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Under Construction
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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 who excels at close-range combat that is all about getting in by using his diverse movement options and independent orb projectile. Once he gets a hit, he can convert quickly into a knockdown, setting up his dangerous okizeme that can quickly overwhelm an opponent’s defenses.
Strengths |
Weaknesses
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- Amazing close-range normals with great frame data, strong for offense and defense.
- Extremely fast run speed allowing him to close gaps quickly in neutral.
- Vast repertoire of air options making him hard to pin down and extremely mobile.
- Possesses an independent projectile that does not go away when Seth blocks, making it scary to challenge Seth whenever it is out.
- Decent damage with strong conversion ability into combos that end with okizeme.
- Scary okizeme and pressure, including crossups that bypass crossup protection and a fast command throw.
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- Lowest health in the game.
- Can have difficulty quickly threatening an opponent at long range without setting orb.
- Relatively high execution.
- Lacks a conventional backdash.
- Extended pressure without orb is often risky.
- No easy ways to end with frame advantage in pressure without orb.
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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 and j.22~4/6x 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.
- Fast with a great vertical hitbox giving it strong anti-air uses. Can hit-confirm with 3C against high airborne opponents to convert into combo.
- Good cancel window coupled with smart steer staggers, making it an important stagger tool.
- Short horizontal range coupled with 5F startup makes it good for rebeat pressure.
- Is a slightly better starter than 2A for combo purposes, making it the go-to for 5F punishes.
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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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26
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-4
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-
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Seth slashes horizontally in front of him.
- Very small stagger window makes it impossible to frame-trap with a subsequent normal.
- Although its' hitbox and active frames got a nerf from UNIST, 5B is still one of Seth's better buttons to throw out in the midrange where 2B will not hit yet 5B would reach, as the 7F startup is still decent for its' size.
- Slightly better starter than 2B.
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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.
- Very good stagger window coupled with surprisingly low blockstun allows 5C to be great for frametraps. A staple for Seth pressure.
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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 whiff-cancelled into from 5C and also staggered into from 5C on block.
- Can't cancel into other normals, forcing you to special cancel to make it safe.
- Mainly a combo tool or used to hitconfirm ground-strings from 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 extends his leg for a short kick in front of him.
- Seth's fastest low which possesses a great stagger window making it a staple for pressure.
- Can be chained into itself, up to 3-4 2A's before being pushed away on block.
- Has a large amount of hitstun, making hitconfirms possible even with multiple delayed 2A's.
- Deceptively long horizontal range for a 2A.
- Good for rebeat whiff pressure alongside 5A.
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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.
- One of the fastest B buttons in the game. A low with only 6 frames of startup and slightly better range than 2A.
- Has a great stagger window making it great for pressure, while also being only -2 on block allowing it to be an extremely safe yet threatening no-cancel option.
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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 both legs ahead of him like a flare, supporting himself with his hands.
- Fast sweep that hits low twice. Allows you to cancel on any of the two hits.
- Important combo tool, as it is the only normal that lifts the opponent off the ground besides 3C.
- Very safe on block.
- Large amount of blockstun makes it impossible to frametrap afterwards aside from delayed special-cancelled 623B.
- Seth can hitconfirm 2C(2) as a starter after it has recovered with 5B or 66B if close enough.
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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.
- Great, quick air-to-air normal that can confirm into a full combo on both standing and airborne opponents.
- Retracts Seth's hurtbox at the foot.
- Good move to whiff before landing to reduce landing recovery.
- Has a lot of use defensively, granting high reward against throw attempts while also being a part of some throw OSes themselves, such as 191A~D.
- Hits standing oppponents if done rising, apart from Linne and Mika.
- If done early in a jump, Seth can recover and become actionable before landing.
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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 knives.
- Covers both in front and behind him as a decent horizontal hitbox that can still hit crouchers on the way down.
- Significantly plus when done while falling, capable of +2 even on shield.
- Good as an air-to-air for when j.A will not reach.
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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 knives.
- Good vertical hitbox for air-to-ground attacks, making it the normal of choice to use after grounded 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.
- Easily-reactable overhead due to Seth's jump animation but is relatively safe to throw out for calling out crouch shields.
- Can be cancelled early while still airborne into aerial movement and air specials, and cancelled upon landing into grounded specials.
- Most common combo ender that can set up orb oki by providing a hard knockdown.
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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 throw OS, but has a worse hitbox and reward than 3C.
- Less commitment than 3C due to slightly better horizontal coverage and less 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 vertical anti air hitbox, with great reward on hit.
- Poor horizontal hitbox coupled with high whiff recovery means this move must be used carefully.
- Launches the opponent on hit if they're grounded.
- The normal of choice for anti-air OS'ing (3C~AD) due to its' speed, vertical hitbox and head invuln.
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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 animation as 6C, but moves Seth further ahead and can go over opponents.
- Important combo tool for the basic combo route.
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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 and remains actionable unless shielded. Seth's aerial drift can be influenced after the bounce.
- Can be used like a fastfall at a different trajectory than j.22.
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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.
- Quintessential fastfall. Staple movement option with versatile use in neutral, offense and combos.
- Usage is not completely free: has a fair amount of recovery frames which can make it risky and punishable. Also means fastfall 2A is not a real high-low option, however important for punishing people trying to stand-shield.
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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 launches them with a kick.
- Kick followup can only be done at a certain range, which is extended with Seth's vorpal trait. If input outside this range, Seth's fastfall recovery greatly increases.
- Can be blocked either direction.
- Very strong, threatening, air unblockable offensive tool making it commonplace in Seth blink pressure.
- If the opponent is in the corner, Seth will not switch sides.
- Cannot cancel into other normals, therefore needs to be special-cancelled to be safe on block.
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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. A dark flash appears and Seth teleports behind the opponent.
- Followup can only be done at a certain range, which is extended with Seth's vorpal trait. If input outside this range, Seth's fastfall recovery greatly increases.
- Although the animation is similar to 214x~A, it lacks a parry hitbox and moves Seth a shorter distance.
- Can be special cancelled after startup like 214x~A.
- Steals the corner from the opponent unlike j.22~6x when used against a cornered opponent.
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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.
- Is actionable very early, making it an important movement option that can quickly be chained into others such as fastfall, assault, air normals or special moves.
- After the backdash, Seth's aerial drift can be influenced with 4 or 6 as he falls.
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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.
- Pulls the opponent in on the second strike.
- Great range for its' speed gives it a lot of midrange functionality in pressure and neutral.
- Being reasonably safe on block and special cancellable allows pressure resets on block if respected.
- Commonly used in combos to do more overall damage when the first hit is cancelled into a special, due to it's fast startup and high hitstun.
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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
|
30
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-8~-5
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-
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Seth lunges forward, sliding through and stabbing in front of him.
- Covers a ton of space while moving with a large horizontal hitbox around him.
- Allows Seth to pass through the opponent if done close enough.
- Sends the opponent forward quickly on hit, causing a wallslam in most cases.
- Makes Veil Off and some reversals whiff when done against an opponent on wakeup.
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|
Universal Mechanics
Force Function
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Damage
|
Guard
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Cancel
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Property
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Cost
|
Attribute
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-
|
-
|
-
|
-
|
-
|
-
|
Startup
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Active
|
Recovery
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Overall
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Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
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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 used, setting them further from Seth.
- A planted orb charged by force function cannot be destroyed by hitboxes unless Seth himself is hit. 236C/j.236C are an exception: They can always be hit.
- An orb charged by force function has a separate stun property from a normal orb, allowing you one stun from a normal orb and a charged orb each in a combo.
- Can be charged as [B+C]. The subsequent orb will have significantly shorter startup before firing. 236C/j.236C will fire directly from Seth's hand when enhanced by [B+C].
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1575
|
Unblockable
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+18(On hit)
|
Throw
|
Seth grabs the opponent and slashes them away with a rising uppercut.
- Difficult to meaty after a throw midscreen if the opponent backtechs. Therefore it is usually advised to simply set an orb and return to neutral.
- It is possible to chase a backtech with dash 623A CS, 623B CS or a well-timed 66C.
|
|
Guard Thrust
|
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
|
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, Orb Firing: 105 [Charged FF: 65]
|
-
|
-
|
35
|
-
|
-
|
Seth places an orb a short distance forward close to the ground. Orbs are quintessential to Seth's gameplan, important to all aspects of his game including neutral, pressure, okizeme and combos.
- About a second after it is placed, the orb will shoot a fast moving projectile straight towards the opponent's current location.
- The projectile only travels in a straight line and can be dodged by moving out of the line of fire after the projectile has homed and/or while it is travelling.
- The orb can be destroyed before it becomes active by hitting it and/or Seth.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Orb Set: 45, Orb Firing: 105 [Charged FF: 65]
|
-
|
-
|
35
|
-
|
-
|
Same as the A version, but sets the orb at eye level.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1466
|
Mid, Air
|
-
|
-
|
-
|
Projectile x3
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Orb Set: 50, Orb Firing: 111 [Charged FF: 31]
|
-
|
-
|
53
|
-
|
-
|
Places the orb in front of Seth ~45 degrees upwards. Fires three shots instead of one.
- Versatile tool that can be used in neutral, okizeme and unblockable setups.
- Is not destroyed if Seth himself is hit.
- Can always be destroyed if the orb itself is hit.
|
Air A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Orb Firing: 117 [Charged FF: 77]
|
-
|
-
|
-
|
-
|
-
|
Places the orb in front of Seth ~45 degrees downwards while displacing Seth slightly backwards.
|
Air B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Orb Firing: 118 [Charged FF: 78]
|
-
|
-
|
-
|
-
|
-
|
Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.
|
Air C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1466
|
Mid, Air
|
-
|
-
|
-
|
Projectile x3
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Orb Set: 50 Orb Firing: 137 [Charged FF: 47]
|
-
|
-
|
-
|
-
|
-
|
Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.
|
|
623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
8
|
21
|
40
|
-7~-2
|
-
|
Seth does a short and quick thrust forward.
- Both A and B versions are a great tool to use with CS in pressure, as it provides an on-demand frametrap which leads to a damaging confirm.
- Also a solid option with CS in neutral as one of his best ways to cover the mid-to-longrange and start pressure.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
9
|
25
|
48
|
-12~-6
|
-
|
Same as the A version, but slower startup and travels slightly further. Launches the opponent on hit.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2075
|
Mid, Air
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
7
|
32
|
49
|
-17~-11
|
1-13 Full
|
Seth's main reversal which covers a long horizontal distance.
- Very high minimum damage and large frame advantage on knockdown make 623C a fantastic use of meter as a combo ender, especially with the okizeme it provides at the corner.
- Can chain shift on hit for a full conversion.
|
|
214X
The input variations The input variations A and B Followups A and B Followups C Followup C Followup 8 Followup 8 Followup
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
46
|
-
|
13~29 Projectile
|
Seth runs forward and phases out.
- Can be canceled into the follow-ups of 214X starting from frame 17. Holding a followup-button will do the follow-up as soon as possible.
- Projectile invulnerable between frame 13 and 29. If Seth comes into contact with a projectile during this period, 214X follow-ups can track from anywhere on the screen.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
36
|
-
|
27~33 Full, 13~29 Projectile
|
Leaps and phases out diagonally upwards.
- Can be canceled into the follow-ups of 214X starting from frame 17. Holding a followup-button will do the follow-up as soon as possible.
- Projectile invulnerable between frame 13 and 29. If Seth comes into contact with a projectile during this period, 214X follow-ups can track from anywhere on the screen.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
31
|
-
|
25~33 Full, 13~29 Projectile
|
Leaps diagonally upwards at a sharper angle than the B version.
- Seth will reface if done close enough.
- Can be canceled into the follow-ups of 214X starting from frame 17. Holding a followup-button will do the follow-up as soon as possible.
- Projectile invulnerable between frame 13 and 29. If Seth comes into contact with a projectile during this period, 214X follow-ups can track from anywhere on the screen.
|
A followup
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1192
|
-
|
CS, EX
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1
|
-
|
-
|
35
|
-
|
-
|
A dark flash appears and Seth will phase through the opponent. If he comes into contact with any active moves and the opponent is in range, he will counter it with a slightly more damaging version of his command throw, popping the opponent up and allowing for a conversion. If the opponent is in hitstun, the move will hit the opponent twice.
- Followup can only be done at a certain range, which is extended with Seth's vorpal trait.
- Can teleport same-side by holding 4 or 1. Otherwise, Seth will teleport to the other side of the opponent.
- Can steal the corner against a cornered opponent.
|
B followup
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
CS, EX
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1
|
-
|
-
|
-
|
-
|
-
|
A dark flash appears and Seth will appear in the air diagonally above the opponent, or above them in the corner. Seth retains all of his air options when he appears in the air (fastfall, backdash, special moves) but cannot use air normals or assault until he lands.
- Followup can only be done at a certain range, which is extended with Seth's vorpal trait.
- Can teleport same-side by holding 4 or 1. Otherwise, Seth will teleport to the other side of the opponent.
- Can steal the corner against a cornered opponent.
|
C followup
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
860
|
Mid, Air
|
CS, EX
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1 * 28
|
-
|
-11
|
55
|
-
|
-
|
A dark flash appears and Seth will teleport to the ground, followed by a slash-through that causes a stun on hit. Only has 1f startup if the opponent is in hitstun. When used in combos it becomes a two-hit special with the dark flash, otherwise only the slash-through has a hitbox. The slash-through be blocked both ways.
- Primarily only used in combos as it is unsafe on block.
- Followup can only be done at a certain range, which is extended with Seth's vorpal trait.
- Can force the initial slash same-side by holding 4 or 1. Otherwise, Seth will teleport to the other side of the opponent.
- The second hit of 214x~C will only stun once per combo.
|
7x/8x/9x followup
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
600
|
High, Air
|
CS, EX
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14 * 28
|
-
|
-
|
-
|
-8
|
-
|
Seth teleports above the opponent with a dark flash and then reappears doing an overhead drop kick. When used in combos it becomes a two-hit special with the dark flash, otherwise only the drop kick has a hitbox.
- Versatile combo tool present in many routes and enders.
- Can force the drop kick same-side by inputting with 7x. Otherwise, Seth will drop kick from the other side of the opponent.
|
|
j.623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
N, CS, EX
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
-
|
-
|
25
|
-
|
-
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
N, CS, EX
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
-
|
-
|
29
|
-
|
-
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1860
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
-
|
-
|
26
|
-
|
1-15 Strike
|
Cannot be guarded in the air.
|
|
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
|
Seth grabs the opponent, gets on their back and snaps their neck. Grounded command grab that sideswaps.
- Knocks down, but without enough frame advantage for orb oki. If an orb hit connects after the command grab, a combo is not possible however enough frame advantage is granted to set an orb.
- Can combo off of it with CS on hit, or into IW/IWEX if in CVO state.
|
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
|
Same animation as the A version. Grabs airborne opponents instead.
- Great starter and gets you a combo afterwards.
- Head invuln starting from frame 1 gives it anti-air uses, particularly in post-CS situations where the opponent is airborne and in range.
- Situational combo tool.
|
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
|
Same animation as the A version. Combo-able EX command grab with invincibility frames. Can only grab grounded opponents as a starter. If the opponent is in hitstun, can hit both airborne and grounded.
- Leaves the opponent standing, allowing for resets when used late in a combo.
- Great minimum damage gives it great use in metered extensions.
|
|
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
|
Seth runs forward quickly across the screen. Does a series of slashes when he comes into contact with an opponent, dealing heavy damage on successful hit, sideswapping and return both players to midscreen..
- Has a highly advantageous knockdown, allowing Seth ample time to set up okizeme off of it.
|
|
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: 2020-07-09 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
|
|