Difference between revisions of "BBCF/Susanoo"

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(Pros/Strengths)
Line 47: Line 47:
 
*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
 +
*Even his blockstrings can unlock moves, forcing his opponents to try more risky ways to defend, opening them up for baiting and frametraps.
  
 
===Cons/Weaknesses===
 
===Cons/Weaknesses===

Revision as of 14:46, 12 September 2017

Susanoo
BBCF Susanoo Portrait.png

Health: 12,500

Combo Rate: 60%

Jump Startup: 4

Backdash Time 29 / Invul: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Delayed Run
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.

Pros/Strengths

  • High average damage
  • Most moves have good range and can be used for spacing
  • Builds strong momentum when given the opportunity
  • High health helps compensate for diminished defenses at round start
  • Has a tool for nearly every situation
  • Even his blockstrings can unlock moves, forcing his opponents to try more risky ways to defend, opening them up for baiting and frametraps.

Cons/Weaknesses

  • Slow attacks and a tall hurtbox make it hard for him to defend and easy for opponents to stuff or punish his moves
  • Has a dash with unique startup that renders microdashing impossible
  • Most tools must be unlocked before using, rendering Susano'o significantly weaker than other characters at round start
  • Below average high/low mixup game, and severely lacks safe low options
  • Best combo routes are only accessible after unlocking specials, and many moves lack good confirms without them
  • Relies on system mechanics and resources to escape pressure before reversal options can be acquired
  • Struggles greatly to regain momentum when put at an early disadvantage, and most momentum gained is reset after each round


Normal Moves

5A
5A
BBCF Susanoo 5A.png
Short, but safe.
Damage Guard Startup Active Recovery Frame Adv Attribute
450 All 8 5 6 +3 B
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
770 HL 9 6 16 -5 B
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 HL 17 6 27 -14 B
  • Steps forward and performs a side kick.

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.


2A
2A
BBCF Susanoo 2A.png
Not a low.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 7 2 10 0 F
  • 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...
Damage Guard Startup Active Recovery Frame Adv Attribute
720 HL 10 3 19 -5 F
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
700*2 HL 10 3(2)5 22 -10 -
  • 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.


6A
6A
BBCF Susanoo 6A.png
Who needs anti-airs when you have hit scans?
Damage Guard Startup Active Recovery Frame Adv Attribute
800 All 16 3 33 -10 HBFP
  • Fires a wisp of dark energy that instantly travels across the screen.
  • Has zero vertical coverage, and opponents may low profile it.
  • Neutralizes single-hit projectiles such as Spark Bolt.

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!"
Damage Guard Startup Active Recovery Frame Adv Attribute
850*2 HL 18 4(11)5 12 +2 B
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
1120 H 25 4 20 -3 B
  • 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 part the initial part of 6D if you chain into it immediately.


3C
3C
BBCF Susanoo 3C.png
Finally, a low!
Damage Guard Startup Active Recovery Frame Adv Attribute
800*2 L, L 12 4(8)4 23 -8 F
  • 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
You are going to see this a lot.
Damage Guard Startup Active Recovery Frame Adv Attribute
450 HA 8 5 15 - H
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
740 HA 10 4 22 - H
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
770*2 HA 12 2(2)3 23 - H
  • Kicks downward with great overall range. Hits twice.

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.


Drive Moves

5D
5D
BBCF Susanoo 5D.png
The Key to the Kingdom!
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 HL 17 3 28 -10 -
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
1080 L 16 5 22 -10 -
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 16 - 27 - -
  • 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.


6D
6D
BBCF Susanoo 6D.png
Ok to use as a mixup on occasion, but will see most use in combos.
Damage Guard Startup Active Recovery Frame Adv Attribute
1150 H 20 3(3)1 26 -14 -
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 All 15 6 21 - -
  • 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
BBCF Susanoo ForwardThrow.png
Up we go!
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 - 7 3 23 - -
  • 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
BBCF Susanoo BackThrow.png
Sucks To Be You 2: Electric Boogaloo.
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 - 7 3 23 - -
  • 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
BBCF Susanoo AirThrow.png
Susano'o's throws can all lead to exceptional damage, even with scaling.
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 - 7 3 23+3L - -
  • 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...
Damage Guard Startup Active Recovery Frame Adv Attribute
- All 13 3 31 - -
  • 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.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 B 20-61 1 25 0 -
  • 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. 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.


Special Moves

Sundering Claws
Sundering Claws
236A
BBCF Susanoo SunderingClaws.png
Does second hit only at level 3.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Level 1 900 All 15 6 19 -3 -
Level 2 900 All 15 12 19 -3 -
Level 3 990*2 All 15 12 19 -3 -
  • First Icon
  • Lunges at the opponent while wreathed in dark energy.
  • 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
623C
BBCF Susanoo ToweringFlame.png
Pray this attack hits.
Damage Guard Startup Active Recovery Frame Adv Attribute
1400 HL 12 12 46 -28 -
  • Second Icon
  • Punches the ground to release a shockwave of dark energy.
  • Fully invulnerable on frames 1-14. 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
214A
BBCF Susanoo Megalith.png
Kicking sand!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Level 1 900 All 20 4 18 +1 -
Level 2 1000 All 30 4 18 +8 -
Level 3 1100 B 30 4 18 +12 -
  • Third Icon
  • Fatal Counter
  • Ruptures the ground with a powerful kick, creating a wave of dark energy.

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
214B (air OK)
BBCF Susanoo HuntersFang.png
More useful than you might think.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Level 1 840*2 H 23 Until L, 3 24 -10 -
Level 2 840*3 H 23 Until L, 3 24 -10 -
Level 1 (Air) 660*N All 9 Until L, 3 24 - -
Level 2 (Air) 660*N, 840 All 9 Until L, 3 24 - -
  • 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.


Dancing Dual Kick
Dancing Dual Kick
236B
BBCF Susanoo DancingDualKick.png
Grand Viper, nuff said.
Damage Guard Startup Active Recovery Frame Adv Attribute
390*5, 780 L*5, All 18 4*5(18)4 19+11L -15 -
  • Fifth Icon
  • Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.

This move's blockstun forces opponents to block every individual hit but the last as a low. 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
CCCC...
BBCF Susanoo InevitableCalamity.png
Damage Scaling: The Move.
Damage Guard Startup Active Recovery Frame Adv Attribute
570*N All 7 [3*3]*N 20 -7 -
  • 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.

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.


Splintering Thrust
Splintering Thrust
63214C
BBCF Susanoo SplinteringThrust.png
Putting the "God" back in God Press.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1800*2 - 30 16 37 - -
  • Seventh Icon
  • Susano'o charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.
  • Certain Counter Hits will combo into it, but it can only be followed up with a Rapid or off the first hit of a Fatal 6B.

Has exceptionally long range for a command grab, but horrible startup. You'll have to treat this differently from most commands grabs to get any mileage out of it. Keep in mind that because of the long dash Susano'o makes, this grab can out range a large number of moves despite its awful startup. Also note that it will generally lose to other command grabs that outrange it, such as both of Tager's 360s.


Blade of Judgement
Blade of Judgement
236D
BBCF Susanoo BladeOfJudgement.png
Michael Swor - oops, wrong game.
Damage Guard Startup Active Recovery Frame Adv Attribute
1650 All 19 3 24 -6 -
  • 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.


Distortion Drives

Liberating Dagger
Liberating Dagger
236236D
BBCF Susanoo LiberatingDagger.png
This is a no-fireball zone.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2800 All 7+8 6 55 -40 -
Overdrive 3500 All 7+8 6 55 -40 -
  • 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
BBCF Susanoo StrikeOfThePossessedGod.png
Deadly Rave meets Gamma Ray.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2428~4567 All 5+11 4 40 -23 -
Overdrive 3380~5323 All 5+11 4 40 -23 -
  • Susano'o delivers a backhand strike that stuns the opponent before using all of his unlocked specials, finishing off by firing a huge laser from his mouth.
  • Damage increases depending on how many seals are unlocked/upgraded.
  • Fully invulnerable on frames 1-19.

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.


Collapsing Resentment
Collapsing Resentment
[2]8D during Overdrive
BBCF Susanoo CollapsingResentment.png
When 4D goes on as many steroids as Susano'o.
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 10 - 27 - -
  • 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.


Exceed Accel

Bloodsplitter
ABCD during Overdrive
BBCF Susanoo Bloodsplitter.png
Come on and slam!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2130 All 20 3 21 - -
Active Flow 4242 All 20 3 21 - -
  • Susano'o strikes the opponent in the gut. 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.

Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability and is safe on block, but it has no minimal damage and cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.


Astral Heat

Roar of the Mad King
2141236C
BBCF Susanoo RoarOfTheMadKing.png
「MUST DIE」
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY All 4+12 6 36 -21 -
  • 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 before erasing the opponent from existence, leaving behind only destruction in its wake.

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



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BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc