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Fantasy Strike/Setsuki
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Under Construction
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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
|
---|
Dash Kick Throw
|
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Tumble Throw Divekick Kunai Flying Fox Parry
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Air
Neutral Back
|
---|
Kunai Throw Neutral Kunai Back Kunai
|
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Combos
Basic
+
,
(Divekick),
>
(4 damage, Knockdown)
Counterhit
,
>
(3 damage)
+
,
+
>
(2 damage, on late hit)
Airborne Opponent
(Kick version),
(2 damage)
( >
),
(2 damage)
Advanced
+
,
(2 damage, Knockdown)
+
,
+
(Back Divekick),
+
>
(4 damage)
- Note that
can replace
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 (or the more passive
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:
- Best used when an opponent is going to try to jump out, counterhit allows second A to combo
- Useful for catching inveterate blockers and opponents who attempt a slow or non-invulnerable reversal
- Decently good option as opponents rarely expect it, typically beats jump outs and leaves you with decent advantage if blocked
- hold-
- 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-
- 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:
- Modest oki option as your hitbox and post-hit advantage are good.
- 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
- This option is quite good to beat jump outs but loses to many other things.
- 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 , 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.
Guides
Aphotix guide: https://docs.google.com/document/d/1nVdWoyd4S3Ta6ACE_5p7E3E0963sHO9woq0t_SR4xgQ/edit
Matchups