BBTag/Susano'o/Combos

From Dustloop Wiki
 Susano'o
Combo Notation Guide
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.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

  • Any time 236B > jc j.C is used at the end of a combo you can do 236B jc 214BC (input as 2147BC) instead.
  • Any 236B can connect into astral on any of the low hits.
  • If ~ is used it means to delay the attack.

Solo

# Combo Position Damage Difficulty Notes
1 5AAA > 5BB > 2B > 2C > 236A Any 7007 [1] Very Easy In a 1v2 situation you will need to do this because 236B will make bursts whiff and can be punished.
2 5AAA > 5BB > 2C > 236B > 9hjc > j.B(1)B > 8jc j.B(1)BC Any 8664 [1] Very Easy Simple jump combo, though you give up your strongest oki option for it.
3 5AAA > 5BB > 2C > 236B > 9jc~j.A > 5AAA > 2C > 236B > j.C Any 8745 [2] Easy This type of re-land combo is something you will be doing a lot.
4 5A > 5BB > 2C > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B 9jc j.C Any 8952 [3] Medium Delay j.B(1) is more difficult to use than j.A due to it launching them higher on hit.
5 5A > 5BB > 2C > 236B > 9hjc~j.AB > 5AAA > 2C > 236B 9jc j.C Any 8931 [4] Hard A different way of doing the re-land combo.
6 5A > 5BB > 236B > 9jc~j.B(1) > 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C Any 8951 [3] Medium The timing on this route is very difficult without swapping sides.
6 5AA > 5BB > 236B > 9jc j.B(1) > 9jc j.ABB > 5AAA > 2C > 236B > 9jc j.C Any 8682 [3] Medium While this takes some getting used to, this type of re-land route is incredibly stable.

Alternatively you can super jump which will change how you need to time the air portion of the combo.

7 5BB > 2C > 236B > 9jc>~j.B(1) > 5B > 236A , 5AAA > 2C > 236B > jc j.C Any 9787 [3] Medium Simple j.B(1) re-land
8 5BB > 2C > 236B~j.B(1) > 5AAA > 5BB > 2C > 236B > 9jc j.C Any 9911 [3] Medium To avoid sideswap on this route put delays in-between your A presses.
9 5BB > 2C > 236B > 9jc j.B(1) > 9jc j.ABB > 5AAA > 2C > 236B > 9jc j.C Any 9770 [3] Medium Another incredibly stable route.
10 2B > 5BB > 2C > 236B> 9jc~j.B(1) > 236A , 5AAA > 2C > 236B> 9jc j.C Any 7777 [3] Medium Only works on a grounded hit 2B.
11 2B > 9sjc j.B(1)B > 8jc j.ABBC Any 5978 [1] Very Easy Simple anti air confirm.
12 2B > 9jc j.B(1) > 9jc j.ABB > 5AAA > 5BB > 2C > 236B > 9jc j.C Any 6822 [4] Hard Based on height you may have to do j.A instead of j.B(1) to juggle them correctly.
13 2C > 236B> 9jc~j.B(1) > 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C Any 8690 [3] Medium Can use j.A instead of j.B(1) to keep them on one side more consistently.
14 4/6Throw , 5B~B~2C > 236B > 9jc~j.B(1) > 5AAA > 2C > 236B > 9jc j.C Any 6649 [3] Medium Can use j.A instead of j.B(1) as always.
15 4/6Throw , 5AAA > 2C > 236B > 9jc~j.A > 5AAA > 2C > 236B > 9jc j.C Any 6058 [2] Easy Easier than the above route, good if you aren't confident in your 5B~B~2C.
16 j.AAB > 5BB > 2C > 236B > 9jc~j.B(1) > 5AAA > 2C > 236B > j.C Any 7060 [3] Medium Standard fuzzy j.A confirm.

Can use j.A instead of j.B(1).

17 j.A > 5BB > 2C > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B > 9jc j.C Any 7462 [3] Medium Confirm from falling j.A.

Can do j.A instead of j.B(1) though you have to omit 236A.

18 j.B > 5BB > 2C > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B > 9jc j.C Any 8079 [3] Medium Confirm from falling j.B.

As above, can use j.A instead of j.B(1) if you omit the 236A afterwards.

19 5A > 5BB > 236C , 5BB > 214A , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C Corner 9855 [2] Easy Metered route off of 5A.
20 5BB > 236C , 5BB > 214A , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C Corner 10843 [2] Easy Metered route off of 5B .
21 5BB > 2C > 236C , 5B~B~2C > 214A , 5AAA > 2C > 236B > 9jc j.C Corner 10961 [3] Medium Optimized metered route off of 5B.
22 2C > 236C , 5BB > 214A , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C Corner 9756 [2] Easy Metered route off of 2C.
23 2C > 236C , 5BB > 236A , 5A > 5BB > 236A , 5AAA > 2C > 236B > j.C Corner 9520 [2] Easy Alternate metered route off of 2C.
24 4/6Throw , 5BB > 214A , 5BB > 236A , 5AAA > 5B~B~2C > 236B > 9jc j.C Corner 6601 [4] Hard Can be made significantly easier if you only hit with 2C once.
25 4/6Throw , 5B~B~2C > 214A , 5BB > 214A , 5AAA > 2C > 236B > 9jc j.C Corner 6748 [3] Medium Simple route with good reward.
26 5BB > 236C , 5B~B~2C >214A , 5B~B~2C > 236B > 9jc j.C Corner 10990 [4] Hard Optimized metered corner route off of 5B
27 2C > 236C , 5B~B~2C > 214A , 5B~B~2C > 236B > 9jc j.C Corner 9944 [4] Hard Optimized metered corner route off of 2C
28 5A > 5BB > 236C , 5B~B~2C > 214A , 5B~B~2C > 236B > 9jc j.C Corner 10017 [4] Hard Optimized metered corner route off of 5A
29 2B > 9jc j.B(1) > 9jc j.ABB , 4A > 9jc j.B(1) > 9jc j.ABB , 5AAA > 2C > 236B > 9jc j.C Any 6691 [3] Medium The most consistent anti air route Susano'o has. Can do 2 4As instead of one to get the height of the juggle correct.
30 5BB > 2C > 236B > 9jc IAD j.B > 5AAA > 5B~B~2C > 236B > 9jc j.C Corner 10002 [4] Hard Optimal meterless corner route for 5B starter, combo timer makes it insanely tight. Works universally but Ragna and Akihiko require much more precise timings.
31 236B > 7jc j.B(1) > 9jc j.ABB , 5BB > 236A , 5AAA > 2C > 236B > 9jc j.C Any 6241 [4] Hard This is the optimal confirm from 236B raw hit. j.BB 5B is a frame perfect delay into a 3 frame link. Incredibly difficult even among the hard routes.
32 2B > 7jc j.B(1) > 9jc j.ABB , 5BB > 236A , 5AAA > 5B~B > 2C(1) > 236B > 9jc j.C Any 7041 [?] Don't Optimal staircase route off of 2B starter. This combo is nearly impossible in a practical sense as it has too many variables that change the timing of a frame perfect delay and is only listed because it is optimal.
33 5BB > 2C > 236B > 9jc j.B(1) > 9jc j.ABB , 4A > 5B > 236BC > 236BC Anywhere further than Midscreen 12268 [3] Medium Basic double super route, the followups that are possible change at different distances to the corner.
33 5BB > 2C > 236B >8jc j.B(1) > 9jc j.ABB , 5BB > 236BC > 236BC Anywhere further than Midscreen 12429 [4] Hard Optimal double super route, as above the followups after the first super that are possible change with distance to the corner.
34 5BB > 236C , 5BB > 236C , 236C , 5BB > 2C > 236B > 9jc IAD j.B , 214BC Corner 13942 [3] Medium Corner resource dump, works universally but requires more precise timing against Ragna and Akihiko

With Assists

# Combo Position Damage Difficulty Notes
1 j.BBC > 5P > 236B > 9jc~j.B(1) > 236A , 5AAA > 2C > 236B > 9jc j.C Any Varies [3] Medium Basic confirm idea from a fuzzy j.B

Combo Theory


Susano'o's combo theory is fairly simple in a practical sense but there can be some slight nuances in making optimizations.


Opponent grounded combo theory

On most ground to ground or air to ground confirms you will fairly simply just go into a double 236B route using a reland of choice.


Opponent airborne combo theory

When you catch an opponent in the air with Susano'o there are a few main things to keep in mind but it is still relatively simple compared to a lot of the rest of the cast.

In an anti-air or rising air to air situation you ideally want to attempt a re-land route with j.ABB for corner carry and damage but ending with j.C is fine if you can't. When you get the reland from those routes you have two options from there, you can go straight into 5A like a normal re-land route which does high damage but is a bit more difficult than doing so off of a 236B launcher as the height your opponent is at does change the timings on the delays a good amount, or you can go into 4A j.B and attempt another re-land, this route is slightly lower damage but gives you more time to spread out making the adjustments needed to get into the 236B ender more consistently.

When catching an airborne opponent with a 5B you primarily will want to hit them with 236A 5A 5BB loops before ending in 5AAA 2C 236B midscreen. These loops have a very large amount of corner carry and fairly high damage, though you do need to make adjustments based on positioning and height to make sure you hit with the very top of 236A's hitbox. In the corner you will instead loop 5BB 214A before ending in 5AAA 2C 236B. Megalith loops do very high damage and are incredibly stable, the only thing to keep in mind is to not juggle your opponent too high as the 5AAA can drop if they end up too high in the air.


Optimizing your damage

Making sure you get the highest damage possible off of any hit is where Susano'o's combo theory becomes a bit complicated. This segment will cover different things from most to least practical and usable in real matches.

The first and most easily applicable optimization tool is 5B delay B delay 2C, this can add a bit of damage to any confirm given that you have enough time to hit the 5BB before the 360 frame mark in the combo timer. It's most usable after j.A relands and in Megalith loops in the corner for adding just that little extra damage.

Secondly is going to be double supers. These are screen position specific but can be very good when the situation for them arises as the damage increase for having them on the table is incredibly high. The common setups for double supers are after 236B going into delay j.B 5B to put your opponent behind you or doing j.B(1) j.ABB 4A 5B to get your opponent behind you when you do the sword super. Video playlist of double super examples

The third thing to keep in mind is 214B minimum damage. 214B is a multi-hitting move that does just under 500 minimum damage when allowed to go out fully, which can make it slightly more optimal than doing a j.C loop with assist in a very scaled combo.

After this anything else is incredibly impractical so I will be rapid firing them off. You can do airdash delay j.B after 236B in the corner and pick up with 5A for a bit more damage. You can do j.BB 5B as a frame perfect delay into 3f link for optimized damage in some situations. j.C links into 214B, 4A, and 5A depending on the height difference between you and your opponent as well as the height at which you used j.C at. 214BC can drop at the final hit allowing for 214BC to 214BC if the opponent is positioned specifically (generally above and behind Susan).


More Complete combo theory document

Below is a document containing significantly more combo theory for slight optimizations or more complete knowledge but a fair amount of the knowledge contained in it is completely unnecessary in practical terms

Susano'o combo theory doc

Video Examples

Susanoo Basic combos by Meno


External Documents and References


Navigation

 Susano'o
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information