(29 intermediate revisions by 8 users not shown) | |||
Line 4: | Line 4: | ||
|- | |- | ||
|| | || | ||
[[File:BBCF Susanoo Portrait.png| | [[File:BBCF Susanoo Portrait.png|350x500px|center]] | ||
|- | |- | ||
|| | || | ||
Line 41: | Line 41: | ||
* Gains access to an Overdrive-only Distortion Drive that instantly unlocks all of Susano'o's specials for use outside of Overdrive. | * Gains access to an Overdrive-only Distortion Drive that instantly unlocks all of Susano'o's specials for use outside of Overdrive. | ||
=== | ===Strengths/Weaknesses=== | ||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
*High average damage | *High average damage | ||
*Most moves have good range and can be used for spacing | *Most moves have good range and can be used for spacing | ||
Line 47: | Line 52: | ||
*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. | |||
= | | style="width: 50%;"| | ||
*Slow attacks and a tall hurtbox make it hard for him to defend and easy for opponents to stuff or punish his moves | *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 | *Has a dash with unique startup that renders microdashing impossible | ||
Line 54: | Line 59: | ||
*Below average high/low mixup game, and severely lacks safe low options | *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 | *Best combo routes are only accessible after unlocking specials, and many moves lack good confirms without them | ||
*Requires good knowledge of variable combo paths based on what is currently unlocked. | |||
*Relies on system mechanics and resources to escape pressure before reversal options can be acquired | *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 | *Struggles greatly to regain momentum when put at an early disadvantage, and most momentum gained is reset after each round | ||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
Line 71: | Line 79: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 87: | Line 95: | ||
*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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 99: | Line 107: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1000 |cancel=SOJR |starter= |guard=HL | |damage=1000 |cancel=SOJR |starter= |guard=HL | ||
|level=4 |attribute=B |startup=17 |active=6 |recovery= | |level=4 |attribute=B |startup=17 |active=6 |recovery=18 |frameAdv=-5 |invul= |hitbox=Susanoo/5C | ||
|description= | |description= | ||
* | *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. | ||
}} | }} | ||
Line 118: | Line 126: | ||
|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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 133: | Line 141: | ||
|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) | 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. | ||
}} | }} | ||
}} | }} | ||
Line 141: | Line 149: | ||
|name=2C | |name=2C | ||
|image=BBCF_Susanoo_2C.png | |image=BBCF_Susanoo_2C.png | ||
|caption= | |caption=Serviceable anti-air. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 149: | Line 157: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 177: | Line 185: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=800*2 |cancel=SOR, SOR |starter= |guard=HL | ||
|level=4 |attribute=B |startup=18 |active=4(11)5 |recovery= | |level=4 |attribute=B |startup=18 |active=4(11)5 |recovery=10 |frameAdv=+4 |invul= |hitbox=susanoo/6B | ||
|description= | |description= | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 198: | Line 206: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 216: | Line 224: | ||
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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 224: | Line 232: | ||
|name=j.A | |name=j.A | ||
|image=BBCF_Susanoo_jA.png | |image=BBCF_Susanoo_jA.png | ||
|caption=You are going to see this | |caption=You are going to see this a lot. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 231: | Line 239: | ||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 246: | Line 254: | ||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 260: | Line 268: | ||
|level=4 |attribute=H |startup=12 |active=2(2)3 |recovery=23 |frameAdv= |invul= |hitbox=Susanoo/j.C | |level=4 |attribute=H |startup=12 |active=2(2)3 |recovery=23 |frameAdv= |invul= |hitbox=Susanoo/j.C | ||
|description= | |description= | ||
*Kicks downward with great overall range. Hits twice. | *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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 280: | Line 288: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 289: | Line 297: | ||
|input= | |input= | ||
|image=BBCF_Susanoo_2D.png | |image=BBCF_Susanoo_2D.png | ||
|caption=The | |caption=The higher risk... less reward low. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 296: | Line 304: | ||
|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 | 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. | ||
Line 314: | Line 322: | ||
|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. 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. | ||
}} | }} | ||
}} | }} | ||
Line 336: | Line 344: | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 353: | Line 361: | ||
*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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 438: | Line 446: | ||
*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. | *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. | *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. | 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. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up. | ||
}} | }} | ||
}} | }} | ||
Line 453: | Line 461: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Level 1 |damage=900 |cancel=R |starter= |guard=All | |version=Level 1 |damage=900 |cancel=R |starter= |guard=All | ||
|startup=15 |active=6 |recovery=19 |frameAdv=-3 |invul= |hitbox=Susanoo/236A | |startup=15 |active=6 |recovery=19 |frameAdv=-3 |invul= |attribute = B |hitbox=Susanoo/236A | ||
|description= | |description= | ||
}} | }} | ||
Line 459: | Line 467: | ||
|header=no | |header=no | ||
|version=Level 2 |damage=900 |cancel=R |starter= |guard=All | |version=Level 2 |damage=900 |cancel=R |starter= |guard=All | ||
|startup=15 |active=12 |recovery=19 |frameAdv=-3 |invul= |hitbox=Susanoo/236A | |startup=15 |active=12 |recovery=19 |frameAdv=-3 |invul= |attribute = B |hitbox=Susanoo/236A | ||
|description= | |description= | ||
}} | }} | ||
Line 465: | Line 473: | ||
|header=no | |header=no | ||
|version=Level 3 |damage=990*2 |cancel=R |starter= |guard=All | |version=Level 3 |damage=990*2 |cancel=R |starter= |guard=All | ||
|startup=15 |active=12 |recovery=19 |frameAdv=-3 |invul= |hitbox=Susanoo/236A | |startup=15 |active=12 |recovery=19 |frameAdv=-3 |invul= |attribute = B |hitbox=Susanoo/236A | ||
|description= | |description= | ||
*First Icon | *First Icon | ||
*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 | *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. | |||
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. | |||
}} | }} | ||
}} | }} | ||
Line 486: | Line 495: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1400 |cancel=R |starter= |guard=HL | |damage=1400 |cancel=R |starter= |guard=HL | ||
|startup=12 |active=12 |recovery=46 |frameAdv=-28 |invul= |hitbox=Susanoo/623C | |startup=12 |active=12 |recovery=46 |frameAdv=-28 |invul= |attribute = ?|hitbox=Susanoo/623C | ||
|description= | |description= | ||
*Second Icon | *Second Icon | ||
Line 492: | Line 501: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 505: | Line 514: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Level 1 |damage=900 |cancel=R |starter= |guard=All | |version=Level 1 |damage=900 |cancel=R |starter= |guard=All | ||
|startup=20 |active=4 |recovery=18 |frameAdv=+1 |invul= |hitbox=Susanoo/214A | |startup=20 |active=4 |recovery=18 |frameAdv=+1 |invul= |attribute = ? |hitbox=Susanoo/214A | ||
|description= | |description= | ||
}} | }} | ||
Line 511: | Line 520: | ||
|header=no | |header=no | ||
|version=Level 2 |damage=1000 |cancel=R |starter= |guard=All | |version=Level 2 |damage=1000 |cancel=R |starter= |guard=All | ||
|startup=30 |active=4 |recovery=18 |frameAdv=+8 |invul= |hitbox=Susanoo/214A | |startup=30 |active=4 |recovery=18 |frameAdv=+8 |invul= |attribute = ?|hitbox=Susanoo/214A | ||
|description= | |description= | ||
}} | }} | ||
Line 517: | Line 526: | ||
|header=no | |header=no | ||
|version=Level 3 |damage=1100 |cancel=R |starter= |guard=B | |version=Level 3 |damage=1100 |cancel=R |starter= |guard=B | ||
|startup=30 |active=4 |recovery=18 |frameAdv=+12 |invul= |hitbox=Susanoo/214A | |startup=30 |active=4 |recovery=18 |frameAdv=+12 |invul= |attribute = ?|hitbox=Susanoo/214A | ||
|description= | |description= | ||
*Third Icon | *Third Icon | ||
*Fatal Counter | *Fatal Counter | ||
*Level 3 guard crushes normal guard. | |||
*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 | *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. | |||
}} | }} | ||
}} | }} | ||
Line 535: | Line 547: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Level 1 |damage=840*2 |cancel=R |starter= |guard=H | |version=Level 1 |damage=840*2 |cancel=R |starter= |guard=H | ||
|startup=23 |active=Until L, 3 |recovery=24 |frameAdv=-10 |invul= |hitbox=Susanoo/214B | |startup=23 |active=Until L, 3 |recovery=24 |frameAdv=-10 |invul= |attribute = H |hitbox=Susanoo/214B | ||
|description= | |description= | ||
}} | }} | ||
Line 541: | Line 553: | ||
|header=no | |header=no | ||
|version=Level 2 |damage=840*3 |cancel=R |starter= |guard=H | |version=Level 2 |damage=840*3 |cancel=R |starter= |guard=H | ||
|startup=23 |active=Until L, 3 |recovery=24 |frameAdv=-10 |invul= |hitbox=Susanoo/214B | |startup=23 |active=Until L, 3 |recovery=24 |frameAdv=-10 |invul= |attribute = H, ?|hitbox=Susanoo/214B | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Level 1 (Air) |damage=660*N |cancel=R |starter= |guard=All | |version=Level 1 (Air) |damage=660*N |cancel=R |starter= |attribute = H|guard=All | ||
|startup=9 |active=Until L, 3 |recovery=24 |frameAdv= |invul= |hitbox=Susanoo/214B | |startup=9 |active=Until L, 3 |recovery=24 |frameAdv= |invul= |hitbox=Susanoo/214B | ||
|description= | |description= | ||
Line 552: | Line 564: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Level 2 (Air) |damage=660*N, 840 |cancel=R |starter= |guard=All | |version=Level 2 (Air) |damage=660*N, 840 |cancel=R |starter= |attribute = H, ?|guard=All | ||
|startup=9 |active=Until L, 3 |recovery=24 |frameAdv= |invul= |hitbox=Susanoo/214B | |startup=9 |active=Until L, 3 |recovery=24 |frameAdv= |invul= |hitbox=Susanoo/214B | ||
|description= | |description= | ||
Line 559: | Line 571: | ||
*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 | 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. | ||
Line 574: | Line 586: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=390*5, 780 |cancel=R*5, JR |starter= |guard=L*5, All | |damage=390*5, 780 |cancel=R*5, JR |starter= |guard=L*5, All | ||
|startup=18 |active=4*5(18)4 |recovery=19+11L |frameAdv=-15 |invul= |hitbox=Susanoo/236B | |startup=18 |active=4*5(18)4 |recovery=19+11L |frameAdv=-15 |invul= |attribute = F, B|hitbox=Susanoo/236B | ||
|description= | |description= | ||
*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 | *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.. 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. | |||
}} | }} | ||
}} | }} | ||
Line 586: | Line 599: | ||
|image=BBCF_Susanoo_InevitableCalamity.png | |image=BBCF_Susanoo_InevitableCalamity.png | ||
|caption=Damage Scaling: The Move. | |caption=Damage Scaling: The Move. | ||
|input= | |input=Mash C | ||
|name=Inevitable Calamity | |name=Inevitable Calamity | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=570*N |cancel=R |starter= |guard=All | |damage=570*N |cancel=R |starter= |guard=All | ||
|startup= | |startup=6 |active=[3*3]*N |recovery=20 |frameAdv=-7 |invul= |attribute = ?|hitbox=Susanoo/CCCC | ||
|description= | |description= | ||
*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+ | *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, | *Awkward input that can be tricky to activate on demand and can also activate accidentally activate if you aren't being disciplined with your inputs during other combos. | ||
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. | |||
}} | }} | ||
}} | }} | ||
Line 610: | Line 624: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1800*2 |cancel=R |starter= |guard= | |damage=0, 1800*2 |cancel=R |starter= |guard= None | ||
|startup=30 |active=16 |recovery=37 |frameAdv= |invul= |hitbox=Susanoo/63214C | |startup=30 |active=16 |recovery=37 |frameAdv= |invul= |attribute = T|hitbox=Susanoo/63214C | ||
|description= | |description= | ||
*Seventh Icon | *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. | *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 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. | 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 hithox 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 poossible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them techning at your feet. | ||
}} | }} | ||
}} | }} | ||
Line 629: | Line 646: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1650 |cancel=R |starter= |guard=All | |damage=1650 |cancel=R |starter= |guard=All | ||
|startup=19 |active=3 |recovery=24 |frameAdv=-6 |invul= |hitbox=Susanoo/236D | |startup=19 |active=3 |recovery=24 |frameAdv=-6 |invul= |attribute = B?|hitbox=Susanoo/236D | ||
|description= | |description= | ||
*Eighth Icon | *Eighth Icon | ||
*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 | 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 and also catch out characters with grounded crossups, such as Azrael's dash. | ||
}} | }} | ||
}} | }} | ||
Line 703: | Line 720: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 716: | Line 733: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |damage= | |version=Normal |damage=600, 500, 210*5, 0, 1000|cancel= |starter=|guard=All | ||
|startup=20 |active=3 |recovery= | |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |attribute= |invul=|hitbox=Susanoo/ABCD | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow |damage= | |version=Active Flow |damage=600, 500, 210*14, 0, 2000 |cancel= |starter=|guard=All | ||
|startup=20 |active=3 |recovery= | |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |attribute= |invul=|hitbox=Susanoo/ABCD | ||
|description= | |description= | ||
*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. | *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. | *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 | *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. | |||
}} | }} | ||
}} | }} |
Revision as of 12:47, 9 November 2017
Susanoo |
---|
Health: 12,500
|
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
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
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Drive Moves
5D
5D |
---|
2D
2D |
---|
4D
4D |
---|
6D
6D |
---|
j.D
j.D |
---|
Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
---|
Back Throw
Back Throw 4B+C |
---|
Air Throw
Air Throw j.B+C |
---|
Counter Assault
Counter Assault 6A+B (When Blocking) |
---|
Crush Trigger
Crush Trigger 5A+B |
---|
Special Moves
Sundering Claws
Sundering Claws 236A |
---|
Towering Flame
Towering Flame 623C |
---|
Megalith
Megalith 214A |
---|
Hunter's Fang
Hunter's Fang 214B (air OK) |
---|
Dancing Dual Kick
Dancing Dual Kick 236B |
---|
Inevitable Calamity
Inevitable Calamity Mash C |
---|
Splintering Thrust
Splintering Thrust 63214C |
---|
Blade of Judgement
Blade of Judgement 236D |
---|
Distortion Drives
Liberating Dagger
Liberating Dagger 236236D |
---|
Strike of the Possessed God
Strike of the Possessed God 632146D |
---|
Collapsing Resentment
Collapsing Resentment [2]8D during Overdrive |
---|
Exceed Accel
Bloodsplitter ABCD during Overdrive |
---|
Astral Heat
Roar of the Mad King 2141236C |
---|
External References
- Japanese Name: スサノオ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •