Under Night In-Birth/UNICLR/Seth

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Profile-seth.png

He wanders -- Bound by the will and governing of an ancient family, but his emotions tremor.
The promise he made with a young girl shackles him, in rusty chains he strives to sever. The
Night becomes a labyrinth, impeding his progress. Will he ever find the beacon he seeks?

Story

A young boy feared from those who know him as the "Assassin". He appears before certain power users, challenging them to duels, but no one knows why. Or, for that matter, who he is. However, the moment he heard the name, "Princess of the Night Blade", his attitude changed. His emotionless face was no longer so. Since that day, he wanders the town, searching for the princess, not on anyone's orders.

You ran away from your destiny once...
Why return to the Hollow Night now?

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
  • Amazing close-range normals with great frame data, strong for offense and defense.
  • Extremely fast run speed allowing him to close gaps quickly in neutral.
  • Vast repertoire of air options making him hard to pin down and extremely mobile.
  • Possesses an independent projectile that does not go away when Seth blocks, making it scary to challenge Seth whenever it is out.
  • Decent damage with strong conversion ability into combos that end with okizeme.
  • Scary okizeme and pressure, including crossups that bypass crossup protection and a fast command throw.
  • Lowest health in the game.
  • Can have difficulty quickly threatening an opponent at long range without setting orb.
  • Relatively high execution.
  • Lacks a conventional backdash.
  • Extended pressure without orb is often risky.
  • No easy ways to end with frame advantage in pressure without orb.

Character Stats

9500 5A 5B 5CC 623A 623C x x x x x x x x x x x x

Health Smart Steer Route
9500 5A 5B 5CC 623A 623C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
x x x x
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
x x x x
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
x x x x

Unique Trait

  • Ability to air backdash
  • Backdash puts Seth airborne (Hold 1/2/3 to stay grounded)
  • Has a fastfall, which can be inputted using j.22 or j.2A+B.

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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
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
UNI Seth 5A.png
Damage Guard Cancel Property Cost Attribute
170 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 - 2 -

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.
5B
UNI Seth 5B.png
Damage Guard Cancel Property Cost Attribute
415 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 3 15 26 -4 -

Seth slashes horizontally in front of him.

  • Very small stagger window makes it difficult to frame-trap with a subsequent normal.
  • Although its' hitbox and active frames got a nerf from UNIST, 5B is still one of Seth's better buttons to throw out in the midrange where 2B will not hit yet 5B would reach, as the 7F startup is still decent for its' size.
  • Slightly better starter than 2B.
5C
UNI Seth 5C.png
UNI Seth 66C.png
5C Damage Guard Cancel Property Cost Attribute
350 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 17 30 -9 -

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, making it great for frametraps. A staple for Seth pressure.
5CC Damage Guard Cancel Property Cost Attribute
388 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
4 4 21 28 -7 -

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.
  • Mainly a combo tool, or used to hitconfirm ground-strings from 5C.

Crouching Normals

2A
UNI Seth 2A.png
Damage Guard Cancel Property Cost Attribute
140 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

Seth does 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.
  • Deceptively long horizontal range for a 2A.
  • Good for rebeat whiff pressure alongside 5A.
2B
UNI Seth 2B.png
Damage Guard Cancel Property Cost Attribute
410 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 3 13 21 -2 -

Seth extends forward with his knife, slashing his front.

  • B-Normal low with only 6 frames of startup and slightly better range than 2A, essentially make it an A normal on steroids.
  • Has a great stagger window making it great for pressure, while also being only -2 on block making it an extremely safe yet threatening no-cancel option.
2C
UNI Seth 2C.png
Damage Guard Cancel Property Cost Attribute
543 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 2(2)2 17 30 -1 -

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, being -1. 2C rebeated by 5A or 2A is also only -1 making it good for pressure in conjunction with 66B.
  • Large amount of blockstun making 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.

Air Normals

j.A
UNI Seth j.A.png
Damage Guard Cancel Property Cost Attribute
140 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 4 12(2) 23 Varies -

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.
j.B
UNI Seth j.B.png
Damage Guard Cancel Property Cost Attribute
410 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 3 18(3) 30 Varies -

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, capable of +2 even on shield.
  • Good as an air-to-air for when j.A will not reach.
j.C
UNI Seth j.C.png
Damage Guard Cancel Property Cost Attribute
510 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 3 18(4) - 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.

Command Normals

6C
UNI Seth 6C.png
Damage Guard Cancel Property Cost Attribute
600 High SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
28 1 16 44 -6 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.
  • 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.
3B
UNI Seth 3B.png
Damage Guard Cancel Property Cost Attribute
430 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 18 31 -4 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 has a worse hitbox and reward than 3C.
  • Less commitment than 3C due to slightly better horizontal coverage and less recovery frames.
3C
UNI Seth 3C.png
Damage Guard Cancel Property Cost Attribute
590 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 27 39 -12 Head Invul frames 8~12

Seth steps up with an uppercut slash.

  • Seth's best anti air hitbox, with great reward on hit.
  • Launches the opponent on hit.
  • Can be rebeated into 2A for counter hit confirms.
j.6C
UNI Seth 6C.png
Damage Guard Cancel Property Cost Attribute
510 High, Air Shield SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
26 6 17 44 -9 -

Same axe kick as 6C, but moves Seth further ahead and over opponents.

  • Worst ender than 6C, leaving you less time to set up orb oki and meaty.
  • Mostly a combo tool after Fastfall Kick.
j.2C
UNI Seth j.A.png
Damage Guard Cancel Property Cost Attribute
420 Mid, Air SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
9 Until landing (13) 22 -1 -

Seth extends his leg and falls down with a divekick.

  • Fairly safe. Seth bounces off the opponent after connecting with it.
  • Seth can do air movements and attacks after the bounce. Seth's air movement after the hit can be influenced with 4 or 6 too.
j.22
Rapid Descent
急降下
j.22/j.2A+B
UNI Seth j.22.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 12 - -

Seth, in a blur, drops quickly straight down to the ground.

  • Fastfall, done as a movement option, for mixups or as a combo tool.
  • Has recovery after the fall, making it a risky option up close.
j.22~6X
Rapid Descent (Follow-up)
急降下(追加入力)
j.22~6X
UNI Seth j.22 6X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
16 - - - -7 -

Seth teleports to the other side of his opponent and launched them with a kick.

  • Kick followup can only be done at a certain range, which is extended if Seth has vorpal. If outside this range, Seth's fastfall recovery greatly increases.
  • If the opponent is in the corner, Seth remains on the same side he started the fastfall.
  • If used as a pressure tool, Seth's cancel options are limited as you can't cancel into normals.
j.22~4X
Rapid Descent (Follow-up 2)
急降下(追加入力)
j.22~4X
UNI Seth j.22~4X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 16 (23) - -

New fast fall followup added in UNICLR; although the animation is similar to 214X~A, it lacks a parry hitbox and Seth can be hit during the move startup.

j.44
Air Backdash
空中バックダッシュ
j.44
UNI Seth 44.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - (22) - - -

Seth does a backflip in the air into a cannonball, dashing backwards.

  • Can be cancelled into movement options such as fastfall and assault, as well as special/EX moves.
  • After the backdash, Seth's air movement can be influenced with 4 or 6, as he does the cannonball.
  • If done high enough, Seth can still use normals after the backdash.

Dash Moves

66B
UNI Seth 66B.png
UNI Seth 5B.png
Damage Guard Cancel Property Cost Attribute
608 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 2(4)4 14 30 - -

Seth dashes in with a knee strike and slashes horizontally ahead of him, pulling the opponent.

  • Vacuums in on the second strike.
  • Being pretty safe on block and special cancelable allow this move to be used during pressure or mixups sparely.
  • First hit is mainly used as a common combo tool.
66C
UNI Seth 66C.png
Damage Guard Cancel Property Cost Attribute
690 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 16 30 -8 -

Seth lunges forward, sliding through and stabbing in front of him.

  • Wallslams on hit.
  • Covers a lot of horizontal space, and hits forward and behind Seth as he moves.
  • Crosses up at point blank range, making it a great tool for crossups and fake crossups with orb oki.

Universal Mechanics

Force Function

Abyssal Geometry
淵侵のジオメトリー
B+C
UNI Seth BC.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Seth covers his head as shadows close in on him. Can be charged.

  • Alters Seth's next 236X/j.236X orb used, setting them further from Seth.
  • Charged version makes orb startup faster.
  • 236A/B version orbs cannot get destroyed by being attacked (will still disappear when hitting Seth).
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Throw
Throw
投げ
A+D
UNI Seth AD.png
Damage Guard Cancel Property Cost Attribute
1575 Unblockable - - - -
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +18(On hit) Throw

Seth grabs the opponent and slashes them away with a rising uppercut.

  • Seth's great dash speed allows him to keep pressure after grab, with options against back tech.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Seth 5B.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Seth ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 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).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Usable only when you'd be able to use chain shift.
  • 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.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • 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.

Special Moves

236X
Captive Segment
縫縛のセグメント
236X
UNI Seth 236X.png
A Damage Guard Cancel Property Cost Attribute
810 Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 45, Orb Firing: 105 [Charged FF: 65] - - 35 - -
B Damage Guard Cancel Property Cost Attribute
810 Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 45, Orb Firing: 105 [Charged FF: 65] - - 35 - -
C Damage Guard Cancel Property Cost Attribute
1466 Mid, Air - - - Projectile x3
Startup Active Recovery Overall Advantage Invul
Orb Set: 50, Orb Firing: 111 [Charged FF: 31] - - 53 - -
Air A Damage Guard Cancel Property Cost Attribute
810 Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Firing: 117 [Charged FF: 77] - - - - -
Air B Damage Guard Cancel Property Cost Attribute
810 Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Firing: 118 [Charged FF: 78] - - - - -
Air C Damage Guard Cancel Property Cost Attribute
1466 Mid, Air - - - Projectile x3
Startup Active Recovery Overall Advantage Invul
Orb Set: 50 Orb Firing: 137 [Charged FF: 47] - - - - -
623X
Dual Piercing Vengeance
双鈎のヴェンジェンス
623X
UNI Seth 623X.png
A Damage Guard Cancel Property Cost Attribute
810 Mid, Air EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 8 21 40 -7~-2 -

Seth does a short and quick thrust forward. Used in combos and with orb support in mixups.

B Damage Guard Cancel Property Cost Attribute
810 Mid, Air EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 9 25 48 -12~-6 -

Same as the A version, but slower startup and travels further. Also launches the opponent further up.

C Damage Guard Cancel Property Cost Attribute
2075 Mid, Air CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 7 32 49 -17~-11 1-13 Full

Seth's main reversal. Leads to excellent oki in the corner. Can chain shift on hit into a full combo.

214X
Vanishing Confusion
消失のコンフュージョン
214X
UNI Seth 214X.png
The input variations
UNI Seth 214X+X.png
A and B Followups
UNI Seth 214X+C.png
C Followup
UNI Seth 214X+8X.png
8 Followup
A Damage Guard Cancel Property Cost Attribute
- - UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - - 46 - 13~29 Projectile

Seth runs forward and phases out. Seth can be hit out of it. Can be canceled with the A, B, or C follow-ups of 214X by frame 17.

B Damage Guard Cancel Property Cost Attribute
- - UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - - 36 - 27~33 Full, 13~29 Projectile

Moves and phases out diagonally upwards. Can be canceled with the A, B, or C follow-ups of 214X by frame 17.

C Damage Guard Cancel Property Cost Attribute
- - UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - - 31 - 25~33 Full, 13~29 Projectile

Moves diagonally upwards at a sharper angle than the B version. Can be canceled with the A, B, or C follow-ups of 214X by frame 17.

A followup Damage Guard Cancel Property Cost Attribute
1192 - CS, EX - - -
Startup Active Recovery Overall Advantage Invul
1 - - 35 - -

A dark flash appears and Seth will counter any strike move that hits it with a slightly more damaging version of his A/B command throw. Pops them up and leads to a full combo.

B followup Damage Guard Cancel Property Cost Attribute
- - CS, EX - - -
Startup Active Recovery Overall Advantage Invul
1 - - - - -

A dark flash appears and Seth will appear in the air diagonally above the opponent. Seth retains all of his special air options when he appears in the air (fastfall, backdash, special moves) but cannot use air normals or Assault until he lands. Seth can control which direction he appears above the opponent by holding back to appear on the same side, or holding no direction to cross up.

C followup Damage Guard Cancel Property Cost Attribute
860 Mid, Air CS, EX - - -
Startup Active Recovery Overall Advantage Invul
1 * 28 - -11 55 - -

A dark flash appears and Seth will teleport to the ground, followed by a slash-through that causes a stun on hit like Segment of Stitch Binding orb would. Only used in combos. Only has a 1f startup if the opponent is in hitstun.

7/8/9 followup Damage Guard Cancel Property Cost Attribute
600 High, Air CS, EX - - -
Startup Active Recovery Overall Advantage Invul
14 * 28 - - - -8 -

Axe kick followup. A 214X followup done by holding 7, 8, or 9 along with A, B, or C. He 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. Useful for certain enders, and important for combo routes.

j.623X
Dead Space of Intrusion
狭隙のイントルード
j.623X
UNI Seth j.623X.png
A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.214X
Piercing Penetration
穿通のペネトレイト
j.214X
UNI Seth j.214X.png
A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
632146X
Transgressing Convict
罪咎のコンビクト
632146X
UNI Seth 632146X.png
A Damage Guard Cancel Property Cost Attribute
980 - CS - - Throw
Startup Active Recovery Overall Advantage Invul
6 1 27 33 - Throw invul frames 7~9

Damage nerf from UNIST, which means combos from it do much less than before. In addition, it also has a bit more recovery should it whiff.

B Damage Guard Cancel Property Cost Attribute
1204 - - - - Throw
Startup Active Recovery Overall Advantage Invul
8 1(1)2 - 30 - Head/Dive invul frames 1~9

Conversely, the B version was buffed from UNIST. Not only has the damage increased, it now has head invulnerability from the first active frame, making it a legitimate anti air now.

C Damage Guard Cancel Property Cost Attribute
1393 - Sp, EX, CS - 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+5 1(1)2 28 37 - Fully Invul frames 1~7

More recovery added from UNIST, making it much more riskier to whiff, but is otherwise unchanged.

Super Moves

Infinite Worth

Nefarious Sequence
連鎖のネファリウス
41236D
UNI Seth 41236D.png
Damage Guard Cancel Property Cost Attribute
3269 Mid, Air - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12 34 10 56 -21 Fully invul frames 1~16, Throw invul frames 17~46

Infinite Worth EXS

Distant Frontier
境界のディスタント
A+B+C+D
UNI Seth ABCD.png
Damage Guard Cancel Property Cost Attribute
3780 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 67 -25 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.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 5A -x
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

External Links

Colors

Default Unlocks

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

Customization Unlocks (2000 IP Each)

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

Seth Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-07-06 by Johhny.

21% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting.
  • Started adding move descriptions and uses.
  • Add gameplay summary, frame data and new moves.
15/50
Strategy
  • Created base pages
  • Fill in Strategies
1/25
Combos
  • Created base pages
  • Added starter route, glossary and questions.
  • Started adding starter combos and theory.
  • Started adding resources, documents and videos.
  • Finish adding starter combos
  • Start adding Okizeme and Mixups.
5/25


General
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Hyde
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