BBCF/Susano'o/Combos

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 Susano'o


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Close Hit 5B
  2. Anti-Air 2C Counter Hit
  3. Fatal Counter 6B
  4. Crush Trigger BnB
  5. Throw Combo
  6. Long Range 5B ODC Extension


Close Hit 5B
Easy


5B > 5C > 2C > 5D > 6D > 214B, 5B > 5C > 2C(1) > sjc > j.C(1) > jc > j.B > j.C > j.D (3811 dmg)
The basic, no seals, midscreen 5B starter combo. Only works on standing opponents, as 6D will whiff on crouchers.

From no seals, this combo unlocks WheelBBCF Susanoo 214B.pngGuardHigh/Air, AllStartup23Recovery24Advantage-10 and SwordBBCF Susanoo 236D.pngGuardAllStartup19Recovery24Advantage-6.


Anti-Air 2C Counter Hit
Easy


AA CH 2C > 5B > 6B > 6D > 236B > sjc > j.C(1) > jc > j.B > j.C > j.D (3612 dmg)
If the second hit of 2C whiffs, you can do 6B > 6C > 6D to maintain the seal unlocks. Off of non-CH 2C, jump cancel into the air ender.

From no seals, this combo unlocks WheelBBCF Susanoo 214B.pngGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperBBCF Susanoo 236B.pngGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.


Fatal Counter 6BBecause you're going to land it at some point.
Easy


FC 6B, 5B > 5C > 5D > 6D > 214B, 5B > 6B > 6C > 6D > 236B > sjc > dl.j.C > j.D (4862 dmg)
High damage starter that allows 3 seal unlocks meterless. While there is routes that squeeze more damage out by cancelling from 6B(1), its easier and at times more reliable to confirm from the second hit of 6B landing.

From no seals, this combo unlocks DPBBCF Susanoo 623C.pngGuardMidStartup12RecoveryTotal 70Advantage-28, WheelBBCF Susanoo 214B.pngGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperBBCF Susanoo 236B.pngGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.


Crush Trigger BnBSpend 25 heat to get 3 important seal unlocks.
Medium


5B > 5C > 5D > 6D > [A+B], 6B > 6C > 6D > 236B > sjc > j.C(1) > jc > j.B > j.C > j.D (4416 dmg)
Used when you're too far for 5C > 2C to connect. Uses a partial charged Crush Trigger off of 6D for a 6B pickup.

From no seals, this combo unlocks DPBBCF Susanoo 623C.pngGuardMidStartup12RecoveryTotal 70Advantage-28, WheelBBCF Susanoo 214B.pngGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperBBCF Susanoo 236B.pngGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.


Throw Combo
Easy


4/5/6B+C > 5B > 6B > 6C > 6D > 236B > sjc > j.C(1) > jc > j.B > j.C > j.D (3439 dmg)
Throw is a short starter, so it's recommended to prioritize seals over anything else in a throw combo.

From no seals, this combo unlocks WheelBBCF Susanoo 214B.pngGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperBBCF Susanoo 236B.pngGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.


Long Range 5B ODC ExtensionIf you're too far for 2D>CT
Medium


5B > 5C > 5D > 2D > ODC > 6B > 6C > 6D > 236B > sjc > j.B > j.C(1) > jc > j.B > j.C > j.D (4060 dmg)
A confirm that works from 5B max range. Be careful using this, as burst can be a strong defensive tool for Susano'o in some matchups.

From no seals, this combo unlocks DPBBCF Susanoo 623C.pngGuardMidStartup12RecoveryTotal 70Advantage-28, WheelBBCF Susanoo 214B.pngGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperBBCF Susanoo 236B.pngGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.

Combo List

For more combos and information on Susano'o's combo theory, check the Combo Guide

Another Guide written by a top OCE Susano'o player, contains basic, intermediate and optimal combos as well as general information.

2A/5A starters
Combo Position Requires Damage Unlocks Heat Notes
2A > 5B > 2C > 5C > 2D > 236B > hjc > dl.j.C > j.D Anywhere - 2873 2,5 +20 starting string can vary as long as the 5th hit is 5C
2A > 2A > 2A > 5B > 5C > 5D > 2D > 236B > hjc > j.B > j.C(1) > jc > j.B > j.C > j.D Anywhere - 2381 5,6 +17
2A > 5A > 5B > 5C > 2C > 3C > 4D Anywhere - 2016 8 +14 fastest and safest sword unlock
5A > 5B > 2C > 5D > 2D > 236A > 5B > 5D > 6D > 214B > 2C(1) > 5D > 6D > 236A Midscreen/Corner 236Alv3 3460 2,3,4 +24 Leads to a safe jump
5A > 5B > 2C > 5D > 236B > sjc > j.C(1) > jc > j.B > j.C > j.D Anywhere 236B 3235 4{2} +23
5B starters
Combo Position Requires Damage Unlocks Heat Notes
5B > 5C > 5D > 2D > 236A Anywhere - 2400 2 +17 safe jump
5B > 5C > 5D > 2D > A+B > 6B > 6C > 6D > 236B > sj.c > j.C(1) > jc > j.B > j.C > j.D Anywhere 10 HT 3550 2, 4, 5 +25 BnB. Gets the major unlocks out of the way.
5B > 5C > 2C > 5D > 6D > 214B > 2C(1) > 5D > 2C(1) > 5D > 623C > 2C(1) > 5D > 6D > 236A Midscreen/Corner - 3963 1{3},2,4 +28 standing only,close up, leads to safe jump
5B > 5C > 2C(1) > 5D > 6D > (delay)214A > 5B > 5D > 623C > 2C(1) > 5D > 2C(1) > 5D > 6D > 236A Corner - 3994 1{3},2,3 +28 standing only, leads to safe jump
5B > 5C > 236D > 5B > 6B(1) > 6C > 5D > 236B > sjc > j.C(1) > jc > j.B > j.C > j.D Corner 236D 4570 4,5 +32
Throw starters
Combo Position Requires Damage Unlocks Heat Notes
B+C / 4B+C > 5B > 2C > jc > j.B > j.B > j.C > j.D Anywhere N/A 2779 8 19 Basic throw combo. Works anywhere

Combo Theory

As a general rule of thumb, meterlessly Susano can not get more than 3 grounded special moves in a combo before it drops. Sometimes he is able to get more if you count a super for ending the combo but that is besides the point. Since Susano's combos are rather free form this section is only going to cover how moves are used and some cases that they are needed. The goal should be to unlock as many seals as possible and when your core seals are unlocked cash out.

Please play with his combos in training mode a bit and just use this as a way to give you a good idea on where to start, there are likely better options than what is listed below but it will get you a start.

Normal Starters

Susano's best starters are: 5B, 6B, 5C, or any grounded D button.

  • 5B is a great move that allows for some things like 236D loops in the corner and setup stair combos midscreen.
  • 6B goes into many of the situations that 5B leads into, with the advantage of fatal combos allowing for links that build into needed seals or full sending combos for absurd damage.
  • 5C fills a similar niche to 5B with worse gatling options for seals in exchange for scaling the combo less and higher damage.
  • D buttons depend on grounded or air hit but all generally lead into things like 236B and scale the combo the least allowing for more extensions and potentially more seals.

Generally useful extensions

As said before, combos are free form but there are some moves that will lead you down the right path.

  • 236B is the bread and butter, when in doubt combo into this to bring you to a safejump, a seal unlock, or a 214B extension to cash out. Picks up after D buttons generally.
  • 5B is used after many specials for its great range and gatling options. Used in pickups after lvl3 236A, 214B, 214A, 6B, and most RC points.
  • 6B is specifically used to add corner carry to some air hits or in the few cases that it can combo off of 5B.
  • 2C is the general use extension for when the opponent is airborne, allowing conversions like 2C(1)>6D which lead into 236D loops in the corner or 236B midscreen.
  • 236A changes in usefulness based on level: it has pickups in the corner at lvl 2 with 5/2A and everywhere at lvl 3 with 5B.

Less Common Extensions

  • In some cases, 2B can be used to pick up opponents in OTG-like state.
  • Fatal Counter 6B(1) can allow for some weird extensions, such as comboing into 63214C or [5A+B] afterward.

Stair combo

When 214B is lvl 2 some options open up to cash out on damage or extend combos midscreen. Anytime that 2C can be used on an airborne opponent you can superjump and do either j.A>j.B>j.C(1)>jc> dlj.B>j.C(1)>lvl2 214B, pickup button or j.B>j.C(1)>jc> dlj.B>j.C(1)>lvl2 214B, pickup button. The version without j.A can only be used with specific launchers. These routes are harder than most of Susano's routes but allow for much higher damage with less unlocks.

Mash C (Orb) Combos

In this section Mash C will just be called "Orb". Cancelling Orb can be done with B+C+D

Combos using Orb are absurdly hard and strange, not recommended for beginners.

  • Orb is 6f startup making it able to combo after lvl1 236A in the corner.
  • Orb whiff combos dont work on a select few characters for example: izanami, Tao, and Carl to name a few.
  • Orb corner combos are generally universal and are a good way to get seals.

Orb can be used to pickup off some things that generally cannot due to its 6f startup and 20f recovery, it allows you to cancel some moves earlier than just letting their active and recovery frames play out like: 5B, 5C, 3C, 5D, 6D, 2D, and 236B.

Due to this faster cancel routes like air hit 5D>Orb(whiff cancel)>5C>5D to be possible.


236B can benefit from but require you told hold 8 while mashing C, this allows for pickups into 5B, for example.

Video Examples

BBCF2 Susanoo combo collections

BBCF2 SUSANOO BASIC COMBOS by meno

External References

Navigation

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