BBCF/Susano'o: Difference between revisions

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*Absorbs projectiles and has good chip damage, but high pushback.
*Absorbs projectiles and has good chip damage, but high pushback.
*Treated as a projectile.
*Treated as a projectile.
A fairly low priority unlock due to its limited utility. Can be used in some corner combos and picked up with 5A/2A if the opponent is high enough, but damage will quickly prorate to nothing if this attack is fully used more than once.
A good move to go for due to its fast startup, ok frame advantage on block, 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. While it is -6 on block, you have good control on when the move goes into recovery so it allows you to cover holes in pressure.
 
While this special can nullify almost all standard projectiles and even some projectile supers, it's not possible to use it on a whim due to its unusual input; it must be cancelled or buffered in some way, which makes it difficult to use in neutral.
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Revision as of 20:50, 13 August 2017

Susanoo
BBCF Susanoo Portrait.png

Health: 12,500
Combo Rate: 60%
Prejump:
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

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.
450 All 8 5 6 - B -
5B
5B
BBCF Susanoo 5B.png
Every Susano'o starts rounds with this. No exceptions.
770 HL 9 6 16 - B -
5C
5C
BBCF Susanoo 5C.png
Slow, but long-ranged.
1000 HL 17 6 27 - B -
2A
2A
BBCF Susanoo 2A.png
Not a low.
300 All 7 2 10 - F -
2B
2B
BBCF Susanoo 2B.png
Also not a low...
720 HL 10 3 19 - F -
2C
2C
BBCF Susanoo 2C.png
A pretty decent anti-air.
700*2 HL 10 3(2)5 22 - -
6A
6A
BBCF Susanoo 6A.png
Who needs anti-airs when you have hit scans?
800 All 16 3 33 - HBFP -
6B
6B
BBCF Susanoo 6B.png
Good ol' "Fatal! Fatal!"
850*2 HL 18 4(11)5 12 - B -
6C
6C
BBCF Susanoo 6C.png
Hope you like 50/50s.
1120 H 25 4 20 - B -
3C
3C
BBCF Susanoo 3C.png
Finally, a low!
800*2 L, L 12 4(8)4 23 - F -
j.A
j.A
BBCF Susanoo jA.png
You are going to see this alot
450 HA 8 5 15 - H -
j.B
j.B
BBCF Susanoo jB.png
Your staple jump-in.
740 HA 10 4 22 - H -
j.C
j.C
BBCF Susanoo jC.png
General purpose air normal.
770*2 HA 12 2(2)3 23 - H -


Drive Moves

5D
5D
BBCF Susanoo 5D.png
The Key to the Kingdom!
1100 HL 17 3 28 - -
2D
2D
BBCF Susanoo 2D.png
The other low. A high risk... less reward low.
1080 L 16 5 22 - -
4D
4D
BBCF Susanoo 4D.png
An unlock tool that doesn't require a hit.
16 27 - -
6D
6D
BBCF Susanoo 6D.png
Nice to use raw on occasion, but will see most use in combos.
1150 H 20 3(3)1 26 - -
j.D
j.D
BBCF Susanoo jD.png
Staple air combo ender.
1100 All 15 6 21 - -


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C Up we go!
1500 7 3 23 - - -


Back Throw
Back Throw
4B+C Sucks To Be You 2: Electric Boogaloo.
1500 7 3 23 - - -
Air Throw
Air Throw
j.B+C Susano'o's throws can all lead to exceptional damage, even with scaling.
1500 7 3 23+3L - - -
Counter Assault
Counter Assault
6A+B (When Blocking)
BBCF Susanoo 5D.png
If only Terumi had this...
All 13 3 31 - - -
Crush Trigger
Crush Trigger
5A+B
BBCF Susanoo CT.png
Old habits die hard.
1000 B 20-61 1 25 - - -


Special Moves

Sundering Claws
Sundering Claws
236A
BBCF Susanoo SunderingClaws.png
Does second hit only at level 3.
900 All 15 6 19 - - - 900 All 15 12 19 - - - 990*2 All 15 12 19 - - -
Towering Flame
Towering Flame
623C
BBCF Susanoo ToweringFlame.png
Pray this attack hits.
1400 HL 12 12 46 - - -
Megalith
Megalith
214A
BBCF Susanoo Megalith.png
Kicking sand!
900 All 20 4 18 - - - 1000 All 30 4 18 - - - 1100 B 30 4 18 - - -
Hunter's Fang
Hunter's Fang
214B (air OK)
BBCF Susanoo HuntersFang.png
More useful than you might think.
840*2 H 23 Until L, 3 24 - - - 840*3 H 23 Until L, 3 24 - - - 660*N All 9 Until L, 3 24 - - - 660*N, 840 All 9 Until L, 3 24 - - -
Dancing Dual Kick
Dancing Dual Kick
236B
BBCF Susanoo DancingDualKick.png
Grand Viper, nuff said.
390*5, 780 L*5, All 18 4*5(18)4 19+11L - - -
Inevitable Calamity
Inevitable Calamity
CCCC...
BBCF Susanoo InevitableCalamity.png
Damage Scaling: The Move.
570*N All 7 [3*3]*N 20 - - -
Splintering Thrust
Splintering Thrust
63214C
BBCF Susanoo SplinteringThrust.png
Putting the "God" back in God Press.
0, 1800*2 30 16 37 - - -
Blade of Judgement
Blade of Judgement
236D
BBCF Susanoo BladeOfJudgement.png
Michael Swor - oops, wrong game.
1650 All 19 3 24 - - -


Distortion Drives

Liberating Dagger
Liberating Dagger
236236D This is a no-fireball zone.
2800 All 7+8 6 55 - - - 3500 All 7+8 6 55 - - -
Strike of the Possessed God
Strike of the Possessed God
632146D Deadly Rave meets Gamma Ray.
2428~4567 All 5+11 4 40 - - - 3380~5323 All 5+11 4 40 - - -
Collapsing Resentment
Collapsing Resentment
[2]8D during Overdrive
BBCF Susanoo CollapsingResentment.png
When 4D goes on as many steroids as Susano'o.
10 27 - - -


Exceed Accel

Bloodsplitter
ABCD during Overdrive Come on and slam!
2130 All 20 3 21 - - 4242 All 20 3 21 - -


Astral Heat

Roar of the Mad King
2141236C 「MUST DIE」
DESTROY All 4+12 6 36 - - -


External References