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Look up Unlockables for an overview of the weapon unlocking conditions.

Attributes Edit

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)

Special: weapon attacks with unusual attributes or effects

Slot Edit

Weapons are ordered by their slot properties. Not all the weapons fulfill the archetype of their slot, for example RIFLE (H) being a weapon that can attack both single and multiple targets.

Main: Weapons for attacking single targets

Main/Sub: Penetrating weapons

Sub: Anti live ammo weapons

Sub/Special: Traps

Special: Melee weapons

Weapon List Edit

BEAM RIFLE (M) Edit

Slot:

Main Get condition:

initial equipment

Attribute

Damage Effect
Normal Beam 120 Fires a single shot
Dash Beam 60x3 = 180 Fires three shots in rapid succession
Charge Beam 120x3 = 360 attacks

three nearby targets with rapid Beam shots

Hyper Beam 400 Fires a penetrating laser
Comment The Beam Rifle, or Medium Rifle if you will, is a balanced weapon just like the equivalent weapon in SUGURI. Dash cancel the dash attack a lot to deal good and fast damage. The

charged attack however isn’t particularly useful due to its slowness.

After firing the hyper you can immediately dash cancel, you will still deal the whole 400 damage.

BEAM RIFLE (C) Edit

Slot:

Main Get condition: play 10 times

Attribute

Damage Effect
Normal Beam 120 Fires a single shot
Dash Beam 180 Fires a slow beam projectile
Charge Beam 180 + 75 = 255 Fires a slow beam projectile, becomes stronger when fully charged
Hyper Beam 240 + 140 = 380 Fires a penetrating beam projectile
Comment This Charging Rifle has a better charge attack than the M version, but its dash attack is much slower. A direct hit with the charge and hyper attacks deals maximum damage.

BEAM RIFLE (S) Edit

Slot:

Main Get condition: play 5 times

Attribute

Damage Effect
Normal Beam 110 Fires a single shot
Dash Beam 22~x8 = 176~ Fires a shotgun burst
Charge Beam (32-60)x10 = 320-600 Fires a shotgun burst, if the shots hit from a larger distance damage is increased
Hyper Beam 165x7 = 1155 Fires a penetrating beam projectile
Comment The S stands for either Spread Rifle, Small Rifle or Shotgun Rifle. Its dash attack is much weaker than its equivalent Spread Gun in SUGURI. Still pretty good at destroying live ammunition, though.

Has a moderately efficient charge attack.

BULLET Edit

Slot:

Main Get condition: Obtain A rank in Stage 1 NORMAL or play 60 times

Attribute

Damage Effect
Normal live ammunition 30x7 = 210 Fires 7 fast bullets
Dash live ammunition 30x7 = 210 Spreads the bullets more than normal
Charge live ammunition 180 Fires a fast live ammunition bullet which rebounds of the screen up to three

times.

Hyper (lock on) live ammunition 30x17 = 510 Bullets home in on the target
Hyper (lock disabled) live ammunition 180x8 = 1440 Fires 8 rebounding bullets in front of you.
Comment Like a cross between RIFLE (M) and RIFLE (S), and the Hyper has homing shots and deals decent damage. The shots will be canceled out by enemy live ammunition.

The alternative hyper deals massive damage overall.

MACHINE GUN Edit

Slot:

Main Get condition: Obtain A rank in Stage 1 or play 25 times

Attribute

Damage Effect
Normal live ammunition 8 Hold fire to shoot continuously
Hyper live ammunition 8x? Fires bullets in all directions for 5 seconds.
Comment Combining its hyper with the POD hyper is a fun thing to do.

BEAM RIFLE (H) Edit

Slot:

Main Get condition: play 75 times

Attribute

Damage Effect
Normal Beam 70/130/180 Fires a single shot (held down: Continuous laser beam fire)
Dash Beam 70,130,180x3 = up to 540 Fires a three-pronged laser beam attack
Hyper Beam 13x29 = 377 Fires a penetrating laser
Comment The Heavy Rifle (or Heat Rifle) has the interesting feature of dealing higher damage with its normal, continuous and dash attacks when your Heat gauge is high. While its firepower is really underwhelming below 100% Heat it becomes devastating at 200% Heat: the shots widen and inflict triple damage.

Unfortunately its shots have a high delay and won’t hit even slowly moving enemies. The normal attack button can be held down for continuous fire, but it is very inaccurate from a distance and obviously dangerous to use in close combat.

The dash attack however is very useful. It works somewhat similar to ARTILLERY at high range and becomes a deadly shotgun weapon at point blank. You should use the inertia of your dash to position yourself right next to the enemy before the attack appears.

The hyper attack deals less damage than the other rifle hypers. It can inflict the burning status (see FLAMETHROWER section). If you do use it you should dash cancel its high immobile frames and slap the enemy with a point blank dash attack to get your money's worth. It also puts the burning status on yourself to keep your Heat high. Curiously enough, you can burn yourself in the underwater section of stage 4.

BUSTER Edit

Slot:

Main/Sub Get condition: Obtain A rank in Stage 6 or play 45 times

Attribute

Damage Effect
Normal Penetration 6x35 = 210 Fire a penetrating laser beam. The beam can be angled while shooting
Dash Special 6x35 = 210 Allows slow movement while shooting
Hyper Penetration 350 Fire a much wider laser beam
Comment Can suppress enemy live ammunition attacks. Overall much weaker than in SUGURI.

FLAMETHROWER Edit

Slot:

Main/Sub Get condition: Play Stage 4 or play 40 times

Attribute

Damage Effect
Normal Penetration ? Fires a continuous fire stream
Dash Special 50 Fires a very slow flame burst.
Hyper Penetration ? Spreads fire in all directions.
Dash Hyper Special 50x6 = 300 Fires multiple slow flame bursts which aim towards the target.
Comment A constantly firing weapon like the Machine Gun, but with short range and weak

attack power. The main use is inflicting the burning status on large enemies. This status will decrease their hitpoints over time (it doesn't work in the underwater section of stage 4). Once their burning stops, as much as a sneeze will kill them off since they have only 1 hitpoint left. A few bosses are vulnerable to burning as well, but the burning will only do approximately 500 damage. Note that the burning damage is not added to the damage chain and thus wasted score.

The alternative Hyper only hits with all shots if fired from a long distance because of its peculiar trajectory.

PULSEGUN Edit

Slot:

Main/Sub Get condition: play 85 times (Added in Ver 1.1)

Attribute

Damage Effect
Normal Penetration 132 summons a stun inflicting energy ball
Charge Penetration 176/336/560 Can be charged up to 3 times, like the PILEBUNKER. Fires a penetrating laser. Can

stun

Hyper Penetration Up to 1968 Fires a bright orb in front of you which emits rotating lasers. Can stun.
Comment Just like the SHOCK the PULSEGUN can stun certain enemies. Ideal for those who like to attack from a safe distance.

It has a very high damage output even if you don’t dash cancel constantly. Release your charge when the enemy stands still.

Somewhat similar to BUSTER, but with much higher damage and a more useful hyper.

The hyper deals tons of damage when the orb is right on top of the target, meaning that it’s great against large enemies.

BAZOOKA Edit

Slot:

Sub Get condition: initial equipment

Attribute

Damage Effect
Normal live ammunition 250 (area) +70 (impact)=320 Fires a slow rocket with area damage
Hyper live ammunition 40x10 = 400 Fires 10 rockets
Comment One of the three starting weapons. Much more devastating than in SUGURI. Dash

cancelling allows very rapid shooting. Hitting moving targets can be tricky though, either get closer or aim the rockets manually. Its area damage cancels out live ammo well.

POD Edit

Slot:

Sub Get condition: Obtain A rank in Stage 3 or play 30 times

Attribute

Damage Effect
Normal Beam 70x4 = 280 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.

Dash Currently summoned pods circle the target
Hyper with active pods Penetration 55 x pod number + 70 x 3 x pod number = up to 1325 Every active pod shoots a penetrating laser at the target. The active pods will

shoot 3 more times, no matter how many shots they had left before.

Hyper without active pods Penetration 70x4x5 = 1400 Summons 5 pods instantly.
Comment Sora 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.

Using the Hyper when the pods are about to leave the screen to prolong their duration was a good idea in SUGURI - in Sora however the laser hyper of the active pods has been nerfed from 100 per pod to a pitiful 55 per pod. Therefore you deal nearly the same total of damage with either hyper.

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.

SHOCK Edit

Slot:

Sub Get condition: Obtain A rank in Stage 2 NORMAL / 4 NORMAL or play 70 times

Attribute

Damage Effect
Normal Penetration 5x30 = 150 Fires a slow shock ball with very limited range which deals continuous damage.

Multiple shock balls can overlap.

Hyper Penetration ? Covers the area towards the target with many shock balls
Comment Stuns robotic targets.

The normal attack is rather awkward, but the Hyper boasts some of the highest damage and is very easy to use.

The normal attack can paralyze certain enemies. It can stun boss enemies once per fight. Keep that mind when things get tough.

LAUNCHER Edit

Slot:

Sub Get condition: Obtain A rank in Stage 5 NORMAL or Stage 6 NORMAL or play 80 times

Attribute

Damage Effect
Normal live ammunition 40x6 = 240 Fires 6 homing rockets
Normal (held down) live ammunition 40x12 = 480 Fires 12 homing rockets. Can target up to three enemies
Hyper live ammunition 480+ Fires a barrage of rockets which home in on every nearby target
Comment The Launcher has slow startup, but precise homing shots. Excels at destroying live

ammunition. After being overpowered in V. 1.00 its damage was cut by third.

ARTILLERY Edit

Slot:

Sub Get condition: Obtain A rank in Stage 5 or play 15 times

Attribute

Effect Damage
Normal Beam 60x12 = 720 Fires a barrage of laser bullets in a 90 degree angle
Hyper Penetration 300x4 = 1200 Fires 4 highly damaging lasers in the front and the sides
Comment Due to the bullets spawning behind you it’s hard to shoot small targets at point-blank

range. At long range its offensive potential against small single targets (i.e. the majority of the bosses) isn’t very high. It's good for dealing with swarms of enemies and destroying single parts of large enemies for additional score.

Its biggest strength is defense: it’s terrific at destroying incoming live ammunition. Consider turning off the lock-on to aim the barrage in the right direction.

TRAP Edit

Slot:

Sub/Special Get condition: Obtain A rank in Stage 2 or play 20 times

Attribute

Damage Effect
Normal Penetration 675 Place an electric trap which damages enemies and destroys live ammunition at

contact, up to three traps can be placed at a time, traps last 8 seconds.

Dash Melee 675 Throws the trap forward
Hyper Penetration 680 Places four traps at the cardinal directions around Sora, the trap count from

the Normal Attack is unaffected by the Hyper

Dash Hyper Penetration 500 Places four traps in front of Sora, the trap count from the Normal Attack is

unaffected by the Hyper

Comment The traps can shut down spawning enemies and rockets. They last much longer than in

SUGURI.

Multiple trap damage stacks against live ammunition but not against enemies. Place multiple traps to defend yourself against larger destructible shots. Destructible by laser and other attacks, so don't rely on their defensive capabilities too much.

SPRITE Edit

Slot:

Sub/Special Get condition: play 65 times (Added in Ver 1.1)

Attribute

Damage Effect
Normal Penetration ? Summons a sprite. Sprites briefly damage enemies at contact before disappearing.

Sprites disappear after about 6 seconds.

Dash Penetration 40~ per sprite Launches your active sprites at the target.
Hyper Penetration ? Instantly summons a swarm of sprites which home in on nearby targets.
Comment The sprites can protect you against live ammunition. Not that great if you need to

deal damage quickly, but absolutely brutal if you have the opportunity to charge it, for example against most mid-bosses, Nath or Star Breaker 2. Made for those crafty Soras who know the stages inside-out.

FUSE Edit

Slot:

Sub/Special Get condition: play 90 times (Added in Ver 1.1)

Attribute

Damage Effect
Normal Penetration up to 2000 Moves forward while leaving an explosive fuse behind. Pressing the button again

detonates it

Hyper Penetration ? Lays fuse all over the screen diagonally towards the target.
Comment Gimmicky weapon similar to the traps. If you have memorized the stages well and want to

get rid of enemies quickly, the FUSE might be for you. Made for those clairvoyant Soras who know exactly how the boss will move.

SWORD Edit

Slot:

Special Get condition: initial equipment

Attribute

Damage Effect
Normal Melee 120 + 50 + 80 = 250 Attack up to three times with an energy blade, the first and third strike

grants a brief shield

Dash Melee 210 Slightly stronger attack. Doesn’t grant shield frames
Hyper Melee 360 A round slash towards the target
Comment Repeated dash strikes cause good area damage but raise your heat very quickly.

Its dash attack is slightly slower and has more range than in SUGURI.

The hyper covers a fair area, which is useful to deal with Star Breaker's lasers.

EDGE Edit

Slot:

Special Get condition: Obtain A rank in Stage 4 or play 35 times

Attribute

Damage Effect
Normal Penetration ? 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 Penetration 440 Dashes wildly all over the screen und penetrates anything in the way
Comment Ramming and destroying live ammunition with the FORCE EDGE doesn’t work as well as it used

to. Try running the edge into the walls to defend yourself against live ammunition.

PILEBUNKER Edit

Slot:

Special Get condition: play 20 times

Attribute

Damage Effect
Normal Melee 160 Charges a melee attack with a pneumatic spear. Upon unleashing it Sora jumps at the target with invincibility frames during the approach. She is vulnerable towards the end, however
Charge Melee 180/240/320 Attack which can be charged up to three times. Each charge increases attack power
Hyper Melee 450 Lunge at the enemy with a reach of about half the screen
Comment The shield frames allow you to bypass nastier and seemingly unavoidable attacks.

LANCE Edit

Slot:

Special Get condition: play stage EX or play 80 times (Added in Ver 1.1)

Attribute

Damage Effect
Normal Melee 120, 60, 50, 40, 30 Melee lance combo, each strike after the first deals less damage
Dash Melee 200 hits three times and Sora leaps back
Hyper Melee 240~ Fires a penetrating projectile
Comment Come on! Banana arms, knight of spe~ar

ZAPPER Edit

Slot:

Special

Get condition: play 95 times (Added in Ver 1.1)

Attribute

Damage Effect
Normal Melee Up to 570 Swings a massive energetic zweihänder
Attack (held down) Special Protects the user from frontal attacks. Raises heat constantly, however.
Dash Melee Up to 590 Slightly stronger attack. Enormous heat gauge increase
Hyper Melee 450 (horizontal) + 300 (vertical) = 750 Attacks with a cross-shaped slash
Comment This very big sword pulverizes all enemies and diminishes the general difficulty in sora. Its

attacks deal massive damage, destroy all nearby live ammunition AND give you long shield frames. The held attack is a protective move that basically lets you bypass many troublesome attacks, like curving undashable lasers.

ACCELERATOR Edit

Slot:

ALL Get condition: play 100 times

Attribute

Damage Effect
Normal Special Slows time by half until you either press the attack button again or get hit
Hyper Special Sets your heat gauge to 0% and restores the red portion of your shield gauge a bit.
Comment This world moves so slowly.

Doesn't quite accelerate Sora as much as it did with Suguri: her movement speed remains the same. The hyper is helpful when you really hate having high heat. It won't remove the debuffs of Sham and Star Breaker, though.