Sora
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Sora School of Weaponry
By QuantumRoad
A simple guide to get every weapon in the game.
Copy and paste from the Suguri website but its for the best to have the guild on steam.
to get the "play x times" weapons, just play match mode and die. then play again. it seems closing the game or returning to the main menu doesn't count as a play.

picture of teacher Sora by hono(artist for OJ games. twitter page https://twitter.com/hononos/media )
   
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BEAM RIFLE (C)
Slot: Main
Get condition: play 10 times

Normal fire: Beam 120 damage. Fires a single shot
Dash fire: Beam 180 damage Fires a slow beam projectile
Charge shot: Beam 180 + 75 = 255 damage. Fires a slow beam projectile, becomes stronger when fully charged
Hyper: Beam 240 + 140 = 380 damage. Fires a penetrating beam projectile

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)
Slot: Main
Get condition: play 5 times

Normal: Beam 110 damage. Fires a single shot
Dash: Beam 22~x8 = 176~ damage. Fires a shotgun burst
Charge: Beam (32-60)x10 = 320-600 damage. Fires a shotgun burst, if the shots hit from a larger distance damage is increased
Hyper: Beam 165x7 = 1155 damage. Fires a penetrating beam projectile

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.
BEAM RIFLE (H)
Slot: Main
Get condition: play 75 times or beating Starbreaker on SP mode

Normal Beam 70/130/180 damage. 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

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.

my own info: one of the worst rifles in the game.
BULLET
Slot: Main
Get condition: Obtain A rank in Stage 3 NORMAL or play 60 times

Normal: live ammunition 30x7 = 210 damage. Fires 7 fast bullets
Dash: live ammunition 30x7 = 210 damage. Spreads the bullets more than normal
Charge: live ammunition 180 damage. Fires a fast live ammunition bullet which rebounds of the screen up to three times.
Hyper: (lock on) live ammunition 30x17 = 510 damage. Bullets home in on the target
Hyper: (lock disabled) live ammunition 180x8 = 1440 damage. Fires 8 rebounding bullets in front of you.

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.

my own info: the suguri got it wrong, it says stage 1 but in fact, its stage 3. you get the machine gun in stage 1.
Also, one of the best main weapons in the game. does great damage but has a weak charge shot(don't even bother to charge it unless your waiting for a enemy to pop up)
MACHINE GUN
Slot: Main
Get condition: Obtain A rank or higher in Stage 1 or play 25 times

Normal: live ammunition 8 per shot in damage. 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.

my own info: one of the worst live ammunition/weapons in the game. you can't dash with it, means you have to stay in a spot to fire. while firing, your open to attacks and you move very slowly with it. the damage is bad too.
BUSTER
Slot:Main/Sub
Get condition: Obtain A rank or higher in Stage 2 or play 45 times

Normal: Penetration 6x35 = 210 damage. Fire a penetrating laser beam. The beam can be angled while shooting
Dash: Special 6x35 = 210 damage. Allows slow movement while shooting
Hyper: Penetration 350 damage. Fire a much wider laser beam

Can suppress enemy live ammunition attacks. Overall much weaker than in SUGURI.
FLAMER or FLAMETHROWER
Slot:Main/Sub
Get condition: Get a A or higher rank on Stage 6 or play 40 times

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.

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.

my own info: its the machine gun but on fire. don't even bother with this weapon I say.
POD
Slot: Sub
Get condition: Obtain A rank in Stage 3 or play 30 times

Normal: Beam 70x4 = 280 damage. Summons a bit which shoots 4 lasers at the target on its own. 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 damage. 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 damage. Summons 5 pods instantly.

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.

my own info: suguri wiki has 2 different condition to get it. play 50 times but then says 30 times. i think rank is right. if you unlock it in stage 3 on A rank, tell me.
SHOCK
Slot: Sub
Get condition: Obtain A rank in Stage 2 NORMAL / 4 NORMAL or play 70 times

Normal: Penetration 5x30 = 150 damage. 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


Shocks Stuns(no surprise) 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.

my own info: again, suguri wiki get condition is different. 1 page says get A rank on stage 1 and 2 but then says 2 and stage 4. tell me which stages you get it in and i'll update this page.
LAUNCHER
Slot: Sub
Get condition: Obtain A rank in Stage 5 NORMAL or Stage 6 NORMAL or play 80 times

Normal live ammunition 40x6 = 240 damage. Fires 6 homing rockets
Normal (held down) live ammunition 40x12 = 480 damage. Fires 12 homing rockets. Can target up to three enemies
Hyper live ammunition 480+ damage. 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. After being overpowered in V. 1.00 its damage was cut by third(JP version).

my own info: one of best sub weapons to have. till you get ARTILLERY.
ARTILLERY
Slot: Sub
Get condition: Obtain A rank in Stage 5 or play 15 times

Normal: Beam 60x12 = 720 damage. Fires a barrage of laser bullets in a 90 degree angle
Hyper: Penetration 300x4 = 1200 damage. Fires 4 highly damaging lasers in the front and the sides

Due to the bullets spawning behind you it’s hard to shoot small targets at point-blank
range. At long range its offensive potential isn’t very high.

Its main 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.

my own info: best sub weapon in the game. great at dealing damage at medium or large enemy types(Starbreaker in her battle gear/bomb mode) and taking out live ammunition like missiles.
TRAP
Slot: Sub/Special
Get condition: Obtain A rank in Stage 2 or play 20 times

Normal Penetration 675 damage. 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 damage. Throws the trap forward
Hyper Penetration 680 damage. 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 damage. Places four traps in front of Sora, the trap count from the Normal Attack is unaffected by the Hyper

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.

my own info: once again, suguri wiki has 2 different get conditions. get A rank in stage but then says stage 2. tell me which stage it unlocks in and i'll edit this section.
EDGE
Slot:Special
Get condition: Obtain A rank in Stage 4 or play 35 times

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 damage. Dashes wildly all over the screen and penetrates anything in the way

Ramming and destroying live ammunition with the FORCE EDGE doesn’t work as well as it used
to be in SUGURI. Try running the edge into the walls to defend yourself against live ammunition.

my own info: from what tried and tried in suguri, the edge in sora is nerf in damage. i could be wrong.
LANCE
Slot:Special
Get condition: play stage EX or play 80 times

Normal Melee 120, 60, 50, 40, 30 damage. Melee lance combo, each strike after the first deals less damage
Dash Melee 200 damage. hits three times and Sora leaps back
Hyper Melee 240~ damage. Fires a penetrating projectile

my own info: its a pretty good weapon but i feel the sword is still better. of course, till you get the zapper.
PULSEGUN
Slot:Main/Sub
Get condition: play 85 times

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.

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.
SPRITE
Slot:Sub/Special
Get condition: play 65 times or beat Sham on SP mode(or lose to her. not sure)

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.

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
Slot:Sub/Special
Get condition: play 90 times or play against SP nath. win(or maybe lose) to get it

Normal Penetration up to 2000 damage. 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.

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.
PILEBUNKER
Slot:Special
Get condition: play 20 times

Normal Melee 160 damage. 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 damage. 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

The shield frames allow you to bypass nastier and seemingly unavoidable attacks.
ZAPPER
Slot:Special

Get condition: play 95 times

Normal Melee Up to 570 damage. Swings a massive energetic zweihänder
Attack (held down) Special Protects the user from frontal attacks. Raises heat constantly, however.
Dash Melee Up to 590 damage. Slightly stronger attack. Enormous heat gauge increase
Hyper Melee 450 (horizontal) + 300 (vertical) = 750 damage. Attacks with a cross-shaped slash


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.

my own info: best special in the game. makes the broken when you get it. have fun swinging :D
ACCELERATOR
Slot:ALL
Get condition: play 100 times or play SP Suguri. win or lose. doesn't matter. i still got it.

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.

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.

my own info: best weapon to have in the "main" slot, if you are using zapper.
also, suguri wiki says you can only get it by playing 100 times but then says you can get it by beating SP Suguri. so i'm going to test this myself.
16 Comments
MaxPlay 30 Mar, 2023 @ 11:06am 
Actually, machine gun is pretty great
Sarami 21 Dec, 2019 @ 9:13am 
ww
Aphy 28 Aug, 2019 @ 10:31pm 
I got launcher after beating tsih on normal, I did not play 80 times
GenBigg 22 Apr, 2017 @ 6:12am 
I may be late on this but i got Bullet after getting A rank on stage 1 and i haven't beaten Stage 3 with A or played 60 times (Because i got Shock at the same time.)
CDGames 26 Mar, 2016 @ 8:46pm 
argue all you want, but odds are, you're going to get half of these weapons by playing a lot of times before you even get a chance at playing SP mode
Uncreative Name 28 Jan, 2016 @ 1:23pm 
Good grief, I played 100 times then! :hthappy:
QuantumRoad  [author] 23 Jan, 2016 @ 9:00am 
it seems some weapons can be unlocked by playing SP mode. win or lose. ex: accelerator unlocked for me after losing to suguri SP and i'm not at 100 play times yet.
QuantumRoad  [author] 23 Jan, 2016 @ 4:12am 
i realized now i indeed miss the rifle H and maybe m lol going to update later
QuantumRoad  [author] 20 Jan, 2016 @ 1:30pm 
yes they're great but this guide is about getting the lock weapons and starter weapons you already have
radotyre/j2 20 Jan, 2016 @ 10:35am 
It's missing the sections for BAZOOKA, RIFLE M, RIFLE H and PULSEGUN. Those are all amazing weapons.