashing attack.

Pod Edit

  • Get Condition: Obtain A rank in Stage 3 or play 30 times
  • Normal Attack
    • Attribute: Beam
    • Damage: 50x4 = 200
    • Effect: Summons a bit which shoots 4 lasers at the target on its own. Think Gundam funnels. Up to 5 pods can be summoned at a time. After the pod has no more shots left it will fly away.
  • Hyper with pods
    • Attribute: Penetration
    • Damage: 100x pod number
    • Effect: Every active pod shoots a penetrating laser at the target. The active pods will shoot 3 more times, no matter how many shots they have left before.
  • Hyper without pods
    • Attribute: Beam
    • Damage: 50x4x5 = 1000
    • Effect: Summons 5 pods instantly.

Suguri is very vulnerable while summoning the pods – it’s better to only summon pods when there is no enemy around. Otherwise it might be the better idea to use a Hyper and get out 5 pods at once. Use the Hyper when the pods are about to leave the screen to prolong their duration. Be careful not to use the Hyper when there are only 1 or 2 pods out, as it’s kind of a waste of Hyper gauge. All the Beamspam reminiscent of a Qubeley comes with a slight disadvantage: with all the shots and pods flying on the screen, you might sometimes confuse them for enemy attacks and disregard the actual threats.

Force Edge Edit

  • Get Condition: Obtain A rank in Stage 4 or play 35 times
  • Normal Attack
    • Attribute: Penetration
    • Damage:
    • Effect: Dashes towards the target with a damaging field surrounding you, which destroys less durable live ammunition in its path. You can control the dashing direction similar to the regular Dash, but you don’t get the beam absorbing effect. Raises heat slower than the regular Dash.
  • Hyper attack
    • Attribute: Penetration
    • Damage:
    • Effect: Dashes wildly all over the screen und penetrates anything in the way.

The Force Edge has its uses against live ammunition opponents, against rocket robots or Kae. But it’s subpar against any enemy using lots of beam attacks, like Hime. It allows you to trivialize the first Shifu phase and can obliterate his rockets in the second phase.

Flamethrower Edit

  • Get Condition: Play Stage 4 Normal or play 40 times
  • Normal Attack
    • Attribute: Penetration
    • Damage: 2
    • Effect: Fires a continuous fire stream.
  • Hyper attack
    • Attribute: Penetration
    • Damage: ?
    • Effect: Spreads fire in all directions, similarly to Machine Gun Hyper

A constantly firing weapon like the Machine Gun with short range, but with significantly higher firepower, wider area of effect and penetrating damage. Very good for rocket happy enemies and Kyoko.

Buster Edit

  • Get Condition: Obtain A rank in Stage 6 or play 45 times
  • Normal Attack
    • Attribute: Penetration
    • Damage: 15x30 = 450
    • Effect: Fire a penetrating laser beam. The beam can be angled while shooting.
  • Dash Attack
    • Attribute: Penetration
    • Damage: 15x30 = 450
    • Effect: Allows moving slightly while shooting.
  • Hyper attack
    • Attribute: Penetration
    • Damage: 20x26 = 520
    • Effect: Fire a much wider laser beam.

Covers a wide area and destroys both enemies and live ammunition with ease. However, there is a brief moment of startup when you’re vulnerable, Dash cancel when trouble is headed your way. Use the Hyper with caution: Suguri is briefly vulnerable at the end of the animation. Good against shielding enemies, like Kyoko.

Bullet Edit

  • Get Condition: Obtain A rank in Stage 1 Normal or play 60 times
  • Normal Attack
    • Attribute: live ammunition
    • Damage: 30x7 = 210
    • Effect: Fires 7 fast bullets
  • Dash Attack
    • Attribute: live ammunition
    • Damage: 30x7 = 210
    • Effect: Spreads the bullets more than usual
  • Hyper attack
    • Attribute: live ammunition
    • Damage: 30x17 = 510
    • Effect: Launches 17 homing shots

Like a cross between Beam Rifle and Spread, and the Hyper has homing shots and deals decent damage. But the shots are destructible and won't deal much damage against live ammunition enemies

Shock Edit

  • Get Condition: Obtain A rank in Stage 2 Normal or Stage 4 Normal or play 70 times
  • Normal Attack
    • Attribute: Penetration
    • Damage: 3x120 = 360
    • Effect: Fires a slow shock ball with very limited range which deals continuous damage. Multiple shock balls can overlap.
  • Hyper attack
    • Attribute: Penetration
    • Damage: ? (About 800)
    • Effect: Covers the area towards the target with many shock balls.

The normal attack racks up damage and hyper gauge quickly, and the shots are fairly suitable for blocking live ammunition in front of you, but the Shock is rather awkward to use with its short range. The hyper however boasts some of the highest damage in the game and is very easy to use. Immobile enemies like Kyoko and Shifu get DESTROYED by it. One downside, similar to pods, is that the shock balls obscure the screen a bit and dodging enemy attacks amidst all those bright shock balls can be tricky.

Launcher Edit

  • Get Condition: Obtain A rank in Stage 5 Normal or Stage 6 Normal or play 80 times
  • Normal Attack
    • Attribute: live ammunition
    • Damage: 40x8 = 320
    • Effect: Fires 8 homing rockets.
  • Hyper attack
    • Attribute: live ammunition
    • Damage: 480 +
    • Effect: Fires a barrage of rockets which home in on every nearby target

The Launcher has slow startup, but precise homing shots. Excels at destroying live ammunition. Works well against Iru and Nanako among others.

Pile Bunker Edit

  • Get Condition: Obtain A rank in Stage 7 Normal or play 90 times
  • Normal Attack
    • Attribute: Melee
    • Damage: 240
    • Effect: Charges a melee attack with a pneumatic spear. Upon unleashing it Suguri jumps at the target with invincibility frames during the approach. She is vulnerable towards the end, however.
  • Hyper attack
    • Attribute: Melee
    • Damage: 400
    • Effect: Lunges at the enemy. Has a reach of about half the screen.

The vulnerability after attacking and short range of the Pile Bunker is rather crippling, but the Shielding during the attack allows you to bypass dangerous enemy attacks like Kae's fist and Hime's Hypers.

Accelerator Edit

  • Get Condition: Defeat SPECIAL Hime
  • Passive: Increases initial Dash speed
  • Normal attack: Hold down to increase Hyper gauge and speed up Heat cooling.
  • Hyper attack: Slow down time by half. Drains Hyper gauge continually. Lasts until suffering a hit or running out of Hyper gauge.

Not actually a weapon. The Get Condition is pretty tough and it's likely that you'll get the weapon at the very end. You can get it much easier in Sora though.

Get it, and you have the right to brag. SPECIAL Hime is probably the hardest boss in the game.

Either there's a reason why it's so hard to earn, or maybe the developers overlooked a couple things, but: The Accelerator is outrageously gamebreaking.

Just equipping it makes your Dashing insanely and incontrollably fast, which allows you to get out of harm's way even better.

If you hold the "shoot" button, the Accelerator will increase your Hyper slowly and dramatically decrease Heat: while it usually takes about 5 seconds to go from 300% to 0%, using the Accelerator shortens the time to 1 second. Use this often and don't worry about Heat ever again.

Using its Hyper gives you a long invincibility period after which you enter the "Bullet Time": time slows down by half, like in the Stage 5 rocket attack or against SP Hime. Naturally, when time is flowing so slowly, you can do all kinds of cool stuff. For some reason, the slowdown isn't shown in the replay viewer.

During the duration of the slowdown the Hyper gauge empties very quickly, though you can prolong it with your Dash rings and inflicted damge. Note that you can't stop the Accelerator Hyper: the slowdown and Hyper drain continues until you either run out of gauge or get hit.

When you press the Hyper button, you become invincible and half a second later the slowdown starts. However, you can cancel the Hyper itself... by using another Hyper. That's right: as long as you have at least 1 gauge to initiate the Hyper, you can spam it without using up any gauge - which gives you

INFINITE INVINCIBILITY AS LONG AS YOU WANT.


You have to stand still though. Simply mash the Hyper button! When you want to get out of the invincibility loop, either stop pressing the button to enter the slowdown, or use your other Hyper to avoid entering the Bullet Time.