Difference between revisions of "BBTag/Susano'o"

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Revision as of 18:05, 4 December 2019

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
Team role

Overview

Backstory

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

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.

Strengths/Weaknesses

Strengths Weaknesses
  • Jaw dropping damage output in general; can easily inflict over 8k with a 5A starter without any resources.
  • Good range overall.
  • No longer hampered by his seal mechanic. All specials are available at round-start.
  • Good Mixup options.
  • High Health.
  • Improved Mobility compared to his CF counterpart
  • Fantastic Active Switch capabilities
  • 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
  • We still don’t know the lyrics to Must Die




Normal Moves

4A
4A
BBCF Susanoo 5A.png
Can now self-gatling, AND is still +3.
Damage Guard Startup Active Recovery Frame Adv.
1000 All 8 5 6 +3
  • Short range, comes out quickly

Strong stagger pressure option. While slow in comparison to other 4A's, you can both meaty someone on wakeup while baiting DP's due to it's generous recovery.


5A
5A
BBCF Susanoo 5B.png
God's Tail
BBCF Susanoo 5C.png
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 Guard Startup Active Recovery Frame Adv.
5A 1500 All 9 6 18 -7
  • Solid range, decently quick.
  • Jump cancellable on block

Detailed description of the usefulness of the move go here

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

Converts very easily after tail, even at max distance.

5AAA 1700 All 15 2(3)1 29 -11
  • Moves forward also
  • Will bring airborne opponents to the ground
5AAAA 2000 All 17 3 34 -16
  • Important points go here

Detailed description of the usefulness of the move go here


5B
5B
BBTag Susanoo 5B.png
No longer plus, but has a much faster startup.
BBTag Susanoo 5BB.png
No longer a single move, making it less pushblock vulnerable.
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 11 4 20 -5
  • Wouldn't you know it, this moves forward also

Your ideal punish on whiffed or blocked DPs. Get that max damage, son.

5BB 2000 All 12 5 20 -4
  • Important points go here

Detailed description of the usefulness of the move go here


5C
5C
BBCF Susanoo CT.png
It's not Cleaving Fang, but it will have to do.
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 1 26 -10
  • Important points go here

Detailed description of the usefulness of the move go here


2A
2A
BBCF Susanoo 2B.png
It's finally a low!
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 10 3 19 -5
  • Surprisingly jump cancellable on block
  • Can also gatling back into itself

Detailed description of the usefulness of the move go here


2B
2B
BBCF Susanoo 2C.png
Hopefully the head invulnerability comes sooner this time.
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All 10 3(2)5 22 -10
  • Hits twice. First hitbox is lower than the second hitbox.
  • Jump cancellable, but only on the second hit.

Detailed description of the usefulness of the move go here


2C
2C
BBCF Susanoo 3C.png
Damage Guard Startup Active Recovery Frame Adv.
1500, 1700 Low 12 4(8)4 26 -11
  • Good reach, hits twice.

Vulnerable if pushblocked on the first hit.


j.A
j.A
BBCF Susanoo jB.png
BBCF Susanoo jA.png
Version Damage Guard Startup Active Recovery Frame Adv.
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.

Detailed description of the usefulness of the move go here

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

Against tall characters, this will connect after an instant j.A


j.B
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 Guard Startup Active Recovery Frame Adv.
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.

Detailed description of the usefulness of the move go here

j.BB 1700 High 15 6 21+8L -
  • Will not connect if both hits of j.B were allowed to hit.

Detailed description of the usefulness of the move go here


j.C
j.C
Hunter’s Fang
BBCF Susanoo HuntersFang.png
While we only have the air-variant of spin, it's now an overhead.
Damage Guard Startup Active Recovery Frame Adv.
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, they'll enter a pseudo-capture and be dragged to the ground. Does more hits the higher up you were.

Detailed description of the usefulness of the move go here


Universal Moves

Ground Throw
Ground Throw
5B+C
BBCF Susanoo ForwardThrow.png
BBCF Susanoo BackThrow.png
"Eyesore!"
Version Damage Guard Startup Active Recovery Frame Adv.
Forward Throw
B+C
0, 2000 Throw 7~30 3 23 -
  • Important points go here

Detailed description of the usefulness of the move go here

Back Throw
4B+C
0, 2000 Throw 7~30 3 23 -
  • Important points go here

Detailed description of the usefulness of the move go here


???
Towering Flame
5A+D
BBCF Susanoo ToweringFlame.png
Damage Guard Startup Active Recovery Frame Adv.
2500 Air Unblockable 12 3 46 -30
  • Hits on both sides, but isn't especially large.
  • Despite the visual, is not especially tall.

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

Sundering Claws
Sundering Claws
236A
BBTAG Susanoo SunderingClaws.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 13 14 18 -3
  • Important points go here

Detailed description of the usefulness of the move go here


Dancing Dual Kick
Dancing Dual Kick
236B
BBCF Susanoo DancingDualKick.png
Active Switch Nightmare
Damage Guard Startup Active Recovery Frame Adv.
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 you open to being grabbed if the move was blocked.

This move should be covered by an assist if you perform it on block, but its nature as a multi-hit makes it great for active switch pressure.


Megalith
Megalith
214A
BBCF Susanoo Megalith.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 25 4 Total: 47 +8
  • Somewhat slow startup, but ignorantly plus on block.

On block, 5BB > Megalith will trade with many 5As, and the hitstun is high enough that you can convert that into a combo.


Inevitable Calamity
Inevitable Calamity
214B
BBCF Susanoo InevitableCalamity.png
Awful damage scaling, but destroys projectiles
Damage Guard Startup Active Recovery Frame Adv.
800*(3~12) All 7 3*N 20 -7
  • Hold for additional hits
  • Deletes projectiles

Incredibly fast special that can work both as a counter poke tool and a situational anti-zoning tool.


Extra Skills

Blade of Judgement
Blade of Judgement
236C
BBCF Susanoo BladeOfJudgement.png
"Yes, hi, I'm looking for Extra Damage. Yes, I'll hold."
Damage Guard Startup Active Recovery Frame Adv.
0, 1900*2 Throw 30 16 37 -
  • Reaches about half-screen

Leads to obscene damage in the corner


Splintering Thrust
Splintering Thrust
214C
BBCF Susanoo SplinteringThrust.png
Infamous God Press. Still has slow startup, on top of EX flash.
Damage Guard Startup Active Recovery Frame Adv.
2700 All 19 3 24 -6
  • 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.



Partner Skills

5P
5P
Sundering Claws
BBCF Susanoo SunderingClaws.png
Looks to go farther than most 5P's.
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All 13 14 [(10)4] 44 [8+16L] -26
  • Travels decently far forward
  • Second attack is only performed on hit.

Detailed description of the usefulness of the move go here


6P
6P
6A
BBCF Susanoo 6A.png
This land is my land.
Damage Guard Startup Active Recovery Frame Adv.
2000 All (18)+17 3 Total: (18)+67 -20
  • Comes out quick, hits from full-screen
  • Not much blockstun
  • Will hit through block to strike assists behind the opponent

Detailed description of the usefulness of the move go here


4P
4P
BBTag Susanoo 4P.png
...And this air is my air
Damage Guard Startup Active Recovery Frame Adv.
2000 All (18)+13 3 Total: (18)+64 -24
  • Lv2 Hunter's Fang's Pillar

Insanely tall anti air assist. It hits as high as you think it does.



Distortion Skills

Liberating Dagger
Liberating Dagger
236B+C
BBCF Susanoo LiberatingDagger.png
Passing judgement upon zoners and thots since CF
Damage Guard Startup Active Recovery Frame Adv.
5500 [5200, 120*30] All 7+8 6 55 -20
  • Full-screen reach
  • Pops the opponent up on mid-air hit

If you hit an airborne opponent with this (if they're high enough) you can actually combo after


Bloodsplitter
Bloodsplitter
214B+C
BBCF Susanoo Bloodsplitter.png
Into the trash with thee, THOT!
Damage Guard Startup Active Recovery Frame Adv.
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] -
  • Important points go here

Detailed description of the usefulness of the move go here


Distortion Skill Duo

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 Guard Startup Active Recovery Frame Adv.
2000 [1750, 25*30] All 1+1 6 55 -20
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

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 Guard Startup Active Recovery Frame Adv.
99999 All 4+10 3 36 -18
  • Important points go here

Detailed description of the usefulness of the move go here


Roadmap

Navigation


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