
Combo Notation Guide | |||||||||
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Combo List
- Any combo ended in 236B > jc j.C can be ended at 236B with this Oki set up instead.
- Any time 236B > jc j.C is used at the end of a combo you can do 236B jc 214BC (input as 2147BC) instead.
- Any 236B can connect into astral on any of the low hits.
- If ~ is used it means to delay the attack.
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > 5BB > 2B > 2C > 236A | Any | 7007 | [1] Very Easy | In a 1v2 situation you will need to do this because 236B will make bursts whiff and can be punished. |
2 | 5AAA > 5BB > 2C > 236B > 9hjc > j.B(1)B > 8jc j.B(1)BC | Any | 8664 | [1] Very Easy | Simple jump combo, though you give up your strongest oki option for it. |
3 | 5AAA > 5BB > 2C > 236B > 9jc~j.A > 5AAA > 2C > 236B > j.C | Any | 8745 | [2] Easy | This type of re-land combo is something you will be doing a lot. |
4 | 5A > 5BB > 2C > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B 9jc j.C | Any | 8952 | [3] Medium | Delay j.B(1) is more difficult to use than j.A due to it launching them higher on hit. |
5 | 5A > 5BB > 2C > 236B > 9hjc~j.AB > 5AAA > 2C > 236B 9jc j.C | Any | 8931 | [4] Hard | A different way of doing the re-land combo. |
6 | 5A > 5BB > 236B > 9jc~j.B(1) > 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C | Any | 8951 | [3] Medium | The timing on this route is very difficult without swapping sides. |
6 | 5AA > 5BB > 236B > 9jc j.B(1) > 9jc j.ABB > 5AAA > 2C > 236B > 9jc j.C | Any | 8682 | [3] Medium | While this takes some getting used to, this type of re-land route is incredibly stable.
Alternatively you can super jump which will change how you need to time the air portion of the combo. |
7 | 5BB > 2C > 236B > 9jc>~j.B(1) > 5B > 236A , 5AAA > 2C > 236B > jc j.C | Any | 9787 | [3] Medium | Simple j.B(1) re-land |
8 | 5BB > 2C > 236B~j.B(1) > 5AAA > 5BB > 2C > 236B > 9jc j.C | Any | 9911 | [3] Medium | To avoid sideswap on this route put delays in-between your A presses. |
9 | 5BB > 2C > 236B > 9jc j.B(1) > 9jc j.ABB > 5AAA > 2C > 236B > 9jc j.C | Any | 9770 | [3] Medium | Another incredibly stable route. |
10 | 2B > 5BB > 2C > 236B> 9jc~j.B(1) > 236A , 5AAA > 2C > 236B> 9jc j.C | Any | 7777 | [3] Medium | Only works on a grounded hit 2B. |
11 | 2B > 9sjc j.B(1)B > 8jc j.ABBC | Any | 5978 | [1] Very Easy | Simple anti air confirm. |
12 | 2B > 9jc j.B(1) > 9jc j.ABB > 5AAA > 5BB > 2C > 236B > 9jc j.C | Any | 6822 | [4] Hard | Based on height you may have to do j.A instead of j.B(1) to juggle them correctly. |
13 | 2C > 236B> 9jc~j.B(1) > 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C | Any | 8690 | [3] Medium | Can use j.A instead of j.B(1) to keep them on one side more consistently. |
14 | 4/6Throw , 5B~B~2C > 236B > 9jc~j.B(1) > 5AAA > 2C > 236B > 9jc j.C | Any | 6649 | [3] Medium | Can use j.A instead of j.B(1) as always. |
15 | 4/6Throw , 5AAA > 2C > 236B > 9jc~j.A > 5AAA > 2C > 236B > 9jc j.C | Any | 6058 | [2] Easy | Easier than the above route, good if you aren't confident in your 5B~B~2C. |
16 | j.AAB > 5BB > 2C > 236B > 9jc~j.B(1) > 5AAA > 2C > 236B > j.C | Any | 7060 | [3] Medium | Standard fuzzy j.A confirm.
Can use j.A instead of j.B(1). |
17 | j.A > 5BB > 2C > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B > 9jc j.C | Any | 7462 | [3] Medium | Confirm from falling j.A.
Can do j.A instead of j.B(1) though you have to omit 236A. |
18 | j.B > 5BB > 2C > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B > 9jc j.C | Any | 8079 | [3] Medium | Confirm from falling j.B.
As above, can use j.A instead of j.B(1) if you omit the 236A afterwards. |
19 | 5A > 5BB > 236C , 5BB > 214A , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C | Corner | 9855 | [2] Easy | Metered route off of 5A. |
20 | 5BB > 236C , 5BB > 214A , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C | Corner | 10843 | [2] Easy | Metered route off of 5B . |
21 | 5BB > 2C > 236C , 5B~B~2C > 214A , 5AAA > 2C > 236B > 9jc j.C | Corner | 10961 | [3] Medium | Optimized metered route off of 5B. |
22 | 2C > 236C , 5BB > 214A , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C | Corner | 9756 | [2] Easy | Metered route off of 2C. |
23 | 2C > 236C , 5BB > 236A , 5A > 5BB > 236A , 5AAA > 2C > 236B > j.C | Corner | 9520 | [2] Easy | Alternate metered route off of 2C. |
24 | 4/6Throw , 5BB > 214A , 5BB > 236A , 5AAA > 5B~B~2C > 236B > 9jc j.C | Corner | 6601 | [4] Hard | Can be made significantly easier if you only hit with 2C once. |
25 | 4/6Throw , 5B~B~2C > 214A , 5BB > 214A , 5AAA > 2C > 236B > 9jc j.C | Corner | 6748 | [3] Medium | Simple route with good reward. |
26 | 5BB > 236C , 5B~B~2C >214A , 5B~B~2C > 236B > 9jc j.C | Corner | 10990 | [4] Hard | Optimized metered corner route off of 5B |
27 | 2C > 236C , 5B~B~2C > 214A , 5B~B~2C > 236B > 9jc j.C | Corner | 9944 | [4] Hard | Optimized metered corner route off of 2C |
28 | 5A > 5BB > 236C , 5B~B~2C > 214A , 5B~B~2C > 236B > 9jc j.C | Corner | 10017 | [4] Hard | Optimized metered corner route off of 5A |
29 | 2B > 9jc j.B(1) > 9jc j.ABB , 4A > 9jc j.B(1) > 9jc j.ABB , 5AAA > 2C > 236B > 9jc j.C | Any | 6691 | [3] Medium | The most consistent anti air route Susano'o has. Can do 2 4As instead of one to get the height of the juggle correct. |
30 | 5BB > 2C > 236B > 9jc IAD j.B > 5AAA > 5B~B~2C > 236B > 9jc j.C | Corner | 10002 | [4] Hard | Optimal meterless corner route for 5B starter, combo timer makes it insanely tight. Works universally but Ragna and Akihiko require much more precise timings. |
31 | 236B > 7jc j.B(1) > 9jc j.ABB , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C | Any | 6241 | [4] Hard | This is the optimal confirm from 236B raw hit. j.BB 5B is a frame perfect delay into a 3 frame link. Incredibly difficult even among the hard routes. |
32 | 2B > 7jc j.B(1) > 9jc j.ABB , 5BB > 236A , 5AAA > 5B~B > 2C(1) > 236B > 9jc j.C | Any | 7041 | [?] Don't | Optimal staircase route off of 2B starter. This combo is nearly impossible in a practical sense as it has too many variables that change the timing of a frame perfect delay and is only listed because it is optimal. |
33 | 5BB > 2C > 236B > 9jc j.B(1) > 9jc j.ABB , 4A > 5B > 236BC > 236BC | Anywhere further than Midscreen | 12268 | [3] Medium | Basic double super route, the followups that are possible change at different distances to the corner. |
33 | 5BB > 2C > 236B >8jc j.B(1) > 9jc j.ABB , 5BB > 236BC > 236BC | Anywhere further than Midscreen | 12429 | [4] Hard | Optimal double super route, as above the followups after the first super that are possible change with distance to the corner. |
34 | 5BB > 236C , 5BB > 236C , 236C , 5BB > 2C > 236B > 9jc IAD j.B , 214BC | Corner | 13942 | [3] Medium | Corner resource dump, works universally but requires more precise timing against Ragna and Akihiko |
With Assists
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | j.BBC > 5P > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B > 9jc j.C | Any | Varies | [3] Medium | Basic confirm idea from a fuzzy j.B |
Combo Theory
Susano'o's combo theory is fairly simple in a practical sense but there can be some slight nuances in making optimizations.
Opponent grounded combo theory
On most ground to ground or air to ground confirms you will fairly simply just go into a double 236B route using a reland of choice.
Opponent airborne combo theory
When you catch an opponent in the air with Susano'o there are a few main things to keep in mind but it is still relatively simple compared to a lot of the rest of the cast.
In an anti-air or rising air to air situation you ideally want to attempt a re-land route with j.ABB for corner carry and damage but ending with j.C is fine if you can't. When you get the reland from those routes you have two options from there, you can go straight into 5A like a normal re-land route which does high damage but is a bit more difficult than doing so off of a 236B launcher as the height your opponent is at does change the timings on the delays a good amount, or you can go into 4A j.B and attempt another re-land, this route is slightly lower damage but gives you more time to spread out making the adjustments needed to get into the 236B ender more consistently.
When catching an airborne opponent with a 5B you primarily will want to hit them with 236A 5A 5BB loops before ending in 5AAA 2C 236B midscreen. These loops have a very large amount of corner carry and fairly high damage, though you do need to make adjustments based on positioning and height to make sure you hit with the very top of 236A's hitbox. In the corner you will instead loop 5BB 214A before ending in 5AAA 2C 236B. Megalith loops do very high damage and are incredibly stable, the only thing to keep in mind is to not juggle your opponent too high as the 5AAA can drop if they end up too high in the air.
Optimizing your damage
Making sure you get the highest damage possible off of any hit is where Susano'o's combo theory becomes a bit complicated. This segment will cover different things from most to least practical and usable in real matches.
The first and most easily applicable optimization tool is 5B delay B delay 2C, this can add a bit of damage to any confirm given that you have enough time to hit the 5BB before the 360 frame mark in the combo timer. It's most usable after j.A relands and in Megalith loops in the corner for adding just that little extra damage.
Secondly is going to be double supers. These are screen position specific but can be very good when the situation for them arises as the damage increase for having them on the table is incredibly high. The common setups for double supers are after 236B going into delay j.B 5B to put your opponent behind you or doing j.B(1) j.ABB 4A 5B to get your opponent behind you when you do the sword super. Video playlist of double super examples
The third thing to keep in mind is 214B minimum damage. 214B is a multi-hitting move that does just under 500 minimum damage when allowed to go out fully, which can make it slightly more optimal than doing a j.C loop with assist in a very scaled combo.
After this anything else is incredibly impractical so I will be rapid firing them off. You can do airdash delay j.B after 236B in the corner and pick up with 5A for a bit more damage. You can do j.BB 5B as a frame perfect delay into 3f link for optimized damage in some situations. j.C links into 214B, 4A, and 5A depending on the height difference between you and your opponent as well as the height at which you used j.C at. 214BC can drop at the final hit allowing for 214BC to 214BC if the opponent is positioned specifically (generally above and behind Susan).
More Complete combo theory document
Below is a document containing significantly more combo theory for slight optimizations or more complete knowledge but a fair amount of the knowledge contained in it is completely unnecessary in practical terms
Video Examples
Susanoo Basic combos by Meno
External Documents and References
