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Under Construction
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- Please be patient and check back later for additional changes.
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![Profile-seth.png](/images/thumb/5/5d/Profile-seth.png/415px-Profile-seth.png)
Notation Help
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Glossary and Controls
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X+Y
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Buttons "X" and "Y" must be input simultaneously.
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X/Y
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Input "X" or "Y" can be used.
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dl.X
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There should be delay before inputting "X".
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w.X
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Attack "X" should whiff and not hit the opponent.
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j.X
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Button "X" is input while jumping or in the air.
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dj.X
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Button "X" is input after a double jump.
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jc
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Jump cancel the previous action. Usually will be omitted due to being obvious.
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md.X
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Perform a micro-dash before performing "X".
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TK.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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(X)
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Input "X" is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input "X" is released. Will only appear if a button is previously held down.
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{X}
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Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
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X(#)
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Attack "X" should only hit # of times.
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X > Y
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Cancel "X" into "Y".
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X, Y
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Link "X" into "Y", allowing "X" to fully recover before "Y".
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X~Y
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This notation has two meanings.
- Use attack "X" with "Y" follow-up input.
- Input "X" then within a few frames, input "Y". Usually used for option selects.
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CH
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The first attack must be Counter Hit.
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CS
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Perform a Chain Shift, which is performed by inputting D twice.
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CVO
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Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
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IW
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Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
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IWEX
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Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.
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Getting Started
Notation
As Seth's combos involve a lot of side switches, quick inputs and various ways to input the same combo, there's a need to add a notation on his moves. As you'll see Seth documents or ask for routes, a lot of people refer to these moves differently, so here there's common ways of referring to Seth's moveset and notes on their notation.
- Fastfall Kick: Commonly mentioned as Fastfall~6X, FF Kick or simply FFK; can also be mentioned as j.22~6X and j.2AB~6X.
- A Dive (X Dive): A Dive or j.214A.
- Blink (Using B Blink as an example): B Blink, 214X~B, 214[B].
- Blink sideswitch: 214X~4B, 21[4B].
- Orbs: 236X or simply X Orb.
- In the air: j.236X or j.X Orb.
Starter Combos
Basic BNB
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Beginners BnB, showcased in Mision mode's 4-1 trial with an optimized ender for better oki.
- If you wanna learn Seth, learn this combo before any other route.
- This combo teaches you the main pieces from Seth's combo theory, it can be used anywhere from any ground starters and it can be easily altered to cover different needs during a match (Vorpal Strip, EX ender, IW ender, CVO, etc).
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Theory
Combo theory
- ground normals > X > air normals > ender
FAQ
Beginner BNB/4-1 questions
- Why can't I finish combos into j.6C instead of 6C, as mission mode showcases?
6C provides superior oki and setups in comparison of j.6C, with mostly the same routes.
- My opponent is too high after 214X~C and 6C can't connect.
Delay a bit between A Dive and 214X~C so the orb hits the opponent lower. You can do so by inputting 214X quickly and delaying the C followup or doing A Dive (delay) 214[C].
- On the beginner BNB, how do I do connect j.6C after Fastfall Kick?
After FFK, jump back and delay j.6C so Seth moves back and forward with the kick, in order to continue the route properly. The input is 7j.6C.
- After j.6C B Orb, A Dive isn't coming out/it's coming out late.
Seth can cancel some of his specials into other special moves. After Seth deploys B Orb, at the end of the moves recovery you want to cancel it into A Dive.
Enders
Combo
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Cost
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Location
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- Ender for good midscreen oki
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- Ender for good corner oki
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Combos
A Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Assault Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Midscreen ground assault confirm
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- Corner assault j.A CS confirm
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Anti-Air Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Other Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Videos
External Links
Seth Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-03-20 by Marmotato.
Page
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Completed
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To-do
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Score
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Overview
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- Finished move descriptions and uses.
- Finished rebeat table.
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- Finish filling in bits and pieces of frame data.
- Finish filling in character stats (2 fields)
- Need proper picture for 632146x.
- Backdash movedata section?
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45/50
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Strategy
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- Finished general gameplan.
- Finished defense section.
- Started working on various bits and parts.
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10/25
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Combos
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- 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.
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- 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.
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20/25
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General
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Characters
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Frame Data
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