Under Night In-Birth/UNIST/Seth

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Profile-seth.png

He wanders -- Bound by the will and governing of an ancient family, but his emotions tremor.
The promise he made with a young girl shackles him, in rusty chains he strives to sever. The
Night becomes a labyrinth, impeding his progress. Will he ever find the beacon he seeks?

Story

A young boy feared from those who know him as the "Assassin". He appears before certain power users, challenging them to duels, but no one knows why. Or, for that matter, who he is. However, the moment he heard the name, "Princess of the Night Blade", his attitude changed. His emotionless face was no longer so. Since that day, he wanders the town, searching for the princess, not on anyone's orders.

You ran away from your destiny once...
Why return to the Hollow Night now?

Gameplay

Seth is a speedy glass cannon that is all about getting in by using his movement to set an orb so you can mix up your opponent using his teleports, staggers and command grabs. He plays by entirely different rules than the rest of the cast, easily putting unprepared opponents into a state of disarray.

From HellaBrett's Seth Primer


Strengths Weaknesses
  • Amazing close and mid-range normals.
  • Extremely fast run speed.
  • Vast repertoire of air options making him hard to pin down and extremely mobile.
  • Actual mixups and crossups that bypass protection.
  • Strong okizeme.
  • Fast untechable command throw.
  • Ineffective at long range.
  • Relatively high execution.
  • Lacks conventional backdash.
  • Limited stagger windows on many normals.
  • No easy ways to end with frame advantage.

Character Stats

Health
9500
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
550 -650 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
7 3500 200 4500
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 31
(37 Aerial)
-59900
(-83487 Aerial)
1~7 Full
8~10 Throw

Unique Trait

  • Can airdash backwards.
  • Backdash puts Seth in the air (During backdash, hold 1/2/3 to stay grounded).
  • Can fastfall while aerial by inputting j.22 or j.2A+B.

Vorpal Trait

  • Moves that teleport have their activation range increased.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

5A
UNI Seth 5A.png
Damage Guard Cancel Property Cost Attribute
170 H,L Se,Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.


5B
UNI Seth 5B.png
Damage Guard Cancel Property Cost Attribute
415 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 5 15 26 -4 -

Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.


5C
UNI Seth 5C.png
Damage Guard Cancel Property Cost Attribute
350 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 17 30 -9 -

Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.


5CC
UNI Seth 66C.png
Damage Guard Cancel Property Cost Attribute
388 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
4 4 21 28 -7 -

Followup to 5C. Seth lunges forward in an animation similar to 66C. Primarily combo filler, don't use it on block since it's super unsafe and you can't chain into any other normals off this.


2A
UNI Seth 2A.png
Damage Guard Cancel Property Cost Attribute
140 L Se,Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.


2B
UNI Seth 2B.png
Damage Guard Cancel Property Cost Attribute
410 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 5 13 23 -2 -

Slash that hits low. Better range and proration than 2A but reach is still average. Still extremely fast (6f) for a low with good proration and respectable range.


2C
UNI Seth 2C.png
Damage Guard Cancel Property Cost Attribute
543 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 2(2)2 17 30 -1 -

Low sweep that hits low. Both hits must be blocked low and Seth can cancel into other normals on either hit, allowing you to vary up your chains a bit. As an added bonus, the second hit is extremely safe on block


j.A
UNI Seth j.A.png
Damage Guard Cancel Property Cost Attribute
140 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 4 12(2) 23 Varies -

Downwards-angled kick. Good downwards hitbox but has short range overall. Take advantage of the speed to call out opponents expecting slower jump-ins like j.B or j.C.


j.B
UNI Seth j.B.png
Damage Guard Cancel Property Cost Attribute
410 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 3 18(3) 30 Varies -

Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.


j.C
UNI Seth j.C.png
Damage Guard Cancel Property Cost Attribute
510 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 3 18(4) 32 Varies -

Double downwards slash with both knives. Has an extremely deep vertical hitbox making it excellent for jump-ins, and also has a decent horizontal hitbox for air-to-air, but don't expect to beat out everything with it.

Command Normals

6C
UNI Seth 6C.png
Damage Guard Cancel Property Cost Attribute
600 H Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
28 1 16 44 -6 Foot invincible frames 15~28

Seth flips forward and kicks. Pretty obvious even as far as UNIST overheads go but has good range and is fairly safe on block. Can be canceled into air movement for some real mixups, or used in combos for the long aerial knockdown enabling extended combos.


3B
UNI Seth 3B.png
Damage Guard Cancel Property Cost Attribute
430 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 17 30 -3 Head invincible frames 8~13

Seth stabs above his head with his knife. Sort of an anti-air but has a weak hitbox making it not actually that well-suited for that purpose.


3C
UNI Seth 3C.png
Damage Guard Cancel Property Cost Attribute
590 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 27 39 -12 Head invincible frames 8~12

High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.


j.6C
UNI Seth 6C.png
Damage Guard Cancel Property Cost Attribute
510 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
26 6 17 44 -9 -

Same as 6C except doable in the air. Primarily used for comboing opponents.


j.2C
UNI Seth j.A.png
Damage Guard Cancel Property Cost Attribute
420 H,L,A Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 Until land (13) 22 -1 -

Divekick. Fairly safe on block as Seth will bounce off the opponent on hit or block; you have air movement afterwards as well as being able to press buttons.


j.22/j.2A+B
UNI Seth j.22.png
Damage Guard Cancel Property Cost Attribute
- - CS - - -
Startup Active Recovery Overall Advantage Invul
- - (16) - - -

Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.


j.22~6X
UNI Seth j.22 6X.png
Damage Guard Cancel Property Cost Attribute
810 H,L Sp,Ex,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 4 21 40 -7 Throw invincible frames 4~19

Follow up from fast fall. Seth teleports behind the opponent and launches them with a kick. While in vorpal the follow up can be done from further away.


j.44
UNI Seth 44.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - (12) 17 - -

Air backdash. Unlike ground backdash, does not cost GRD. Can be canceled into other air movement options, i.e. Assault or fastfall. Can also be performed with j.4A+B.

Dash Normals

66B
UNI Seth 66B.png
UNI Seth 5B.png
Damage Guard Cancel Property Cost Attribute
608 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 2(4)4 14 30 -2 -

Knee kick into 5B slash. Vacuum's in and special cancelable mostly combo filler but can be used for mixup, extremely safe on block


66C
UNI Seth 66C.png
Damage Guard Cancel Property Cost Attribute
690 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 16 30 -8 -

Wide wallslam slash. Strong move that can be used for cross ups, meaties, and to cover space

Universal Mechanics

Abyssal Geometry
B+C
UNI Seth BC.png
Normal Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 29 - -
Increase Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 38 - -

Alters the next 236X move used. Makes them set further from Seth. Charged version makes the projectile startup faster. Additionally, 236A/B version orbs cannot get destroyed by being attacked (will still disappear when hitting Seth).


Throw
A+D
UNI Seth AD.png
Damage Guard Cancel Property Cost Attribute
1575 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +18(hit) -

Seth grabs the opponent and slashes them away with a rising uppercut.

Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Seth 5B.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Seth ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Captive Segment
「縫縛のセグメント」

236X
j.236X
UNI Seth 236X.png
A Damage Guard Cancel Property Cost Attribute
810 H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
105 - - 35 +64 -

Seth places an orb a short distance forward close the ground. After about a second, the orb will shoot a fast moving projectile straight towards the opponent's current location. This projectile only travels in a straight line and can be dodged by jumping or moving before or after the projectile is released.

B Damage Guard Cancel Property Cost Attribute
810 H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
105 - - 35 +64 -

Same as the A version, but sets the orb at eye level.

EX Damage Guard Cancel Property Cost Attribute
1466 H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
111 - - 53 +46 -

Places the orb in front of Seth ~45 degrees upwards. Fires three shots instead of one and is not destroyed if Seth is hit. Can still be destroyed if the orb itself is hit, even if Seth charges his FF first. Very useful for oki and unblockable setups.

j.A Damage Guard Cancel Property Cost Attribute
810 H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
117 - (9) 37 +63 -

Places the orb in front of Seth ~45 degrees downwards while Seth bounces backwards.

j.B Damage Guard Cancel Property Cost Attribute
810 H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
118 - (9) 38 +62 -

Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.

j.EX Damage Guard Cancel Property Cost Attribute
1466 H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
137 - (10) 58 +42 -

Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.


Dual Piercing Vengeance
「双鈎のヴェンジェンス」

623X
UNI Seth 623X.png
A Damage Guard Cancel Property Cost Attribute
810 H,L,A EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 8 21 40 -7~-1 -

Seth does a short and quick thrust forward. The last two active frames don't move very far, so in practice, it's -3 at max range.

B Damage Guard Cancel Property Cost Attribute
810 H,L,A EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 9 25 48 -12~-3 -

Same as the A version, but slower startup and travels further. Also floats the opponent for more time. The last 2 active frames don't move forward, so while in theory it can be -3 on block, in practice, it's -5 at max range.

EX Damage Guard Cancel Property Cost Attribute
2075 H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
11 7 32 49 -17 Completely invincible frames 1~13

Seth's main non-system reversal. Similar to other versions. Can chain shift on hit to go into a full combo.


Vanishing Doubt
「消失のコンフュージョン」

214X
UNI Seth 214X.png
A Damage Guard Cancel Property Cost Attribute
- - Sp - - -
Startup Active Recovery Overall Advantage Invul
- - - 46 - Completely invincible frames 24~29

Seth runs forward and phases out. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.

B Damage Guard Cancel Property Cost Attribute
- - Sp - - -
Startup Active Recovery Overall Advantage Invul
- - (3) 36 - Completely invincible frames 24~33

Moves diagonally upwards. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.

C Damage Guard Cancel Property Cost Attribute
- - Sp - - -
Startup Active Recovery Overall Advantage Invul
- - (3) 31 - Completely invincible frames 25~31

Moves diagonally upwards at a sharper angle than the B version. Can be canceled with the A, B, or C follow-ups of 214X.

A Follow-up Damage Guard Cancel Property Cost Attribute
789(1192) H,L,A Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16+1 6 0 35 +64 -

A dark flash appears and Seth will counter any ground move that hits it with a slightly more damaging version of his A/B command throw. In hitstun, the move will hit the opponent twice and pop them up. Not particularly useful for combos.

B Follow-up Damage Guard Cancel Property Cost Attribute
819 H,L,A Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16+1 6 (3) 41 +80 -

A dark flash appears and Seth will appear in the air diagonally above the opponent. Seth retains all of his special air options when he appears in the air (fastfall, backdash, special moves) but cannot use air normals or Assault until he lands.

C Follow-up Damage Guard Cancel Property Cost Attribute
1563 H,L,A EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16+1 6(21)2 26 65 -11 -

A dark flash appears and Seth will teleport to the ground, followed by a slash-through that causes a stun on hit like Segment of Stitch Binding orb would. Combo staple. Unsafe on block.

8 - Follow-up Damage Guard Cancel Property Cost Attribute
1359 H,L,A/H EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
13+1 6(21)2 (22) 61 -8 -

New follow up, press 8a, b, or c(also pressing 7 works as well) during any of Seth's 214 moves and he will teleport above them and drop an overhead heel kick. Unsafe on block but useful for the occasional mixup and high proration enders.


Penetrate
「穿通のペネトレイト」

j.214X
UNI Seth j.214X.png
A Damage Guard Cancel Property Cost Attribute
732 H,L,A Sp,EX,CS - - Dive
Startup Active Recovery Overall Advantage Invul
9 Until land+2 (23) 33 -7 -

Fast startup, strikes twice. Special cancellable on hit or block.

B Damage Guard Cancel Property Cost Attribute
1450 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
30 Until land (23) 52 +21 (hit) -

Long startup, unblockable throw on hit. Can cancel it with CS on hit.

EX Damage Guard Cancel Property Cost Attribute
1810 H,AS (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
8 Until land+2 (27) 36 -6 Completely invincible frames 1~Landing

Throw on hit. Can cancel it with CS on hit.


Convict
「罪咎のコンビクト」

632146X
UNI Seth 632146X.png
You best protect ya neck
You best protect ya neck
A Damage Guard Cancel Property Cost Attribute
1050 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
6 1 24 30 +26 (hit) Throw invincible frames 1~6

command grab, knocks down. Can cancel with CS on hit, or into IW/IWEX if already in CVO state. Otherwise, no follow up even if orb hits afterwards.

B Damage Guard Cancel Property Cost Attribute
1050 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
8 2 21 30 +26 (hit) Head/Dive invincible frames 7~9

Anti air version, can be combo'd into and launches into the air allowing hits/movement afterwards.

EX Damage Guard Cancel Property Cost Attribute
1393 UNB (Sp),(EX),(CS) - - Throw
Startup Active Recovery Overall Advantage Invul
6 1(1)2 21 30 + Completely invincible frames 1~7

Leaves the opponent standing and leads into a combo. Second set of actives only hits during a combo.

Supers

Infinite Worth

Chained Nefarity
「連鎖のネファリウス」

41236D
UNI Seth 41236D.png
Damage Guard Cancel Property Cost Attribute
3269 H,L,A - - - Strike
Startup Active Recovery Overall Advantage Invul
13 34 10 56 -21 Completely invincible frames 1~16,
Throw invincible frames 17~46

Short invul. on startup. Runs forward very quickly, so it can be used to punish a HUGE mistake, but the start-up prevents it from being used on a whim. On hit, it sideswaps and pulls the screen back to midstage, but leaves you extremely plus next to your opponent: you have enough time to set an orb and do a meaty crossup 66C, even if your opponent back techs.

Infinite Worth EXS

Distant Frontier
境界のディスタント
A+B+C+D
UNI Seth ABCD.png
Damage Guard Cancel Property Cost Attribute
3780 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Seth becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Colors

Default Unlocks

001 Shadow Approaches
002 Light is Refuse
003 Rain Murder
004 Coin and Balance
005 The Edge of Poison
006 Light in Darkness
007 Ashes Incinerator
008 Clothed in Fire
009 Natural Tree
010 Nightcap Wine

Customization Unlocks (2000 IP Each)

011 Coral Comet
012 Glorious Brown
013 Cosmos Black
014 Pulito Foschia
015 Cerisier
016 Ombra Abisso
017 Luna Mezzanotte
018 Mountain July
019 Sunrise Yellow
020 Hawk Sign
021 Slight Haze
022 Desert Rose
023 Lunatic Clown
024 Crimson Meteor
025 Migrotory Locust
026 Monochrome Mirage
027 Spring Blizzard
028 Ruby Ball
029 Deep Forest Venerer
030 Banded Krait

External Links


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki