Seri on the character select screen
Overview
The sword-wielding lady of Combo Babies, and the go-to for people who like to mix opponents in a blender.
Seri has incredible speed, great reach on her attacks, solid and reliable combos, and great mixups using moves like 214B/C and j2C. Her combos often end in knockdowns, which allow her to airdash in and get her mix going. When playing neutral, she has solid buttons to press like jB and 2B, and can easily convert into her 236 specials.
On the downside, Seri has very limited damage and combo options. Most of her moves do relatively low damage, meaning she relies on being able to successfully mix an opponent to get wins. If you like being fast, having big buttons, and mixup heavy gameplay, Seri is a good pick for you.
Strengths |
Weaknesses
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- Good moves in midrange. Seri has fast and decent sized disjoint moves, making her very dangerous on ground and in air.
- Good movement options. With her 214ABC special, Seri has lots of ways to mixup opponents with her movement.
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- Low average damage. Seri's attacks do minimal damage compared to the rest of the cast and she has to rely on mixups and oki to get damage.
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Ground Normals
5A 5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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5
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-
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-
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+12
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0
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Seri's jab. Fast but not much reach, used how you would expect a jab to be used.
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5B 5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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7
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-
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-
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Launch
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-2
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A swing of the sword. Decent range with a large extended hurtbox, but it is jump cancellable making it great for her blockstrings.
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5C 5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6, 6, 6
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Mid
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4
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-
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-
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Launch
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-9, -6, -3
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A spinning multi-hit. Unsafe but the pushback is massive. Good for combos and pressure thanks to it's fast startup.
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2A 2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Low
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3
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-
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-
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+14
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+2
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A low jab. Having a 3 frame low is great for pressure, and helps her mash on defense. Can start her combos very well.
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2B 2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Low
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7
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-
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-
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Launch
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-3
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Her launcher. Very fast, and a small whiff punish hurtbox. Important to her combos as it is jump cancellable, but short range keeps it from being a great poke.
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2C 2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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18
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Mid
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10
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-
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-
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Launch
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-9
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An upwards stab. It's not as good at anti-air as it may seem, as the startup is slow and the hitbox is barely active. Used in combos to juggle an opponent up high.
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6A 6A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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13
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-
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-
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Launch
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-7
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Seri's anti-air. Hits more in front than above, which makes it a nice multi-purpose tool to poke in neutral with as it's extremely disjointed. This does make it relatively worse as an anti-air however.
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6B 6B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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10
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-
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-
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+9
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+2
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Seri's poke. Long reach and one of her few ways to end a blockstring while being plus, but it does have a small extended hurtbox to be wary of when throwing it out.
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Jump Normals
JA JA
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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High
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3
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-
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-
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-
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-
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A downward sword swing. Great for air-to-ground, and as a rising aerial to start airdash pressure on block
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JB JB
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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High
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10
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-
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-
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-
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-
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A large downward slash. Amazing aerial, as it's very active and long reaching, and the extended hurtbox is somewhat mitigated by land cancelling the aerial. Staple for her approach in neutral, and used fairly often in combos.
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JC JC
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6, 6
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High
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10
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-
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-
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Launch
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-
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A forward slash aimed at a low angle. Hits twice, and bounces Seri up and backwards on hit. Great for combos as it launches a bit higher, and the double hit gives it some interesting fuzzy overhead properties.
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J2C J2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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7
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-
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-
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-
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-
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A frontflip with the sword. Good multipurpose tool with a huge hitbox, used mainly for crossup or fake crossup setups.
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Special Moves
236 A/B/C 236 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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12, 12
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Mid
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7
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-
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-
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Launch
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-9
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Seri's forward slashing flurry, and her biggest tool for combos. The A version is just as damaging as the C version, but slightly safer. To make up for this, the A version travels the shortest distance. Still, this is a go-to tool for converting off of her hits. All 4 versions of this are natural frametraps.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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12, 6
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Mid
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7
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-
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-
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Launch
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-6
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The B version travels farther and is more safe, but does the least damage for it. Use this for blockstrings if you can't access 236D.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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12, 12
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Mid
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9
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-
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-
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Launch
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-15
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The C version travels quickly forward for the first hit, and then stays in place for the second. Most unsafe and deals the same damage as the A version, but the fast lunge on startup is pretty useful for long range hitconfirms or whiff punishes.
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214 A/B/C 214 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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12
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Mid
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13
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-
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-
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Launch
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-6
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Seri's command jump, and a great tool for her mixups. The A version is a short hop with a slash at the end. It deals the least damage and is the most unsafe, but the short range of it makes it nice as the only version really suited for combos.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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12
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Mid
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19
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-
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-
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Launch
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0
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The B version is where the real mix begins. Being 0 on block, you can trap opponents after it but it doesn't really allow continued pressure. The most important part of this tool is the left/right mixup. If done at a range that Seri would cross over the opponent, Seri will turn around to hit behind her on landing. This makes the opponent have to quickly figure out what side she will land on, and even if they guess right, you aren't entirely punishable.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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18
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Mid
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17
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-
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-
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+6
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-10
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The C version is an interesting move. Seri darts to the wall behind her and goes back in quickly, slashing at the same place she was standing on use. This isn't as good as the B version for mixups, but the backwards movement makes it a fun way to call out whiffs and just dart around the screen. Heavily disadvantaged on block, but on hit you're left plus enough to run a mixup with something like 214B.
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[4]6 A/B/C [4]6 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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12
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Mid
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5
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-
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-
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+15
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+1
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A very fast sudden burst of movement. [4]6 is great as a surprise tool, as the fast movement makes it really hard to react to. On hit, Seri is incredibly plus and very close, letting her link a 2A or 2B for a full combo. The A version moves her across the ground horizontally.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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12
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Mid
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5
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-
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-
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+15
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+1
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The B version shares all of its stats with the A version, but goes slightly upwards instead, which makes it better as an anti-air or juggle tool.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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12
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Mid
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7
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-
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-
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+11
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-3
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The C version goes up at the same angle as the B version, but goes farther. This lets it hit as a crossup, and can be very ambiguous mixed with the B version. However, it's the slowest startup and is negative on block.
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Throw
6D 6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Throw
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7
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-
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-
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Launch
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Throw
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Seri's throw. Used how you would expect, mix this in when your opponent blocks too often. Hard to get a full combo after since you usually use groundbounce.
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Super Moves
236D 236D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6, 6, 6, 6
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Mid
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5
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-
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-
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Launch
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+8
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EX slashes, and a powerful tool in Seri's kit. Very plus on block, travels very far, and has 4 hits instead of 2. Does the same damage overall as the A and C versions however. Used as a combo ender and extender in the corner, usually after a 236A.
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214D 214D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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30
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Mid
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13
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-
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-
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Launch
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-9
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EX jump slash. Covers an arc somewhere between the A and B versions, being a bit lower than B but higher than A. Similar to the B version, this can hit as a crossup if spaced correctly. Does the most damage of all of the versions, and is jump cancellable to start combos.
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[4]6D [4]6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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30
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Mid
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5
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-
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-
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Launch
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-8
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EX surprise slash. A nice chunk of damage and jump cancellable properties make it good for combo extensions if you can get the charge built up, and makes it a great whiff punish. Very negative on block, but not exactly easy to punish as Seri has some space from the opponent.
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41236D 41236D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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60, 30
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Mid
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-
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-
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-
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Restand, Launch
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-15
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Seri's super. Initial keeps opponent on top of the sword, restanding them in a juggle, and drags them back before exploding. The final hit will only connect in the corner. The air version does not restand, but has a similar drag effect.
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