Susanoo's only standing overhead in this game, not something to rely on but you will use it occasionally.
* 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.
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Revision as of 06:13, 10 April 2020
Susano'o
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive, Unga
Team role
Support, Point
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.
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.
Disjointed Hitbox, making it a solid counter poke option.
Strong stagger pressure option. While slow in comparison to other 4A's, you can both meaty someone on wakeup while baiting DP's(except counters or guard point) due to it's insanely low recovery.
5A
5A
God's Tail
Criminally under-utilized in strings
Combo fuel. No longer a high like in CF.
It's going to be weird not seeing this in combos anymore.
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
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
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.
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
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.
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.
Hits twice. First hitbox is lower than the second hitbox.
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
2C
Less active than 236B, but better scaling as a starter.
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.
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
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.
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
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
j.C Hunter’s Fang
While we only have the air-variant of spin, it's now an overhead.
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
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.
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 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.
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.
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
Blade of Judgement
Blade of Judgement 236C
"Yes, hi, I'm looking for Extra Damage. Yes, I'll hold."
Leads to high damage in the corner. Unfortunately 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.
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, certain teams can abuse this move to create unblockable situations. Unlike 236B unblockable setups, 214C unblockable setups has the benefit of being unburstable.
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.
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.
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.
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.
To edit frame data, edit values in BBTag/Susano'o/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.