Under Night In-Birth/UNICLR/Seth/Combos

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

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Please keep in mind, as UNICLR has been recently released, changing Seth's combos completely in order to keep his [ST] damage, there's still exploring on routes, enders and mixups for him. Therefore, there's no universal document or video covering everything the character can do optimally on this version of the game. The following sections will try to cover recent findings on Seth, as well as solid, viable combos for players to use.

Notation

Seth's combos involve a lot of side switches, quick inputs and have various ways to input the same combos. As you come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here are common ways of referring to Seth's moveset as well as other common ways of notating it.

  • j.22~6x: Commonly mentioned as Fastfall Kick, Fastfall~6X, FF Kick or simply FFK; j.2A+B~6X.
  • j.214A: A Dive
  • 214x~B: B Blink, 214[B].
    • 214x~B side-switch: 214x~4B, 21[4B].
  • 214x~C: C Blink, 214[C]
    • 214x~C side-switch: 214x~4C, 21[4C].
  • 236x or simply x Orb e.g. 236b = B Orb
    • j.236X: j.X Orb
  • 632146X: 6246X, X Grab, X Command Grab, x Cmd Grab, or EX Cmd Grab for 632146C.

Basic Combos

Basic BnB Combo Theory

Combo Damage Cost Meter Gain Location
  • Beginner BnB, showcased in Mision mode's 4-1 trial with an optimized ender for better oki.
  • Highly recommended to learn this route before any others. Colloquially known as the ST route.
  • 2A > 2A > 2B can be replaced with most ground strings, whereas 5CC can be replaced with any C normal.
  • Can be easily altered to cover different needs during a match (Vorpal Strip, EX ender, CVO, etc).
  • The combo part starting from j.22~6x can be used to confirm almost every hit into a knockdown with an orb set.
  • It is recommended to hit the j.22~6x as low to the ground as possible, as it will be make the subsequent j.6C much easier to hit.
    • It is also recommended to execute the jump cancel between j.22~6x and j.6C with a backwards jump input to avoid going under the opponent and whiffing j.214A.

The following are combo transcriptions from the video Early UNICLR Seth BNBS by SploogieMcNoodle, gathered from SPLOOGIE Early UNICLR Seth BNBS by SploogieMcNoodle and Shaly.

Combo Damage Cost Meter Gain Location
  • Universal BNB.
  • A Starter.
  • B Starter 1.
  • B Starter 2.
  • B Starter 3.
  • Uses all bounces.
  • C Starter 1.
  • C Starter 2.
  • C Starter 3.
  • 66C Starter.
  • 6C Starter 1.
  • 6C Starter 2.
  • Must be done low to the ground.
  • Fastfall Kick Starter 1.
  • Must be hit confirmed.
  • Fastfall Kick Starter 2.
  • No need to hit confirm it during teleport pressure.
  • A Dive Starter 1.
  • A Dive Starter 2.
  • B Dive Starter 1.
  • B Dive Starter 2.
  • Parry Starter 1.
  • J623A Starter.
  • J623B Starter.
  • 623A Starter.
  • 623B Starter.
  • A Command Grab Starter.
  • Orb Starter..
  • EX Command Grab Starter.
  • EX Dive Starter.
  • EX DP Starter.
  • EX Air DP Starter.
  • EX Orb Starter 1.
  • EX Orb Starter 2.
  • Can be done from a normal hit, but it's tight. More viable on Counter Hits.
  • Orb Starter in the air.
  • Orb Starter in the air 2.
  • Combo for orb hitting mid combo, to save the route into good oki.
  • 214X~C Ender example.
  • Can be done on Axe Kick ender routes, but you must get the opponent close to the ground when doing 214X~C.

Combo Theory and Enders

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

  • Axe kick Ender/ tk j.623B.

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

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

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

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

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

[ST] bnb's still work, but get less damage in [CLR]; still, they're proven and can provide good oki in case you can't do a tk j.623b route. Most common [ST] routes use the following combo:

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

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

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

FAQ

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

Beginner BNB/4-1 questions
  • Why can't I finish combos into j.6C instead of 6C, as mission mode showcases?

6C provides superior oki and setups in comparison of j.6C, with mostly the same routes.

  • My opponent is too high after 214X~C and 6C can't connect.

Delay a bit between A Dive and 214X~C so the orb hits the opponent lower. You can do so by inputting 214X quickly and delaying the C followup or doing A Dive (delay) 214[C].

  • On the beginner BNB, how do I do connect j.6C after Fastfall Kick?

After FFK, jump back and delay j.6C so Seth moves back and forward with the kick, in order to continue the route properly. The input is 7j.6C.

  • After j.6C B Orb, A Dive isn't coming out/it's coming out late.

Seth can cancel some of his specials into other special moves. After Seth deploys B Orb, at the end of the moves recovery you want to cancel it into A Dive.

Explaining the tk623b Orb Series
  • What is the tk623b orb series?

The tk623b orb series is a combo part that is found in many of Seth’s combos. Using an example combo, the sequence in question is the following italicized:

2A > 2A > 2B > 5C > 2C(2) > 623A > 66B(1) > j.623A > j.22~6x > j.623B > j.236A > j.214A > 214x~8x > Orb Hit > 6C (Video)

The tk623b orb series consists of 4 steps: 1. The preparation. 2. The tk623b itself. 3. j236a>a dive 4. The ender. Axe kick or c blink or b grab. (Technically 623b>66c and 623b>623a also work but they are usually fairly unoptimal.)

Since some people have asked this question before, I’ll explain what a TK even is: TK (short of tiger knee) means that you start a motion on the ground and end on a jump. Through the buffer window of the game, this will immediately do the input motion in the air: 6239 or 62369 allows you to do j623x as soon as you leave the ground.

Let’s look at the steps separately.

1. The preparation.

To properly set up the tk623b orb series you need to keep one important thing in mind and that is the height of your opponent. While it can be fairly lenient (as can be seen here), leaving your opponent too high will cause the tk623b to miss. Always keep one thing in mind though: Even if you hit the opponent really high, as long as you do step 1-3 properly, you will be able to successfully end it, even if you have to resort to using b grab.

Now, how do we achieve proper height? For this step, let’s first look at ways to go into the tk623b itself. To do so, the middle part of your combo needs to end in one of the following routes:

1. B blink>dl j623a>ffk Try to hit the j623a as low as possible but it is fairly lenient as shown before. 2. tk623a>ffk (e.g after 66c>623b) Example 3. 3c (e.g 66c>623b>3c or 623b>623a>2c>3c) Try to hit the 3c as low as possible. Example 4. C Blink 5. 5c

We have successfully prepared for the tk623b orb series. Now how does it exactly work? If you already tried it yourself, you will notice that the orb misses a lot or the opponent techs before your a dive connects. So let me explain how to do the series itself and what details you should look out for.

2. The tk623b itself.

This is probably the most important step for the entire series. Depending on which one of the earlier middle parts you went for, how you do the tk623b varies a lot.

After any route that goes into ffk>tk623b series: Delay the tk623b as much as you can. This will allow you to place the a orb low enough so it will hit the opponent after they hit the ground. If the orb misses, you very likely didn’t delay enough at this step.

After any other route (3c or c blink) try to do tk623b ASAP otherwise the opponent will either tech or be too high for tk623b to hit.

3. j236a>a dive

This step requires very fast inputs. As soon as you input the tk623b immediately buffer the j236a. One way to know if you didn’t input j236a fast enough is that the opponent will tech before a dive hits them. The a dive has to be done properly but if you learned 4-1, it’s basically the same as j236b>a dive (except the direction of the motions). If you want to end in 214x~c you need to delay the a dive a bit.

4. The ender.

If you have done step 1-3 properly, you can now input axe kick (tk623b>j236>j214a>214x~8x) and the opponent will be stunned by the orb. You should end in b grab if you realize that you didn’t delay tk623b enough (b grab> air backdash>j6c>any orb) or if an orb hit has messed up your combo. It’s also very nice for getting a good orb position in the corner and does a little bit of extra damage for a metered extension. If you have done step 1-3 perfectly you are also able to end in c blink for a little bit of extra damage.

These are the 4 steps to learning the axe kick ender. This is probably the most technically challenging route that Seth currently has, so don’t be discouraged if it takes some time to learn it.

  • The orb misses:*

This usually means that you either didn’t delay the j623a or tk623b enough, especially the latter is very important for making the orb connect. You also need to make sure that you do not delay the axe kick.

  • Opponent techs before a dive hits:*

To fix this, input j236a after tk623b as fast as possible. Yes, even faster than you’re doing it now.

Enders

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

Combos

A Starters

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

Assault Starters

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

Anti-Air Starters

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

Other Starters

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

Videos

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External Links


Seth Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-11-16 by WindGodDude.

75% complete
Page Completed To-do Score

Overview

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