S rank rock
Its defense is average, but its hp is on the low side. But its attack is on the high side, making it a formidable attacker. Speed stat is good too, making it not fall back in terms of speed in any way
Veteran Infighter - no explanation needed
Trans-am(Susanowo) - When HP is below 50%, increases booster, speed, agility, and gives a chance to melee crit
ps) many people have complaints of why masurao gets attack increase and susanowo gets melee crit, but if susanowo had attack increase, the damage of tri-punisher would just shoot through the sky, so its basically a way of balance.
1 - Shiranui & Unryu
Slashes forward with its two blades. Has a good reach and width. But the most notable part about it is that it is a one-hit KD move. And as with all one-hit KD moves, it has high damage. Even though its speed got nerfed, its damage didnt, and so those who can use it right are basically untouchable via melee. In fact, it is this weapon that allows Susanowo to toy with anti-flinch gargantuans, via slow+2 hits in a row. One's skill with Susanowo is half decided with how well one utilizes this.
2 - Tri-punisher
Launches a ball of beam energy. Has three shots, and a medium reload rate. But the damage is top class. It also has a range long as any thick beam(though the search distance does not go that far). In fact, I would say Tri-punisher is the most powerful mid-ranged weapon(meaning weapons blocked by veteran sniper). The other half of one's skill with Susanowo is the use of the Tri-punisher. For one part, it shoots like a bazooka, making it require some zooking skills. And its reload rate and cartridge demands some ammo management. Regardless, the true potential of Susanowo play lies in the utilization of Tri-punisher. Another thing to note is that moving shot is possible.
3 - Beam Chakram
Not exactly a notable weapon, having average damage and one shot. But it inflicts faint(heavy slow), and has a good reload rate. It is basically used in unison with Tri-punisher or used before going to melee.
1 - Souten
Susanowo combines its two sabers to create one saber. Just the usual 5-hit melee. nothing too special, though it might be good to note that it can up-sweep(though the range is small...so small that ppl often fail to know this fact) and down-sweep. Another peculiar fact is that Susanowo pulls back with the last hit, making it unique...in a way.
2 - GN Claw
Hits with the claws on its hips. Fair reach for a stationary melee combo. Fast reload and inflicts control shock. Heavy damage, too. Basically nearly no suit can survive 1111-2-1-1-r-1 combo. Also, being control shock, the ways of using this to toy with enemy suits are endless. Its fast reload(8 sec or so) makes it even more easy to utilize
How to use
As i always say, the true power of Susanowo is mid-ranged play with punisher and chakram, and then suddenly reducing distance and landing a powerful slash. Its melee mode is good, too, but the lack of a ranged weapon makes the versatility somewhat limited. But having low ammunition as it is, using melee mode is somewhat recommended at close quarters. But that does not mean you need to purposely reduce distance to slash away. Just pick an obstacle, and peep up and down, shooting away with 2 and 3. A gimmick with chakram is that, since it shoots from top of the horns, you can shoot it with 80% of your body hidden, creating a "I can hit you, but you cannot hit me" situation. I mainly play with 2 and 3, using the KD only for defense purposes. Situations like this are fun: Foe comes with big sword in hand - u kd him and slowly move back - foe gets back up and comes at you while invulnerable - u keep moving back and suddenly dash forward and kd him as soon as the invulnerability ends - repeat. Rare situation it may be, but its fun to toy with the one-hit KD, especially since some players are stubborn and will keep coming at you until they actually manage to hit you.
However, the ability to make fast and wise decisions is highly necessary for Susanowo. When to shoot and when to slash, when to press R, when to use control shock. Being the fragile suit it is, one mistake can mean death. Tri-punisher has a bit of a post-delay, so if used in somewhat close quarters, by the time you take out your sabers after shooting, you are often the slashee. Also, the nerfed speed of the one-hit KD is somewhat fatal, so its wise to not slash unless a hit is ensured. Although it is somewhat "safer" in melee mode, the lack of a ranged weapon is, and always will be, disadvantageous. Protip: as long as there is someone out of slashing distance(including melee boost), stick to mode 1.
Susanowo vs IJ?
The king of rocks has been always a debatable topic. Susanowo definitely overwhelms in terms of damage, with its one-hit KD, Tri-punisher, and control shock melee combo. Susanowo has better melee too. However, IJ has a ballistic weapon, giving it less stress against anti-beam foes(seriously, seeing a beam-reflect-activated akatsuki on the other side of the map is a great pissing factor), and has more ammunition. Although trans-am increases booster length, it is definitely not enough to match infinite boost. Then again, being rocks, veteran infighter is better than PS armor any day.
Even in terms of versatility, it is harder to decide. True, IJ is an all-around suit, designed as one, played as one. But Susanowo is somewhat all-around(close medium far), giving it little space to be disadvantageous unless facing anti-beam. So it all falls down to the player's skills, and will be left as an unsolved debate.
Now to see what OOraiser brings us...1 vote that its gonna be a disappointment
all-attack for a true glass cannon
hp+def is the most common chosen choice, although it still seems fragile after all that
hp+6def+3attack is my choice, bringing its good attack to awesome level, while still somewhat covering up its fragility
normally intended as a vid for sinanju, somehow susanowo ended up being the main character