Suisei is a rushdown setplay character who excels at locking her opponent down with powerful okizeme and strong mixup tools.
In neutral, she has a few strong normals like 2M, a really useful low poke that can be converted off into a full combo - albeit requiring meter outside of point blank range - and 5M being so plus on hit it can link back into 5L. While she can have a hard time approaching her opponent, 236L and j.236X are solid tools - with 236L leading to a scary strike/throw situation even on block - and 3M can slide below some projectiles. Her 214L/M can disrupt the offense of more melee-focused characters, with the M version mostly useful for zoning purposes and 214L being a great way to get back your turn even if the opponent gets close. On top of that, 214H is a great way to force your way in against cornered opponents. Having a 5f command grab makes her strike/throw game scary to deal with.
However, it's when she gets in that Suisei really shines. Her 214H can also eat through reversals and by varying the time at which the Orb (214H) hits, various mixup options open to her - high/low, crossup/no crossup, meaty/throw.
On the flipside, when forced to play defensive Suisei doesn't have many options outside of blocking and trying to punish any unsafe string from her opponent. Furthermore, her lack of long range projectiles or invulnerable approaches - outside of the projectile invulnerability of 22H, which is not always a viable option - makes it hard for Suisei to deal with heavy zoning without spending meter for collabs.
すいせいはガン攻めとセットプレイのファイターだ。
Playstyle
Suisei is a rushdown setplay character with explosive high risk, high reward neutral skip tools and powerful projectile okizeme. Boasting great normals for stagger pressure, and an amazing command grab, she's a close range killer who's no slouch at the midrange game either.
Pick if you like
Avoid if you dislike
Incredible Okizeme: 214L when fully charged is extremely advantageous on block and reversal-safe, allowing you to do pretty much whatever you want on the opponent’s wakeup when used in proper setups.
Deadly Mix-ups: When using said 214L setups, you get a high/low while still remaining on the offensive. And even if they survive your setplay, you still have a command grab for them to worry about.
Well-Rounded Offense: 2L is perfect for tick throws and stagger pressure. Both options lead to great reward. Her command grab gives her decent oki, and she gets her best mixups off almost every hit with 22M ender.
Unique Cancel Options: Suisei uniquely has access to a metered dash cancel technique called Idol Step that improves both her combo and pressure game.
Good Meter Build Potential: When optimized, Suisei’s combos give her a decent amount of bar to use and abuse her plethora of powerful metered options.
Blocking: Other than system mechanics and a 5f jab, Suisei is completely lacking in defensive tools. 236H is a f10 armored reversal which isn't commonly used due to most pokes beating it before the armor even becomes active. Once on the backfoot, it's difficult for her to get out without taking huge risks.
Struggling Against Zoning: While she isn’t lacking in tools to force her way through neutral, characters with strong projectiles and full screen presence are very problematic for her.
Dependence on Resources: While her oki is still decent without Superchat cancelled 214L, she can’t guarantee a true 50/50 and beat reversals at the same time without it. She also needs bar for Idol Step cancels.
Recommended Collabs
Note: This sections only purpose to help guide new players towards assists that are generally considered useful for the character, and is subject to change as the game develops more. Don't be afraid to pick and try something else!
Kiara is arguably one of the best collab choices for Suisei. Kiara provides anti-zoning utility for Suisei, who struggles greatly against characters that stay outside of her optimal range while throwing projectiles. Her off-collab lets Suisei ignore most projectiles for 6 seconds for a chance to approach. On top of that, Kiara's Call In acts as a great reversal which Suisei is in desperate need of and also works as a good lockdown tool for a high/low mix.
Roboco is one of the most well-rounded collab choices for Suisei. While her missiles are not particularly impactful on her due to her oki game being already solid, having 3 bars max SC is pretty useful to convert into the standard routing from alternative starters, and for her damage routes. But where Robo really shines is with her 214S, the beam. This fullscreen super compensates for Suisei's lack of long range attacks, and can be used as a guaranteed punish against projectiles, giving Suisei a straightforward way to get out of zoning situations. It is also possible to use it defensively to stop the opponent's pressure, and offensively to combo off it for >600 damage routes.
Suisei's business partner, Miko, trades neutral utility for strong collabs on offense and defense that are easy to use. Miko's tripping collab can force opponents off of you and back to neutral. If they get stuck blocking, it complements Suisei's already powerful strike/throw game. Her lava bucket collab can be used after 236L to lock opponents down for mix-ups. The lava won't let you convert off of any hits on its own, but it gives you time to sneak in some damage and also set up a fully charged 214[L] into a real high/low threat. You can even fully charge 22S if you're feeling cheeky (though you won't gain SC for it).
Stats
HP: 1000 Backdash: 16F (1~10F Grab Invuln) Movement Speed:Average
Suisei's fastest normal. More range than 2L, moves her forward.
Very high hitbox compared to other jabs, making it prone to getting low profiled by many moves.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
Dab
Dab
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
50
Mid
7
5
13
-4
+5
None
Great button. A high hitting advancing mid that whiffs on crouching opponents at longer ranges. Surprisingly active. Links back into 5L for high meter build loops. Incredible for stagger pressure.
The high hitbox for this move is gigantic, covering Suisei's entire arm without exposing any of her hurtbox. Great panic anti-air even if it is air blockable.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
Mid
14
2
25
-5
0
None
Chunky horizontal axe swing. Has an absurd amount of blockstun which lets Suisei cancel into almost any special gapless. High damage makes it useful combo fodder.
Has really good forward advance, making it great tool for whiff punishing.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
Low, Air Unblockable
6
2
12
-2
+1
None
Self-Gatling Count: 2
Incredibly stubby jab. Mostly inferior to 5L for abare purposes, but having self-gatling makes it useful for tick throwing. Forces standing on hit, making combos more consistent.
Toggle Hitboxes
Toggle Hitboxes
2M
2M
Your best friend in neutral
Your best friend in neutral
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Low, Air Unblockable
10
4
14
-6
-3
None
Amazing low poke thats quite fast for its range. Suisei's lack of good low commitment pokes other than this make her very reliant on it.
Toggle Hitboxes
Toggle Hitboxes
2H
2H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
Mid, Air Unblockable
10
3
29
-16
0
(5~12) Head
Air unblockable launcher. Not much horizontal range compared to other 2Hs making it harder to use consistently as an anti-air.
Toggle Hitboxes
Toggle Hitboxes
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
Low, Air Unblockable
13
3
16
-8
+41
None
Short sweep. Hard Knockdown.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25
High
7
5
Until Landing + 2
-
-
None
Standard j.L. Mostly used for instant overheads - it can be confirmed into a full combo during 214H/214[L] oki or by using assists, for example j.L > Kiara Call In.
Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
55
High
9
4
Until Landing + 3
-
-
None
Strictly horizontal gunshot. Wallbounces on hit, enables combo extensions in the corner but hurts its utility as an air to air.
Hits most standing opponents if done near landing. Can be cancelled into j.S against some characters for a slow double overhead that is +2 on block at best (Does not work against Korone, Fubuki, Ayame and Pekora).
Outright whiffs against a standing Ayame.
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
High
10
4
Until Landing + 4
-
-
None
A j.H with an ok crossup hitbox. Your main jump-in most of the time.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
3M
Kakero +
You got this trying to input dash 2M, didn't you?
You got this trying to input dash 2M, didn't you?
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
50
Low, Air Unblockable
12
8
16
-10
-6
None
Low profile slide, goes under most mid height fireballs and some mid height normals during active frames. Combos into 236L on hit. Despite being a slide it does not have meaningful variable frame data.
Shifts Suisei's hurtbox backwards, making it useful for dodging Korone's and Fubuki's 22H on reaction.
Toggle Hitboxes
Toggle Hitboxes
6H
Starry Jet +
Sui-ssor Kick!
Sui-ssor Kick!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
Mid
19
3
17
-4~-2
0~+2
None
Not an overhead. Wallbounces on standing hit when touching the corner. Being an advancing normal it's very useful for combo conversions and if hit late, it can combo into 5L.
Being an advancing normal, and being able to cancel so late into its long recovery frames, this move is surprisingly good in blockstrings. With enough conditioning, you can even throw people after this move.
Toggle Hitboxes
Toggle Hitboxes
Universal Mechanics
Throw
Throw +or
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
160
-
7
2
31
-
+31
None
Total Frames: 39
While it may seem pointless to ever consider normal throw over her command grab, it has about less than half as much recovery on whiff in comparison. This makes it a much safer option against opponents who have shown you they are willing to gamble on jumping out of your strings to escape it. Can be kara'd off of 5M with 6/4M~L plink to increase its range.
Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead +
When the universal overhead frame data is in fact, universal
When the universal overhead frame data is in fact, universal
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
23
3
19
-3
+2
(6~36) Grab
Links into 5M after Counterhit.
Universal standing overhead. Can be kara'd into using 2H making 5H > UOH a frametrap.
Can also be used in certain combo routes.
Big horizontal, advancing axe swing that is minus on block even at max range. Decent counterpoke. Quite fast for its large range. Cancelled with 22S~6, it allows for a strike/throw or you can cancel with 22S~4 to be in a safer spot.
Toggle Hitboxes
Toggle Hitboxes
236M
Starry Slice +
Greed Sever!
Greed Sever!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
161(80, 81)
High
23
5 (first hit)
Until Landing + 13
-10
+30
None
Grants 2 superchats on use
Advancing airborne overhead that knocks down on hit and high profiles lows. Very unsafe on block even with a cancel. Amazing damage potential as a combo starter.
Can be SSC'd to jS to attempt to make it plus on block, but this is a knowledge check as there's a gap between the two where you can DP or even 2H on some characters.
Toggle Hitboxes
Toggle Hitboxes
236H
Heart Harvest +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
125, 30, 24 (ground) 125 (air)
Mid
15
6 (first hit)
17
-13
+6(ground)
+76(air)
(10~20) Super Armor
Costs 1 Star Meter and grants 5 superchats on use
Has two versions depending on if the opponent was hit grounded or airborne.
Grounded opponents are sideswapped on hit, but is generally not useful for the price as the opponent can tech.
Airborne opponents are bounced off the wall back into Suisei, making for a good combo ender or extender if you have excess meter you're willing to spend. You have enough time for Charge lvl 2 fireball oki, or the option to SCC into 214H assuming you have 2 meter.
Having Super Armor adds an extra usage of being a reversal, however the Armor activates too late to see common use.
Toggle Hitboxes
Toggle Hitboxes
236G
Tetromino Transhumanism +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
200(15, 185)
-
5
2
55
-
+67 (HKD)
(1~4) Grab
Grants 5 superchats on use
A command grab that leaves the opponent directly in front of Suisei in hard knockdown state. Faster startup and better knockdown than regular throw, but with significantly more recovery.
Incredibly oppressive projectile that eats wakeup reversals and enables Suisei's best mixups. If you really are tired of playing neutral you can spend the bar just to walk your opponent down with it backing you up as it travels forward with Suisei. Works as an alternative oki option when Suisei doesn't have superchat to cancel into a fully charged 214L.
Has a projectile durability of 1x3
The orb spawns almost directly above Suisei, near where 2H launches the opponent in the corner. You can use the orb as an attempt to catch teching into buttons or as a combo extender in the corner because of this, but it's generally not worth the meter.
Horizontal air unblockable hitgrab. Staple combo tool.
Causes a ground bounce the first time it's used in a combo
5 frames of startup makes it a great anti air on reaction
|-
22M
Hoshispin (Vertical) +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
94(0, 94)
Air Unblockable
8
16
12(hit)
28(whiff)
-
+59
None
Grants 5 superchats on use
Vertical air unblockable hitgrab that leads to a lengthy hard knockdown. Staple combo ender. Superchat cancelling into max charge 214L allows Suisei to be massively plus and run her mixup relatively risk-free.
Causes a very small ground bounce, which can be followed up on by certain specials such as 236L or 236H by using a Superchat Cancel. It's not recommended to do this though, as the small amount of extra damage is generally not worth your meter or the loss of okizeme potential.
Toggle Hitboxes
Toggle Hitboxes
22H
Psycho Hoshispin +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
119(25, 94)
-
20
2
12(hit)
52(whiff)
-
+59
(1~46) Projectile
Costs 1 Star Meter and grants 5 superchats on use
Projectile invulnerable
Makes for a gimmicky reversal against some projectile-based oki, but its primary use is helping you blow through mid-range zoning.
Does not have superfreeze and quite fast, making it a decent mixup option from a distance
The true power of this move lies in its dash cancel
The true power of this move lies in its dash cancel
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
5, 45 (per comet)
Mid
-
-
-
-
-
None
Costs 1 Star Meter and grants 3 superchats on use during startup.
Progressively builds more superchats if not cancelled, starting with three instances of 5 superchats, going into three instances of 10 superchats, and ending with 1 superchat.
Has three stages. Upon reaching the third stage, Suisei summons 5 comets from the sky starting from the edge of the screen.
Comet summon is highly impractical due to its slow startup, long charge time and low damage. You'll either need an assist that puts the opponent in long blockstun (such as Miko) or have them stand still for 4 full seconds total to pull this off.
Can be canceled into a forward or backdash at any point during the animation and retain the current charge level.
The forward dash can additionally be canceled into any other singular normal, key word singular. Said move cannot be cancelled into other normals or specials, so if you want to continue pressure or combo you must 2L and be 0 on block or 2H > jump cancel.
Can be canceled into from other specials. 22S~6 can be as a way to use Star Power rather than a SCC to continue your turn or combo after moves like 236L.
This is commonly referred to as "Idol Step"
22S~[6] takes 12f before the dash cancel itself.
5H/2M > 22S~[6] > 5M is a true blockstring.
A short tech video by Frexia about 22S cancel: https://youtu.be/C6HOGX38Mdc. Do note the section on 5M is outdated.
Toggle Hitboxes
Toggle Hitboxes
j.S
Stellar Slice Air Only
Bandit Revolver!
Bandit Revolver!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
High
26
6
Until Landing + (0~6)
-7~+7
+3~+17
None
Grants 3 superchats on use
Using L, M or H for this move will not affect its properties in any way. There is only one version of the move, but it can be done using any of the attack buttons for some reason.
Use the simple input (j.S) in order to do this move instantly off the ground.
A forward moving axe attack that looks similar to her 236M. Overhead that gives you a full combo on hit. Plus on block when buffered during jump startup (2f window) or hitting with the late active frames. When done low to the ground it's a fantastic approach option, functioning like an instant airdash. Good combo fodder too. Overall a very strong move.
Something fairly unique about this move is that it has variable landing recovery depending on the height that it was executed at. Near the ground, it has the guaranteed landing recovery of 6 frames, but when used midway through a jump or at the apex of a jump, it can have anywhere between 0 and 6 frames of landing recovery. If the special is executed at a height where the total frames of the move exceed 47, its landing recovery will be replaced with a new animation that lasts 2 frames. If the special is executed at a height where its total frames are exactly 47 as Suisei touches the ground, then landing recovery will be 0 frames and no additional animation will play.
Short list of frame advantage on block situations as there is a total variance of 15 frames
Costs 2 Star Meter and grants 4 superchats on use.
Anti-air command grab. Invulnerability runs out before it becomes active. High minimum damage makes it a good combo ender when Suisei has her install active. Can be done raw to catch the opponent jumping in anticipation of the grounded version of the super. However, the small hitbox, short active frames, and lack of invulnerability make it less than reliable for that purpose.
Side switches on hit, meaning it can be confirmed into a combo without extra resources if done while in corner.