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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Core Combos
Core combos balance potency with consistency. They:
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- Close Hit 5B
- Anti-Air 2C Counter Hit
- Fatal Counter 6B
- Crush Trigger BnB
- Throw Combo
- Long Range 5B ODC Extension
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 WheelGuardHigh/Air, AllStartup23Recovery24Advantage-10 and SwordGuardAllStartup19Recovery24Advantage-6.
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 WheelGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.
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 DPGuardMidStartup12RecoveryTotal 70Advantage-28, WheelGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.
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 DPGuardMidStartup12RecoveryTotal 70Advantage-28, WheelGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.
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 WheelGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15.
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 DPGuardMidStartup12RecoveryTotal 70Advantage-28, WheelGuardHigh/Air, AllStartup23Recovery24Advantage-10 and ViperGuardLow/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.
Combo | Position | Requires | Damage | Unlocks | Heat | Notes |
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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 |
Combo | Position | Requires | Damage | Unlocks | Heat | Notes |
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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 |
Combo | Position | Requires | Damage | Unlocks | Heat | Notes |
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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