Under Night In-Birth/UNI2/Seth

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Uni2 profile seth.png

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...
Have I grown strong enough to protect you?

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
  • Close-Range Fighter: Amazing close-range normals with great startup, recovery and frame-advantage. Strong for offense and defense.
  • Neutral: One of the best characters in neutral due to his air mobility, fast run speed, an independent tracking projectile which does not go away when Seth blocks, and huge gap closing moves.
  • Conversion Ability: Able to convert any stray hit into a full combo, doing massive amounts of damage on almost any starter. Seth combos are very flexible in that you can usually bring your opponent to the corner as he is easily able to choose with direction to combo.
  • Mix-up/Strike Throw Game: Has access to a fast command throw, unblockable setups, high damaging cross-ups, and a vast library of okizeme options. He also has a very strong strike/throw game as his normals have great stagger windows and frame-advantage which can lead to ambiguous pressure.
  • Defensive Options: High reward off of most defensive options. Has a metered reversal for most situations including an invincible air to ground reversal.
  • Fragile: Lowest health in the game.
  • Small Effective Range: Has difficulty threatening opponents beyond his 5B/2B range, making challenging characters that have far reaching normals faster than his 5C difficult.
  • Mid-Screen Okizeme: Unable to get a safe/resourceless meaty on a midscreen knockdown from 623C or throw, although usually plus enough to set an orb for an advantage when resetting back to neutral. Thus sometimes damage must be sacrificed in order to maintain pressure versus characters with strong neutral.

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
  • Can air backdash by inputting 44 while aerial.
  • Backdash puts Seth airborne (Hold 1/2/3 to stay grounded). Can alter falling trajectory with 4 and 6.
  • Can drop quickly to the ground by inputting j22 or j2A+B while aerial.
Vorpal Trait
  • 214X~A/B/C and j.22~4/6x have their activation range increased.
Frame Data Help
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
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
170 Mid 5 2 12 -2 N, SP, EX, CS Strike
Short, quick cut in front of Seth.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
415 Mid 7 3 15 -4 N, SP, EX, CS Strike
Seth slashes horizontally in front of him.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5C 350 Mid 10 4 17 -9 N, SP, EX, CS Strike
Seth steps forward with a downwards slash.
  • 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
Seth lunges forward again, stabbing his knife in front.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 30 /Data#5C
5CC 28 /Data#5CC
5C :

5CC :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 Low 5 2 12 -2 N, SP, EX, CS Foot
Seth extends his leg for a short kick in front of him.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
410 Low 6 3 13 -4 N, SP, EX, CS Foot
Seth extends forward with his knife, slashing his front.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
543 Low 8 2(2)2 17 -1 N, SP, EX, CS Foot
Seth sweeps both legs ahead of him like a flare, supporting himself with his hands.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
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
Seth extends his leg for a downwards kick.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 /Data#jA
jA :


j.B
jB
jB
Hitboxes Off
Hitboxes On
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
Seth slashes around him with both of his knives.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
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
Seth does a somersault, slashing under him with both of his knives.
  • Good vertical hitbox for air-to-ground attacks, making it the normal of choice to use after grounded assault.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jC
jC :

Unique Actions

6C
6C
6C
Hitboxes Off
Hitboxes On
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
Seth turns and jumps forward with an axe kick.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
44 /Data#6C
6C :


3B
3B
3B
Hitboxes Off
Hitboxes On
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
Seth turns his back to the opponent and stabs over his shoulder.
  • 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.
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31 /Data#3B
3B :
3C
3C
3C
Hitboxes Off
Hitboxes On
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 steps up with an uppercut slash.
  • 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.
[Show/Hide Additional Data]
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39 /Data#3C
3C :
j.6C
j6C
j6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
510 High, Air Shield 26 6 17 -9 SP, EX, CS Head
Same animation as 6C, but moves Seth further ahead and can go over opponents.
  • Important combo tool for the basic combo route, not used often outside of combos.
  • Very high recovery if whiffed, making it easy to punish.
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44 /Data#j6C
j6C :
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
420 Mid, Air 9 Until landing -13 -1 SP, EX, CS Head
Seth extends his leg and falls down with a divekick.
  • 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.
[Show/Hide Additional Data]
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22 /Data#j2C
j2C :
j.22
Rapid Descent
急降下
j22
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j.22 Total descent (varies) + 12 - CS
Seth, in a blur, drops quickly straight down to the ground.
  • 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
Seth teleports to the other side of his opponent and launches them with a kick.
  • 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
A dark flash appears and Seth teleports behind the opponent.
  • 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.
[Show/Hide Additional Data]
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 :

j.22~6X :

j.22~4X :

j.44
Air Backdash
空中バックダッシュ
j(44)
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
-22 -
Seth does a backflip in the air into a cannonball, dashing backwards.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#j44
j44 :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
608 Mid 7, 13 2(4)4 14 -2 SP, EX, CS Strike
Seth dashes in with a knee strike and slashes horizontally ahead of him.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
690 Mid 11 4 16 -10~-5 SP, EX, CS Strike
Seth lunges forward, sliding through and stabbing in front of him.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#66C
66C :

Universal Mechanics

B+C
Abyssal Geometry
淵侵のジオメトリー
B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C Total 29 -
Seth covers his head as shadows close in on him. Can be charged.
  • 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 -
IC Force Function, retains aforementioned properties with extra effects:
  • The subsequent orb will have significantly shorter startup before firing.
  • 236C/j.236C will fire directly from Seth's hand when enhanced by [FF].
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 29 /Data#B+C
[B+C] 38 /Data#[B+C]
B+C :

[B+C] :

2B+C
Gloomy Invitation
冥闇のインバイト
2B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2B+C 810 Mid, Air 30 - -3~+20 CS, EX Projectile
Seth places a big orb in front of him.
  • 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
Similar to 2B+C but done in the air.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2B+C /Data#2B+C
jB+C /Data#jB+C
2B+C :

jB+C :

66B+C
Massacring Instinct
殺戯のインスティンクト
66B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1152 High, Air Shield 35 - -10 SP, EX, CS Strike
Seth teleports behind the enemy and slashes at their head.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#66B+C
66B+C :
Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1575 Unblockable 4 1 22 +18(On hit) Throw Throw
Seth grabs the opponent and slashes them away with a rising uppercut.
  • 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.
[Show/Hide Additional Data]
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26 /Data#A+D
A+D :
Smart Steer Ender
Smart Steer Ender
Requires 1 GRD on longer combos
5A+B
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
Mid - -4 (EX) (only IW or IWEXS), CS Strike
Seth teleports behind the opponent and performs a series of slashes.
  • 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.
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Knockdown /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
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45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
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
Universal reversal that blows the opponent back on hit.
  • 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
Cancels an action and launches the opponent high into the air on hit.
  • 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.
[Show/Hide Additional Data]
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 :

A+B+C (during a move):

Special Moves

236X
Captive Segment
縫縛のセグメント
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
Seth places an orb a short distance forward close to the ground. Orbs are quintessential to Seth's gameplan, important to all aspects of his game including neutral, pressure, okizeme and combos.
  • 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
Same as the A version, but sets the orb at eye level.
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
Places the orb in front of Seth ~45 degrees upwards. Fires three shots instead of one.
  • 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
Places the orb in front of Seth ~45 degrees downwards while displacing Seth slightly backwards.
  • 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
Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.
  • 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
Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.
[Show/Hide Additional Data]
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
236A :

236B :

236C :

j.236A :

j.236B :

j.236C :

623X
Dual Piercing Vengeance
双鈎のヴェンジェンス
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 810 Mid, Air 12 8 21 -7~-2 EX, CS Strike
Seth does a short and quick thrust forward.
  • 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
Same as the A version, but slower startup and travels slightly further. Launches the opponent on hit.
  • 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
Seth's main reversal which covers a long horizontal distance.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 40 /Data#623A
623B 48 /Data#623B
623C 49 /Data#623C
623A :

623B :

623C :

214X
Vanishing Confusion
消失のコンフュージョン
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A Total 46 - UNQ 25-29 Full, 13-29 Projectile
Seth runs forward and phases out.
  • 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
Leaps and phases out diagonally upwards.
  • 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
Leaps diagonally upwards at a sharper angle than the B version.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 46 /Data#214A
214B 36 /Data#214B
214C 31 /Data#214C
214A :

214B :

214C :

214X~Y
214X~A
214X~X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214X~A 1192 1 Total 35 - EX, CS
A dark flash appears and Seth will phase through the opponent. If he comes into contact with any active moves (including projectiles) and the opponent is in range, he will counter it with a slightly more damaging version of his command throw, popping the opponent up and allowing for a conversion. This parry is active from frames 1-10. If the opponent is in hitstun, the move will hit the opponent twice.
  • 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
A dark flash appears and Seth will appear in the air diagonally above the opponent, or above them in the corner. Seth retains all of his air options when he appears in the air (fastfall, backdash, special moves) but cannot use air normals or assault until he lands. If the opponent is in hitstun, the move will hit the opponent once.
  • 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
A dark flash appears and Seth will teleport to the ground, followed by a slash-through that causes a stun on hit. Only has 1f startup if the opponent is in hitstun. When used in combos it becomes a two-hit special with the dark flash, otherwise only the slash-through has a hitbox. The slash-through be blocked both ways.
  • 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
Seth teleports above the opponent with a dark flash and then reappears doing an overhead drop kick. When used in combos it becomes a two-hit special with the dark flash, otherwise only the drop kick has a hitbox.
  • 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.
[Show/Hide Additional Data]
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~A :

214X~B :

214X~C :

214X~8 :

j623X
Dead Space of Intrusion
狭隙のイントルード
j623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j623A 810 Mid, Air 11
[14 on landing]
- N, EX, CS Strike
Seth charges horizontally through the air at a slight upwards angle. Turns Seth around upon contact with an opponent.
  • 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
Same animation as the A version, with slightly slower startup. Does NOT turn Seth around upon contact with an opponent unlike the A version.
  • 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
Same startup animation as the A version. Seth slashes the opponent a number of times before leaping away. Air-unblockable EX Air DP with invulnerability.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j623A /Data#j623A
j623B /Data#j623B
j623C /Data#j623C
j623A :

j623B :

j623C :

j214X
Piercing Penetration
穿通のペネトレイト
j214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214a 732 Mid, Air 9
[29 on landing]
-11 SP, EX, CS Head
Seth dives downward diagonally, catching himself on all fours. Special cancellable on hit or block upon hitting the ground.
  • 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
Same initial animation as the A version, but holds still in the air longer before diving. Unblockable throw that works on enemies in blockstun, cannot hit airborne opponents. If the dive connects while the opponent is in blockstun, the subsequent damage is reduced.
  • 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
Same startup animation as the A version. EX Dive with invulnerability until landing. If the attack connects cleanly, Seth will toss the opponent into the air with a series of slashes. If it connects on the edge of the hitbox, Seth will strike the opponent on landing.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j214a Strike /Data#j214a
j214B /Data#j214B
j214C /Data#j214C
j214a :

j214B :

j214C :

632146X
Transgressing Convict
罪咎のコンビクト
632146X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
632146A 725 6 1 27 - CS Throw Throw invul frames 7~9
Seth grabs the opponent, gets on their back and snaps their neck. Grounded command grab that sideswaps.
  • 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
Same animation as the A version. Grabs airborne opponents instead.
  • 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
Same animation as the A version. Combo-able EX command grab with invincibility frames. Only works on grounded opponents when used outside of combos.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
632146A 33 /Data#632146A
632146B 30 /Data#632146B
632146C 37 /Data#632146C
632146A :

632146B :

632146C :

Super Moves

Infinite Worth

Nefarious Sequence
Requires 200 EXS
連鎖のネファリウス
41236D
Hitboxes Off
Hitboxes On
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
Seth runs forward quickly across the screen. Does a series of slashes when he comes into contact with an opponent, dealing heavy damage on successful hit, sideswapping and return both players to midscreen..
  • Has a highly advantageous knockdown, allowing Seth ample time to set up okizeme off of it.
  • Air unblockable as of UNI2
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
56 /Data#41236D
41236D :

Infinite Worth EXS

Distant Frontier
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
境界のディスタント
A+B+C+D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3780 All 1+14 Total 67 -25 Strike 1~26 Full
Seth becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
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
Gap Table
Attack Chain Frame Gap

Videos

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001 Shadow Approaches
002 Light is Refuse
003 Rain Murder
004 Coin and Balance
005 The Edge of Poison
006 Light in Darkness
007 Ashes Incinerator
008 Clothed in Fire
009 Natural Tree
010 Nightcap Wine
011 Coral Comet
012 Glorious Brown
013 Cosmos Black
014 Pulito Foschia
015 Cerisier
016 Ombra Abisso
017 Luna Mezzanotte
018 Mountain July
019 Sunrise Yellow
020 Hawk Sign
021 Slight Haze
022 Desert Rose
023 Lunatic Clown
024 Crimson Meteor
025 Migrotory Locust
026 Monochrome Mirage
027 Spring Blizzard
028 Ruby Ball
029 Deep Forest Venerer
030 Banded Krait
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
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