With high health, huge damage, and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials.
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.
|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.|
|Susano'o is a high damage rushdown character who slowly builds momentum until he can overwhelm his opponent. Players with good awareness and flexibility can compensate for his lackluster mobility and defense.|
Susano'o has eight special moves and starts every round with only the first special move unlocked. Each time he lands a hit, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing 5A > 5B > 5C, would highlight the third icon (Megalith).
- When a Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.
- Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.
- If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead.
- Very slow jab, but +3 on block
- Hits crouchers
- His outstretched arm has no extended hurtbox.
Doesn't gatling into itself, is the slowest 5A, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's 236A, Mai's 236A, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty 5A and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).
- The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with 5B at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.
One of the best buttons in the entire game, a fantastic starter, used in many standard combos. Its great startup (only one frame slower than his 5A) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's 5B, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.
- Steps forward and performs a side kick.
- Best damage opener for up-front damage and P1/P2 combination.
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use 6B instead for its Fatal property.
By plinking C before B, you are able to cancel the start up of 5C into a throw, giving you a little more throw range than usual (a kara throw).
- Chains into itself 3 times on whiff, block, and hit
One frame faster than his 5A and neutral on block, making it the best tool Susano'o has for poking his way out of situations in general. Also great for stagger pressure due to its gatling window.
- Hits mid
Unfortunately, Susano'o is saddled with a 2B that doesn't hit low. While 5B is an overall better poke, 2B does have its place in neutral. The hitbox is static unlike 5B so you get its max range immediately (5B doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your 5B gatlings too early.
It has foot property, which allows it to stuff moves like Litchi's 421C, Hakumen's 623AA, Carl 236X and more, which is very useful because while 3C can do this that is a much larger risk (for more reward) that you don't want to take as often.
- Untech time lasts until the opponent touches the ground on Counter Hit.
Susano'o's dedicated anti-air, but doesn't gain head invulnerability until the active frames begin. Most anti-air 2C hits can be be converted into an air combo or 6D depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. Finally, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked. 2C moves Susanoo forward slightly and has useful gattlings into his overhead and low, making it a good centerpiece for your blockstrings.
Oversall a fantastic button owing to its large hitbox, good recovery (relative to its size) and obscene damage on CH or a regular hit with the right seals in stock.
- Fires a wisp of dark energy that instantly travels across the screen.
- Has zero vertical coverage, and opponents may low profile it.
- Projectile level 2, will punch through most projectiles and still hit your opponent, will cancel out other level 2 projectiles (but won't also hit your opponent in this case)
Susanno's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into 4D, and so can be used to quickly unlock or level a special - usually his DP or Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you wll probably also get counterhit.
- Fatal Counter
- Hits twice.
The go-to big punish starter and a very obnoxious normal to throw out from time to time.
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.
If the opponent isn't good at instant blocking this move will destroy them, as if you press 5B afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they can't do anything but block as almost every 5F move in the game will trade in Susanoo's favor.
If they do instant block it like most players familiar with Susanoo will, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.
- Hits high.
- Forces crouching on ground hit and hard knockdown on air hit.
Slower startup than his 6D (though see notes on that move too), but significantly safer on block; even if you block it, he has access to 5D, 2D, and 6D. 6C>5D is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. 6C has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of 6D if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the 6D it hits, you don't even need to hitconfirm it to get massive damage.
- Hits low, and hits twice.
- Has soft knockdown on regular hit and hard knockdown on Counter Hit.
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded 236A, 236B or 236D to earn any strong damage from connecting with this.
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.
- This move has a diagonal hitbox extending across both hands.
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that j.B can't. while also being your primary choice for fuzzies due to its speed.
- Decent diagonal range.
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.
- Hits twice. Second hit leads to soft knockdown.
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then j.C is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.
In combos it is a great tool for cycling through seals to get what you want before going into j.D to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so j.D connects.
- Wallbounces on air hit.
Gatlings into 6D and 2D - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use 2D or your special moves to frame trap them for attempting to punish you or make yourself safe.
- Hits low.
- Hard knockdown
Fills a similar niche to 3C as one of your very few lows, and also puts Susano'o fairly close to the ground. However, 2D can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a 2D hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.
- Behaves like all other Drive moves, but does not require an attack to hit or be blocked
Typically used as a followup to 6A on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move.
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble.
- Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.
- Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick. As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. 6D > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).
Because its initial hitboxes are very high up, you'll only hit opponents who are crouching or a distance away with the later hitboxes, effectively giving this move 25 frames of startup and making it -8 on block. While 6D has similar shortcomings to 2D in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as 6D's slow startup and overall long animation makes it easy pickings.
- Has hitboxes all around his body, but short range in all directions compared to his other air normals.
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.
- 100% minimum damage
- Launches the opponent high in the air
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.
- 100% minimum damage
- Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.
- 100% minimum damage
- Launches opponent in the air
When blocking 6A+B
- Uses 5D's animation
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous 5D, so you can use this to get out of a sticky situation if you don't mind spending the meter.
- Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
- Hard Knockdown on air hit
Links into 6B during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.
Sundering Claws 
- First Icon
- Short dashing shoulder tackle (Shoulder bite?)
- At level 2, the lunge covers much more distance, more active frames, and links into 2A in the corner.
- At level 3, Susano'o automatically follows up on hit with a launching slash and links into 5A/2A anywhere.
- Recovery frames immediately begin on hit/block.
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as 3C, but don't expect to get away with it forever.
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.
Towering Flame 
- Second Icon
- Has a hitbox that extends behind Susano'o
- Treated as a projectile.
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > 5B > 2C > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do 623C > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press 5B for a full combo as they come down.
- Third Icon
- Fatal Counter
- Level 3 guard crushes normal guard.
- Guard crushed opponent recovers 20 frames after Susano'o.
- Ruptures the ground with a powerful kick, creating a wave of dark energy.
- Hitbox extends as far out horiziontally as the projectile suggests, but also as tall as Susanoo's foot, giving it a slightly deceptive hitbox in the far upper corner.
Level 1 version is very good at helping making certain normals safer to use such as 3C and 5D, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.
Hunter's Fang 
214B (air OK)
- Fourth Icon
- Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.
- Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.
- At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.
Despite what the frame data above may say, this move is actually insanely plus at Level 2 and extremely easy to space to make it so.
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace j.D as an air combo ender for more damage, and as a very plus on block overhead that leads to huge damage in pressure at level 2.
At level 1, its bounce always links into 5B, and 2C on most characters as well as being a nice air ender. At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears, the move has a unique attribute where Susanoo has a LOT less recovery if his foot on landing doesn't make contact with the opponent, to the point where it changes from a -10 move to something around +6-8, I'm really not sure exactly but I do know that if you press 5B afterwards you aren't going to get hit for it. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in 5D/3C, if your opponent barrier blocks it becomes even easier to space this.
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into 6B, 6D and 2C and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.
Dancing Dual Kick 
- Fifth Icon
- Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.
- Jump cancelleable on final hit.
Often called Grand Viper, named after a special attack from Guilty Gear's Sol Badguy. This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.
Inevitable Calamity 
- Sixth Icon
- Mashing C extends the duration of the attack. Pressing B+C+D will end the attack and go into recovery.
- Absorbs projectiles and has good chip damage, but high pushback.
- Treated as a projectile.
- Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.
- To assist activating this at neutral, 5C or 6C's startup can be cancelled into this by mashing enough times.
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+C+D. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+C+D. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)
Splintering Thrust 
- Seventh Icon
- Combo throw, will not cause purple !! marks for any reason, but does not have 100% minimum damage either.
- Can only throw Standing or Crouching opponents.
- Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.
- Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.
- Certain Counter Hits will combo into it, but it can only be followed up with a Rapid, Inevitable Calamity or off the first hit of a Fatal 6B.
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susanno's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.
Blade of Judgement 
- Eighth Icon
- Wallbounces on Counter Hit.
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by 6D for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.
- Requires Blade of Judgement unlocked.
- Can function as a reversal super
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than 632146D until he has a certain amount of seals.
Strike of the Possessed God
- General purpose reversal super that can add good damage to many combo routes. Very easy to combo into.
- Damage increases depending on how many seals are unlocked/upgraded.
- Overdrive does not automatically enable all parts of this move to activate, Susanno will still only use the special moves that have actually been unlocked.
- Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)
- If the initial strike finishes the opponent off, the rest of the move is not performed.
Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. If Sundering Claws is above level 1, the first hit will always stagger the opponent. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. The minimum damage for each seal and their respective levels are as follows:
-Initial Strike: 100
-Sundering Claws: 0 / 75 / 150
-Towering Flame: 75
-Megalith: 75 / 90 / 105
-Hunter's Fang: 120 / 210
-Dancing Dual Kick: 150
-Inevitable Calamity: 312
-Splintering Thrust: 150
-Blade of Judgment: 225 (OD 300)
-Laser Cannon: 399 (OD 665)
8D during Overdrive
- Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.
- Guard Points against Body attacks on frames 1-10.
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.
ABCD during Overdrive
- Behaves like other Exceed Accels
- Does not cost Heat, but immediately ends Overdrive if used.
- 15% Minimum damage
- Good Push on block
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.
Roar of the Mad King
- Susano'o slams the opponent to the ground before knocking them away with a burst of dark energy. He then gathers a massive amount of dark energy into a huge sword and cuts downwards, causing a multitude of dark beams to slash across the screen.
Note that it has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close to Susano'o.
Combos from almost everything. Seriously.
- All Throws
- ...And a lot more!
- Susanoo Combo Doc by Adroth
- Susanoo Offense Doc by Fame96
- Susanoo Mixup Writeup
- Calculations for 632146D Damage with Seals (For those looking at optimizations/fact-checkers)
- Japanese Name: スサノオ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
|To edit frame data, edit values in BBCF/Susano'o/Data.|
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