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 strong 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 interactions. 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.
- 630 HP
- 200 CC Synergy Gauge
- Shield: Normal
- High Stance: Removes debuffs quicker
- Low Stance: Invincible against Highs on frame 1
- FP Forward Dash: idk Frames
- FP Back Dash: idk Frames
- FP Side Dash: idk Frames
- DP Forward Dash: 17 Frames
- DP Back Dash: 25 Frames (Invincible from frame 1-8)
General Moves
Y+B Grab Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 60 / DP 90 | 12 | N/A | i15 | FP Shift (+8) / DP Shift | N/A |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 70 / 100 | 3 | Mid Low | i35 / i55 | +8 / Knockdown | -12 / -8 |
Suicune is put into a counter state from frame 1-28 (48 if charged). Counter pierces when fully charged. |
X+A > Y Counter Attack: Followup | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 80 | 3 | High | i19 | Launch | -36 |
An upwards corkscrew that can be used after a CA. If followed up after a CA, the initial CA will have no PSP (0 / 3 PSP). Can be used on Its own if Y is pressed while charging. Does not counter pierce even if it was followed up from a charged CA. |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 38 / 53 | Special Mid | i19 | -10 | -19 |
A multihit water ball projectile that travels in a straight line. After a certain distance, the projectile scattershots into multiple small hits. Can cancel into fY or any special. |
sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 | Special Mid | i23 | +3 | -16 |
Suicune dodges to the side, creating a water ball projectile. After a short time, the projectile is shot in a straight line. sYY creates two water ball projectiles. Holding sY / sYY causes the projectile to remain the same, tracking down the opponent at a slow speed. sYY can cancel into fY. |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 | M | i19 | Shift (Launch) | -8 |
A long distance waterfall attack that travels in a straight line. This move can hit both grounded and mid-air opponents. |
bY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 / 40, 40, 40 | Mid | i27 / i47 | +6 / +86 | -3 |
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 | Damage | Height | Impact | Hit Adv | Block |
Normal | 30, 30 | M | i72 | +53 | +39 |
Suicune flips around in the air, spawning a giant bubble above the opponent. The bubble lands on the opponent, exploding upon contact. |
jX | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 | Mid High | i22 | Shift (Knockdown) | -8 |
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. |
X Homing Attack 1 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 | Mid Low | i21 | 0 | +9 |
Suicune homes in on the opponent and does a headbutt. |
XX Homing Attack 2 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 | M | i21 | +5 | -4 |
Following up from Homing Attack 1, Suicune pulls back and does an upwards headbutt motion. |
XXX / XX[X] Homing Attack 3 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 60 / 90 | M | i21 | Shift (+8) | -8 |
Following up from Homing Attack 2, Suicune lunges forward and does a downwards headbutt. |
Weak Moves
2Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | L | i11 | 4 | -8 |
Two tail swipes that hit low to the ground. The two hits are not a blockstring. Can act in-between. Throw crush. |
4Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 3 | Mid Low, Mid | i11 | Knockdown | -12 |
Suicune lunges forward and does a headbutt. Throw crush. Launches if Its a critical hit. Creates a hard knockdown against grounded opponents. Against smaller characters when they're knocked down, 4Y can be used to cross-up. |
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 38 | 0 | Mid Low | i19 | 0 | -8 |
A flurry of tail attacks. Each having multiple hits. Special / 2X cancelable. |
6Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 62 | 0 | Mid | i19 | 0 | -20 |
Suicunes winds-up to perform a donkey kick attack. |
6YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 52 | 4 | Mid | i19 | Launch | -12 |
8Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 3 | Mid | i15 | +20 | -8 |
An upwards headbutt that launches if Its a critical hit. Special cancelable. |
j.Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 36 | 0 | Mid High | i15 | +24 | +12 |
A water gun projectile that is fired diagonally downwards. In Burst Mode, j.Y fires an extra projectile. |
Strong Moves
2X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 3 | Low | i15 | Knockdown | -16 |
A multitude of hits from Suicune's tail that has considerable knockback on block. |
5X / 6X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 4 | M | i23 | +8 | -8 |
Creates a water pillar that can be placed up close or from a distance. Can be canceled with R. |
8X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 1 each hit | Mid High | i23 | +8 | +4 |
A spinning attack that is invicible against Lows on frame 1. Can input 7X to move backwards, or 9X to move forwards. Throw crush. |
j.X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 0 | Mid High | i26 | +24 | -4 |
Suicune dive headfirst to the ground. |