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brett_

[FB] Susanoo: The Bushido Code

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My name is Bre- No, right now I'm Mr. Bushido. This thread is for everything Susa related.

JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/75.html

Move List


[A] - Nyuukon
Puts Susa into a pose, powering himself temporarily. Nyuukon gives the following benefits:

1) Increased guidance, damage, and number of hits for CSa

2) Increased size for Sub

3) Improved damage off all basic melees

4) Improved damage for 2B, including self-damage

 

Susa loses Nyuukon under any of the following conditions:

1) Performs a CSa or Sub

2) Whiffs a melee

3) Cancels out of a melee using rainbowsteps or BD's

4) Performs side or vertical BC

 

However if he cancels either CSa or Sub into 5BC, he will remain Nyuukon'd after firing the buffed projectile. 

 

Melee attacks you can cancel into Nyuukon:

-Boostdash Melee (2nd hit)

-8BB (last hit)

-5B(B)~8B (2 or 3hit)

-6B(B)~8B (last hit)

 

[CSa] - Graham Chakram aka Pizza / Disc
Throws a disc that travels towards the opponent slowly, but with good guidance

 

In Trans-am, gains the following commands:

5 CSa - same as the old Trans-am CSa, fires one single disc with excellent tracking.

4/6 CSa - fires two discs at the same time slightly towards the left and right sides, still heading towards your target. Similar to Destiny's boomerang in terms of trajectory and usage. Very useful at mid / close range

2/8 CSa - fires two discs in rapid succession directly towards the target. Great for chasing fleeing opponents or tagging landings, moreso than side. In addition, there is no middle deadzone unlike side.

 

[AB / Sub] - Tri-Punisher aka Ball
Fires a giant ball at the target in a straight line, stuns on hit. (doesn't have any guidance)

Ball sizes in order of smallest to biggest:

 

Unbuffed Sub -> Nyuukon Sub -> Unbuffed TRANS-AM Sub -> TRANS-AM Nyuukon Sub

 

[AC] - TRANS-AM System
Activates Transam, can only be done once per life.

 

Basic timings for TRANS-AM:

 

1) When your partner bursts, in order to combine aggression together

2) When your opponent bursts, in order to negate his burst benefits (also lasts longer than a burst so you will have some aggression time as well)
3) Early on at no particular time, in order to utilize it before opponents can counteract it with bursts

4) When you have your burst, in order to combine burst with TRANS-AM for terrifying speed and burst damage

5) After your partner dies once, to ensure he can support you consistently during TRANS-AM

6) After your enemy 3K dies once, in order to try and kill him twice before they can adjust. Great for comebacks

7) When your opposing back player has taken some damage, in order to try and push him over to get an overcost. Again, great for comebacks.

 

[bC] - Highspeed Dash / Spin-slash
Neutral - Dashes directly at the opponent - preserves Nyuukon buff, can cancel into melee / ranged attacks during dash.
Side - Spins while slashing horizontally towards the target in a slight arc
Vertical - Spins upwards then descends down with a falling slash

[2B~B] - Seppuku aka Suicide
First 2B strikes the suicide pose, changing your camera. Second one causes him to strike himself, creating an attack hitbox that does massive damage both to any target and you. Instantly yellows both the opponent and yourself. Note that damage dealt to yourself gives you extreme meter as though you took that much damage, but opponents do not gain any meter. If you die with suicide, meter gain from your death is gained normally for all players. The opponent takes damage before you do, so you can win matches using it if it kills them.
Self Damage: 100(normal), 150(buffed), 200(trans-am normal), 250(trans-am buffed)

Burst Type - Depends

Assault: Better if you find yourself going for half bursts, or trying to land raw melees (for both normal / trans-am alike)

Blast: Better if you find yourself full bursting, as well as if you find yourself bursting to refill your Trans-am on your OC'd life.



Cancel Routes

CSa → Sub, BC
Sub → BC
5BC → A, CSa, Sub, Vertical or Side BC, Melee 
Direction+BC → CSa, Sub
5B8B, 6B8B, 8BBB → A


Full Boost Changes
  • Cost changed from 2000 to 2500 - as a result, overall suit capabilities (speed, boost, hp, etc) have been improved. Damage output has NOT changed.
  • Improved Red Lock range
  • New Move: 5BC (charges forward, can cancel straight into -any- moves)
  • Transam CS now has 2/8 and 4/6 inputs, which fire multiple discs in succession.
  • Nyuukon can now be cancelled into from some melee strings (5B8BB, 6B8B)
  • Sub during transam reload time 6sec → 5sec
  • Transam charge time 30sec → 35sec
  • Transam duration time 20sec →22sec
  • 5B Melee priority slightly improved
  • Melee damage UNCHANGED



Bushido Doctrines

Rectitude: You shall always fire with the intent of striking them.
The high quality nature of Susanoo's ranged attacks are nothing else but a result of you sharpening that quality. This means to study boost management and landing patterns.
You can't cut? You're not listening with your heart.

Self-Control: When in a melee situation, you shall think calmly.
Susa's melee hitboxs are bad, but in return has many different close ranged options at his disposal. This means to discipline your melee fundamentals. If you're able to catch on, your close ranged ability will get better.
You're getting hit by Master's whip? You're not listening with your heart.

Loyalty: You shall bear in mind your partners thoughts, and when you are overburdening him.
To understand Susa as a melee suit is to understand how he cooperates and positions with others. Match your partner's pace, and with that hand, show you can grasp victory!!!
You got demolished by Strike Freedom? You're not listening with your heart.

Courage: To walk the path of Bushido is none other than to forge the Self.
Always have a clear vision of what you should concentrate on. Do not fret over your win percentage or rank.
You must embrace the weakness within your heart, and banish all evil.
You messed up your Seppuku? You're not listening with your heart.

Take the impossible, and with it, unlock the true meaning of combat.


Strategy - Quick Q&A

Q: What kind of suit is Susanoo
A: He's a melee suit. Rather than aiming for raw melee hits, he combos into melee from his strong CSa and charged Ball attacks. He requires very specific neutral game play - he's unexpectedly bad at rushdown.

Q: Then what is he good at?
A: His Nyuukon Sub is extremely good at winning close ranged situations, and his Transam gives him an extremely strong presence for a limited time, during which his CSa becomes amazing. During Transam he's as good if not better than a top 3000 class suit.

Q: And his weak points?
A: He's bad at long range, as with most melee suits. He can attempt to hold his own in a ranged fight, but it's not very good. Because of his new cost, he has problems when being cost over. In general he's not good at fundamental landing punish-based play.

Q: I'm getting my melee's cut - what do I do?
A: Susa's melee's don't really move him much and have bad cut resistance. Make sure you confirm the situation before comboing into melees from your ranged attacks. Make sure you utilize camera switching during your combos.

Q: I keep getting landing punished and die without doing anything...
A: Make sure you're not just tunnel-vision'ing in on an opponent and overheating etc. Make sure you land quickly after putting on Nyuukon, land right after CSa'ing, etc, to reduce the amount of gaps you have.

Q: When do I activate Trans-am?
A: Generally you want to activate it as soon as you get it, before your opponents can get a Burst / adjust to the Transam. Also make sure you don't just go ham with melee during Transam. You move fast in it, but you're not invincible. Transam lasts a fairly long time, so try to do damage using easy to hit moves like Sub, CSa, 6BC etc.


Basic Combos

Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel
Damage in parenthesis means starting from Nyuukon state.

Normal Mode

CSa → Sub → BD Melee 121 (133)
Main ranged starter

Sub → 5BC → 5BBBB 194 (232)
Basic damage combo from Ball

5BBBB →  CSa 237 (269)
Basic damage combo. Can camera switch during. Has terrible cut resistance.

6BB > 5BBBB → CSa 212 (230)
Same as above, 6B starter.

5B8B(3hit) → A > 5BB8B(allhit) 290 (320)
Big damage confirm, but no cut resistence. 275(312) if from 5BB instead of 5B.

5B8B(2hit) > Suicide 266(287)
Simple stable suicide combo. Doesn't require cancelling into A, meaning you can do it while CSa is held. Not very much cut resistance, but the combo is fairly short. the 3rd hit of 5B8B now leaves them farther out, making rainbowstep forward suicide unstable.

5B8B(3hit) → A > Suicide 324(350)
Better suicide combo using the pose cancel. Cannot be done while holding A. Rainbowstep forward after the pose.

Sub → 5BC → A > Suicide 208 (265)
Advanced suicide confirm from Ball hit. Not very good cut resistence, and hard to confirm into. Must forward step from Nyuukon, and input Nyuukon before you get too close.


Trans-am

Note:5B here refers to Susa melee, which is the same regardless of actual direction

5B(5hit) > 5B(2hit) > 5B(1hit) or CSa 276 (295)
Basic Trans-am bnb - good cut resistence and decent damage.

5B(1hit) > 5B(allhit) 292 (297)
Max damage without Suiciding

5B(3hit) > 5BC → Suicide 353 (358)
Best damage Suicide Combo. Rainbowstep horizontally is stable. Do not delay the 2B input.

5B(3hit) > Sub → 5BC → Suicide 345 (351)
Easier suicide combo, and more cut-resistant, but does less damage.


Video Section


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Random front Susa notes I'll add to the OP later on:

You can 2/8BC -> CSa/Ball punish WingTV for lariating.

When playing with a 1K, it's EXTREMELY problematic when you get overcosted. Moreso than anything, because of two main reasons:

1) If you used a half, you're probably not getting a 2nd half if you were OC'd once by the 1K.

2) Being that low while waiting for Transam is really problematic. Your partner will only have 1.5 lives left, and they need to hang in there while you build up Trans-am, and during that point you'll be low and forced to play really carefully. Ultimately its an extremely problematic situation to play from, and unless you get some really nice lucky hits, it comes down to downbacking and making no mistakes till Trans-am, then winning off of it.

If you didn't half, you should be able to get a full at some point, in which case it's slightly less hard but still annoying. Optimally if you have the full, it would be best to use it during Trans-am, but who knows if that moment will come. Really depends on what 1K you're playing with too. If it doesn't have good self defense....

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So what is the actual purpose of his suicide move and when should I use it?

It does a huge amount of damage in one hit, so it can be used to add a notable amount of damage to the end of a melee combo. It's more often used for flash than anything else, and it's only reasonable uses revolve around ending a game with it or killing a suit that needs to be killed immediately. The latter of those two reasons is often questionable.

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Oh ok, guess this will by my move of choice to end game with my friends. I'll probably whiff it half a million times but it'll be worth it for that one game where I pull it off.

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You can combo into it, though I don't know the combo paths, and Brett has said the combos might have changed in this game.

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Updated the combo section with some more suicide combos.

General principle is always either 5B8B(3hit) -> A > suicide or 5B8B(2hit) > suicide in normal mode. In transam, melee 3hit or 5hit rainbowstep forward suicide. you can optionally step into ball -> 5BC -> suicide or rainbowstep 4/6 into 5BC suicide.

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Update:

 

-Fixed the Transam 5B(3hit) > Suicide combo a bit (thanks Hiro for pointing this out). The old combo does work I believe but its either character or height specific / extremely strict timing.

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