Under Night In-Birth/UNICLR/Seth: Difference between revisions

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Line 427: Line 427:
   |damage    = 600
   |damage    = 600
   |mindamage =
   |mindamage =
   |guard      = High
   |guard      = {{Property-UNI|High}}
   |cancel    = Sp, EX, CS
   |cancel    = {{Property-UNI|Special}}, {{Property-UNI|EX}}, {{Property-UNI|CS}}
   |property  =
   |property  =
   |cost      =
   |cost      =
   |attribute  = Strike
   |attribute  = {{Property-UNI|Strike}}
<!------------>
<!------------>
   |startup    = 28
   |startup    = 28
Line 439: Line 439:
   |overall    = 44
   |overall    = 44
   |frameAdv  = -6
   |frameAdv  = -6
   |invul      = Foot Invul frames 15~28
   |invul      = {{Property-UNI|Foot}} Invul frames 15~28
   |description=
   |description= Seth turns and jumps forward with an axe kick.
* Predictable overhead due to Seth's jump animation.
* Can be cancelled into aerial movement and specials.
* Most common ender in order to set up orb oki.
  }}
  }}
}}
}}
Line 458: Line 461:
   |damage    = 430
   |damage    = 430
   |mindamage =
   |mindamage =
   |guard      = Mid
   |guard      = {{Property-UNI|Mid}}
   |cancel    = Sp, EX, CS
   |cancel    = {{Property-UNI|Special}}, {{Property-UNI|EX}}, {{Property-UNI|CS}}
   |property  =  
   |property  =  
   |cost      =
   |cost      =
   |attribute  = Strike
   |attribute  = {{Property-UNI|Strike}}
<!------------>
<!------------>
   |startup    = 10
   |startup    = 10
Line 470: Line 473:
   |overall    = 31
   |overall    = 31
   |frameAdv  = -4
   |frameAdv  = -4
   |invul      = Head Invul frames 8~13
   |invul      = {{Property-UNI|Head}} Invul frames 8~13
   |description=
   |description= Seth turns his back to the opponent and stabs over his shoulder.
* Can be used to anti air, but has a worst hitbox and reward than 3C.
* Less commitment than 3C due to better advantage (still minus) and recovery frames.
  }}
  }}
}}
}}
Line 489: Line 494:
   |damage    = 590
   |damage    = 590
   |mindamage =
   |mindamage =
   |guard      = Mid
   |guard      = {{Property-UNI|Mid}}
   |cancel    = Sp, EX, CS
   |cancel    = {{Property-UNI|Special}}, {{Property-UNI|EX}}, {{Property-UNI|CS}}
   |property  =
   |property  =
   |cost      =
   |cost      =
   |attribute  = Strike
   |attribute  = {{Property-UNI|Strike}}
<!------------>
<!------------>
   |startup    = 10
   |startup    = 10
Line 501: Line 506:
   |overall    = 39
   |overall    = 39
   |frameAdv  = -12
   |frameAdv  = -12
   |invul      = Head Invul frames 8~12
   |invul      = {{Property-UNI|Head}} Invul frames 8~12
   |description=
   |description= Seth steps up with an uppercut slash.
* Seth's best anti air hitbox, with great reward on hit.
* Launches the opponent on hit.
* Can be rebeated into 2A for counter hit confirms.
  }}
  }}
}}
}}
Line 520: Line 528:
   |damage    = 510
   |damage    = 510
   |mindamage =
   |mindamage =
   |guard      = High, AS
   |guard      = {{Property-UNI|High}}, {{Property-UNI|Air Shield}}
   |cancel    = Sp, EX, CS
   |cancel    = {{Property-UNI|Special}}, {{Property-UNI|EX}}, {{Property-UNI|CS}}
   |property  =
   |property  =
   |cost      =
   |cost      =
   |attribute  = Head
   |attribute  = {{Property-UNI|Head}}
<!------------>
<!------------>
   |startup    = 26
   |startup    = 26
Line 533: Line 541:
   |frameAdv  = -9
   |frameAdv  = -9
   |invul      =
   |invul      =
   |description=
   |description= Same axe kick as 6C, but moves Seth further ahead.
* Worst ender than 6C, leaving you less time to set up orb oki and meaty.
* Mostly a combo tool after Fastfall Kick.
  }}
  }}
}}
}}
Line 551: Line 561:
   |damage    = 420
   |damage    = 420
   |mindamage =
   |mindamage =
   |guard      = Mid, Air
   |guard      = {{Property-UNI|Mid}}, {{Property-UNI|Air}}
   |cancel    = Sp, EX, CS
   |cancel    = {{Property-UNI|Special}}, {{Property-UNI|EX}}, {{Property-UNI|CS}}
   |property  =
   |property  =
   |cost      =
   |cost      =
   |attribute  = Head
   |attribute  = {{Property-UNI|Head}}
<!------------>
<!------------>
   |startup    = 9
   |startup    = 9
Line 564: Line 574:
   |frameAdv  = -1
   |frameAdv  = -1
   |invul      =
   |invul      =
   |description=
   |description= Seth extends his leg and falls down with a divekick.
* Fairly safe. Seth bounces off the opponent after connecting with it.
* Seth can do air movements and attacks after the bounce. Seth's air movement after the hit can be influenced with 4 or 6 too.
  }}
  }}
}}
}}
Line 595: Line 607:
   |frameAdv  =
   |frameAdv  =
   |invul      =
   |invul      =
   |description=
   |description= Seth, in a blur, drops quickly straight down to the ground.
* Fastfall, done as a movement option, for mixups or as a combo tool.
* Has recovery after the fall, making it a risky option up close.
  }}
  }}
}}
}}
Line 626: Line 640:
   |frameAdv  = -7
   |frameAdv  = -7
   |invul      =
   |invul      =
   |description=
   |description= Seth teleports to the other side of his opponent and launched them with a kick.
* Kick followup can only be done at a certain range, which is extended if Seth has vorpal. If outside of the rage, Seth's fastfall recovery greatly increases.
* If the opponent is in the corner, Seth remains on the same side he started the fastfall.
* If used as a pressure tool, Seth's cancel options are limited as you can't cancel into normals.
  }}
  }}
}}
}}
Line 688: Line 705:
   |frameAdv  =
   |frameAdv  =
   |invul      =
   |invul      =
   |description=
   |description= Seth does a backflip in the air into a cannonball, dashing backwards.
* Can be cancelled into movement options such as fastfall and assault, as well as special/EX moves.
* After the backdash, Seth's air movement can be influenced with 4 or 6, as he does the cannonball.
* If done high enough, Seth can still use normals after the backdash.
  }}
  }}
}}
}}

Revision as of 21:24, 20 March 2020

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.


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

9500 5A 5B 5CC 623A 623C x x x x x x x x x x x x

Health Smart Steer Route
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
(Research me)
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
Throw Width (pixels) Throw Range (pixels)
Unique Trait
Vorpal Trait

Unique Trait

  • Ability to air backdash
  • Backdash puts Seth airborne (Hold 1/2/3 to stay grounded)
  • Has a fastfall, which can be inputted using j.22 or j.2A+B.

Vorpal Trait

  • 214X~A/B/C 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

Standing Normals

5A
UNI Seth 5A.png
Damage Guard Cancel Property Cost Attribute
170 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 - 2 -

Short, quick cut in front of Seth.

  • Good hitbox for catching jumping opponents but don't expect it to outright beat anything.
  • Short range makes a good option to whiff on reverse beat.
5B
UNI Seth 5B.png
Damage Guard Cancel Property Cost Attribute
415 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 3 15 24 -4 -

Seth slashes horizontally in front of him.

  • Althought it's hitbox and active frames got a slight nerf from UNIST, 5B is still one of Seth's better buttons to throw out.
5C
UNI Seth 5C.png
UNI Seth 66C.png
5C Damage Guard Cancel Property Cost Attribute
350 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 17 30 -9 -

Seth steps forward with a downwards slash.

  • Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.
  • Hitbox covers Seth both in front and top of him, making it both a great poke and combo tool.
5CC Damage Guard Cancel Property Cost Attribute
388 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
4 4 21 28 -7 -

Seth lunges forward again, stabbing his knife in front.

  • Can be done on whiff, quickly covering horizontal space.
  • Can't cancel it into other normals, reducing your options if blocked.
  • Mainly a combo tool, or used to confirm 5C.

Crouching Normals

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

Seth does a short kick in front of him.

  • Seth's fastest low, great for stagger pressure.
  • Can be chained into itself.
  • Best option to whiff on reverse beat pressure.
2B
UNI Seth 2B.png
Damage Guard Cancel Property Cost Attribute
410 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 3 13 21 -2 -

Seth extends forward with his knife, slashing his front.

  • Being a low with only 6 frames of startup, with added counter hit reward and better range than 2A, make it an A normal with steroids.
  • Great option for abare.
  • Range is still average and can be assaulted over, or stuffed by bigger normals. Don't overuse it.
2C
UNI Seth 2C.png
Damage Guard Cancel Property Cost Attribute
543 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 2(2)2 17 30 -1 -

Seth sweeps ahead of him in a windmill, supporting himself with his hands.

  • Sweep that hits low twice. Allowing you to cancel in any of the two hits.
  • Very safe on block, both on hit and rebeat.

Air Normals

j.A
UNI Seth j.A.png
Damage Guard Cancel Property Cost Attribute
140 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 4 12(2) 23 Varies -

Seth extends his leg for a downwards kick.

  • If done early in a jump, Seth can still do other aerial actions after it.
j.B
UNI Seth j.B.png
Damage Guard Cancel Property Cost Attribute
410 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 3 18(3) 30 Varies -

Seth slashes around him with both of his knifes.

  • Covers both in front and behind him.
j.C
UNI Seth j.C.png
Damage Guard Cancel Property Cost Attribute
510 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 3 18(4) - Varies -

Seth does a somersault, slashing under him with both of his knifes.

  • Good vertical hitbox for air-to-ground attacks after jumps or assault.

Command Normals

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

Seth turns and jumps forward with an axe kick.

  • Predictable overhead due to Seth's jump animation.
  • Can be cancelled into aerial movement and specials.
  • Most common ender in order to set up orb oki.
3B
UNI Seth 3B.png
Damage Guard Cancel Property Cost Attribute
430 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 18 31 -4 Head Invul frames 8~13

Seth turns his back to the opponent and stabs over his shoulder.

  • Can be used to anti air, but has a worst hitbox and reward than 3C.
  • Less commitment than 3C due to better advantage (still minus) and recovery frames.
3C
UNI Seth 3C.png
Damage Guard Cancel Property Cost Attribute
590 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 27 39 -12 Head Invul frames 8~12

Seth steps up with an uppercut slash.

  • Seth's best anti air hitbox, with great reward on hit.
  • Launches the opponent on hit.
  • Can be rebeated into 2A for counter hit confirms.
j.6C
UNI Seth 6C.png
Damage Guard Cancel Property Cost Attribute
510 High, Air Shield SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
26 6 17 44 -9 -

Same axe kick as 6C, but moves Seth further ahead.

  • Worst ender than 6C, leaving you less time to set up orb oki and meaty.
  • Mostly a combo tool after Fastfall Kick.
j.2C
UNI Seth j.A.png
Damage Guard Cancel Property Cost Attribute
420 Mid, Air SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
9 Until landing (13) 22 -1 -

Seth extends his leg and falls down with a divekick.

  • Fairly safe. Seth bounces off the opponent after connecting with it.
  • Seth can do air movements and attacks after the bounce. Seth's air movement after the hit can be influenced with 4 or 6 too.
j.22
Rapid Descent
急降下
j.22/j.2A+B
UNI Seth j.22.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 12 - -

Seth, in a blur, drops quickly straight down to the ground.

  • Fastfall, done as a movement option, for mixups or as a combo tool.
  • Has recovery after the fall, making it a risky option up close.
j.22~6X
Rapid Descent (Follow-up)
急降下(追加入力)
j.22~6X
UNI Seth j.22 6X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
16 - - - -7 -

Seth teleports to the other side of his opponent and launched them with a kick.

  • Kick followup can only be done at a certain range, which is extended if Seth has vorpal. If outside of the rage, Seth's fastfall recovery greatly increases.
  • If the opponent is in the corner, Seth remains on the same side he started the fastfall.
  • If used as a pressure tool, Seth's cancel options are limited as you can't cancel into normals.
j.22~4X
Rapid Descent (Follow-up 2)
急降下(追加入力)
j.22~4X
UNI Seth j.22~4X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 16 (23) - -

New fast fall followup added in UNICLR; although the animation is similar to 214X~A, it lacks a parry hitbox and Seth can be hit during the move startup.

j.44
Air Backdash
空中バックダッシュ
j.44
UNI Seth 44.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - (22) - - -

Seth does a backflip in the air into a cannonball, dashing backwards.

  • Can be cancelled into movement options such as fastfall and assault, as well as special/EX moves.
  • After the backdash, Seth's air movement can be influenced with 4 or 6, as he does the cannonball.
  • If done high enough, Seth can still use normals after the backdash.

Dash Moves

66B
UNI Seth 66B.png
UNI Seth 5B.png
Damage Guard Cancel Property Cost Attribute
608 Mid Sp, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 2(4)4 14 30 - -
66C
UNI Seth 66C.png
Damage Guard Cancel Property Cost Attribute
690 Mid Sp, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 16 30 -8 -

Universal Mechanics

Force Function

Abyssal Geometry
淵侵のジオメトリー
B+C
UNI Seth BC.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Throw
Throw
投げ
A+D
UNI Seth AD.png
Damage Guard Cancel Property Cost Attribute
1575 Unblockable - - - -
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +18(On hit) Throw
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

236X
Captive Segment
縫縛のセグメント
236X
UNI Seth 236X.png
A Damage Guard Cancel Property Cost Attribute
810 Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 45, 105: Orb launch[FF: 65] - - 35 - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Air A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Air B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Air C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
623X
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
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
214X
Vanishing Confusion
消失のコンフュージョン
214X
UNI Seth 214X.png
A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
A followup Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B followup Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C followup Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
7/8/9 followup Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.623X
Dead Space of Intrusion
狭隙のイントルード
j.623X
UNI Seth j.623X.png
A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.214X
Piercing Penetration
穿通のペネトレイト
j.214X
UNI Seth j.214X.png
A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
632146X
Transgressing Convict
罪咎のコンビクト
632146X
UNI Seth 632146X.png
A Damage Guard Cancel Property Cost Attribute
980 - CS - - Throw
Startup Active Recovery Overall Advantage Invul
6 1 27 33 - Throw invul frames 7~9

Damage nerf from UNIST, which means combos from it do much less than before. In addition, it also has a bit more recovery should it whiff.

B Damage Guard Cancel Property Cost Attribute
1204 - - - - Throw
Startup Active Recovery Overall Advantage Invul
8 1(1)2 - 30 - Head/Dive invul frames 1~9

Conversely, the B version was buffed from UNIST. Not only has the damage increased, it now has head invulnerability from the first active frame, making it a legitimate anti air now.

C Damage Guard Cancel Property Cost Attribute
1393 - Sp, EX, CS - 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+5 1(1)2 28 37 - Fully Invul frames 1~7

More recovery added from UNIST, making it much more riskier to whiff, but is otherwise unchanged.

Super Moves

Infinite Worth

Nefarious Sequence
連鎖のネファリウス
41236D
UNI Seth 41236D.png
Damage Guard Cancel Property Cost Attribute
3269 Mid, Air - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12 34 10 56 -21 Fully invul frames 1~16, Throw invul frames 17~46

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.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 5A -x
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

External Links

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


Seth Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-03-20 by Marmotato.

75% complete
Page Completed To-do Score

Overview

  • Finished move descriptions and uses.
  • Finished rebeat table.
  • Finish filling in bits and pieces of frame data.
  • Finish filling in character stats (2 fields)
  • Need proper picture for 632146x.
  • Backdash movedata section?
45/50
Strategy
  • Finished general gameplan.
  • Finished defense section.
  • Started working on various bits and parts.
  • Fill in neutral.
10/25
Combos
  • Completely changed the page to reflect on modern routes.
  • Added examples on okizeme, with orb crossup and corner orb oki links.
  • Added links to different videos and combo documents.
  • More combo FAQs
  • Changing Notation in Getting Started to expandable like the one at the top of the doc
  • Add all combos from doc. Add damage and meter gain for all combos
  • Expand on Okizeme/Mixups with notation for common setups.
20/25


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