Here's some more info on seals since i don't agree with the seal priorities. 623C > 214Blvl2 > 236D > 236B > 236Alvl3 > Cmash > 63214C > 214Alvl3 (can swap 236D and 623C depending on Matchup) -Tackle lvl1 is used as a basic ender to let you get a safe jump setup, meaty 6B to catch rolls, fuzzy for a "mix". -Tackle lvl2 losses its ender options but can be comboed in the corner from 2D 6D or 3C. For 3C you can get 5B followup, for 2D/6D a 5A or 2A followup. -Tackle lvl3 lets you convert anywhere on the screen, lets you get a safe jump setup/fuzzy jump as oki. if they are still standing while you do 236Alvl3 you can only get A followups, if you do 2D/6D/3C before it you can get 5B followups. -DP incredibly important defensive tool since susan relies solely on system mechanics on defense and doesn't have a 5f jab and has a big hitbox. you can use it for combos in the corner for easy 2C 5D loops to get tackle lvl3 with ease. -Kick lvl1 is used to end pressure safely or use it the same as tackle lvl2 in the corner. -Kick lvl2 is useless. -Kick lvl3 if it guard crushes you can go for a 6B followup after. during a combo you can get 6B followup too. does real good damage in the corner. -Spin lvl1 is a combo launcher after 5D 6D, i don't recommend using it at the end of a air combo unless you are gonna kill with it, getting a seal with jD is a better option most cases. Also lets you get a safe jump setup/fuzzy jump if you decide to end with it. -spin lvl2 is a combo launcher after 5D 6D, does INSANE DAMAGE with staircase combos allowing for followups depending on height of opponent. -Grand viper is your simple launcher like tackle lvl3 letting you get DP and spin seals with ease. -Calamity is your main pressure ender / chip and combo tool in the corner. in the corner you can get followups depending on height letting you get even more seals. -Godpress can be comboed meterlessly with calamity and does insane damage. only issue is its 30f startup so its basically a yolo move, high risk high reward. -sword is your char specific spacing tool and also his most damaging seal proration wise. can be comboed in the corner for easy seal gain and minimum 4K confirms. sorry for wall of text lmao.
I know this is an old video and whatnot but one thing I'd like to mention is that you can combo into 214B by doing 6D beforehand, meaning you can do 5B>5C>2C>5D>6D into the second 214B combo (even without level 2 this works)
Here's some more info on seals since i don't agree with the seal priorities.
623C > 214Blvl2 > 236D > 236B > 236Alvl3 > Cmash > 63214C > 214Alvl3 (can swap 236D and 623C depending on Matchup)
-Tackle lvl1 is used as a basic ender to let you get a safe jump setup, meaty 6B to catch rolls, fuzzy for a "mix".
-Tackle lvl2 losses its ender options but can be comboed in the corner from 2D 6D or 3C. For 3C you can get 5B followup, for 2D/6D a 5A or 2A followup.
-Tackle lvl3 lets you convert anywhere on the screen, lets you get a safe jump setup/fuzzy jump as oki. if they are still standing while you do 236Alvl3 you can only get A followups, if you do 2D/6D/3C before it you can get 5B followups.
-DP incredibly important defensive tool since susan relies solely on system mechanics on defense and doesn't have a 5f jab and has a big hitbox. you can use it for combos in the corner for easy 2C 5D loops to get tackle lvl3 with ease.
-Kick lvl1 is used to end pressure safely or use it the same as tackle lvl2 in the corner.
-Kick lvl2 is useless.
-Kick lvl3 if it guard crushes you can go for a 6B followup after. during a combo you can get 6B followup too. does real good damage in the corner.
-Spin lvl1 is a combo launcher after 5D 6D, i don't recommend using it at the end of a air combo unless you are gonna kill with it, getting a seal with jD is a better option most cases. Also lets you get a safe jump setup/fuzzy jump if you decide to end with it.
-spin lvl2 is a combo launcher after 5D 6D, does INSANE DAMAGE with staircase combos allowing for followups depending on height of opponent.
-Grand viper is your simple launcher like tackle lvl3 letting you get DP and spin seals with ease.
-Calamity is your main pressure ender / chip and combo tool in the corner. in the corner you can get followups depending on height letting you get even more seals.
-Godpress can be comboed meterlessly with calamity and does insane damage. only issue is its 30f startup so its basically a yolo move, high risk high reward.
-sword is your char specific spacing tool and also his most damaging seal proration wise. can be comboed in the corner for easy seal gain and minimum 4K confirms.
sorry for wall of text lmao.
W wall, as it held up against the ever impending doom that plagues us all "Time"
Best starter guide of any character that I have seen. Thx
Thanks bro, I may be really late to the party but I’m here
I know this is an old video and whatnot but one thing I'd like to mention is that you can combo into 214B by doing 6D beforehand, meaning you can do 5B>5C>2C>5D>6D into the second 214B combo (even without level 2 this works)
You're a legend dude
Thank you sir!
susayee