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“
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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?
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”
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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.
“
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You ran away from your destiny once...
Why return to the Hollow Night now?
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”
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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
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- 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.
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- Ineffective at long range.
- Relatively high execution.
- Lacks conventional backdash.
- Limited stagger windows on many normals.
- No easy ways to end with frame advantage.
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Character Stats
9500
5A 5B 5CC 623A 623C
x
x
x
x
x
x
x
x
x
x
x
x
Health
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Smart Steer Route
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Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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(Research me)
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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Throw Width (pixels)
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Throw Range (pixels)
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Unique Trait
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Vorpal Trait
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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
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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170
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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- 2
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-
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Short, quick cut in front of Seth.
- Great vertical hitbox giving it anti-air uses. Hit-confirm with 3C against high airborne opponents to convert into combo.
- Good cancel window to smartsteer staggers, making it an important stagger tool.
- Short horizontal range makes it good for rebeating with.
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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415
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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3
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15
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24
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-4
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-
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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.
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5C
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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350
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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4
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17
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30
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-9
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-
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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.
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5CC
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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388
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Mid
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SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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4
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4
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21
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28
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-7
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-
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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.
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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Low
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N, SP, EX, CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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-2
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-
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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.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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Low
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N, SP, EX, CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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13
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21
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-2
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-
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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.
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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543
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Low
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N, SP, EX, CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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2(2)2
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17
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30
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-1
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-
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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.
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Air Normals
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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4
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12(2)
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23
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Varies
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-
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Seth extends his leg for a downwards kick.
- If done early in a jump, Seth can still do other aerial actions after it.
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j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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18(3)
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30
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Varies
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-
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Seth slashes around him with both of his knifes.
- Covers both in front and behind him.
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j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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3
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18(4)
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-
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Varies
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-
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Seth does a somersault, slashing under him with both of his knifes.
- Good vertical hitbox for air-to-ground attacks after jumps or assault.
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Command Normals
6C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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600
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High
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SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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28
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1
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16
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44
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-6
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Foot Invul frames 15~28
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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.
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3B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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430
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Mid
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SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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4
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18
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31
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-4
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Head Invul frames 8~13
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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.
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3C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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590
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Mid
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SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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27
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39
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-12
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Head Invul frames 8~12
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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.
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j.6C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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High, Air Shield
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SP, EX, CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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26
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6
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17
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44
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-9
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-
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Same axe kick as 6C, but moves Seth further ahead and over opponents.
- Worst ender than 6C, leaving you less time to set up orb oki and meaty.
- Mostly a combo tool after Fastfall Kick.
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j.2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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420
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Mid, Air
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SP, EX, CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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Until landing
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(13)
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22
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-1
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-
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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.
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j.22
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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-
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-
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-
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12
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-
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-
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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.
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j.22~6X
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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16
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-
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-
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-
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-7
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-
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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 this range, 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.
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j.22~4X
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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-
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-
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-
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16 (23)
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-
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-
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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.
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j.44
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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-
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-
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(22)
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-
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-
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-
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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.
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Dash Moves
66B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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608
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Mid
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SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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2(4)4
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14
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30
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-
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-
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Seth dashes in with a knee strike and slashes horizontally ahead of him, pulling the opponent.
- Vacuums in on the second strike.
- Being pretty safe on block and special cancelable allow this move to be used during pressure or mixups sparely.
- First hit is mainly used as a common combo tool.
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66C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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Mid
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SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
|
4
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16
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30
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-8
|
-
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Seth lunges forward, sliding through and stabbing in front of him.
- Wallslams on hit.
- Covers a lot of horizontal space, and hits forward and behind Seth as he moves.
- Crosses up at point blank range, making it a great tool for crossups and fake crossups with orb oki.
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Universal Mechanics
Force Function
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
-
|
-
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-
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-
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-
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-
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Seth covers his head as shadows close in on him. Can be charged.
- Alters Seth's next 236X/j.236X orb used, setting them further from Seth.
- Charged version makes orb startup faster.
- 236A/B version orbs cannot get destroyed by being attacked (will still disappear when hitting Seth).
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
|
-
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-
|
-
|
-
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Startup
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Active
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Recovery
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Overall
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Advantage
|
Invul
|
-
|
-
|
-
|
-
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-
|
-
|
|
Throw
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Damage
|
Guard
|
Cancel
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Property
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Cost
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Attribute
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1575
|
Unblockable
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
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Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+18(On hit)
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Throw
|
Seth grabs the opponent and slashes them away with a rising uppercut.
- Seth's great dash speed allows him to keep pressure after grab, with options against back tech.
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Guard Thrust
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214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
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Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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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
|
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.
- 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
Customization Unlocks (2000 IP Each)
Seth Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-06-16 by WindGodDude.
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.
|
|
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
|
General
|
|
Characters
|
|
Frame Data
|
|