Under Night In-Birth/UNICLR/Seth/Combos: Difference between revisions
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===Notation=== | ===Notation=== | ||
As Seth's combos involve a lot of side switches, quick inputs and various ways to input the same combo, there's a need to add a notation on his moves. As you'll come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here | As Seth's combos involve a lot of side switches, quick inputs and various ways to input the same combo, there's a need to add a notation on his moves. As you'll come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here are common ways of referring to Seth's moveset and notes on their notation. | ||
* Fastfall Kick: Commonly mentioned as Fastfall~6X, FF Kick or simply FFK; can also be mentioned as j.22~6X and j.2AB~6X. | * Fastfall Kick: Commonly mentioned as Fastfall~6X, FF Kick or simply FFK; can also be mentioned as j.22~6X and j.2AB~6X. |
Revision as of 21:47, 20 March 2020
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
Notation
As Seth's combos involve a lot of side switches, quick inputs and various ways to input the same combo, there's a need to add a notation on his moves. As you'll come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here are common ways of referring to Seth's moveset and notes on their notation.
- Fastfall Kick: Commonly mentioned as Fastfall~6X, FF Kick or simply FFK; can also be mentioned as j.22~6X and j.2AB~6X.
- A Dive (X Dive): A Dive or j.214A.
- Blink (Using B Blink as an example): B Blink, 214X~B, 214[B].
- Blink sideswitch: 214X~4B, 21[4B].
- Orbs: 236X or simply X Orb.
- In the air: j.236X or j.X Orb.
Starter Combos
Basic BNB
Combo | Damage | Cost | Meter Gain | Location |
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2A > 2A > 2B > 5C > 214X~B > FFK > j.6C > j.B Orb > A Dive > (delay) 214X~C (Orb hits) > 6C > Orb oki | Anywhere | |||
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-- | Anywhere | |||
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Theory
Combo theory
- ground normals > X > air normals > ender
FAQ
Beginner BNB/4-1 questions
- Why can't I finish combos into j.6C instead of 6C, as mission mode showcases?
6C provides superior oki and setups in comparison of j.6C, with mostly the same routes.
- My opponent is too high after 214X~C and 6C can't connect.
Delay a bit between A Dive and 214X~C so the orb hits the opponent lower. You can do so by inputting 214X quickly and delaying the C followup or doing A Dive (delay) 214[C].
- On the beginner BNB, how do I do connect j.6C after Fastfall Kick?
After FFK, jump back and delay j.6C so Seth moves back and forward with the kick, in order to continue the route properly. The input is 7j.6C.
- After j.6C B Orb, A Dive isn't coming out/it's coming out late.
Seth can cancel some of his specials into other special moves. After Seth deploys B Orb, at the end of the moves recovery you want to cancel it into A Dive.
Enders
Combo | Cost | Location |
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2C | Midscreen | |
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6C | Corner | |
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236C | 100 EXS | Anywhere |
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5C CVO IW | 200 EXS, Vorpal | Anywhere |
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Combos
A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A Ender | Anywhere | |||
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2A Ender | Anywhere | |||
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D j.C Ender | Anywhere | |||
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6D j.A CS Ender | Corner | |||
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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3C Ender | Anywhere | |||
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CH 623A Ender | Anywhere | |||
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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Videos
External Links
Seth Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-03-20 by Marmotato.
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Strategy |
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Combos |
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