BBTag/Susano'o: Difference between revisions

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BBCF_Susanoo_5B.png |God's Tail
BBCF_Susanoo_5B.png |God's Tail
BBCF_Susanoo_5C.png |Criminally under-utilized in strings
BBCF_Susanoo_5C.png |A leg day in heaven
BBCF_Susanoo_6D.png |Combo fuel. No longer a high like in CF.
BBCF_Susanoo_6D.png |Combo fuel. No longer a high like in CF.
BBCF_Susanoo_5D.png |It's going to be weird not seeing this in combos anymore.
BBCF_Susanoo_5D.png |It's going to be weird not seeing this in combos anymore.

Revision as of 17:03, 25 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview
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 Susano'o is a heavy brawler character equipped with big buttons that can convert into incredible damage. Unlike his Central Fiction iteration, Susano'o no longer requires unlocking his specials, allowing him to use most of his specials at the start of the round.

Pros
Cons
  • Jaw dropping damage output in general; can easily inflict over 8k with a 5A starter without any resources.
  • Has arguably the strongest 4A in the game, allowing for insane stagger pressure.
  • Good range overall.
  • Good Mixup options.
  • High Health.
  • Improved Mobility compared to his CF counterpart
  • Has access to many fantastic active switch moves, all of them capable of setting up frighteningly strong mixup.
  • Several jump cancels on block
  • Solid space control assists
  • Many of his attacks move him forward, making his hit-confirms very easy even from max poke distance.
  • Basic BnB combo almost guarantees you the corner when you land it.
  • No standing overheads besides 5C, meaning your overhead mixups will rely mostly on fuzzies
  • Lengthy recovery on buttons makes him vulnerable to well timed pushblocks.
  • Hitscan is bound to his assist, so his anti-projectile options are limited to Inevitable Calamity, proper movement, or assists
  • Large hurtbox makes it difficult to deal with zoners
  • All of his normals, save for 4A, lack strong disjointed hitboxes.
  • Slow mashing options on wakeup


Susano'o
BBTag Susano'o Portrait.png

Normal Moves

4A

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  • Short range, comes out quickly
  • Gatlings into itself.
  • Disjointed Hitbox, making it a solid counter poke option.

Strong stagger pressure option. While slow in comparison to other 4A's, it being +3 on block and having an abundance of cancel options make it an incredible offensive tool. You can also use it as a meaty and still be able to block reversals (except for counters or guard points) thanks to it having such low recovery.

5A

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5A
5AA
5AAA
5AAAA

  • Solid range, decently quick.
  • Jump cancellable on block

5A is a strong poke option, has a nice hitbox, leads into a strong confirm on hit, overall solid neutral tool. It's your main ground button if you don't want to be greedy with 5B.


  • Moves forward
  • Jump cancellable on block

5AA converts very easily after tail, even at max distance. Also a decent pressure tool thanks to its cancel options


  • Moves forward also
  • Will bring airborne opponents to the ground

5AAA is the easy bake combo stabilizer. It will hit a lot higher up than you'd think.


  • Again, moves forward

You will only really use 5AAAA for Cross Raid. And even then, this move whiffs quite easily once the hitstun decay gets really low, making it quite unreliable to use as far as Cross Raids go. Doing it early in a combo is also ill-advised since you are sacrificing your assist meter, and the minimum damage isn't that much better due to Susano'o's already impressive damage scaling on his moveset.

5B

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5B
5BB

  • Wouldn't you know it, this moves forward also

Slightly slower but more damaging than 5A. Your ideal punish on whiffed or blocked DPs. Leans back slightly during it's first few frames of startup, allowing you to cause some moves to whiff in mid range. Paired with 5BB, this works as one of Susano'o's many stagger pressure options.


  • You guessed it: 5BB moves forward.

Strong frametrap option with massive reward if it hits, also huge damage combo tool you will use a lot.

5C

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  • Knockdown on air hit.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Susanoo's only standing overhead in this game, not something to rely on but you will use it occasionally. Can combo air hit 5B/5BB into it for a safejump.

2A

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  • Surprisingly jump cancellable on block
  • Can also gatling back into itself

This is another strong pressure tool. You will use it in stagger a good bit thanks to it having so many cancel options as well as being a low.

2B

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  • Hits twice. First hitbox is lower than the second hitbox.
  • Oh wow who would have guessed, moves you forward.
  • Jump cancellable, but only on the second hit.

Susano'o's anti-air, while the head invuln is meh and the hitbox isn't too great it is good at stuffing crossup due to hitting on both sides. You can also score some pretty disgusting damage on counter hit if you hit them high enough,

2C

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  • Good reach, hits twice.
  • Say it with me. Moves you forward

Strong active swap tool, good combo filler, one of the best sweeps in the game arguably. Due to high recovery frames making it vulnerable to push block, it's ill advised to throw it out during pressure unless you are using active switch.

j.A

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j.A
j.AA

  • Hits in front of and below Susano'o, making it a decent jump-in and great for fuzzies on taller characters.

While not nearly as versatile as j.B, it still has some advantages. It's easier to use for air to ground conversions off of Dancing Dual Kick. Unlike j.B, it's angle is the same throughout the entirety of it's actives, meaning it can serve as a better air to ground in certain situations due to j.B's downward hitbox extending on frame 13.


  • Hits in almost the same exact place as j.A

j.AA has very limited use. Against tall characters, this will connect after an instant j.A. It's not optimal as far as combo filler goes due to it's average scaling and damage.

j.B

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j.B
j.BB

  • Hits twice. Both hits are jump cancellable.
  • When second hit connects with an airborne opponent, they will be sent to the ground.

Susano'o's most versatile air normal. Due to it's speed and hitboxes, this move can serve both as an air-to-air, or an air-to-ground normal. Additionally, both hits of this normal are overheads, allowing Susano'o to fuzzy most of the cast.


  • Can connect after both hits of j.B in certain routes

Primarily combo filler, has landing recovery but will still be + as long as you didn't use it really high up.

j.C

Hunter’s Fang

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  • Does a small hop up before going all the way to the ground
  • If the opponent is hit in the air, they'll enter a pseudo-capture and be dragged to the ground. Does more hits the higher up you were.
  • May cross up mid screen if done up close, the opponent won't be dragged in front of you and will leave you extremely minus even on hit

This is Susano'o's strong overhead active swap option. For maximum effectiveness on AS do it after j.B to make them stand block for more overhead hits. Otherwise it's a form of combo ender especially if you got them with a weird hit you can't really full convert off of


Universal Moves

Ground Throw

5B+C

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Forward Throw
B+C
Back Throw
4B+C

  • 100% minimum damage: 2000 total
  • Susano'o performs a dash and then grabs if he wasn't already within throw range.
  • Opponents cannot Cross Burst during a throw.

Normal throw mix up is actually fairly important for Susano'o since due to his slow run startup he can set up tick throws insanely well. Another result of his slow run speed is that he cannot reliably punish pushblock with a TRM throw.

Towering Flame

5A+D

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  • Hits on both sides, but isn't especially large.
  • Despite the visual, is not especially tall either.
  • Good for when you're trapped by a cross-combo, as it should hit both the point and assist if you time it right.


Skills

Sundering Claws

236A

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  • Very high hit stun on counter hit allowing you to link a 5B afterwards

Has some use in conversions for midscreen, but it's mostly use as a safe pressure ender. While this move does move Susanoo far, it's ill-advised to abuse it in neutral due to it's high total frames. As a pushblock bait, it's a potential death sentence for the opponent if they get counter-hit, leading into 7-8k meterless.

Dancing Dual Kick

236B

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  • Jump cancellable on hit or block
  • There's a small pause between the slide and the kick that launches, leaving a 10 frame gap in between the two hits.
  • This move alone is a selling point to put this character into your team

Not only is this your main launcher in solo-confirms, this is arguably the most valuable active switch move in Susano'o's arsenal, and a very lethal one at that. It's near impossible to pushblock and it's multi-hitting nature allows for some incredibly easy unblockable situations. The only downside to this is that if they choose to take the low as a starter, you won't likely get much damage off of it due to it's horrible initial proration. Additionally, you can use this as his ender to get an incredibly powerful safejump and mixup setup that catches neutral, back, or forward tech.

Megalith

214A

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  • Somewhat slow startup, but plus enough on ground to link into 4A afterwards as a true blockstring.
  • On block, 5BB > Megalith will trade with many 5As, and the hitstun is high enough that you can convert that into a combo.

With the ability to link into 5BB, this is a staple combo tool for corner combos due to it's high damage and serviceable scaling. While it's frame advantage is impressive, it can be mitigated easily by pushblock.

Inevitable Calamity

214B

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  • Hold for additional hits
  • Deletes projectiles but does not possess projectile invulnerability.
  • Very strong against armored moves since each hit is unscaled
  • Incredibly fast special that can work both as a counter poke tool and a situational anti-zoning tool.

Has a niche place in neutral due to it's speed, disjoint, controllable actives, and anti-projectile capabilities. However, due to it's incredibly bad scaling and low untech, it possesses no real value or potential in combos.


Extra Skills

Blade of Judgement

236C

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  • Reaches about half-screen

Leads to high damage in the corner. With a 5B starter, you can hit to around 10.5k-10.7k damage for one meter. Unlike Central Fiction it no longer wall bounces on counter hit, so its reward in neutral is limited. However, you can link into Liberating Dagger afterwards if you need to finish off someone.

Splintering Thrust

214C

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  • Command grab, though slow on startup. Lunges forward slightly.
  • Will drag the opponent all the way to the corner when this connects.

Can convert into a combo after landing. Be wary of using this solo. Due to it's EX flash, long startup, and high recovery, you are potentially sentencing yourself for a painful punish if your opponent isn't sleeping on this move. However, due to it having throw invincibility on startup it can be used as a solid throw bait tool. Certain teams can abuse this move to create unblockable situations. Unlike 236B unblockable setups, 214C unblockable setups have the benefit of being unburstable.


Partner Skills

5P

Sundering Claws

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  • Travels decently far forward
  • Second attack is only performed on hit.

Very par for the course 5P. Knocks far enough away on hit you can set up sandwich situations insanely consistently if your character can move fast enough.

6P

BBCF 6A

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  • Comes out quick, hits from full-screen
  • Will hit through block to strike assists behind the opponent

Susano'o's main space control assist. Being a hitscan, it's far less active than regular projectiles, making it easy to avoid by jumping. The trade off is that it's instantaneous nature allows full screen pressure and full screen conversions via 6P -> Cross Combo -> 6P again. Additionally, 6P has the most blockstun out of Susano'o's assists.

4P

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  • Lv2 Hunter's Fang's Pillar

Insanely tall anti air assist that hits as high as you think it does. This assist possesses the least amount of block stun out of Susano'o's kit, so it's not ideal for plugging holes in pressure. 4P is a projectile and that means it can destroy other projectiles as well as that there is no hitstop/blockstop applied to Susano'o when he uses it, making it a good assist to active switch into Susano'o with situationally. Additionally the visual effect is a layer in front of the characters so you can use it to hide mixups when spaced correctly.


Distortion Skills

Liberating Dagger

236B+C

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  • (ALMOST) Full-screen reach
  • Pops the opponent up on mid-air hit
  • Minimum Damage: 1705 (Resonance: 2020)
  • Hits on both sides of Susano'o

If you hit an airborne opponent with this (if they're high enough) you can actually combo after. This also somewhat difficult to punish on block depending on the distance so you may get away with it more than you expect. Due to it hitting on both sides it can be used when you are in a sandwich situation to hit both characters, almost regardless of their distance to Susano'o.

Bloodsplitter

214B+C

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  • Single-target super (2110 minimum damage, 2307 in resonance)

Mostly used to finish off a character due to it's excellent minimum damage scaling. Severely punishable on whiff and block.


Distortion Skill Duo

Liberating Dagger

P during Partner's Distortion Skill

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  • 100% minimum damage: 2000 [2500]
  • Knocks opponent to wall/fullscreen
  • Opponent cannot Cross Burst during this move

Standard happy birthday DHC, can set up a safe jump at certain heights.


Astral Heat

Roar of the Mad King

222B+C

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  • Only available in Level 4 Resonance Blaze when the opponent has one character left, requires 9 Skill Gauge stocks.
  • Opponent cannot Cross Burst during this attack.
  • Grants victory on a successful hit.
  • 100% minimum damage

Susano'o attempts a downward hand swipe to slam his opponent to the floor, if it connects he unleashes the real power of his "God Slaying Sword" and destroys everything around. This can be combo'd into from almost any ground hit normal easily. 2C, Throws, and 236B (except for the final hit) are the most consistent ways to combo into it. Because this will always win you the match if you hit it, if the opportunity to combo into astral arises you should always use it.



External References

Navigation

To edit frame data, edit values in BBTag/Susano'o/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.