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*High health helps compensate for diminished defenses at round start
*High health helps compensate for diminished defenses at round start
*Has a tool for nearly every situation
*Has a tool for nearly every situation
*M U S T D I E


|cons=
|cons=

Revision as of 03:25, 25 May 2020

Susanoo
BBCF Susanoo Portrait.png
Playstyle
Rushdown, Snowball

Overview

Susano'o, also referred to as Black Susano'o (Full Name: Takehaya Susano'o no Mikoto), is one of the Original Units along with Tsukuyomi and Amaterasu and served as the latter's guardian for aeons before the beginning of the series. Over time however, he grew to resent the fact that he was bound to the Master Unit and dedicated his existence to destroying Amaterasu and everything she creates. In Blazblue: Central Fiction, it is revealed that Yūki Terumi is the god that originally resided within the Susano'o Unit, having cast away the Susano'o Unit long ago. After removing the unit's previous host, Hakumen, Terumi merges with his old vessel to once again assume his true form and annihilate those who stand in his way.

Drive: Divine Warrior

When on P1 side, icons order is left-to-right. On P2 side, it's reversed

Susano'o has eight special moves and starts every round with the first special move unlocked, with the remainder locked. Each time he lands a hit, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icons highlighted, so for example doing 5A > 5B > 5C, would highlight the third icon (Megalith). When a Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset. Certain icons can be levelled up if they are already unlocked, changing their properties and damage. If the icon is both unlocked and fully levelled (if applicable), the next icon is highlighted instead.

Overdrive: Shrieks of the Entombed

  • All specials can be used at their highest level while Overdrive is active, even if locked.
  • Gains access to an Overdrive-only Distortion Drive that instantly unlocks all of Susano'o's specials for use outside of Overdrive.

Strengths/Weaknesses



Normal Moves

5A
5A
BBCF Susanoo 5A.png
Short, but safe.
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  • Quickly jabs the opponent's midsection.
  • His outstretched arm has no extended hurtbox.

Doesn't gatling into itself, is the slowest 5A, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.

5B
5B
BBCF Susanoo 5B.png
Every Susano'o starts rounds with this. No exceptions.
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  • Swipes at the opponent with his tail.
  • The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with 5B at round start.

A good starter, used in many standard combos. Its decent startup (only one frame slower than his 5A) and serviceable recovery also make this a good move in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's 5B, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges.

5C
5C
BBCF Susanoo 5C.png
Slow, but long-ranged.
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  • Steps forward and performs a side kick.
  • Best damage opener for up-front damage and P1/P2 combination.

Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Note that since this attack moves Susano'o several steps forward, it can be used for kara throws. Susanoo's best punish if you aren't going to get a counterhit, if you are, use 6B instead for its Fatal property.

By plinking C before B, you are able to cancel the start up of 5C into a throw, giving you a little more throw range than usual.

2A
2A
BBCF Susanoo 2A.png
Not a low.
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  • Jabs at the opponent's feet.

One frame faster than his 5A and neutral on block, making it the best tool Susano'o has for poking his way out of situations in general. Also great for stagger pressure due to its gatling window.

2B
2B
BBCF Susanoo 2B.png
Also not a low...
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  • Swipes across the ground with his claws.

Unfortunately, Susano'o is saddled with a 2B that doesn't hit low. While 5B is an overall better poke, 2B does have its place in neutral. The hitbox is static unlike 5B so you get its max range immediately (5B doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your 5B gatlings too early.

2C
2C
BBCF Susanoo 2C.png
Serviceable anti-air.
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  • Performs an upward kick. Hits twice.
  • Untech time lasts until the opponent touches the ground on Counter Hit.

Susano'o's dedicated anti-air, but doesn't gain head invulnerability until the active frames begin. Most anti-air 2C hits will have to be converted into an air combo or 6D depending on positioning and the unlocked specials, but scoring a Counter Hit enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. Finally, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked. 2C moves Susanoo forward slightly and has useful gattlings into his overhead and low, making it a good centerpiece for your blockstrings.

6A
6A
BBCF Susanoo 6A.png
Who needs anti-airs when you have hit scans?
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  • Fires a wisp of dark energy that instantly travels across the screen.
  • Has zero vertical coverage, and opponents may low profile it.
  • Projectile level 2, will punch through most projectiles and still hit your opponent, will cancel out other level 2 projectiles (but won't also hit your opponent in this case)

Susanno's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into 4D, and so can be used to quickly unlock or level a special - usually level 3 Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.

6B
6B
BBCF Susanoo 6B.png
Good ol' "Fatal! Fatal!"
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  • Fatal Counter
  • Strikes with his elbow, followed by a gut punch. Hits twice.

This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. While it can be used in neutral or to fish for a Fatal Counter, its otherwise great recovery is hampered by a lengthy startup and attack animation that can leave you open to air approaches or simply getting stuffed. It shines most in pressure thanks to good frame advantage and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.

6C
6C
BBCF Susanoo 6C.png
Hope you like 50/50s.
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  • Performs a turning axe kick. Hits high.
  • Forces crouching on ground hit and hard knockdown on air hit.

Slower startup than his 6D (though see notes on that move too), but significantly safer on block; even if you block it, he has access to 5D, 2D, and 6D. 6C>5D is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. 6C has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of 6D if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26 frame one.

3C
3C
BBCF Susanoo 3C.png
Finally, a low!
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  • Trips up the opponent with his tail, followed by a sweep kick. Hits low, and hits twice.
  • Has soft knockdown on regular hit and hard knockdown on Counter Hit.

An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded Sundering Claws and Dancing Dual Kick to earn any strong damage from connecting with this.

Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.

j.A
j.A
BBCF Susanoo jA.png
Aerial T-Pose to assert aerial dominance.
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  • Strikes in both directions with a palm thrust and a backhand. This move has a diagonal hitbox extending across both hands.

Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that j.B can't. while also being your primary choice for fuzzies due to its speed.

j.B
j.B
BBCF Susanoo jB.png
Your staple jump-in.
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  • Slashes with his claws in midair. Decent diagonal range.

A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.

j.C
j.C
BBCF Susanoo jC.png
General purpose air normal.
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  • Kicks downward with great overall range. Hits twice. Second hit knocks opponent towards the ground (can be teched).

Great tool for cycling through seals to get what you want before going into j.D to unlock/upgrade a special. Its fantastic vertical coverage also makes it a fine tool for protecting yourself from enemy approaches while airborne, and can see some use as a jump-in of your own. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so j.D connects.


Drive Moves

5D
5D
BBCF Susanoo 5D.png
The Key to the Kingdom!
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  • Steps forward and thrusts with both palms in a shockwave of dark energy.
  • Wallbounces on air hit.

Gatlings into 6D and 2D - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use 2D or your special moves to frame trap them for attempting to punish you or make yourself safe.

2D
2D
BBCF Susanoo 2D.png
The higher risk... less reward low.
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  • Dives and slashes at the opponent's legs. Hits low.

Fills a similar niche to 3C as one of your very few lows, and also puts Susano'o fairly close to the ground. However, 2D can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a 2D hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.

Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.

4D
4D
BBCF Susanoo 4D.png
An unlock tool that doesn't require a hit.
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  • Unlocks the highlighted icon.
  • If it's already unlocked, levels it up.
  • If it's already unlocked and cannot be upgraded, highlights the next icon.

Typically used as a followup to 6A on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move.

  • When using this in long range neutral, you want to go for unlocking up to lvl3 236A, but don't be too greedy since the purpose of pressing 4D in neutral is to have your opponent come to you.

6D
6D
BBCF Susanoo 6D.png
Ok to use as a mixup on occasion, but will see most use in combos.
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  • A darkness-empowered stomp on the opponent's head. Hits high, and hits once.
  • Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.
  • Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.

This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick. As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. 6D > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).

Because its initial hitboxes are very high up, you'll only hit opponents who are crouching or a distance away with the later hitboxes, effectively giving this move 25 frames of startup and making it -8 on block. While 6D has similar shortcomings to 2D in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as 6D's slow startup and overall long animation makes it easy pickings.

j.D
j.D
BBCF Susanoo jD.png
Staple air combo ender.
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  • Rotates his arms, generating a wheel of dark energy around himself.
  • Has hitboxes all around his body, but short range in all directions compared to his other air normals.

You'll use this as a combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C Up we go!
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  • 100% minimum damage
  • Grabs the opponent and smashes their face into the floor, then lifts them back up and kicks them high into the air.

Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.


Back Throw
Back Throw
4B+C Sucks To Be You 2: Electric Boogaloo.
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  • 100% minimum damage
  • Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces towards Susano'o midscreen, wallsticks in the corner.

Air Throw
Air Throw
j.B+C Susano'o's throws can all lead to exceptional damage, even with scaling.
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  • 100% minimum damage
  • Grabs the opponent and tears into them with both hands, blowing them into the air.

Counter Assault
Counter Assault
6A+B (When Blocking)
BBCF Susanoo 5D.png
If only Terumi had this...
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  • Steps forward and thrusts with both palms in a shockwave of dark energy.

Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous 5D, so you can use this to get out of a sticky situation if you don't mind spending the meter.

Crush Trigger
Crush Trigger
5A+B
BBCF Susanoo CT.png
Old habits die hard.
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Uncharged
Charged
  • Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
  • Susano'o performs a powerful downward stomp.

Links into 6B during combos on most characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.


Special Moves

Sundering Claws
Sundering Claws BBCF Susanoo SunderingClawsIcon.png
236A
BBCF Susanoo SunderingClaws.png
Does second hit only at level 3.
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Level 1
Level 2
Level 3
  • First Icon
  • Short dashing shoulder tackle (Shoulder bite?)
  • At level 2, the lunge covers much more distance, more active frames, and links into 2A in the corner.
  • At level 3, Susano'o automatically follows up on hit with a launching slash and links into 5A/2A anywhere.
  • Recovery frames immediately begin on hit/block.

Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as 3C, but don't expect to get away with it forever.

You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.

Towering Flame
Towering Flame BBCF Susanoo ToweringFlameIcon.png
623C
BBCF Susanoo ToweringFlame.png
Pray this attack hits.
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  • Second Icon
  • Punches the ground to release a shockwave of dark energy.
  • Fully invulnerable on frames 1-20. Has a hitbox that extends behind Susano'o, but relatively poor vertical range.
  • Treated as a projectile.

Despite its disadvantages, this is one of Susano'o's precious few defensive tools and should be a very high priority unlock. Keep in mind its horizontally-focused hitbox when using it, and be sure to have 50 heat stocked when you do. If this is blocked without a Rapid or whiffs entirely, you're all but guaranteed to eat a very painful punish.

Megalith
Megalith BBCF Susanoo MegalithIcon.png
214A
BBCF Susanoo Megalith.png
Kicking sand!
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Level 1
Level 2
Level 3
  • Third Icon
  • Fatal Counter
  • Level 3 guard crushes normal guard.
  • Guard crushed opponent recovers 20 frames after Susano'o.
  • Ruptures the ground with a powerful kick, creating a wave of dark energy.
  • Hitbox extends as far out horiziontally as the projectile suggests, but also as tall as Susanoo's foot, giving it a slightly deceptive hitbox in the far upper corner.

Level 1 version is very good at helping making certain normals safer to use such as 3C and 5D, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.

Hunter's Fang
Hunter's Fang BBCF Susanoo HuntersFangIcon.png
214B (air OK)
BBCF Susanoo HuntersFang.png
More useful than you might think.
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Level 1
Level 2
Level 1 (Air)
Level 2 (Air)
  • Fourth Icon
  • Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.
  • Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.
  • At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.

A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace j.D as an air combo ender for more damage, and as an overhead in pressure.

At level 1, its bounce links into 5B always and 2C on most characters. At level 2, the projectile throws the opponent high enough that 2C can be used always and 3C can be used if hitstun hasn't decayed too much. The projectile also has a hugely disjointed hitbox which can be used to control space in neutral although it's somewhat risky to use. This also means that if the stomp part doesn't connect and only the projectile hits, Susano'o recovers faster allowing for better followups. The projectile portion is incredibly plus on block provided the stomp did not connect first.

When used in midair, level 1 can be a decent way to tack on damage at the end of combos provided that you aren't too worried about unlocking a seal. At level 2, it can be used to convert aerial combos into grounded ones after specific strings.

Dancing Dual Kick
Dancing Dual Kick BBCF Susanoo DancingDualKickIcon.png
236B
BBCF Susanoo DancingDualKick.png
Grand Viper, nuff said.
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  • Fifth Icon
  • Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.
  • Jump cancelleable on final hit.

This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.

Inevitable Calamity
Inevitable Calamity BBCF Susanoo InevitableCalamityIcon.png
Mash C
BBCF Susanoo InevitableCalamity.png
Damage Scaling: The Move.
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  • Sixth Icon
  • Susano'o discharges dark electricity from his hand.
  • Mashing C extends the duration of the attack. Pressing B+C+D will end the attack and go into recovery.
  • Absorbs projectiles and has good chip damage, but high pushback.
  • Treated as a projectile.
  • Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.
  • To assist activating this at neutral, 5C or 6C's startup can be cancelled into this by mashing enough times.

A good move to go for due to its fast startup, serviceable frame advantage, and the ability for you to cancel it whenever you like by pressing B+C+D. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+C+D. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)

Splintering Thrust
Splintering Thrust BBCF Susanoo SplinteringThrustIcon.png
63214C
BBCF Susanoo SplinteringThrust.png
Putting the "God" back in God Press.
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  • Seventh Icon
  • Combo throw, will not cause purple !! marks for any reason, but does not have 100% minimum damage either.
  • Can only throw Standing or Crouching opponents.
  • Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.
  • Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.
  • Certain Counter Hits will combo into it, but it can only be followed up with a Rapid, Inevitable Calamity or off the first hit of a Fatal 6B.

Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susanno's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.

Blade of Judgement
Blade of Judgement BBCF Susanoo BladeOfJudgementIcon.png
236D
BBCF Susanoo BladeOfJudgement.png
Michael Swor - oops, wrong game.
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  • Eighth Icon
  • Susano'o slashes the opponent with a blade of dark energy.
  • Wallbounces towards Susano'o on Counter Hit.

A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.

The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by 6D for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.


Distortion Drives

Liberating Dagger
Liberating Dagger
236236D This is a no-fireball zone.
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  • Requires Blade of Judgement unlocked.
  • Susano'o forms a large blade of dark energy and executes a single devastating slash.
  • Fully invulnerable on frames 1-20.

A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than 632146D until he has a certain amount of seals.

Strike of the Possessed God
Strike of the Possessed God
632146D Deadly Rave
BBCF Susanoo StrikeOfThePossessedGod2.png
with a Gamma Ray finish.
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  • Susano'o delivers a backhand strike that stuns the opponent before using all of his unlocked specials in order (Each doing less damage than usual), finishing off by firing a huge laser from his mouth.
  • Damage increases depending on how many seals are unlocked/upgraded.
  • Overdrive does not automatically enable all parts of this move to activate, Susanno will still only use the special moves that have actually been unlocked.
  • Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)
  • Fully invulnerable on frames 1-19.
  • General purpose reversal super that can add good damage to many combo routes. Very easy to combo into.
  • If the initial strike finishes the opponent off, the rest of the move is not performed.

Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. If Sundering Claws is above level 1, the first hit will always stagger the opponent. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. The minimum damage for each seal and their respective levels are as follows:

-Initial Strike: 100

-Sundering Claws: 0 / 75 / 150

-Towering Flame: 75

-Megalith: 75 / 90 / 105

-Hunter's Fang: 120 / 210

-Dancing Dual Kick: 150

-Inevitable Calamity: 312

-Splintering Thrust: 150

-Blade of Judgment: 225 (OD 300)

-Laser Cannon: 399 (OD 665)

Collapsing Resentment
Collapsing Resentment
[2]8D during Overdrive
BBCF Susanoo CollapsingResentment.png
When 4D goes on as many steroids as Susano'o.
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  • Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.
  • Guard Points against Body attacks on frames 1-10.

While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.


Exceed Accel

Bloodsplitter
ABCD during Overdrive Come on and slam!
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  • Susano'o strikes the opponent in the gut (Uses the same animation as 6A, but without the full distance hitbox). If it connects, he smashes them into the air with an upwards version of his 214B before crashing down, slamming his opponent to the ground.
  • Does not cost Heat, but immediately ends Overdrive if used.
  • 15% Minimum damage

Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.


Astral Heat

Roar of the Mad King
2141236C 「MUST DIE」
BBCF Susanoo RoarOfTheMadKing2.png
"WHEN YOU DIE, WHERE'S YOUR GOD?"
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  • Susano'o slams the opponent to the ground before knocking them away with a burst of dark energy. He then gathers a massive amount of dark energy into a huge sword and cuts downwards, causing a multitude of dark beams to slash across the screen.

You can easily combo into this with 3C, Forward Throw, and other moves. Note that it has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close to Susano'o.


External References


Navigation

To edit frame data, edit values in BBCF/Susano'o/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.