BBCF/Susano'o/Strategy

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 Susano'o



General Tactics

Susanoo is a snowball character. He starts off with a limited toolset that expands over time. At his essence however, he is a footsie oriented character, able to take control of the mid range with his big normals. The reward you get for opening up the opposition is great corner carry and damage. For more information on Susano'o's offense with in depth details about each of his normals, check the Susanoo Offense Doc by Fame96


TL;DR (For Beginners)

Important Moves

  • 5A: Jab, resets pressure well
  • 6A: Extremely fast fullscreen poke
  • 5B: Good poke
  • 6B: Strong pressure reset and big damage
  • 2C: Antiair
  • 4D: Useful for getting seals in neutral
  • j.A: Air to air
  • 236B: Strong combo tool
  • 214B: Combo extender. At lv2, very strong neutral tool.
  • 623C: Reversal
  • 236D: Great for calling out zoners


Susano'o is an offensive character with massive damage, big buttons, and a huge health pool to work with. Unlocking Susano'o's seals can seem daunting for any player, but Susano'o can prioritize certain seals so he doesn't have to worry about them as much. 236B(5th seal), 214B (4th seal), and 623C (2nd seal) are the essential unlocks that a beginner should focus on. Susano'o can use 236B and 214B as combo extenders. These specials can be placed almost anywhere in a combo for good damage. This means that Susano'o can grab more unlocks without much worry at all! 236B is also very useful for corner carry. As mentioned earlier, 623C is Susano'o's meterless reversal. This special is very important to unlock because Susano'o does not have many defensive options. Without it, Susano'o tends to rely on his Overdrive and other system mechanics for defense. Outside of his specials, Susano'o can rely on buttons like 5A and 6B for resetting pressure and staying close to his opponent.

Neutral is relatively patient for Susano'o. His grounded dash has huge startup, so he tends to stick to his air dashes for movement. His air buttons are also huge. j.A is an especially convenient air button because of its hitbox and speed. If you're is having a hard time getting in, or you want to call out something an opponent is doing, 6A is very good for punishing them. You can also combo this move directly into 4D to get an unlock or move the cursor. This also works on block! It's a useful way to encourage people to approach you. Once people are in a closer range, 5B is a good poke because of its speed, range, and damage. Properly using Susano'o's normals to contest space is important for transitioning into offense and keeping people off of you on defense.

Blockstrings

5A stagger

  • Since 5A is +3 on block it can be used to stagger pressure your opponent.

5B > 6B

  • Anytime you land a 5B on your opponent's guard you can gattling into 6B. 6B is +4 on block and can also be cancelled into other normals during both strikes. If your opponent does not instant block the second hit of 6B you can press 5B into 6B again to reapply pressure.

Okizeme

236A
236A or lvl 1-2 dash is Susanoo's standard midscreen ender if he doesn't have other seals unlocked nor resources he can spend to extend combos. It knocks an opponent away after a sweep and puts you in range at the tip of your 5B. It's standard for corner carry. Against reversal happy opponents, ending a combo with 236A can lead to a safe jump with instant air dash into jumping normal regardless of level. At level 2 this can be inconsistent, so try at your own risk.
J.D
Susanoo's most common okizeme setup is an air combo into J.D. This can usually be setup quite easily if lvl3 236A or 236B is unlocked. This will cause the opponent to be knocked down in front of Susanoo in which you can time a meaty 5A on their wakeup. 5A is a frightening oki tool as it has a long active time and short recovery, allowing you to both apply pressure with a meaty jab as well as block invincible reversals by holding back at the same time, provided that the reversal is not faster than 5A's 6 frame recovery. 5A is also +3 on block and will allow you to easily continue your pressure on your opponent. This setup becomes even more potent in the corner as when it is properly spaced your opponent will not be able to roll away from the 5A.

Tips and Tricks

  • If you have trouble unlocking seals, try to focus on getting Dancing Dual Kick (Grand Viper) first. It makes unlocking specials much easier and provides great corner carry.
  • While Susano'o has lackluster mobility, his hitboxes are huge. Try starting pressure from longer distances or forcing your opponent to approach
  • 5A Whiff is very strong for baiting reversals. Visual Example Here

Fighting Susanoo

Fame96's guide on Susanoo offense also has plenty of advice for defending against it

  • Try IBBing 6B and fuzzy mashing. This will force him to back off or 3C, which will end his pressure much faster
  • Depending on the matchup, you can slow the pace to keep Susanoo from getting important unlocks
  • Susano'o's DP is considered a projectile, so you can OS projectile invuln moves against it!
  • Many of Susano'o's attacks are actually mids and highs. You can actually block high for the most part.
  • Susano'o's buttons have massive hitboxes. Try to stay at ranges where Susano'o is forced to use his lackluster mobility to even make use of them.

External References

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