Difference between revisions of "BBTag/Susano'o"

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  {| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Susano'o}}
 +
  {| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Susano'o
 
!Susano'o
 
|-
 
|-
 
||
 
||
[[File:BBTag_Susanoo_Portrait.png|350x500px|center]]
+
[[File:BBTag_Susanoo_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Susano'o/Data|SystemData}}
+
{{#lst:BBTag/Susano'o/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
  
 
;Playstyle
 
;Playstyle
:Mid-range, Aggressive
+
:Mid-range, Aggressive, Unga
  
 
;Team role
 
;Team role
:Point; Jiggly bits
+
:Support, Point
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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</div>
 
</div>
 
==Overview==
 
==Overview==
 
+
{{Bio
===Backstory===
+
| name = Susano'o
 +
| game = BBTag
 +
| icon = BBTag_Susanoo_Icon.png
 +
| quote =  
 +
| lore =  
 
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.
 
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.
 +
}}
  
 
===Playstyle===
 
===Playstyle===
Supposed to be a Heavy fighter (Hakumen/Tager) Rushdown fighter (Linne/Ragna) hybrid. But let's face it. He's an unga bunga bear.
+
{{StrengthsAndWeaknesses
 
+
|intro=
===Strengths/Weaknesses===
+
Susano'o is a heavy brawler character equipped with big buttons that can convert into incredible damage. Unlike his Central Fiction iteration, Susano'o no longer requires unlocking his specials, allowing him to use most of his specials at the start of the round.
{|
+
|pros=
|-style="text-align:left;"
+
* Jaw dropping damage output in general; can easily inflict over 8k with a 5A starter without any resources.
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
 
* Asinine damage output without resources; can easily inflict over 8k with a 5A starter.
 
 
* Good range overall.
 
* Good range overall.
* No longer hampered by his seal mechanic. All specials are available at round-start.
 
 
* Good Mixup options.  
 
* Good Mixup options.  
* Seems to have much better defensive resources now.
+
* High Health.
* Probably lots of health.
 
 
* Improved Mobility compared to his CF counterpart
 
* Improved Mobility compared to his CF counterpart
* Air Spin (j.C) can now serve as an instant overhead.
+
* Has access to many fantastic active switch moves, all of them capable of setting up frighteningly strong mixup.
* Fantastic Active Switch capabilities
+
* Several jump cancels on block
| style="width: 50%;"|
+
* Solid space control assists
* Seems to have lost his standing overheads.
+
* Many of his attacks move him forward, making his hit-confirms very easy even from max poke distance.
* Likely has lengthy recovery on most of his buttons like in CF.
+
* Basic BnB combo almost guarantees you the corner when you land it.
* Hitscan is bound to his assist, so his options are limited to Inevitable Calamity, proper movement, or assists
+
|cons=
* While j.C can serve as a fast overhead, he will likely require assists to convert it into a combo
+
* No standing overheads besides 5C, meaning your overhead mixups will rely mostly on fuzzies
|-
+
* Lengthy recovery on buttons makes him vulnerable to well timed pushblocks.
|}
+
* Hitscan is bound to his assist, so his anti-projectile options are limited to Inevitable Calamity, proper movement, or assists
 +
* Large hurtbox makes it difficult to deal with zoners
 +
* All of his normals, save for 4A, lack strong disjointed hitboxes.
 +
}}
  
 
{{#lst:BBTag/Susano'o/Data|Links}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_5A.png |caption= Can now self-gatling, but likely not +3 anymore.
+
|image=BBCF_Susanoo_5A.png |caption= Respect my Oki!
 
|name=4A
 
|name=4A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|4A}}
+
{{#lst:BBTag/Susano'o/Data|4A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Short range, comes out quickly
 +
* Gatlings into itself.
 +
* Disjointed Hitbox, making it a solid counter poke option.
  
Detailed description of the usefulness of the move go here
+
Strong stagger pressure option. While slow in comparison to other 4A's, it being +3 on block and having an abundance of cancel options make it an incredible offensive tool. You can also use it as a meaty and still be able to block reversals (except for counters or guard points) thanks to it having such low recovery.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_5B.png |caption= God's Tail
 
|image=BBCF_Susanoo_5B.png |caption= God's Tail
|image2=BBCF_Susanoo_5C.png |caption2= Converts very easily after tail, even at max distance.
+
|image2=BBCF_Susanoo_5C.png |caption2= Criminally under-utilized in strings
 
|image3=BBCF_Susanoo_6D.png |caption3= Combo fuel. No longer a high like in CF.
 
|image3=BBCF_Susanoo_6D.png |caption3= Combo fuel. No longer a high like in CF.
 
|image4=BBCF_Susanoo_5D.png |caption4= It's going to be weird not seeing this in combos anymore.
 
|image4=BBCF_Susanoo_5D.png |caption4= It's going to be weird not seeing this in combos anymore.
Line 83: Line 87:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Susano'o/Data|5A}}
+
{{#lst:BBTag/Susano'o/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Solid range, decently quick.
 +
* Jump cancellable on block
  
Detailed description of the usefulness of the move go here
+
Strong poke option, has a nice hitbox, leads into a strong confirm on hit, overall solid neutral tool. It's your main ground button if you don't want to be greedy with 5B.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Susano'o/Data|5AA}}
+
{{#lst:BBTag/Susano'o/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Moves forward
 +
* Jump cancellable on block
  
Detailed description of the usefulness of the move go here
+
Converts very easily after tail, even at max distance. Also a decent pressure tool thanks to its cancel options
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Susano'o/Data|5AAA}}
+
{{#lst:BBTag/Susano'o/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Moves forward also
 +
* Will bring airborne opponents to the ground
  
Detailed description of the usefulness of the move go here
+
This is the easy bake combo stabilizer. It will hit a lot higher up than you'd think.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Susano'o/Data|5AAAA}}
+
{{#lst:BBTag/Susano'o/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Again, moves forward
  
Detailed description of the usefulness of the move go here
+
You will only really use this for Cross Raid.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
 
|name=5B
 
|name=5B
|image=BBCF_Susanoo_6B.png |caption= The infamous 6B of CF. May or may not be +4. The latter picture is now a separate animation move, making it less pushblock vulnerable.
+
|image=BBTag_Susanoo_5B.png |caption= You forgot about 5A didn't you...
 +
|image2=BBTag_Susanoo_5BB.png |caption2= Fear the stagger
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Susano'o/Data|5B}}
+
{{#lst:BBTag/Susano'o/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Wouldn't you know it, this moves forward also
  
Detailed description of the usefulness of the move go here
+
Slightly slower but more damaging than 5A. Your ideal punish on whiffed or blocked DPs. Leans back slightly during it's first few frames of startup, allowing you to cause some moves to whiff in mid range. Paired with 5BB, this works as one of Susano'o's many stagger pressure options.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Susano'o/Data|5BB}}
+
{{#lst:BBTag/Susano'o/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * You guessed it: It moves forward.
  
Detailed description of the usefulness of the move go here
+
Strong frametrap option with massive reward if it hits, also huge damage combo tool you will use a lot.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_CT.png |caption= It's not Cleaving Fang, but it will have to do.
 
|image=BBCF_Susanoo_CT.png |caption= It's not Cleaving Fang, but it will have to do.
Line 146: Line 154:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|5C}}
+
{{#lst:BBTag/Susano'o/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text=  
 +
* Knockdown on air hit.
  
Detailed description of the usefulness of the move go here
+
* On grounded hit, leads into a timed follow-up.
 +
 
 +
* Follow-up damage, meter gain, oki, and timing changes if partner is available.
 +
 
 +
Susanoo's only standing overhead in this game, not something to rely on but you will use it occasionally. Can combo air hit 5B/5BB into it for a safejump.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_2B.png |caption= It's finally a low!
 
|image=BBCF_Susanoo_2B.png |caption= It's finally a low!
Line 161: Line 174:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|2A}}
+
{{#lst:BBTag/Susano'o/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Surprisingly jump cancellable on block
 +
* Can also gatling back into itself
  
Detailed description of the usefulness of the move go here
+
This is another strong pressure tool. You will use it in stagger a good bit thanks to it having so many cancel options as well as being a low.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_2C.png |caption= Hopefully the head invulnerability comes sooner this time.
+
|image=BBCF_Susanoo_2C.png |caption= Overrated by non-Susano'o player's since CF...
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|2B}}
+
{{#lst:BBTag/Susano'o/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Hits twice. First hitbox is lower than the second hitbox.
 +
* Oh wow who would have guessed, moves you forward.
 +
* Jump cancellable, but only on the second hit.
  
Detailed description of the usefulness of the move go here
+
Susano'o's anti-air, while the head invuln is meh and the hitbox isn't too great it is good at stuffing crossup due to hitting on both sides. You can also score some pretty disgusting damage on counter hit if you hit them high enough,
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_3C.png |caption= Good reach and hit's twice. Likely pushblock vulnerable however.
+
|image=BBCF_Susanoo_3C.png |caption= Less active than 236B, but better scaling as a starter.
 
|name=2C
 
|name=2C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|2C}}
+
{{#lst:BBTag/Susano'o/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Good reach, hits twice.
 
+
* Say it with me. Moves you forward
Detailed description of the usefulness of the move go here
+
Strong active swap tool, good combo filler, one of the best sweeps in the game arguably. Due to high recovery frames making it vulnerable to push block, it's ill advised to throw it out during pressure unless you are using active switch.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_jB.png |caption= Solid jump in button from CF. Still looks as good as usual.
+
|image=BBCF_Susanoo_jB.png |caption= Do not forget about this button for neutral
|image2=BBCF_Susanoo_jA.png |caption2= Unfortunately stuck in auto combo, but still may have uses for fuzzies.
+
|image2=BBCF_Susanoo_jA.png |caption2= Regretfully not a stand-alone button
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
Line 208: Line 224:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Susano'o/Data|j.A}}
+
{{#lst:BBTag/Susano'o/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Hits in front of and below Susano'o, making it a decent jump-in and great for fuzzies on taller characters.
  
Detailed description of the usefulness of the move go here
+
While not nearly as versatile as j.B, it still has some advantages. It's easier to use for air to ground conversions off of Dancing Dual Kick. Unlike j.B, it's angle is the same throughout the entirety of it's actives, meaning it can serve as a better air to ground in certain situations due to j.B's downward hitbox extending on frame 13.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Susano'o/Data|j.AA}}
+
{{#lst:BBTag/Susano'o/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Hits in almost the same exact place as j.A
  
Detailed description of the usefulness of the move go here
+
A button with very limited use. Against tall characters, this will connect after an instant j.A. It's not optimal as far as combo filler goes due to it's average scaling and damage.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_jC.png |caption= The legend of the Instant Air Dash Gorilla
+
|image=BBCF_Susanoo_jC.png |caption= The Instant Air Dash Gorilla
 
|image2=BBCF_Susanoo_jD.png |caption2= No longer knocks down for Oki, oddly enough.
 
|image2=BBCF_Susanoo_jD.png |caption2= No longer knocks down for Oki, oddly enough.
 
|name=j.B
 
|name=j.B
Line 233: Line 249:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.B}}
 
{{AttackVersion|name=j.B}}
{{#lsth:BBTag/Susano'o/Data|j.B}}
+
{{#lst:BBTag/Susano'o/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Hits twice. Both hits are jump cancellable.
  
Detailed description of the usefulness of the move go here
+
* When second hit connects with an airborne opponent, they will be sent to the ground.
 +
 
 +
Susano'o's most versatile air normal. Due to it's speed and hitboxes, this move can serve both as an air-to-air, or an air-to-ground normal. Additionally, both hits of this normal are overheads, allowing Susano'o to fuzzy most of the cast.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=j.BB}}
 
{{AttackVersion|name=j.BB}}
{{#lsth:BBTag/Susano'o/Data|j.BB}}
+
{{#lst:BBTag/Susano'o/Data|j.BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Can connect after both hits of j.B in certain routes
  
Detailed description of the usefulness of the move go here
+
Primarily combo filler, has landing recovery but will still be + as long as you didn't use it really high up.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_HuntersFang.png |caption= While we only have the air-variant of spin, it's now an overhead.
 
|image=BBCF_Susanoo_HuntersFang.png |caption= While we only have the air-variant of spin, it's now an overhead.
Line 257: Line 276:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|j.C}}
+
{{#lst:BBTag/Susano'o/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Does a small hop up before going all the way to the ground
  
Detailed description of the usefulness of the move go here
+
* If the opponent is hit in the air, they'll enter a pseudo-capture and be dragged to the ground. Does more hits the higher up you were.
 +
 
 +
*May cross up mid screen if done up close, the opponent won't be dragged in front of you and will leave you extremely minus even on hit
 +
 
 +
This is Susano'o's strong overhead active swap option. For maximum effectiveness on AS do it after j.B to make them stand block for more overhead hits. Otherwise it's a form of combo ender especially if you got them with a weird hit you can't really full convert off of
 
  }}
 
  }}
 
}}
 
}}
Line 268: Line 291:
 
==Universal Moves==
 
==Universal Moves==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_ForwardThrow.png |caption=
 
|image=BBCF_Susanoo_ForwardThrow.png |caption=
|image2=BBCF_Susanoo_BackThrow.png |caption=
+
|image2=BBCF_Susanoo_BackThrow.png |caption2= "Eyesore!"
 
|name=Ground Throw
 
|name=Ground Throw
 
|input=5B+C
 
|input=5B+C
Line 278: Line 301:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Forward Throw|subtitle=B+C}}
 
{{AttackVersion|name=Forward Throw|subtitle=B+C}}
{{#lsth:BBTag/Susano'o/Data|BC}}
+
{{#lst:BBTag/Susano'o/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text=  
  
Detailed description of the usefulness of the move go here
+
* 100% minimum damage: 2000 total
 +
* Susano'o performs a dash and then grabs if he wasn't already within throw range.
 +
* Opponents cannot Cross Burst during a throw.
 +
 
 +
 
 +
Normal throw mix up is actually fairly important for Susano'o since due to his slow run startup he can set up tick throws insanely well. Another result of his slow run speed is that he cannot reliably punish pushblock with a TRM throw.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Back Throw|subtitle=4B+C}}
 
{{AttackVersion|name=Back Throw|subtitle=4B+C}}
{{#lsth:BBTag/Susano'o/Data|4BC}}
+
{{#lst:BBTag/Susano'o/Data|4BC}}
 
{{!}}--
 
{{!}}--
{{Description|7|text= * Important points go here
+
{{Description|8|text=  
 +
* 100% minimum damage: 2000 total
 +
* Susano'o performs a dash and then grabs if he wasn't already within throw range.
 +
* Opponents cannot Cross Burst during a throw.
  
Detailed description of the usefulness of the move go here
+
Normal throw mix up is actually fairly important for Susano'o since due to his slow run startup he can set up tick throws insanely well. Another result of his slow run speed is that he cannot reliably punish pushblock with a TRM throw.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">???</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_ToweringFlame.png |caption= Hits on both sides. Good versus Cross Combo.
+
|image=BBCF_Susanoo_ToweringFlame.png |caption=Handy versus sandwich mixups, but poor at anti-airing. |name=Towering Flame
|name=Towering Flame
 
 
|input=5A+D
 
|input=5A+D
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|AD}}
+
{{#lst:BBTag/Susano'o/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Hits on both sides, but isn't especially large.
 +
* Despite the visual, is not especially tall either.
  
Detailed description of the usefulness of the move go here
+
* Good for when you're trapped by a cross-combo, as it should hit both the point and assist if you time it right.
 
  }}
 
  }}
 
}}
 
}}
Line 313: Line 344:
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Sundering Claws</font> ======
+
====== <span style="visibility:hidden;font-size:0">Sundering Claws</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTAG_Susanoo_SunderingClaws.png |caption=
+
|image=BBTAG_Susanoo_SunderingClaws.png |caption= You dare pushblock a god?!
 
|input=236A
 
|input=236A
 
|name=Sundering Claws
 
|name=Sundering Claws
Line 321: Line 352:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|236A}}
+
{{#lst:BBTag/Susano'o/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Very high hit stun on counter hit allowing you to link a 5B afterwards
  
Detailed description of the usefulness of the move go here
+
Has some use in conversions for midscreen, but it's mostly use as a safe pressure ender. While this move does move Susanoo far, it's ill-advised to abuse it in neutral due to it's high total frames. As a pushblock bait, it's a potential death sentence for the opponent if they get counter-hit, leading into 7-8k meterless.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Dancing Dual Kick</font> ======
+
====== <span style="visibility:hidden;font-size:0">Dancing Dual Kick</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_DancingDualKick.png |caption= DID HE JUST JUMP CANCEL ON BLOCK?
+
|image=BBCF_Susanoo_DancingDualKick.png |caption= The Active Switch Nightmare Begins Here.
 
|input=236B
 
|input=236B
 
|name=Dancing Dual Kick
 
|name=Dancing Dual Kick
Line 337: Line 368:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|236B}}
+
{{#lst:BBTag/Susano'o/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Jump cancellable on hit or block
 +
 
 +
* There's a small pause between the slide and the kick that launches, leaving a 10 frame gap in between the two hits.
 +
* This move alone is a selling point to put this character into your team
  
Detailed description of the usefulness of the move go here
+
Not only is this your main launcher in solo-confirms, this is arguably the most valuable active switch move in Susano'o's arsenal, and a very lethal one at that. It's near impossible to pushblock and it's multi-hitting nature allows for some incredibly easy unblockable situations. The only downside to this is that if they choose to take the low as a starter, you won't likely get much damage off of it due to it's horrible initial proration. Additionally, you can use this as his ender to get an incredibly powerful safejump and mixup setup that catches neutral, back, or forward tech.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Megalith</font> ======
+
====== <span style="visibility:hidden;font-size:0">Megalith</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_Megalith.png |caption= Exceptionally plus on block
+
|image=BBCF_Susanoo_Megalith.png |caption= 9/10 times will they pushblock this |input=214A
|input=214A
 
 
|name=Megalith
 
|name=Megalith
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|214A}}
+
{{#lst:BBTag/Susano'o/Data|214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= * Important points go here
+
{{Description|8|text= * Somewhat slow startup, but plus enough on ground to link into 4A afterwards as a true blockstring.
 +
* On block, 5BB > Megalith will trade with many 5As, and the hitstun is high enough that you can convert that into a combo.
 +
 
 +
With the ability to link into 5BB, this is a staple combo tool for corner combos due to it's high damage and serviceable scaling. While it's frame advantage is impressive, it can be mitigated easily by pushblock.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Inevitable Calamity</font> ======
+
====== <span style="visibility:hidden;font-size:0">Inevitable Calamity</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_InevitableCalamity.png |caption= Awful damage scaling, but good vs projectiles
+
|image=BBCF_Susanoo_InevitableCalamity.png |caption= You think my roundstart is tail?
 
|input=214B
 
|input=214B
 
|name=Inevitable Calamity
 
|name=Inevitable Calamity
Line 369: Line 405:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|214B}}
+
{{#lst:BBTag/Susano'o/Data|214B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Hold for additional hits
 +
 
 +
* Deletes projectiles but does not possess projectile invulnerability.
  
Detailed description of the usefulness of the move go here
+
* Very strong against armored moves since each hit is unscaled
 +
 
 +
* Incredibly fast special that can work both as a counter poke tool and a situational anti-zoning tool.
 +
 
 +
Has a niche place in neutral due to it's speed, disjoint, controllable actives, and anti-projectile capabilities. However, due to it's incredibly bad scaling and low untech, it possesses no real value or potential in combos.
 
  }}
 
  }}
 
}}
 
}}
Line 379: Line 421:
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">Blade of Judgement</font> ======
+
====== <span style="visibility:hidden;font-size:0">Blade of Judgement</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_BladeOfJudgement.png |caption= Leads into extreme damage in the corner.
+
|image=BBCF_Susanoo_BladeOfJudgement.png |caption= "Yes, hi, I'm looking for Extra Damage. Yes, I'll hold."
 
|input=236C
 
|input=236C
 
|name=Blade of Judgement
 
|name=Blade of Judgement
Line 387: Line 429:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|214C}}
+
{{#lst:BBTag/Susano'o/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Reaches about half-screen
  
Detailed description of the usefulness of the move go here
+
Leads to high damage in the corner. With a 5B starter, you can hit to around 10.5k-10.7k damage for one meter. Unlike Central Fiction it no longer wall bounces on counter hit, so its reward in neutral is limited. However, you can link into Liberating Dagger afterwards if you need to finish off someone.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Splintering Thrust</font> ======
+
====== <span style="visibility:hidden;font-size:0">Splintering Thrust</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_SplinteringThrust.png |caption= Still has slow startup, on top of EX flash.
+
|image=BBCF_Susanoo_SplinteringThrust.png |caption= Please try to grab me
 
|input=214C
 
|input=214C
 
|name=Splintering Thrust
 
|name=Splintering Thrust
Line 403: Line 446:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|236C}}
+
{{#lst:BBTag/Susano'o/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Command grab, though slow on startup. Lunges forward slightly.
  
Detailed description of the usefulness of the move go here
+
* Will drag the opponent all the way to the corner when this connects.
}}
+
 
 +
Can convert into a combo after landing. Be wary of using this solo. Due to it's EX flash, long startup, and high recovery, you are potentially sentencing yourself for a painful punish if your opponent isn't sleeping on this move. However, due to it having throw invincibility on startup it can be used as a solid throw bait tool. Certain teams can abuse this move to create unblockable situations. Unlike 236B unblockable setups, 214C unblockable setups have the benefit of being unburstable.
 +
}}
 
}}
 
}}
  
Line 415: Line 460:
 
==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_SunderingClaws.png |caption= Looks to go farther than most 5P's.
 
|image=BBCF_Susanoo_SunderingClaws.png |caption= Looks to go farther than most 5P's.
Line 423: Line 468:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|5P}}
+
{{#lst:BBTag/Susano'o/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Travels decently far forward
 +
 
 +
* Second attack is only performed on hit.
  
Detailed description of the usefulness of the move go here
+
Very par for the course 5P. Knocks far enough away on hit you can set up sandwich situations insanely consistently if your character can move fast enough.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_6A.png |caption= This land is my land.
+
|image=BBCF_Susanoo_6A.png |caption= Sit down.
 
|input=6A
 
|input=6A
 
|name=6P
 
|name=6P
Line 439: Line 486:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|6P}}
+
{{#lst:BBTag/Susano'o/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Comes out quick, hits from full-screen
 +
* Will hit through block to strike assists behind the opponent
  
Detailed description of the usefulness of the move go here
+
Susano'o's main space control assist. Being a hitscan, it's far less active than regular projectiles, making it easy to avoid by jumping. The trade off is that it's instantaneous nature allows full screen pressure and full screen conversions via 6P -> Cross Combo -> 6P again. Additionally, 6P has the most blockstun out of Susano'o's assists.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Susanoo_4P.png |caption=
+
|image=BBTag_Susanoo_4P.png |caption= You should've sat down.
 
|input=
 
|input=
 
|name=4P
 
|name=4P
Line 455: Line 504:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|4P}}
+
{{#lst:BBTag/Susano'o/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Lv2 Hunter's Fang's Pillar
  
Detailed description of the usefulness of the move go here
+
Insanely tall anti air assist that hits as high as you think it does. However, this assist possesses the least amount of block stun out of Susano'o's kit, so it's not ideal for plugging holes in pressure.
 
  }}
 
  }}
 
}}
 
}}
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==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Liberating Dagger</font> ======
+
====== <span style="visibility:hidden;font-size:0">Liberating Dagger</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_LiberatingDagger.png |caption= Passing judgement upon zoners and thots since CF
+
|image=BBCF_Susanoo_LiberatingDagger.png |caption= "You sure you wanna throw that projectile?"
 
|input=236B+C
 
|input=236B+C
 
|name=Liberating Dagger
 
|name=Liberating Dagger
Line 474: Line 523:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|236BC}}
+
{{#lst:BBTag/Susano'o/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * (ALMOST) Full-screen reach
  
Detailed description of the usefulness of the move go here
+
* Pops the opponent up on mid-air hit
 +
* Minimum Damage: 1705 (Resonance: 2020)
 +
* Hits on both sides of Susano'o
 +
If you hit an airborne opponent with this (if they're high enough) you can actually combo after. This also somewhat difficult to punish on block depending on the distance so you may get away with it more than you expect. Due to it hitting on both sides it can be used when you are in a sandwich situation to hit both characters, almost regardless of their distance to Susano'o.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Bloodsplitter</font> ======
+
====== <span style="visibility:hidden;font-size:0">Bloodsplitter</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_Bloodsplitter.png |caption= Into the trash with thee, THOT!
+
|image=BBCF_Susanoo_Bloodsplitter.png |caption= '''Into the trash with thee, THOT! BOOMSHAKALAKA!'''
 
|input=214B+C
 
|input=214B+C
 
|name=Bloodsplitter
 
|name=Bloodsplitter
Line 490: Line 543:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|214BC}}
+
{{#lst:BBTag/Susano'o/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text= * Single-target super (2110 minimum damage, 2307 in resonance)
  
Detailed description of the usefulness of the move go here
+
Mostly used to finish off a character due to it's excellent minimum damage scaling. Severely punishable on whiff and block.
 
  }}
 
  }}
 
}}
 
}}
Line 501: Line 554:
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
 
{{MoveData
 
{{MoveData
|image=BBCF_Susanoo_LiberatingDagger.png |caption=
+
|image=BBCF_Susanoo_LiberatingDagger.png |caption= Please wait for your opponent to be near the ground before using this...
 
|input=P during Main Character's Distortion Skill  
 
|input=P during Main Character's Distortion Skill  
 
|name=Liberating Dagger
 
|name=Liberating Dagger
Line 507: Line 560:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Susano'o/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text=  
 +
* 100% minimum damage: 2000 [2500]
 +
* Knocks opponent to wall/fullscreen
 +
* Opponent cannot Cross Burst during this move
  
Detailed description of the usefulness of the move go here
+
Standard happy birthday DHC, can set up a safe jump at certain heights.
 
  }}
 
  }}
 
}}
 
}}
Line 519: Line 575:
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Susanoo_RoarOfTheMadKing.png |caption= '''[https://youtu.be/Af6JRDhNBiw?t=201 「MUST DIE」]'''
 
|image=BBCF_Susanoo_RoarOfTheMadKing.png |caption= '''[https://youtu.be/Af6JRDhNBiw?t=201 「MUST DIE」]'''
|image2=BBCF_Susanoo_RoarOfTheMadKing2.png |caption2= "WHEN YOU DIE, WHERE'S YOUR GOD?"
+
|image2=BBCF_Susanoo_RoarOfTheMadKing2.png |caption2= '''''"WHEN YOU DIE, WHERE'S YOUR GOD?"'''''
 
|input=222B+C
 
|input=222B+C
 
|name=Roar of the Mad King
 
|name=Roar of the Mad King
Line 525: Line 581:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Susano'o/Data|222BC}}
+
{{#lst:BBTag/Susano'o/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= * Important points go here
+
{{Description|7|text=  
 +
* Only available in Level 4 Resonance Blaze when the opponent has one character left, requires 9 Skill Gauge stocks.
 +
* Opponent cannot Cross Burst during this attack.
 +
* Grants victory on a successful hit.
 +
* 100% minimum damage
  
Detailed description of the usefulness of the move go here
+
Susano'o attempts a downward hand swipe to slam his opponent to the floor, if it connects he unleashes the real power of his "God Slaying Sword" and destroys everything around. This can be combo'd into from almost any ground hit normal easily. 2C, Throws, and 236B (except for the final hit) are the most consistent ways to combo into it. Because this will always win you the match if you hit it, if the opportunity to combo into astral arises you should always use it.
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Susano'o/Data|Links}}
+
{{#lst:BBTag/Susano'o/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Susano'o/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Susano'o/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Susano'o]]
 
[[Category:Susano'o]]

Latest revision as of 05:47, 4 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Susano'o
BBTag Susanoo Portrait.png

Health: 18,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive, Unga
Team role
Support, Point

Overview[edit]


32px Susano'o
Lore: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.

Playstyle[edit]

Playstyle
Susano'o is a heavy brawler character equipped with big buttons that can convert into incredible damage. Unlike his Central Fiction iteration, Susano'o no longer requires unlocking his specials, allowing him to use most of his specials at the start of the round.
Pros Cons
  • Jaw dropping damage output in general; can easily inflict over 8k with a 5A starter without any resources.
  • Good range overall.
  • Good Mixup options.
  • High Health.
  • Improved Mobility compared to his CF counterpart
  • Has access to many fantastic active switch moves, all of them capable of setting up frighteningly strong mixup.
  • Several jump cancels on block
  • Solid space control assists
  • Many of his attacks move him forward, making his hit-confirms very easy even from max poke distance.
  • Basic BnB combo almost guarantees you the corner when you land it.
  • No standing overheads besides 5C, meaning your overhead mixups will rely mostly on fuzzies
  • Lengthy recovery on buttons makes him vulnerable to well timed pushblocks.
  • Hitscan is bound to his assist, so his anti-projectile options are limited to Inevitable Calamity, proper movement, or assists
  • Large hurtbox makes it difficult to deal with zoners
  • All of his normals, save for 4A, lack strong disjointed hitboxes.


Normal Moves[edit]

4A[edit]
4A
BBCF Susanoo 5A.png
Respect my Oki!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 8 5 6 +3 -
  • Short range, comes out quickly
  • Gatlings into itself.
  • Disjointed Hitbox, making it a solid counter poke option.

Strong stagger pressure option. While slow in comparison to other 4A's, it being +3 on block and having an abundance of cancel options make it an incredible offensive tool. You can also use it as a meaty and still be able to block reversals (except for counters or guard points) thanks to it having such low recovery.

5A[edit]
5A
BBTag Susanoo 5A.png
God's Tail
BBCF Susanoo 5C.png
Criminally under-utilized in strings
BBCF Susanoo 6D.png
Combo fuel. No longer a high like in CF.
BBCF Susanoo 5D.png
It's going to be weird not seeing this in combos anymore.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 9 6 18 -7 -
  • Solid range, decently quick.
  • Jump cancellable on block

Strong poke option, has a nice hitbox, leads into a strong confirm on hit, overall solid neutral tool. It's your main ground button if you don't want to be greedy with 5B.

5AA 1700 All 13 6 19 -6 -
  • Moves forward
  • Jump cancellable on block

Converts very easily after tail, even at max distance. Also a decent pressure tool thanks to its cancel options

5AAA 1700 All 15 2(3)1 29 -11 -
  • Moves forward also
  • Will bring airborne opponents to the ground

This is the easy bake combo stabilizer. It will hit a lot higher up than you'd think.

5AAAA 2000 All 17 3 34 -16 -
  • Again, moves forward

You will only really use this for Cross Raid.

5B[edit]
5B
BBTag Susanoo 5B.png
You forgot about 5A didn't you...
BBTag Susanoo 5BB.png
Fear the stagger
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 11 4 20 -5 -
  • Wouldn't you know it, this moves forward also

Slightly slower but more damaging than 5A. Your ideal punish on whiffed or blocked DPs. Leans back slightly during it's first few frames of startup, allowing you to cause some moves to whiff in mid range. Paired with 5BB, this works as one of Susano'o's many stagger pressure options.

5BB 2000 All 12 5 20 -4 -
  • You guessed it: It moves forward.

Strong frametrap option with massive reward if it hits, also huge damage combo tool you will use a lot.

5C[edit]
5C
BBCF Susanoo CT.png
It's not Cleaving Fang, but it will have to do.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 High 22 1 26 -10 -
  • Knockdown on air hit.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Susanoo's only standing overhead in this game, not something to rely on but you will use it occasionally. Can combo air hit 5B/5BB into it for a safejump.

2A[edit]
2A
BBCF Susanoo 2B.png
It's finally a low!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 Low 10 3 19 -5 -
  • Surprisingly jump cancellable on block
  • Can also gatling back into itself

This is another strong pressure tool. You will use it in stagger a good bit thanks to it having so many cancel options as well as being a low.

2B[edit]
2B
BBCF Susanoo 2C.png
Overrated by non-Susano'o player's since CF...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*2 All 10 3(2)5 22 -10 10~15H
  • Hits twice. First hitbox is lower than the second hitbox.
  • Oh wow who would have guessed, moves you forward.
  • Jump cancellable, but only on the second hit.

Susano'o's anti-air, while the head invuln is meh and the hitbox isn't too great it is good at stuffing crossup due to hitting on both sides. You can also score some pretty disgusting damage on counter hit if you hit them high enough,

2C[edit]
2C
BBCF Susanoo 3C.png
Less active than 236B, but better scaling as a starter.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500, 1700 Low 12 4(8)4 26 -11 -
  • Good reach, hits twice.
  • Say it with me. Moves you forward

Strong active swap tool, good combo filler, one of the best sweeps in the game arguably. Due to high recovery frames making it vulnerable to push block, it's ill advised to throw it out during pressure unless you are using active switch.

j.A[edit]
j.A
BBCF Susanoo jB.png
Do not forget about this button for neutral
BBCF Susanoo jA.png
Regretfully not a stand-alone button
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 11 4 22 - -
  • Hits in front of and below Susano'o, making it a decent jump-in and great for fuzzies on taller characters.

While not nearly as versatile as j.B, it still has some advantages. It's easier to use for air to ground conversions off of Dancing Dual Kick. Unlike j.B, it's angle is the same throughout the entirety of it's actives, meaning it can serve as a better air to ground in certain situations due to j.B's downward hitbox extending on frame 13.

j.AA 1500 High 11 4 15 - -
  • Hits in almost the same exact place as j.A

A button with very limited use. Against tall characters, this will connect after an instant j.A. It's not optimal as far as combo filler goes due to it's average scaling and damage.

j.B[edit]
j.B
BBCF Susanoo jC.png
The Instant Air Dash Gorilla
BBCF Susanoo jD.png
No longer knocks down for Oki, oddly enough.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1700*2 High 9 2(2)3 23 - -
  • Hits twice. Both hits are jump cancellable.
  • When second hit connects with an airborne opponent, they will be sent to the ground.

Susano'o's most versatile air normal. Due to it's speed and hitboxes, this move can serve both as an air-to-air, or an air-to-ground normal. Additionally, both hits of this normal are overheads, allowing Susano'o to fuzzy most of the cast.

j.BB 1700 High 15 6 21+8L - -
  • Can connect after both hits of j.B in certain routes

Primarily combo filler, has landing recovery but will still be + as long as you didn't use it really high up.

j.C[edit]
j.C
Hunter’s Fang
BBCF Susanoo HuntersFang.png
While we only have the air-variant of spin, it's now an overhead.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000*N, 1000 High 10 8*N, 3 24 -10 -
  • Does a small hop up before going all the way to the ground
  • If the opponent is hit in the air, they'll enter a pseudo-capture and be dragged to the ground. Does more hits the higher up you were.
  • May cross up mid screen if done up close, the opponent won't be dragged in front of you and will leave you extremely minus even on hit

This is Susano'o's strong overhead active swap option. For maximum effectiveness on AS do it after j.B to make them stand block for more overhead hits. Otherwise it's a form of combo ender especially if you got them with a weird hit you can't really full convert off of


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCF Susanoo ForwardThrow.png
BBCF Susanoo BackThrow.png
"Eyesore!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Forward Throw
B+C
0, 2000 Throw 7~30 3 23 - -
  • 100% minimum damage: 2000 total
  • Susano'o performs a dash and then grabs if he wasn't already within throw range.
  • Opponents cannot Cross Burst during a throw.


Normal throw mix up is actually fairly important for Susano'o since due to his slow run startup he can set up tick throws insanely well. Another result of his slow run speed is that he cannot reliably punish pushblock with a TRM throw.

Back Throw
4B+C
0, 2000 Throw 7~30 3 23 - -
  • 100% minimum damage: 2000 total
  • Susano'o performs a dash and then grabs if he wasn't already within throw range.
  • Opponents cannot Cross Burst during a throw.

Normal throw mix up is actually fairly important for Susano'o since due to his slow run startup he can set up tick throws insanely well. Another result of his slow run speed is that he cannot reliably punish pushblock with a TRM throw.

???[edit]
Towering Flame
5A+D
BBCF Susanoo ToweringFlame.png
Handy versus sandwich mixups, but poor at anti-airing.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2500 Air Unblockable 12 3 46 -30 1-20 All
  • Hits on both sides, but isn't especially large.
  • Despite the visual, is not especially tall either.
  • Good for when you're trapped by a cross-combo, as it should hit both the point and assist if you time it right.



Skills[edit]

Sundering Claws[edit]
Sundering Claws
236A
BBTAG Susanoo SunderingClaws.png
You dare pushblock a god?!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1800 All 13 14 18 -3 -
  • Very high hit stun on counter hit allowing you to link a 5B afterwards

Has some use in conversions for midscreen, but it's mostly use as a safe pressure ender. While this move does move Susanoo far, it's ill-advised to abuse it in neutral due to it's high total frames. As a pushblock bait, it's a potential death sentence for the opponent if they get counter-hit, leading into 7-8k meterless.

Dancing Dual Kick[edit]
Dancing Dual Kick
236B
BBCF Susanoo DancingDualKick.png
The Active Switch Nightmare Begins Here.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600*5, 1000 Low*5, All 18 4,4,4,4,4(24)4 19+20L -24 -
  • Jump cancellable on hit or block
  • There's a small pause between the slide and the kick that launches, leaving a 10 frame gap in between the two hits.
  • This move alone is a selling point to put this character into your team

Not only is this your main launcher in solo-confirms, this is arguably the most valuable active switch move in Susano'o's arsenal, and a very lethal one at that. It's near impossible to pushblock and it's multi-hitting nature allows for some incredibly easy unblockable situations. The only downside to this is that if they choose to take the low as a starter, you won't likely get much damage off of it due to it's horrible initial proration. Additionally, you can use this as his ender to get an incredibly powerful safejump and mixup setup that catches neutral, back, or forward tech.

Megalith[edit]
Megalith
214A
BBCF Susanoo Megalith.png
9/10 times will they pushblock this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All 25 4 Total: 47 +8 -
  • Somewhat slow startup, but plus enough on ground to link into 4A afterwards as a true blockstring.
  • On block, 5BB > Megalith will trade with many 5As, and the hitstun is high enough that you can convert that into a combo.

With the ability to link into 5BB, this is a staple combo tool for corner combos due to it's high damage and serviceable scaling. While it's frame advantage is impressive, it can be mitigated easily by pushblock.

Inevitable Calamity[edit]
Inevitable Calamity
214B
BBCF Susanoo InevitableCalamity.png
You think my roundstart is tail?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800*(3~12) All 7 3*N 20 -7 -
  • Hold for additional hits
  • Deletes projectiles but does not possess projectile invulnerability.
  • Very strong against armored moves since each hit is unscaled
  • Incredibly fast special that can work both as a counter poke tool and a situational anti-zoning tool.

Has a niche place in neutral due to it's speed, disjoint, controllable actives, and anti-projectile capabilities. However, due to it's incredibly bad scaling and low untech, it possesses no real value or potential in combos.


Extra Skills[edit]

Blade of Judgement[edit]
Blade of Judgement
236C
BBCF Susanoo BladeOfJudgement.png
"Yes, hi, I'm looking for Extra Damage. Yes, I'll hold."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2700 All 19 3 24 -6 -
  • Reaches about half-screen

Leads to high damage in the corner. With a 5B starter, you can hit to around 10.5k-10.7k damage for one meter. Unlike Central Fiction it no longer wall bounces on counter hit, so its reward in neutral is limited. However, you can link into Liberating Dagger afterwards if you need to finish off someone.

Splintering Thrust[edit]
Splintering Thrust
214C
BBCF Susanoo SplinteringThrust.png
Please try to grab me
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 1900*2 Throw 30 16 37 - 1-45 T
  • Command grab, though slow on startup. Lunges forward slightly.
  • Will drag the opponent all the way to the corner when this connects.

Can convert into a combo after landing. Be wary of using this solo. Due to it's EX flash, long startup, and high recovery, you are potentially sentencing yourself for a painful punish if your opponent isn't sleeping on this move. However, due to it having throw invincibility on startup it can be used as a solid throw bait tool. Certain teams can abuse this move to create unblockable situations. Unlike 236B unblockable setups, 214C unblockable setups have the benefit of being unburstable.



Partner Skills[edit]

5P[edit]
5P
Sundering Claws
BBCF Susanoo SunderingClaws.png
Looks to go farther than most 5P's.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700*2 All 13 14 [(10)4] 44 [8+16L] -26 -
  • Travels decently far forward
  • Second attack is only performed on hit.

Very par for the course 5P. Knocks far enough away on hit you can set up sandwich situations insanely consistently if your character can move fast enough.

6P[edit]
6P
6A
BBCF Susanoo 6A.png
Sit down.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All (18)+17 3 Total: (18)+67 -20 -
  • Comes out quick, hits from full-screen
  • Will hit through block to strike assists behind the opponent

Susano'o's main space control assist. Being a hitscan, it's far less active than regular projectiles, making it easy to avoid by jumping. The trade off is that it's instantaneous nature allows full screen pressure and full screen conversions via 6P -> Cross Combo -> 6P again. Additionally, 6P has the most blockstun out of Susano'o's assists.

4P[edit]
4P
BBTag Susanoo 4P.png
You should've sat down.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All (18)+13 3 Total: (18)+64 -24 -
  • Lv2 Hunter's Fang's Pillar

Insanely tall anti air assist that hits as high as you think it does. However, this assist possesses the least amount of block stun out of Susano'o's kit, so it's not ideal for plugging holes in pressure.



Distortion Skills[edit]

Liberating Dagger[edit]
Liberating Dagger
236B+C
BBCF Susanoo LiberatingDagger.png
"You sure you wanna throw that projectile?"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5500 [5200, 120*30] All 7+8 6 55 -20 1-20 All
  • (ALMOST) Full-screen reach
  • Pops the opponent up on mid-air hit
  • Minimum Damage: 1705 (Resonance: 2020)
  • Hits on both sides of Susano'o

If you hit an airborne opponent with this (if they're high enough) you can actually combo after. This also somewhat difficult to punish on block depending on the distance so you may get away with it more than you expect. Due to it hitting on both sides it can be used when you are in a sandwich situation to hit both characters, almost regardless of their distance to Susano'o.

Bloodsplitter[edit]
Bloodsplitter
214B+C
BBCF Susanoo Bloodsplitter.png
Into the trash with thee, THOT! BOOMSHAKALAKA!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500, 400*6, 0, 4000 [1500, 310*15, 0, 3400] All 4+6 7,4*4,11,1,3
[6(1)4*3,2*10,9,1,3]
??+24L [??+24L] - 1-16 All
  • Single-target super (2110 minimum damage, 2307 in resonance)

Mostly used to finish off a character due to it's excellent minimum damage scaling. Severely punishable on whiff and block.


Distortion Skill Duo[edit]

Liberating Dagger
P during Main Character's Distortion Skill
BBCF Susanoo LiberatingDagger.png
Please wait for your opponent to be near the ground before using this...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 [1750, 25*30] All 1+1 6 55 -20 1-7 All
  • 100% minimum damage: 2000 [2500]
  • Knocks opponent to wall/fullscreen
  • Opponent cannot Cross Burst during this move

Standard happy birthday DHC, can set up a safe jump at certain heights.


Astral Heat[edit]

Roar of the Mad King
222B+C
BBCF Susanoo RoarOfTheMadKing.png
「MUST DIE」
BBCF Susanoo RoarOfTheMadKing2.png
"WHEN YOU DIE, WHERE'S YOUR GOD?"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
99999 All 4+10 3 36 -18 1-16 All
  • Only available in Level 4 Resonance Blaze when the opponent has one character left, requires 9 Skill Gauge stocks.
  • Opponent cannot Cross Burst during this attack.
  • Grants victory on a successful hit.
  • 100% minimum damage

Susano'o attempts a downward hand swipe to slam his opponent to the floor, if it connects he unleashes the real power of his "God Slaying Sword" and destroys everything around. This can be combo'd into from almost any ground hit normal easily. 2C, Throws, and 236B (except for the final hit) are the most consistent ways to combo into it. Because this will always win you the match if you hit it, if the opportunity to combo into astral arises you should always use it.


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