Under Night In-Birth/UNI2/Seth
Under Construction
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Story
Seth is a young warrior of the Night Blade who has earned the title of Assassin.
In order to save Princess Linne, he defeated Hilda with his legendary weapon, the Blade of Judgment.
Some time later, Linne's older brother Kuon appears.
He and his sibling bear the Power of Sealing--a curse left behind by the Night Blade of ages past.
As a member of the modern-day Night Blade, Seth has had one purpose since childhood: to relieve the siblings of their duties as keepers of the curse.
Seth has already received Linne's Power of Sealing; in order to recover the remaining one from Kuon, Seth sets out into the Night...
“ |
Princess of the Night Blade... |
” |
Gameplay
Seth is a speedy glass cannon who excels at close-range combat that is all about getting in by using his diverse movement options and independent orb projectile. Once he gets a hit, he can convert quickly into a knockdown, setting up his dangerous okizeme that can quickly overwhelm an opponent’s defenses.
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
9500 | 5A > 5B > 5C~C > 623A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
740 | -790 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
7 | 3500 | 200 | 4500 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 31 37 Aerial |
-59900 -83487 Aerial |
1~7 Full 8~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
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Vorpal Trait |
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Frame Data Help | |
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Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
170 | Mid | 5 | 2 | 12 | -2 | N, SP, EX, CS | Strike |
- Fast with a great vertical hitbox giving it strong anti-air uses. Can hit-confirm with 3C against high airborne opponents to convert into combo.
- Good cancel window coupled with smart steer staggers, making it an important stagger tool.
- Short horizontal range coupled with 5F startup makes it good for rebeat pressure.
- Is a slightly better starter than 2A for combo purposes, making it the go-to for 5F punishes.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
415 | Mid | 7 | 3 | 15 | -4 | N, SP, EX, CS | Strike |
- Now has a stagger window similar to 2B
- Bigger than 2B, making it an essential tool to use in block strings with its new stagger window.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
26 | /Data#5B |
5C
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
5C | 350 | Mid | 10 | 4 | 17 | -9 | N, SP, EX, CS | Strike |
- Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.
- Very good stagger window coupled with surprisingly low blockstun allows 5C to be great for frametraps. A staple for Seth pressure.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
5CC | 388 | Mid | 4 | 4 | 21 | -7 | SP, EX, CS | Strike |
- Can be whiff-cancelled into from 5C and also staggered into from 5C on block.
- Can't cancel into other normals, forcing you to special cancel to make it safe.
- There is a gap between 5C and 5CC that can be used to frame trap, the timing for this is important to learn.
- Can be a very committal button to press as it is unsafe on block and opponents can attempt to punish cancel options.
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
140 | Low | 5 | 2 | 12 | -2 | N, SP, EX, CS | Foot |
- Seth's fastest low which possesses a great stagger window making it a staple for pressure.
- Can be chained into itself, up to 3-4 2A's before being pushed away on block.
- Has a large amount of hitstun, making hitconfirms possible even with multiple delayed 2A's.
- Deceptively long horizontal range for a 2A.
- Good for rebeat whiff pressure alongside 5A.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
410 | Low | 6 | 3 | 13 | -4 | N, SP, EX, CS | Foot |
- One of the fastest B buttons in the game. A low with only 6 frames of startup and slightly better range than 2A.
- Has a great stagger window making it great for pressure. It's now -4 instead of -2 but still a fairly safe yet threatening no-cancel option.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
23 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
543 | Low | 8 | 2(2)2 | 17 | -1 | N, SP, EX, CS | Foot |
- Fast sweep that hits low twice. Allows you to cancel on any of the two hits.
- Important combo tool, as it is the only normal that lifts the opponent off the ground besides 3C.
- Very safe on block.
- Large amount of blockstun makes it impossible to frametrap afterwards aside from delayed special-cancelled 623B.
- Seth can hitconfirm 2C(2) as a starter after it has recovered with 5B or 66B if close enough.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#2C |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
140 | High, Air Shield | 8 | 4 | 12(2) | Varies | N, SP, EX, CS | Strike, Head |
- Great, quick air-to-air normal that can confirm into a full combo on both standing and airborne opponents.
- Retracts Seth's hurtbox at the foot.
- Good move to whiff before landing to reduce landing recovery.
- Has a lot of use defensively, granting high reward against throw attempts while also being a part of some throw OSes themselves, such as 191A~D.
- Hits standing oppponents if done rising, apart from Linne and Mika.
- If done early in a jump, Seth can recover and become actionable before landing.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
23 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
410 | High, Air Shield | 10 | 3 | 18(3) | Varies | N, SP, EX, CS | Strike, Head |
- Covers both in front and behind him as a decent horizontal hitbox that can still hit crouchers on the way down.
- Significantly plus when done while falling. No longer plus on shield at some heights but can be made +0 at best.
- Good as an air-to-air for when j.A will not reach.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
510 | High, Air Shield | 0 | 12 | 3 [18(4) on landing |
- | N, SP, EX, CS | Strike, Head | Varies |
- Good vertical hitbox for air-to-ground attacks, making it the normal of choice to use after grounded assault.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#jC |
Unique Actions
6C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
600 | High | 28 | 1 | 16 | -8 | SP, EX, CS | Strike | Foot Invul frames 15~28 |
- Easily reactable overhead due to Seth's jump animation but is relatively safe to throw out for calling out crouch shields and throw techs as it has a wide selection of cancel options.
- Can be cancelled early while still airborne into aerial movement and air specials, and cancelled upon landing into grounded specials.
- Most common combo ender that can set up orb oki by providing a hard knockdown.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
44 | /Data#6C |
3B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
430 | Mid | 10 | 4 | 18 | -4 | SP, EX, CS | Strike | Head Invul frames 8~13 |
- Can be used to anti air throw OS, but generally not worth using instead of 3C because it has a worse hitbox and reward than 3C while having the same startup and head invul frames.
- Less commitment than 3C due to slightly better horizontal coverage and less recovery frames.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
31 | /Data#3B |
3C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
590 | Mid | 10 | 3 | 27 | -9 | SP, EX, CS | Strike | Head Invul frames 8~12 |
- Seth's best vertical anti air hitbox, with great reward on hit.
- Poor horizontal hitbox coupled with high whiff recovery means this move must be used carefully.
- Launches the opponent on hit if they're grounded.
- The normal of choice for anti-air OS'ing (3C~AD) due to its' speed, vertical hitbox and head invuln.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
39 | /Data#3C |
j.6C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
510 | High, Air Shield | 26 | 6 | 17 | -9 | SP, EX, CS | Head |
- Important combo tool for the basic combo route, not used often outside of combos.
- Very high recovery if whiffed, making it easy to punish.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
44 | /Data#j6C |
j.2C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
420 | Mid, Air | 9 | Until landing | -13 | -1 | SP, EX, CS | Head |
- Fairly safe. Seth bounces off the opponent after connecting with it and remains actionable unless shielded. Seth's aerial drift can be influenced after the bounce.
- Can be used like a fastfall at a different trajectory than j.22.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
22 | /Data#j2C |
j.22
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j.22 | Total descent (varies) + 12 | - | CS |
- Quintessential fastfall. Staple movement option with versatile use in neutral, offense and combos.
- Can be cancelled on the 2nd frame after landing into either of the two followups.
- Usage is not completely free: has a fair amount of recovery frames which can make it risky and punishable. Also means fastfall 2A is not a real high-low option, however important for punishing people trying to stand-shield.
- Fast fall can also be inputted as 2A+B.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j.22~6X | Mid | 16 | - | -11 | SP, EX, CS |
- Kick followup, commonly abbreviated as FFK (Fastfall kick) can only be done at a certain range, which is extended with Seth's vorpal trait. If input outside this range, Seth's fastfall recovery greatly increases to 23 frames and the kick followup does not work.
- Can be blocked either direction.
- Very strong, threatening, air unblockable offensive tool making it commonplace in Seth blink pressure.
- If the opponent is in the corner, Seth will not switch sides.
- Can now be cancelled into normals on hit, however must be special-cancelled to be safe on block.
- A common method of inputting this is use 2A+B for fast fall and while holding A+B you input 6.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j.22~4X | Total 16 (23) | - | SP, EX, CS |
- Followup can only be done at a certain range, which is extended with Seth's vorpal trait. If input outside this range, Seth's fastfall recovery increases to 23 frames and the followup does not work.
- Although the animation is similar to 214x~A, it lacks a parry hitbox and moves Seth a shorter distance.
- Can be special cancelled after startup like 214x~A.
- Steals the corner from the opponent unlike j.22~6x when used against a cornered opponent.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j.22 | descent (varies) + 12 | /Data#j.22 | ||||
j.22~6X | /Data#j.22~6X | |||||
j.22~4X | 16 (23) | /Data#j.22~4X |
j.22~6X :
j.22~4X :
j.44
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
-22 | - |
- Is actionable very early, making it an important movement option that can quickly be chained into others such as fastfall, assault, air normals or special moves.
- After the backdash, Seth's aerial drift can be influenced with 4 or 6 as he falls.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#j44 |
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
608 | Mid | 7, 13 | 2(4)4 | 14 | -2 | SP, EX, CS | Strike |
- Pulls the opponent in on the second strike.
- Great range for its speed, giving it a lot of midrange functionality in pressure and neutral.
- Being reasonably safe on block and special cancellable allows pressure resets on block if respected.
- Commonly used in combos to do more overall damage when the first hit is cancelled into a special, due to it's fast startup and high hitstun.
- Great option to use after no cancelling/rebeating 2C.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#66B |
66C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
690 | Mid | 11 | 4 | 16 | -10~-5 | SP, EX, CS | Strike |
- Covers a ton of space while moving with a large horizontal hitbox around him.
- Allows Seth to pass through the opponent if done close enough.
- Sends the opponent forward quickly on hit, causing a wallslam in most cases.
- Makes Veil Off and some reversals whiff when done against an opponent on wakeup midscreen.
- Frame traps into 623X, however mashable if the opponent shields the 623X or the 623X is delayed too much.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#66C |
Universal Mechanics
B+C
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
B+C | Total 29 | - |
- Alters Seth's next 236x/j.236x used, setting them further from Seth.
- A planted orb charged by force function cannot be destroyed by hitboxes unless Seth himself is hit. 236C/j.236C are an exception: They can always be hit.
- The buff goes away when Seth is hit or techs a throw.
- An orb charged by force function has a separate stun property from a normal orb, allowing you one stun from a normal orb and a charged orb each in a combo.
- An orb charged by force function also does slightly more damage. Including the C versions.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
[B+C] | Total 38 | - |
- The subsequent orb will have significantly shorter startup before firing.
- 236C/j.236C will fire directly from Seth's hand when enhanced by [FF].
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 29 | /Data#B+C | ||||
[B+C] | 38 | /Data#[B+C] |
[B+C] :
2B+C
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
2B+C | 810 | Mid, Air | 30 | - | -3~+20 | CS, EX | Projectile |
- Has a very small hitbox.
- Disappears once the after a set amount of time, the opponent blocks it, or the opponent gets hit by it.
- Has a vacuum effect that will slowly drag the opponent towards it while blocking.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
jB+C | 810 | Mid, Air | 25 | - | - | Projectile |
- Whiffs on crouchers if done at TK height (i.e. after TK j236B).
- Currently doesn't have anything to stop opponents from standing when this is set as Seth takes a bit to recover.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
2B+C | /Data#2B+C | |||||
jB+C | /Data#jB+C |
jB+C :
66B+C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1152 | High, Air Shield | 35 | - | -10 | SP, EX, CS | Strike |
- First hit is an overhead. Only able to cancel once Seth finishes his final slash and lands on the ground.
- Can be special cancelled even on shield.
- Frame traps into 623X, 623B being one of his best starters making it risky for opponents to press after blocking.
- Even though Seth is teleporting behind the opponent, the move has cross up protection which means you do not need to swap directions to block it.
- Seth will not cross up if the opponent is cornered.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#66B+C |
Throw
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1575 | Unblockable | 4 | 1 | 22 | +18(On hit) | Throw | Throw |
- Difficult to meaty after a throw midscreen if the opponent backtechs. Therefore it is usually advised to simply set an orb and return to neutral.
- It is possible to chase a backtech with dash 623A CS, 623B CS or a well-timed 66C.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
26 | /Data#A+D |
Smart Steer Ender
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
Mid | - | -4 | (EX) (only IW or IWEXS), CS | Strike |
- Mainly used to combo into CVO/IW/IWEX or to potentially win the vorpal cycle.
- Has to be cancelled from a normal (including dash normals).
- You gain 1 GRD if you use it early in a combo, but lose 1 GRD if you use it later in a long combo.
- After using this move the opponent will always be put into a forced hard knockdown state similar to throw.
- Can combo into IW/IWEX even if no ground/wall bounces remain.
- Does not cross up if the opponent is cornered.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Knockdown | /Data#5A+B |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236A | 810 [FF: 930] | Mid, Air | Orb Set: 35, Orb Firing: 105, [Charged FF: 65] | Total 35 | - | Projectile |
- About a second after it is placed, the orb will shoot a fast moving projectile straight towards the opponent's current location.
- The projectile only travels in a straight line and can be dodged by moving out of the line of fire after the projectile has homed and/or while it is travelling.
- The orb can be destroyed before it becomes active by hitting it and/or Seth. It can be destroyed starting on frame 45, or 10 frames after Seth is able to move from startup recovery.
- Explanation of how cross up protection works for Seth orbs in UNI2
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236B | 810 [FF: 930] | Mid, Air | Orb Set: 35, Orb Firing: 105 [Charged FF: 65] | Total 35 | - | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236C | 1466 [FF: 1685] | Mid, Air | Orb Set: 53, Orb Firing: 111 [Charged FF: 31] | Total 53 | - | Projectile |
- Versatile tool that can be used in neutral, okizeme and unblockable setups.
- No longer persists if Seth himself is hit.
- Can always be destroyed if the orb itself is hit.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j.236A | 810 [FF: 930] | Mid, Air | Orb Firing: 117 [Charged FF: 77] | [9 on landing] |
- | Projectile |
- This version will always turn Seth towards the opponent, meaning that some special inputs may change due to the direction change.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j.236B | 810 [FF: 930] | Mid, Air | Orb Firing: 118 [Charged FF: 78] | [9 on landing] |
- | Projectile |
- Because this version does not modify the direction Seth faces after placing the orb, specials like j.214X can be used to create distance from the opponent as they do not track.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j.236C | 1466 [FF: 1685] | Mid, Air | Orb Set: 50 Orb Firing: 137 [Charged FF: 47] | [10 on landing] |
- | Projectile |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 35 | /Data#236A | ||||
236B | 35 | /Data#236B | ||||
236C | 53 | /Data#236C | ||||
j.236A | /Data#j.236A | |||||
j.236B | /Data#j.236B | |||||
j.236C | /Data#j.236C |
236B :
236C :
j.236A :
j.236B :
j.236C :
623X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
623A | 810 | Mid, Air | 12 | 8 | 21 | -7~-2 | EX, CS | Strike |
- Both A and B versions are a great tool to use with CS in pressure, as it provides an on-demand frametrap which leads to a damaging confirm.
- Also a solid option with CS in neutral as one of his best ways to cover the mid-to-longrange and start pressure.
- Autopiloting into a 2A if this hits can convert a stray hit into a full combo if the opponent delays their tech.
- At some spacings, Seth is able to convert a counter hit into a full combo without the opponent delay teching.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
623B | 810 | Mid, Air | 15 | 9 | 25 | -12~-6 | EX, CS | Strike |
- Can be converted into a combo without resources, unlike 623A which is not always possible.
- Unsafe on block, recommended to use with CS if 623B will place you close to the opponent to remain safe.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
623C | 2075 | Mid, Air | 11 | 7 | 32 | -17~-11 | CS | Strike | 1-13 Full |
- Very high minimum damage and large frame advantage on knockdown make 623C a fantastic use of meter as a combo ender, especially with the okizeme it provides at the corner.
- Can chain shift on hit for a full conversion.
- Placing a TK j.236B after this ender will leave you at most +4, meaning that mid-screen okizeme is essentially nonexistent if you set an orb or if the opponent back techs.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 40 | /Data#623A | ||||
623B | 48 | /Data#623B | ||||
623C | 49 | /Data#623C |
623B :
623C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214A | Total 46 | - | UNQ | 25-29 Full, 13-29 Projectile |
- Can be canceled into the follow-ups of 214X starting from frame 17. Holding a follow-up button will do the follow-up as soon as possible. Follow-up input is accepted until frame 28.
- Projectile invulnerable between frame 13 and 29. If Seth comes into contact with a projectile during this period, 214X follow-ups can track from anywhere on the screen.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214B | Total 36 | - | UNQ | 27-33 Full, 13-29 Projectile |
- Can be canceled into the follow-ups of 214X starting from frame 17. Holding a follow-up button will do the follow-up as soon as possible. Follow-up input is accepted until frame 27.
- Projectile invulnerable between frame 13 and 29. If Seth comes into contact with a projectile during this period, 214X follow-ups can track from anywhere on the screen.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214C | Total 31 | - | UNQ | 25-33 Full, 13-29 Projectile |
- Seth will reface if done close enough that he leaps over the opponent.
- Can be canceled into the follow-ups of 214X starting from frame 17. Holding a follow-up button will do the follow-up as soon as possible. Follow-up input is accepted until frame 25.
- Projectile invulnerable between frame 13 and 29. If Seth comes into contact with a projectile during this period, 214X follow-ups can track from anywhere on the screen.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 46 | /Data#214A | ||||
214B | 36 | /Data#214B | ||||
214C | 31 | /Data#214C |
214B :
214C :
214X~Y
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214X~A | 1192 | 1 | Total 35 | - | EX, CS |
- Invincibility on the parry was nerfed in UNI2, thus some moves may end up hitting you anyways after a successful parry.
- Follow-up can only be done at a certain range, which is extended with Seth's vorpal trait.
- Recovery can be cancelled into other special moves.
- Can teleport same-side by holding 4 or 1. Otherwise, Seth will teleport to the other side of the opponent.
- Can steal the corner against a cornered opponent.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214X~B | 1 | - | - | EX, CS |
- Follow-up can only be done at a certain range, which is extended with Seth's vorpal trait.
- Can teleport same-side by holding 4 or 1. Otherwise, Seth will teleport to the other side of the opponent.
- Can steal the corner against a cornered opponent.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214X~C | 860 | Mid, Air | 1 / 28 | Total 55 | -8 | EX, CS |
- Primarily only used in combos as it is unsafe on block but can be a very strong pressure reset when combined with chain shift.
- Can potentially catch mash-outs by opponents trying to react to other blinks, leading to immense damage.
- Follow-up can only be done at a certain range, which is extended with Seth's vorpal trait.
- Can force the initial slash same-side by holding 4 or 1. Otherwise, Seth will teleport to the other side of the opponent.
- The second hit of 214x~C will only stun once per combo.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214X~8 | 600 | High, Air | 14 / 28 | - | -8 | EX, CS |
- Versatile combo tool present in many routes and enders.
- Can force the drop kick same-side by inputting with 7x. Otherwise, Seth will drop kick from the other side of the opponent.
- Can bait Veil Off with the use of CS.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214X~A | 35 | /Data#214X~A | ||||
214X~B | /Data#214X~B | |||||
214X~C | 55 | /Data#214X~C | ||||
214X~8 | /Data#214X~8 |
214X~B :
214X~C :
214X~8 :
j623X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j623A | 810 | Mid, Air | 11 | [14 on landing] |
- | N, EX, CS | Strike |
- Requires and uses your air assault, although it can still be used while GRD broken.
- Whiff recovery can be cancelled into air movement (air backdash, fastfall, special moves, etc.). Otherwise, Seth is helpless until landing.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j623B | 810 | Mid, Air | 15 | [14 on landing] |
- | N, EX, CS | Strike |
- Requires and uses your air assault, although it can still be used while GRD broken.
- Actionable on whiff unlike the A version, allowing the usage of air normals afterwards or shield in addition to standard air options before landing.
- On hit, opponents are in an untechable state until they essentially hit the ground, making it a very useful combo tool if the opponent is very high in the air.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j623C | 1860 | Mid | 8 | [18 on landing] |
- | CS | Strike | 1-15 Strike |
- Has anti-air uses in neutral, although it can be risky if it whiffs.
- Can be cancelled with CS for a full conversion.
- Seth does not get much oki, if any at all, on hit.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j623A | /Data#j623A | |||||
j623B | /Data#j623B | |||||
j623C | /Data#j623C |
j623B :
j623C :
j214X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j214a | 732 | Mid, Air | 9 | [29 on landing] |
-11 | SP, EX, CS | Head |
- Important offensive movement option that covers a great angle, but has high recovery on whiff.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j214B | 1450 | Unblockable | 30 | [27 on landing] |
- | CS | Throw |
- Used in conjunction with orb(s) to guarantee the attack lands. The opponent can still escape if they have the 100 meter to guard thrust when put into blockstun by the orb.
- Can cancel with CS on hit for a full conversion. No longer able to convert off of an orb hitting after the unblockable hits unless CS is expended.
- For a short time after the opponent is waking up or coming out of blockstun, j.214B will whiff, even when they are grounded.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j214C | 1810 | High | 8 | [29 on landing] |
-6 | Strike | 1~Landing Full |
- Powerful option as a response to common anti-air counterplay against Seth.
- Can cancel with CS on clean hit for a full conversion.
- Can combo off of single hit without further resources.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j214a | Strike | /Data#j214a | ||||
j214B | /Data#j214B | |||||
j214C | /Data#j214C |
j214B :
j214C :
632146X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
632146A | 725 | 6 | 1 | 27 | - | CS | Throw | Throw invul frames 7~9 |
- Knocks down and provides enough frame advantage to set an orb.
- Can combo off of it with CS on hit, or into IW/IWEX if in CVO state.
- An orb can hit during the command grab for extra damage and hit stun duration, however a combo is still not possible without the resources mentioned above.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
632146B | 1204 | 8 | 1(1)2 | Total 30 | - | Throw | Head/Dive invul frames 1~9 |
- Great starter and gets you a combo afterwards.
- Head invuln starting from frame 1 gives it anti-air uses, particularly in post-CS situations where the opponent is airborne and in range.
- Sees a lot of use in combos in situations where you want to expend meter for extra damage.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
632146C 100 EXS |
1393 | 6 | 1(1)2 | 28 | - | SP, EX, CS | Throw | Fully Invul frames 1~7 |
- Leaves the opponent standing, allowing for resets when used late in a combo.
- Great minimum damage and easy follow-up into j.214A afterwards gives it use in CVO routes.
- Opponent can react with an assault or jump on the super flash for a counter hit punish.
- Damage as a starter has been nerfed, but being able to do a combo provides a lot more flexibility as a reversal compared to 623C.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
632146A | 33 | /Data#632146A | ||||
632146B | 30 | /Data#632146B | ||||
632146C | 37 | /Data#632146C |
632146B :
632146C :
Super Moves
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
3269 | Mid | 8 | 34 | 10 | -21 | Strike | Fully invul frames 1~16, Throw invul frames 17~46 |
- Has a highly advantageous knockdown, allowing Seth ample time to set up okizeme off of it.
- Air unblockable as of UNI2
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
56 | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
3780 | All | 1+14 | Total 67 | -25 | Strike | 1~26 Full |
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
67 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C | 5A/2A | -7 |
2C | 5A/2A | -1 |
5B | 5A/2A | -3 |
2B | 5A/2A | -3 |
3B | 5A/2A | -1 |
3C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|
Videos
External Links
- UNI2 Seth BNB Guide by SploogieMcNoodle: Extensive combo guide with visuals on crucial concepts.
- Having trouble with the tk 623B Combo?: Read the FAQ section of this document made by Serchiot
- Very Quick, Short, Brief, and Concise Seth Guide by Klasfer: Quick start with a basic overview designed to get players started.
- UNIST 3.20 Seth Beginner Guide by Brett: Outdated ST guide pending CLR revision, but still relevant for gameplay tips, move descriptions and combo help included in this page.
- Ohittou's youtube channel where he streams almost daily (subject to change).