Fantasy Strike/Setsuki

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Setsuki.png

Introduction

Setsuki is a diligent student and excels at one of the key virtues of the Fox's Den: speed.

Overview

Health Character Type Super Meter charge time
5 Rushdown 12 Seconds

General

Setsuki has the best mobility in the game as well as the most varied mixups but has bad defensive options, especially against jump ins.

Unique Traits

Can cancel into Super.

Moves

Ground

Knee, Elbow
FS A.png
FS Setsuki 5A.png
Knee
FS Setsuki 5A 2.png
Elbow
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Knee 1 5 5 13 -4 -4 0 - Strike

Can cancel into A[2] (combos on CH), can cancel into B, C, or S on hit or block

Elbow 1 5 5 13 2 0 7 - Strike

Can cancel into B, C, or S on hit or block


Double Palm
FS R.png+FS A.png
FS Setsuki 6A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 10 4 22 -6 -7 0 - Strike

Can cancel into B, C, or S on hit or block


Slide
FS L.png+FS A.png
FS Setsuki 4A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 14 13 8 0 -1 5 - Strike

-


Ninja-Port
FS B.png
FS Setsuki 5B.png
Dash
FS Setsuki 5B 2.png
Kick
FS Setsuki 5B 3.png
Throw
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Dash 1 14 7 26 -20 -27 -14 Fully Invincible Strike

Has no pushbox, frames 6-14 and 22-42 invincible. Will immediately go into Kick followup. If button is held, will go into Throw followup instead.

FS B.png 1 7 26 - KD -12 KD Fully Invincible Strike

Invulnerable frames 3-12

Hold FS B.png 1 17 3 32 KD - KD - Command Throw

-


Starlight Tumbler
FS C.png
FS Setsuki 5C.png
Tumble
FS Setsuki 5C 2.png
Throw
FS Setsuki JA.png
Divekick
FS Setsuki JB.png
Kunai
FS Setsuki JC.png
Flying Fox
FS Setsuki JS.png
Parry
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Stance - 35 - - - - - - -

First 13f invincible to projectiles. Can cancel into [C], C.A, C.B, C.C, or C.S. Cancelling into C gives 12f projectile invinicbility, [C] gives 11

Hold FS C.png 1 19 11 26 KD - KD - Command Throw

-

FS A.png 1 27 16 2 7 4 12 - Strike

Only one angle

FS B.png 1 27 P 24 7 4 12 - Projectile

Only one angle

FS C.png 1 20 8 22 -9 -10 -3 - Strike

-

FS S.png 1 12 45 16 - - - - Parry

Performs Surprise Gift with 12 frames of startup added.


Throw
FS T.png
FS Setsuki T.png
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Forward 1 3 4 16 KD - KD Knockdown Throw

Forward Throw.

Back 1 3 4 16 KD - KD Knockdown Throw

Back Throw.


Esper Dash
FS S.png
FS Setsuki 5S.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 0+7 10 28 KD -18 KD Fully Invincible Strike

Frames 8 - 25 invincible.

Air

Divekick
FS A.png
FS Setsuki JA.png
Neutral
FS Setsuki JA 2.png
Back
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 7 20 4 9 7 13 - Strike

Strong Divekick with good priority, the back version can be used to land short or to hit as late and close as possible.


Kunai
FS B.png
FS Setsuki JB.png
Kunai Throw
FS Setsuki JB 2.png
Neutral Kunai
FS Setsuki JB 3.png
Back Kunai
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 20 P 23 P P P - Projectile

Kunai can be destroyed with non-projectile moves.


Flying Fox
FS C.png
FS Setsuki JC.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 8 20 22 -21 -22 -16 - Projectile

Can cancel into j.A, j.B, or j.bC, and can be followed up in the air with any aerial move after active frames end, a second j.C loses this property


Surprise Gift
FS S.png
FS Setsuki JS.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 0 45 16 - - - - Parry

Counters strikes and tiles, puts Setsuki in invisible state for 5s or until she is hit. After a successful counter, setsuki may hold back or forward to appear on that side of the opponent.

Combos

Basic

FS J.png+FS C.png, FS A.png(Divekick), FS A.png > FS S.png (4 damage, Knockdown)

Counterhit

FS A.png, FS A.png > FS B.png (3 damage)
FS L.png+FS A.png, FS R.png+FS A.png > FS B.png (2 damage, on late hit)

Airborne Opponent

FS B.png (Kick version), FS S.png (2 damage)
(FS C.png > FS C.png), FS A.png (2 damage)

Advanced

FS L.png+FS A.png, FS S.png (2 damage, Knockdown)
FS J.png+FS C.png, FS L.png+FS A.png(Back Divekick), FS R.png+FS A.png > FS B.png (4 damage)

  • Note that FS S.png can replace FS B.png in any Combo for a safer combo and a Knockdown.
  • Kunai can be added at the start of most jump in combos for extra damage

Strategy

General

Setsuki's basic strategy is to get in on the opponent with a combination of walking forward and her strong FS J.pngFS A.png (or the more passive FS J.pngFS B.png and walk in quickly underneath it) then use her mixup game to confuse/bait/exploit.

It cannot be overstated how important it is to learn to quickly and carefully walk forward at an opponent. You will be forced to react quickly to block pokes trying to keep you out but it is the safest and least reactable method.

Her mixup game is strongest standing close to a knocked down opponent, with the following primary options:

  • FS A.png - Best used when an opponent is going to try to jump out, counterhit allows second A to combo
  • FS T.png - Useful for catching inveterate blockers and opponents who attempt a slow or non-invulnerable reversal
  • FS C.pngFS A.png - Decently good option as opponents rarely expect it, typically beats jump outs and leaves you with decent advantage if blocked
  • hold-FS C.png - At the right distance and timing, this can dodge Grave gC/gS & Jaina gC, but a good guess from an opponent is 3 dmg to you
  • hold-FS B.png - This option is particularly easy to react against, you take 3 dmg when jumped, but it can counterhit an opponent attempting to counter-poke you

peppered with rarer alternatives:

  • FS J.pngFS A.png - Modest oki option as your hitbox and post-hit advantage are good.
  • FS J.pngFS B.png - Kunai followed by a delay throw or another pressure option is reasonable if your opponent is unlikely to reversal, but some characters can escape entirely
  • FS C.pngFS C.png - This option is quite good to beat jump outs but loses to many other things.
  • FS J.pngFS C.png - Pretty weak oki option but if your opponent gets hit by it you land a lot of damage.

This is not an exhaustive list but covers the basic options in close neutral or from oki.

Once in, Setsuki wants to knockdown the opponent then pressure with a mixup option that minimizes her risk and punishes the opponent's attempt to escape or reversal. Conditioning the opponent to do something and then punishing it is Setsuki's secondary level of strategy, where you put the opponent in a mixup mixup.

While you are learning Setsuki, do not rely on FS B.png, as tempting as it may be. FS B.png is punishable on block (with FS T.png or FS A.png) by all characters at almost all spacings. FS B.png should be used very sparingly to punish mid-range projectiles on reaction.

Guides

Aphotix guide: https://docs.google.com/document/d/1nVdWoyd4S3Ta6ACE_5p7E3E0963sHO9woq0t_SR4xgQ/edit

Matchups

Name Type Matchup Strategy
Argagarg
FS icon Argagarg.png
Zoner -
DeGrey
FS icon DeGrey.png
Wild Card -
Geiger
FS icon Geiger.png
Zoner -
Grave
FS icon Grave.png
Zoner -
Jaina
FS icon Jaina.png
Zoner -
Lum
FS icon Lum.png
Wild Card -
Midori
FS icon Midori.png
Grappler -
Onimaru
FS icon Onimaru.png
Wild Card -
Quince
FS icon Quince.png
Wild Card -
Rook
FS icon Rook.png
Grappler -
Setsuki
FS icon Setsuki.png
Rushdown -
Valerie
FS icon Valerie.png
Rushdown -


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