BBCF/Susano'o: Difference between revisions

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[[File:BBCF Susanoo Portrait.png|350px|center]]
[[File:BBCF Susanoo Portrait.png|350x500px|center]]
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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
*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===
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*Quickly jabs the opponent's midsection.
*Quickly jabs the opponent's midsection.
*His outstretched arm has no extended hurtbox.
*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. Also serves as one of his only jump cancelable normals on block.
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.
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*Swipes at the opponent with his tail.
*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.
*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. Similarly to Ragna 5B, the hitbox does not fully extend until later into the active frames. Full hitbox comes out on frame 11 onwards so bear this in mind when using it at farther ranges.
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.
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  |level=4 |attribute=B |startup=17 |active=6 |recovery=27 |frameAdv=-14 |invul= |hitbox=Susanoo/5C
  |level=4 |attribute=B |startup=17 |active=6 |recovery=27 |frameAdv=-14 |invul= |hitbox=Susanoo/5C
  |description=
  |description=
*Performs a slow side kick.
*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.
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.
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  |description=
  |description=
*Jabs at the opponent's feet.
*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. Great for stagger pressure due to it's Gatling window and it being neutral on block.
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.
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  |description=
  |description=
*Swipes across the ground with his claws.
*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). Can be used as a situational anti air due to its hitbox and Susano'o's hurtbox during it. Good blockstring filler if you do not want to use your 5B gatling too early.
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.
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|name=2C
|name=2C
|image=BBCF_Susanoo_2C.png
|image=BBCF_Susanoo_2C.png
|caption=A pretty decent anti-air.
|caption=Serviceable anti-air.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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*Performs an upward kick. Hits twice.
*Performs an upward kick. Hits twice.
*Untech time lasts until the opponent touches the ground on Counter Hit.
*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 hits in anti air situations made off this will have to be converted into an air combo or 6D depending on positioning or the specials you have unlocked, 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 many more hits with which to cycle through seals. This is also jump cancelable on block giving it a lot of use during pressure making it fairly safe if blocked.
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.
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*Fatal Counter
*Fatal Counter
*Strikes with his elbow, followed by a gut punch. Hits twice.
*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. Its frame advantage and Gatling options make it invaluable during pressure as well. 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 has alot of untech time as well as a very good P2 during combos. A lot of his harder hitting combos use this normal in some way shape of form.
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.
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*Performs a turning axe kick. Hits high.
*Performs a turning axe kick. Hits high.
*Forces crouching on ground hit and hard knockdown on air hit.
*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. Be careful if they have OD however. 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. Since 6C has 20 frames of blockstun on normal block, it allows you to make your opponent part the initial part of 6D if you chain into 6D immediately.
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.
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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.
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 you can use it if you need to strike them low or need to lower your hitbox.
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.
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|name=j.A
|name=j.A
|image=BBCF_Susanoo_jA.png
|image=BBCF_Susanoo_jA.png
|caption=You are going to see this alot
|caption=You are going to see this a lot.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |description=
  |description=
*Strikes in both directions with a palm thrust and a backhand. This move has a diagonal hitbox extending across both hands.
*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 it's hitbox and active frames. It is your main air to air option and hits in certain spots that j.B can't. Main normal used for fuzzies due to its speed.
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.
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  |description=
  |description=
*Slashes with his claws in midair. Decent diagonal range.
*Slashes with his claws in midair. Decent diagonal range.
A hitbox slanting downwards makes this good for jump-ins. 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, but doesn't fare well against opponents higher than Susano'o. also does not hit below him if they are too close to you. Can be used for fuzzies if you want a higher reward.
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.
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*Steps forward and thrusts with both palms in a shockwave of dark energy.
*Steps forward and thrusts with both palms in a shockwave of dark energy.
*Wallbounces on air hit.
*Wallbounces on air hit.
Gatlings into 6D and 2D. Has special/OD cancels on block unlike 6D and 2D. Due to its slow startup and the really long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. If they don't however it has good enough pushback to be a decent blockstring ender despite being negative on block, especially 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.   
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.   
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|input=
|input=
|image=BBCF_Susanoo_2D.png
|image=BBCF_Susanoo_2D.png
|caption=The other low. A high risk... less reward low.
|caption=The higher risk... less reward low.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |description=
  |description=
*Dives and slashes at the opponent's legs. Hits low.
*Dives and slashes at the opponent's legs. Hits low.
Fills a similar niche to 3C as one of your very few lows. 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. He also gets fairly low to the ground. 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.
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.
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.
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  |description=
  |description=
*Unlocks the highlighted icon.
*Unlocks the highlighted icon.
* If it's already unlocked, levels it up.
*If it's already unlocked, levels it up.
* If it's already unlocked and cannot be upgraded, highlights the next icon.
*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.
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.
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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).
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. The slow startup and overall very long total animation makes it very vulnerable to overdrive so be very careful with it if they have it.
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.
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*Rotates his arms, generating a wheel of dark energy around himself.
*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.
*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. It has landing recovery so be careful of how high you are when they block it. It can range from being negative on block to being up to +9 on block.
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.
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*Lunges at the opponent while wreathed in dark energy.
*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 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. Can link into stronger normals if the second hit makes contact with them while being juggled.
*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.
*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.
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.
 
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.
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*Fully invulnerable on frames 1-14. Has a hitbox that extends behind Susano'o, but relatively poor vertical range.
*Fully invulnerable on frames 1-14. Has a hitbox that extends behind Susano'o, but relatively poor vertical range.
*Treated as a projectile.
*Treated as a projectile.
Despite its shortcomings, 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.
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.
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*Fatal Counter
*Fatal Counter
*Ruptures the ground with a powerful kick, creating a wave of dark energy.
*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 a plus on block option from normals that normally don't have those options. Hurtbox doesn't extend forward much at all. You will commonly be in 5A/5B range depending on where you use it. 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 dirt kick can be used in specific midscreen combos however those are mainly reserved for OD.
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.
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*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.
*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.
*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 if Susano'o isn't starving for seals, and as an overhead in pressure.
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.
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.
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*Fifth Icon
*Fifth Icon
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.
This move has alot of blockstun that 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.
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.
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*Sixth Icon
*Sixth Icon
*Susano'o discharges dark electricity from his hand.
*Susano'o discharges dark electricity from his hand.
*Mashing C extends the duration of the attack. Pressing B+C or C+D will end the attack and go into recovery.
*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.
*Absorbs projectiles and has good chip damage, but high pushback.
*Treated as a projectile.
*Treated as a projectile.
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. 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.
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.
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*Susano'o charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.
*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.
*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.
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.
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*Susano'o slashes the opponent with a blade of dark energy.
*Susano'o slashes the opponent with a blade of dark energy.
*Wallbounces towards Susano'o on Counter Hit.
*Wallbounces towards Susano'o on Counter Hit.
A very high priority special worth unlocking as soon as possible. Gives Susano'o better ground control. Pressing buttons while grounded becomes scary, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Be prepared to deal with air approaches once your opponent sees that you have this.
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.
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.
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*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.
*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.
*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 super fairly situational to use. However using this can be good if you have been put at an early disadvantage to try and get back into the game.
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.
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Revision as of 14:46, 12 September 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
  • 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.
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
Serviceable 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 a lot.
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 higher 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
Ok to use as a mixup 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