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

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Line 69: Line 69:
   | combo        = ... 214X~8X (orb hits) > 6C > Orb
   | combo        = ... 214X~8X (orb hits) > 6C > Orb
   | cost          =
   | cost          =
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Axe Kick Ender, gives you 6C knockdown and orb oki.
   | notes        = *Axe Kick Ender, gives you 6C knockdown and orb oki.
  }}
  }}
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   | combo        = ... 214X~8X (orb hits) > (run) Veil Off
   | combo        = ... 214X~8X (orb hits) > (run) Veil Off
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Axe Kick Ender {{Property-UNI|Vorpal}} strip.  
   | notes        = *Axe Kick Ender {{Property-UNI|Vorpal}} strip.  
  }}
  }}

Revision as of 14:59, 6 April 2020

Profile-seth.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
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.
  • Command Grab: 632146X, 6246X, X Grab, X Command Grab

Starter Combos

Basic BNB

Combo Damage Cost Meter Gain Location
  • Beginners BnB, showcased in Mision mode's 4-1 trial with an optimized ender for better oki.
  • If you wanna learn Seth's standard routes, learn this combo before any other route.
  • This combo teaches you the main pieces from Seth's combo theory, it can be used anywhere from any ground starters and it can be easily altered to cover different needs during a match (Vorpal Strip, EX ender, IW ender, CVO, etc).
  • --.

Combo Theory and Enders

Seth combos are very flexible and allow you to change your routing depending on starter and how you want to finish your combo. The main objective for Seth's enders is to end with a hard knockdown and an orb set, to keep pressure and continue this 'vortex'.

  • Axe kick Ender/ tk j.623B.

For an in-depth explanation of this route and its execution, refer to "Explaining the tk623b orb series" by Serchiot.

This route does similar damage to Seth's [ST] BNB's, making use of the j.623X moves added to UNICLR. The main component is the following combo, using a tiger knee j.623B (done as close to the ground as possible, generally by doing the input on the ground and then jumping).

 Setup > tk j.623B > j.A Orb > j.A Dive > Ender

In order to set up this route, the opponent must be at a certain height for j.623B to connect properly. Enders following this route are the following.

Combo Cost Location
  • Axe Kick Ender, gives you 6C knockdown and orb oki.
  • Ender when you don't have the proper height to finish the combo/Orb won't hit.
  • j.6C Oki is worst than 6C, so
  • More damage than axe kick, but harder to land.
  • Can't be done if you used 214X~C before in the combo.
  • Allows for reset opportunities after the combo, using the orb hit.
  • Axe Kick Ender Vorpal strip.
  • [ST] Routes.

Most common [ST] routes use the following combo:

 Starter > 214X~B > Fastfall Kick > j.6C > j.B orb > j.A dive > Ender

This route allows for flexible enders that you can use depending on your starter after the Fastfall Kick sequence.

Combo Cost Location
  • A starter/high proration ender.
  • B starter ender.
  • C starter ender.
  • Any starter easy Vorpal strip ender.
  • B starter Vorpal strip ender.
  • C starter Vorpal strip ender.

FAQ

Note: Most of the standard beginner/ST routes frequently asked questions are covered and greatly explained on UNIST 3.20 Seth Beginner Guide by Brett. Give this document a look if you have trouble with beginner combos and routes carried from ST.

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
  • Most common ender, allowing you to set up orb oki afterwards.
  • Common followups on midscreen after this ender are j.236B, which pushes you forward, or 236B.
  • Followups in the corner can use both meterless orbs, allowing for extra mixup options after due to the orb's positioning.
  • Good ender for 100 EXS, used both midscreen and in the corner.
  • Gives you time to set up orb after the knockdown with j.236B.

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • 5A combo
  • 2A combo

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Corner assault j.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

Videos

External Links

Seth Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-04-06 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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