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Setsuki is a diligent student and excels at one of the key virtues of the Fox's Den: speed.
|Health||Character Type||Super Meter charge time|
Setsuki has the best mobility in the game as well as the most varied mixups but has bad defensive options, especially against jump ins.
Can cancel into Super.
- Note that can replace in any Combo for a Knockdown.
- Kunai can be added at the start of most jump in combos for extra damage
Setsuki's basic strategy is to get in on the opponent with her strong (or and walk in quickly underneath it) then use her mixup game to confuse/bait/exploit. Her primary mixup is between , , hold-/hold- peppered with and . Once in, Setsuki wants to knockdown the opponent, set up a meaty kunai ( and follow up 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 , as tempting as it may be. is punishable on block (with or ) by all characters at almost all spacings. should be used very sparingly to punish mid-range projectiles on reaction.