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| i19 | | i19 | ||
| 85 | | 85 | ||
| FP Shift (Launch) / DP Launch | | FP Shift (Launch) / DP Hard Launch | ||
| -36 | | -36 | ||
| '''<span style="color:#019FED">1-13F Counter Armor</span>''', '''<span style="color:#ad18ad">Airborne on Frame 20</span>''', Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 | | '''<span style="color:#019FED">1-13F Counter Armor</span>''', '''<span style="color:#ad18ad">Airborne on Frame 20</span>''', Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 | ||
Line 647: | Line 647: | ||
| N/A | | N/A | ||
| 85 | | 85 | ||
| Launch | | Hard Launch | ||
| -12 | | -12 | ||
|}</div> | |}</div> | ||
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| 1 | | 1 | ||
| 51 | | 51 | ||
| Knockdown | | Knockdown / Soft Launch (Crit) | ||
| -12 | | -12 | ||
| Throw Blast, '''<span style="color:#FE5554">1-10F High Invuln</span>''', '''<span style="color:#ad18ad">Airborne on Frame 11</span>''' | | Throw Blast, '''<span style="color:#FE5554">1-10F High Invuln</span>''', '''<span style="color:#ad18ad">Airborne on Frame 11</span>''' | ||
|}</div> | |}</div> | ||
<div> | <div> | ||
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| 5 | | 5 | ||
| 51 | | 51 | ||
| +20 | | +20 / Hard Launch (Crit) | ||
| -8 | | -8 | ||
| '''<span style="color:#FE5554">5-16F High</span>/<span style="color:#CF6600">Mid High Invuln</span>''' | | '''<span style="color:#FE5554">5-16F High</span>/<span style="color:#CF6600">Mid High Invuln</span>''', Special Cancelable on Frame 18 | ||
|}</div> | |}</div> | ||
<div> | <div> | ||
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| 9 | | 9 | ||
| 56 | | 56 | ||
| +8 | | +8 / Hard Launch (Crit) | ||
| -8 | | -8 | ||
| | | Block Cancelable on Frame 27 | ||
|}</div> | |}</div> | ||
<div> | <div> | ||
Line 1,040: | Line 1,040: | ||
| 9 | | 9 | ||
| 116 | | 116 | ||
| FP Shift (Launch) / DP Launch | | FP Shift (Launch) / DP Soft Launch | ||
| -24 | | -24 | ||
| Block Cancelable on Frame 42 | | Block Cancelable on Frame 42 | ||
Line 1,078: | Line 1,078: | ||
| i19 | | i19 | ||
| 51 / 85 (Attack) | | 51 / 85 (Attack) | ||
| FP Shift(Launch) / DP Launch | | FP Shift (Launch) / DP Soft Launch | ||
| -16 | | -16 | ||
| '''<span style="color:#019FED">9-40F Projectile Counter Armor</span>''', '''<span style="color:#EF007C"> 14-30F Strike/Throw/Projectile Invuln. (Attack)</span>''', Pierce | | '''<span style="color:#019FED">9-40F Projectile Counter Armor</span>''', '''<span style="color:#EF007C"> 14-30F Strike/Throw/Projectile Invuln. (Attack)</span>''', Pierce | ||
Line 1,116: | Line 1,116: | ||
| 9 | | 9 | ||
| 66 | | 66 | ||
| Launch | | Hard Launch | ||
| N/A | | N/A | ||
| '''<span style="color:#FE5554">1-22F High</span>/<span style="color:#CF6600">Mid High Invuln.</span>''' | | '''<span style="color:#FE5554">1-22F High</span>/<span style="color:#CF6600">Mid High Invuln.</span>''' | ||
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| 9 | | 9 | ||
| 69 | | 69 | ||
| Launch | | Soft Launch | ||
| +3 | | +3 | ||
| Charge Time: 60F, Block Cancelable on Frame 41 | | Charge Time: 60F, Block Cancelable on Frame 41 | ||
Line 1,252: | Line 1,252: | ||
| 9 | | 9 | ||
| 69 | | 69 | ||
| Launch | | Soft Launch | ||
| +3 | | +3 | ||
| Charge Time: 150F, Block Cancelable on Frame 41 | | Charge Time: 150F, Block Cancelable on Frame 41 | ||
Line 1,266: | Line 1,266: | ||
| 9 | | 9 | ||
| 69 | | 69 | ||
| Launch | | Hard Launch | ||
| +13 | | +13 | ||
| Charge Time: 240F / 60F (Burst), Block Cancelable on Frame 41 | | Charge Time: 240F / 60F (Burst), Block Cancelable on Frame 41 |
Revision as of 22:30, 13 February 2022
Introduction
Suicune is a bulky fighter with tools to help him fight within close quarters or at a range. His strengths include rewarding anti-airs, strong pokes, and utilizing cancels for a powerful mix-up game. In field phase, Suicune has great defensive moves and projectiles that keep opponents on their toes. In duel phase, he can switch between solid zoning to make enemies approach, or bait opponents up close for rewarding confirms. Overall, Suicune is a sturdy character that excels when you have your game-plan ready.
Despite his strengths, Suicune does come with some weaknesses. In general, he requires taking risks in order to deal sizable amounts of damage. He is very momentum based and can fall if he loses small neutral exchanges. In field, his projectiles can be avoided by opponents walking sideways, so this phase requires some creativity. In duel phase, Suicune's quicker attacks lack reward so he must win a series of small exchanges or go for risky reads.
Suicune #PTDX_SUI | |
---|---|
Vitals | |
HP | 630 |
Shield Health | 600 SH (Normal) |
Synergy Gauge | 200 CC |
Burst Mode Duration | 840F (14 sec) |
Movement | |
Back Dash | 33F, 1-8F Strike/Throw Invuln., Cancelable on Frame 25 |
Side Dash | 41F, 5-14F Projectile Invuln., Cancelable on Frame 25 |
Forward Dash | 25F, Cancelable on Frame 17 |
Unique Movement Options | None |
Stances | |
High Stance | Removes Debuffs Quicker. |
Low Stance | High Invuln. on Frame 1 |
General Moves
Burst Mode
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv. | Block | Properties |
Burst Wave | 0 | -12 | Mid | BA(projectile) | i18 | 48 | +8 | 0 | 1-48F Total Invuln., Pierce |
Icy Wind is always Level 3. j.Y and Hail both create more projectiles. |
Burst Attack: True Sheer Cold
Version | Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Burst Attack: True Sheer Cold | Counter (projectile) | 170 (60) | 12 | Mid | S+ | i23 | 51 | Knockdown | +8 | 1-18F Counter Armor, 19-40F Total Invuln., Pierce |
Burst Attack: True Sheer Cold (Counter) | Counter (projectile) | 224 (60) | 12 | Mid | S+ | i16 | 44 | Knockdown | +8 | 1-18F Counter Armor, 12-33F Total Invuln., Pierce |
Suicune surrounds itself with an icy barrier that expands over time. Burst Attack Activates immediately and deals additional damage if an attack hits the counter armor. |
Y+B Grab Attack
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv |
Grab | FP 60 / DP 90 | 12 | Ground only | 1 | i15 | 53 | FP Shift (+8) / DP Shift |
X+A Counter Attack
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
X+A Counter Attack | Counter (strike) | 70 | 20% | 3 | Mid Low | 5 | i35 | 73 | +8 | -12 | 1-28F Counter Armor, Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17, Followup Cancelable on Frame 48 |
[X+A] Charged Counter Attack | Counter (strike) | 100 | 20% | 3 | Mid Low | 5 | i55 | 93 | FP Shift (Knockdown) / DP Knockdown | -8 | 1-48F Counter Armor, Pierce, Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17, Followup Cancelable on Frame 68 |
X+A > Y Counter Attack: Followup | Counter (strike) | 80 | 20% | 3 | Mid High | 6 | i19 | 85 | FP Shift (Launch) / DP Hard Launch | -36 | 1-13F Counter Armor, Airborne on Frame 20, Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 |
Can be dash canceled by inputting a direction and R. Followup can be used on its own if Y is pressed while charging. If followed up after a CA, the initial CA will have no PSP (0, 3 PSP). |
Field Phase Attacks
nY
Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (projectile) | 38 / 28 (Scatter) | Special Mid / Mid (Scatter) | 6 | i19 | 9 | 56 | -11 | -18 | Scatters on Frame 40 or on hit, Special Cancelable on Frame 29, fY Cancelable on Frame 39 |
A multihit water ball projectile that travels in a straight line. After a certain distance, the projectile scatters into multiple small hits. |
sY
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
sY | Normal (projectile) | 20 | Special Mid | 6 | i23 | 9 | 63 | +3 / 0 (s[Y]) | -16 / -10 (s[Y]) | N/A |
sYY | Normal (projectile) | 20 each | Special Mid | 6 | i62 | N/A | 115 | +1 / -1 (s[Y]) | -20 / -11 (s[Y]) | fY Cancelable on Frame 105 |
Suicune dodges to the side, creating a water ball projectile. After a short time, the water ball morphs into an arrow-shaped projectile which is then shot forward. Holding sY causes the projectile to remain shape, and track down the opponent at a slower speed. sYY creates two water ball projectiles. |
fY / nYY / sYYY
Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
Normal (projectile) | 80 | Mid | 8 | i19 | 9 | 55 | Shift (Launch) | -9 |
A long distance waterfall attack that travels in a straight line. This move can hit both grounded and mid-air opponents. |
bY
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
bY | Normal (projectile) | 20 | Mid | 8 | i27 | 9 | 60 | +6 | -3 |
Charged - b[Y] | Normal (projectile) | 40, 40, 40 | Mid | 9 | i47 | 9 | 80 | +86 | +77 |
Creates an ice wall that slowly travels forward and absorbs projectiles. Can be charged to create a larger, multihit ice wall that lasts longer. The ice wall vanishes after a certain amount of time, or after all hits connect/are blocked. bY has one hit. b[Y] has three hits. The hits from b[Y] do not combo, and is not a blockstring either. Can act between the hits. |
j.Y
Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block |
Normal (projectile) | 30, 30 | Mid | 8 | i60 | 9 | Until landing +36 | +70 | +58 |
Suicune flips around in the air, spawning a giant bubble above the opponent. The bubble lands on the opponent, exploding upon contact. |
Homing Attack
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
X Homing Attack 1 | Normal (strike) | 20 | Mid Low | 4 | i21 | 1 | 47 | 0 | +8 | Throw Blast, Block or Jump Cancelable on Frame 1 |
XX Homing Attack 2 | Normal (strike) | 40 | Mid | 5 | i46 | N/A | 78 | +4 | -4 | Airborne on Frame 48 |
XXX Homing Attack 3 | Normal (strike) | 60 | Mid | 5 | i76 | N/A | 112 | Shift (+8) | -8 | Airborne |
XX[X] Charged Homing Attack 3 | Normal (strike) | 90 | Mid | 6 | i96 | N/A | 132 | Shift (+8) | Guard Break (+24) | Pierce, Guard Break |
Suicune homes in on the opponent and does a headbutt. If Homing Attack 2 was blocked, there is a 22 Frame window to punish a charged Homing Attack 3. |
j.X
Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block | Properties |
Normal (strike) | 80 | Mid High | 6 | i21 | 1 | Until landing +27 | Shift (Knockdown) | -8 | Throw Blast |
Suicune gallops in the air and homes in on the opponent. Getting in proximity of the opponent (or after a set distance), Suicune dives headfirst to the ground. |
Duel Phase Weak Attacks
5Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5Y | Normal (strike) | 38 | 10% | 0 | Mid Low | 3 | i19 | 9 | 51 | 0 | -8 | Special Cancelable on Frame 28, 2X Cancelable on Frame 30 |
5YY | Normal (strike) | 34 | 10% | 0 | Mid | 4 | i45 | N/A | 86 | 0 | -8 | Special Cancelable on Frame 54 |
5YYY | Normal (strike) | 32 | 0% | 2, 2 | Mid | 4 | i79 | N/A | 128 | +8 | -12 | Airborne on Frame 68, Special Cancelable on Frame 80 |
A flurry of tail attacks. Each having multiple hits. Each individual hit from 5YYY can be special canceled. |
6Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
6Y | Normal (strike) | 62 | 10% | 0 | Mid | 3 | i19 | 9 | 61 | 0 | -20 |
6YY | Normal (strike) | 52 | 20% | 4 | Mid | 4 | i19 | N/A | 85 | Hard Launch | -12 |
Suicunes winds-up to perform a donkey kick attack. |
4Y
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 80 | 30% | 3 | Mid Low, High | 4 | i11 | 1 | 51 | Knockdown / Soft Launch (Crit) | -12 | Throw Blast, 1-10F High Invuln, Airborne on Frame 11 |
Suicune lunges forward and does a headbutt. Creates a hard knockdown against grounded opponents. Against smaller characters when they're knocked down, 4Y can be used to cross-up. |
8Y
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 60 | 20% | 3 | Mid | 3 | i15 | 5 | 51 | +20 / Hard Launch (Crit) | -8 | 5-16F High/Mid High Invuln, Special Cancelable on Frame 18 |
An upwards headbutt. Universal Anti-air. |
2Y
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 30 | 20% | 0 | Low | 3 | i11 | 1 | 49 | +8 | -4 | Throw Blast, High Invuln. on Frame 1 |
Two tail swipes that hit low to the ground. |
j.Y
j.Y | ||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block |
Normal (projectile) | 36 | 20%, 20% | 0 | Mid High | 6 | i15 | 5 | Until landing +13 | +27 | +12 |
A water gun projectile that is fired diagonally downwards. In Burst Mode, j.Y fires an extra projectile. |
Duel Phase Strong Attacks
5X
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (projectile) | 80 | 20% | 4 | Mid | 7 | i23 | 9 | 56 | +8 / Hard Launch (Crit) | -8 | Block Cancelable on Frame 27 |
Creates a water pillar that can be placed up close or from a distance with a 6 input. Can be canceled with R. |
8X
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 80 | 0% | 1 each hit | Mid High | 4 | i23 | 1 | 59 | +8 | +4 | Throw Blast, Low Invuln. on Frame 5, Airborne on Frame 12 |
A spinning attack. Can input 7X to move backwards, or 9X to move forwards. |
2X
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 80 | 0% | 3 | Low | 4 | i15 | 5 | 57 | Knockdown | -16 | High Invuln. on Frame 1 |
A multitude of hits from Suicune's tail that has considerable pushback on block. |
j.X
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block |
Normal (strike) | 60 | 20% | 0 | Mid High | 4 | i26 | 9 | Until landing +19 | +25 | -2 |
Suicune dives headfirst to the ground. |
Pokemon Moves
5A Aurora Beam
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
Normal (projectile) | 60 (15) | 20% | 5 | Special Mid | 8 | i27 | 9 | 84 | FP Shift (-4) / DP -8 | -28 |
Suicune fires a beam that covers the entire length of the stage. In Field Phase, the trajectory can be changed. |
6A Hydro Pump
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (projectile) | 130 (36) | 0% | 5 | Mid Low | S+ | i51 | 9 | 116 | FP Shift (Launch) / DP Soft Launch | -24 | Block Cancelable on Frame 42 |
A blast of water that covers the entire length of the stage. In Field Phase, the trajectory can be changed. Can be canceled with R. |
4A Mirror Coat
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Counter (projectile) | 140 (40) | 0% | 5 | Mid Low | S+ | i19 | 51 / 85 (Attack) | FP Shift (Launch) / DP Soft Launch | -16 | 9-40F Projectile Counter Armor, 14-30F Strike/Throw/Projectile Invuln. (Attack), Pierce |
Coming in contact with an opponent's projectile, Suicune lets out an attack similar to Hydro Pump. |
8A Aurora Beam: Upwards
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (projectile) | 72 | 10% | 5 | Air Only | 8 | i21 | 9 | 66 | Hard Launch | N/A | 1-22F High/Mid High Invuln. |
An anti-air variant of Aurora Beam. |
2A Hail
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
Normal (projectile) | 20 (8) | 0% | 0 | Mid | 6 | i60 | 9 | 64 | +40 / +50 (Burst) | +45 / +55 (Burst) |
After its initial startup, two waves of Hail fall from above. Inputting 1A changes the placement to be closer to Suicune. Inputting 3A changes the placement to be farther away from Suicune. In Burst Mode, three waves of Hail fall. |
j.A Blizzard
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block |
Normal (projectile) | 160 (48) | 0% | 5 | Mid | S+ | i46 | 9 | Until landing FP +27 / DP +23 / DP +13 (j.AR) | Knockdown / Stun (Burst) | FP +1 / DP +5 |
Suicune fires a multihit blast of ice from above. Afterwards, Suicune drops downwards to where Blizzard was fired. Can be canceled with R. |
]A[ Icy Wind
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Level 1 | Normal (projectile) | 50 (13) | 20% | 0 | Mid Low | 7 | i46 | 9 | 69 | Soft Launch | +3 | Charge Time: 60F, Block Cancelable on Frame 41 |
Level 2 | Normal (projectile) | 72 (20) | 20% | 0 | Mid Low | 7 | i46 | 9 | 69 | Soft Launch | +3 | Charge Time: 150F, Block Cancelable on Frame 41 |
Level 3 | Normal (projectile) | 80 (22) | 20% | 0 | Mid Low | 7 | i46 | 9 | 69 | Hard Launch | +13 | Charge Time: 240F / 60F (Burst), Block Cancelable on Frame 41 |
Suicune sends out a tornado that chases down the opponent. The move powers up the longer its charged. In Burst Mode, Icy Wind will always be level three. Can be canceled with R. |
Combos
Field Phase
nX
- nXXX (120 Damage)
nY
- nY > fY (39 Damage)
- nY > nA (54 Damage)
sY
- sYY > fY (140 damage)
jY
- jy > nA (120 Damage)
- jY > nXXX (180 Damage)
- jY > fA (190 Damage)
- jY > ]A1[ W! > b[Y] > nXXX (257 Damage)
]A1[
- ]A1[ W! > b[Y] > nXXX (214 Damage)
- ]A1[ W! > b[Y] > nYfA (238 Damage)
Does not work on Suicune, Sceptile, and Gardevoir
Duel Phase
5Y
- 5Y2X (101 Damage)
- 5Y2X W! > 5X > 8Y9A (281 Damage)
- 5YYY5A (146 Damage)
- (Aerial) 5YYY8A > 5YYY8A > 5YYY8A (240 Damage)
8Y
- 8Y5A (108 Damage)
- 8Y6A (164 Damage)
- (Aerial/Crit) 8Y > 5YYY8A > 5YYY8A (196/254 Damage)
- 8Y6A W! > 6jY > 5YY9A (283 Damage)
- (Crit) 8Y W! > 7A > 5YY9A (278 Damage)
4Y
- (Crit) 4Y2X (140 Damage)
- 4Y W! > 5X > 8Y9A (226 Damage)
- (Aerial) 4Y > 5YYY8A > 5YYY8A (160 Damage)
6Y
- 6YY > 5YYY8A > 5YYY8A (200 Damage)
- 6YY W! > 9X > 4Y (254 Damage)
jY
- jY > 6YY > 4Y > 6YY > 5YYY8A (163 Damage)
- jY > 2X W! > 5X > 8Y9A (252 Damage)
2X
- 2X W! > 5X > 8Y9A (281 Damage)
- (Spaced) 2X W! > 6X > 2X (224 Damage)
5X
- (Aerial/Crit) 5X > 5YYY8A > 5YYY8A (221/258 Damage)
6X
- (Aerial) 6X > 8A > 8A (176 Damage)
- (Crit) 6X > 6X > 9A (208 Damage)
jX
- jX > 6YY > 4Y > 6YY > 5YYY8A (203 Damage)
- jX W! > 2X > 5X > 8Y9A (281 Damage)
jA
- jA W! > 5X > 2X (304 Damage)
8A
- (Up Close Aerial) 8A > 5YYY8A > 5YYY8A (245 Damage)
- (Midscreen Aerial) 8A > 8A > 8A (192 Damage)
1A
- 1A > 6YY > 5YYY8A > 5YYY8A (206 Damage)
]A[
- ]A1[ W! > 7A > 8Y9A (210 Damage)
CA
- [CA-Y] W! > 8Y9A (234 Damage)
Notable Players
- Buntan (JP): Twitter
- Elm (JP): Twitter
- Fabilous (EU): Twitter