(→2B) |
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* Jump cancellable on block | * Jump cancellable on block | ||
Strong poke option, has a nice hitbox, leads into a strong confirm on hit, overall solid neutral tool. | |||
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* Jump cancellable on block | * Jump cancellable on block | ||
Converts very easily after tail, even at max distance. | Converts very easily after tail, even at max distance. Also a decent pressure tool thanks to its cancel options | ||
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* Will bring airborne opponents to the ground | * 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. | |||
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{{Description|7|text= * Again, moves forward | {{Description|7|text= * Again, moves forward | ||
You will only really use this for Cross Raid. | |||
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{{Description|7|text= * You guessed it: It moves forward. | {{Description|7|text= * You guessed it: It moves forward. | ||
Strong stagger option with massive reward if it hits, also huge damage combo tool you will use a lot. | |||
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{{Description|6|text= * Important points go here | {{Description|6|text= * Important points go here | ||
Susanoo's only standing overhead in this game, not something to rely on but you will use it occasionally. | |||
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* Can also gatling back into itself | * 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. | |||
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* Jump cancellable, but only on the second hit. | * 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. | |||
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{{Description|6|text= * Good reach, hits twice. | {{Description|6|text= * Good reach, hits twice. | ||
Strong active swap tool, good combo filler, one of the best sweeps in the game arguably. | |||
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{{Description|7|text= * Can connect after both hits of j.B in certain routes | {{Description|7|text= * 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. | |||
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*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 | *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 | |||
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Revision as of 03:08, 19 December 2019
Susano'o |
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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 |
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Normal Moves
4A
4A | Template:AttackDataHeader-BBTag | ||||
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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 insanely low recovery. |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Susanoo's only standing overhead in this game, not something to rely on but you will use it occasionally. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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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 | Template:AttackDataHeader-BBTag | ||||
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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. |
2C
2C |
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Strong active swap tool, good combo filler, one of the best sweeps in the game arguably. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C Hunter’s Fang |
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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 |
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???
Towering Flame 5A+D |
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Skills
Sundering Claws
Sundering Claws 236A |
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Detailed description of the usefulness of the move go here |
Dancing Dual Kick
Dancing Dual Kick 236B |
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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 |
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Inevitable Calamity
Inevitable Calamity 214B |
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Extra Skills
Blade of Judgement
Blade of Judgement 236C |
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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. |
Splintering Thrust
Splintering Thrust 214C |
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Can convert into a combo after landing. |
Partner Skills
5P
5P Sundering Claws |
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Detailed description of the usefulness of the move go here |
6P
6P 6A |
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Detailed description of the usefulness of the move go here |
4P
4P | Template:AttackDataHeader-BBTag | ||||
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Insanely tall anti air assist. It hits as high as you think it does. |
Distortion Skills
Liberating Dagger
Liberating Dagger 236B+C |
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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 |
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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 |
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Detailed description of the usefulness of the move go here |
Astral Heat
Roar of the Mad King 222B+C |
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Detailed description of the usefulness of the move go here |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •