BBCF/Susano'o: Difference between revisions

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* 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.


===Pros/Strengths===
===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
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*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.
*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%;"|
===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
*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
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*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/>


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  |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 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.
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.
}}
}}
}}
}}
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*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.
}}
}}
}}
}}
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  {{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=
}}
}}
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  |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=
}}
}}
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  |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
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  {{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
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  {{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=
}}
}}
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  |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=
}}
}}
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  |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
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*Level 3 guard crushes normal guard.
*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.
*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.
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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  {{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=
}}
}}
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  |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=
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  {{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=
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  {{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'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.
*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.
}}
}}
}}
}}
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|image=BBCF_Susanoo_InevitableCalamity.png
|image=BBCF_Susanoo_InevitableCalamity.png
|caption=Damage Scaling: The Move.
|caption=Damage Scaling: The Move.
|input=CCCC...
|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=6 |active=[3*3]*N |recovery=20 |frameAdv=-7 |invul= |hitbox=Susanoo/CCCC
  |startup=6 |active=[3*3]*N |recovery=20 |frameAdv=-7 |invul= |attribute = ?|hitbox=Susanoo/CCCC
  |description=
  |description=
*Sixth Icon
*Sixth Icon
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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.
*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.
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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|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. 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.
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.
}}
}}
}}
}}
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  {{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
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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.
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.
}}
}}
}}
}}
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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 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.
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.
}}
}}
}}
}}
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*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 and is safe on block, but it has no minimal damage and cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.
*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
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.

Strengths/Weaknesses

Strengths Weaknesses
  • 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.
  • 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
  • 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
  • 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 18 - 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!"
800*2 HL 18 4(11)5 10 - 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 - B - 900 All 15 12 19 - B - 990*2 All 15 12 19 - B -
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 - H - 840*3 H 23 Until L, 3 24 - H, ? - 660*N All 9 Until L, 3 24 - H - 660*N, 840 All 9 Until L, 3 24 - H, ? -
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 - F, B -
Inevitable Calamity
Inevitable Calamity
Mash C
BBCF Susanoo InevitableCalamity.png
Damage Scaling: The Move.
570*N All 6 [3*3]*N 20 - ? -
Splintering Thrust
Splintering Thrust
63214C
BBCF Susanoo SplinteringThrust.png
Putting the "God" back in God Press.
0, 1800*2 None 30 16 37 - T -
Blade of Judgement
Blade of Judgement
236D
BBCF Susanoo BladeOfJudgement.png
Michael Swor - oops, wrong game.
1650 All 19 3 24 - B? -


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!
600, 500, 210*5, 0, 1000 All Fast: 10
Slow: 20
3 34 - - 600, 500, 210*14, 0, 2000 All Fast: 10
Slow: 20
3 34 - -


Astral Heat

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


External References