BBTag/Susano'o: Difference between revisions

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{{Description|7|text= * Jump cancellable on hit or block
{{Description|7|text= * 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.
* 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
* This move alone is a selling point to put this character into your team



Revision as of 05:43, 4 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Susano'o
BBTag Susanoo Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive, Unga
Team role
Support, Point

Overview

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

 Susano'o 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

4A
4A
BBCF Susanoo 5A.png
Respect my Oki!
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  • 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
5A
BBCF Susanoo 5B.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.
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5A
  • 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
  • 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.

5AAAA
  • Again, moves forward

You will only really use this for Cross Raid.

5B
5B
BBTag Susanoo 5B.png
You forgot about 5A didn't you...
BBTag Susanoo 5BB.png
Fear the stagger
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5B
  • 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
  • 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
5C
BBCF Susanoo CT.png
It's not Cleaving Fang, but it will have to do.
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  • 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
2A
BBCF Susanoo 2B.png
It's finally a low!
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  • 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
2B
BBCF Susanoo 2C.png
Overrated by non-Susano'o player's since CF...
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  • 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
2C
BBCF Susanoo 3C.png
Less active than 236B, but better scaling as a starter.
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  • 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
j.A
BBCF Susanoo jB.png
Do not forget about this button for neutral
BBCF Susanoo jA.png
Regretfully not a stand-alone button
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j.A
  • 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.

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.
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j.B
  • 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
  • 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
BBCF Susanoo HuntersFang.png
While we only have the air-variant of spin, it's now an overhead.
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  • 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

Ground Throw
Ground Throw
5B+C "Eyesore!"
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Forward Throw
B+C
  • 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
  • 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.

???
Towering Flame
5A+D
BBCF Susanoo ToweringFlame.png
Handy versus sandwich mixups, but poor at anti-airing.
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  • 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

Sundering Claws
Sundering Claws
236A You dare pushblock a god?!
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  • 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
Dancing Dual Kick
236B
BBCF Susanoo DancingDualKick.png
The Active Switch Nightmare Begins Here.
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  • 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
Megalith
214A
BBCF Susanoo Megalith.png
9/10 times will they pushblock this
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  • 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
Inevitable Calamity
214B
BBCF Susanoo InevitableCalamity.png
You think my roundstart is tail?
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  • 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

Blade of Judgement
Blade of Judgement
236C
BBCF Susanoo BladeOfJudgement.png
"Yes, hi, I'm looking for Extra Damage. Yes, I'll hold."
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  • 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
Splintering Thrust
214C
BBCF Susanoo SplinteringThrust.png
Please try to grab me
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  • 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.


Partner Skills

5P
5P
Sundering Claws
BBCF Susanoo SunderingClaws.png
Looks to go farther than most 5P's.
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  • 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
6P
6A
BBCF Susanoo 6A.png
Sit down.
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  • 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
4P
BBTag Susanoo 4P.png
You should've sat down.
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  • 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

Liberating Dagger
Liberating Dagger
236B+C "You sure you wanna throw that projectile?"
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  • (ALMOST) Full-screen reach
  • Pops the opponent up on mid-air hit
  • Minimum Damage: 1705 (Resonance: 2020)

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.

Bloodsplitter
Bloodsplitter
214B+C Into the trash with thee, THOT! BOOMSHAKALAKA!
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  • 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

Liberating Dagger
P during Main Character's Distortion Skill Please wait for your opponent to be near the ground before using this...
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  • 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

Roar of the Mad King
222B+C 「MUST DIE」
BBCF Susanoo RoarOfTheMadKing2.png
"WHEN YOU DIE, WHERE'S YOUR GOD?"
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  • 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.


Roadmap

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Navigation

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.