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
  • Close-Range Fighter: Amazing close-range normals with great startup, recovery and frame-advantage. Strong for offense and defense.
  • Mobility: Extremely fast run speed allowing him to close gaps quickly in neutral. Has a vast repertoire of air options, making him extremely mobile.
  • Captive Segment: An independent tracking projectile which does not go away when Seth blocks. Makes it scary to challenge Seth whenever it is out. Allows for freeform pressure, mixups, and screen control. Coloquially known as "orb".
  • Conversion Ability: Great damage with strong combo conversion ability into okizeme.
  • Mixup Game: Has access to a fast command throw, unblockable setups, and a vast library of okizeme options.
  • Defensive Options: High reward off of most defensive options.
  • Fragile: Lowest health in the game.
  • Small Effective Range: Has difficulty threatening opponents at fullscreen without an orb in play. Tends to be outspaced in most midrange spacings.
  • Executional Adaptability: Can get caught facing the wrong direction when using mobility frequently, requiring the player to re-orient quickly or risk making punishable inputs. The character plays in a lot of variable gamestates, and therefore requires considerable player investment and experience.
  • Difficulty with Extended Pressure: Cannot comfortably prolong pressure without orb. High reliance on 5C to retain a stagger threat at midrange. Also has poor back-walk speed. Will need to give up his turn often.

Character Stats

Health Smart Steer Route
9500 5A 5B 5CC 623A 623C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
550 -650 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)
200 100
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
UNI Seth 5A.png
Seth 5a hb.png
Hitboxes Off
Hitboxes On
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
5B
5B
UNI Seth 5B.png
5b
Seth 5b.png
Hitboxes Off
Hitboxes On
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 impossible 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
5C
5C
UNI Seth 5C.png
UNI Seth 66C.png
Seth 5c.png
Seth 5cc.png
Hitboxes Off
Hitboxes On
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 allows 5C to be great for frametraps. A staple for Seth pressure.
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
2A
2A
UNI Seth 2A.png
Seth 2a.png
Hitboxes Off
Hitboxes On
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 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.
2B
2B
2B
UNI Seth 2B.png
Seth 2b.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
410 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 3 13 23 -2 -

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, while also being only -2 on block allowing it to be an extremely safe yet threatening no-cancel option.
2C
2C
2C
UNI Seth 2C.png
2 hits
Seth 2c.png
Hit 1
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Hit 2
Hitboxes Off
Hitboxes On
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.
  • 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.

Air Normals

j.A
j.A
jA
UNI Seth j.A.png
Seth ja hb.png
Hitboxes Off
Hitboxes On
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
j.B
jB
UNI Seth j.B.png
Seth jb.png
Hitboxes Off
Hitboxes On
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
j.C
jC
UNI Seth j.C.png
Seth jc.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
0 12 3
[18(4) on landing]
- - 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.

Unique Actions

6C
6C
UNI Seth 6C.png
Seth 6c.png
Hitboxes Off
Hitboxes On
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
3B
UNI Seth 3B.png
Seth 3b.png
Hitboxes Off
Hitboxes On
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 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.
3C
3C
UNI Seth 3C.png
Seth 3c.png
Hitboxes Off
Hitboxes On
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 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.
j6C
j6C
UNI Seth 6C.png
Seth 6c.png
Hitboxes Off
Hitboxes On
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 animation as 6C, but moves Seth further ahead and can go over opponents.

  • Important combo tool for the basic combo route.
j.2C
j.2C
j2C
UNI Seth j.A.png
Seth j2c.png
Hitboxes Off
Hitboxes On
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 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.
j22
Rapid Descent
急降下
j22/j2A+B
UNI Seth j.22.png
j.22/j.2A+B
Rapid Descent
Damage Guard Cancel Property Cost Attribute
- - CS - - -
Startup Active Recovery Overall Advantage Invul
- - 12 on landing descent (varies) + 12 - -

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.
j22~6X
Rapid Descent (Follow-up)
急降下(追加入力)
j22~6X
UNI Seth j.22 6X.png
Seth ffk.png
Hitboxes Off
Hitboxes On
j.22~6X
Rapid Descent (Follow-up)
Damage Guard Cancel Property Cost Attribute
- Mid SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
16 - - - -7 -

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.
  • Cannot cancel into other normals, therefore needs to be special-cancelled to be safe on block.


j22~4X
Rapid Descent (Follow-up 2)
急降下(追加入力)
j22~4X
UNI Seth j.22~4X.png
j22~4X
Rapid Descent (Follow-up 2)
Damage Guard Cancel Property Cost Attribute
- - SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
- - - 16 (23) - -

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.
j44
Air Backdash
空中バックダッシュ
j(44)
UNI Seth 44.png
j44
Air Backdash
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.

  • 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.

Dash Moves

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

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 gives 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.
66C
66C
66C
UNI Seth 66C.png
Seth dash c.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
690 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 16 30 -8~-5 -

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.

Universal Mechanics

Force Function
Abyssal Geometry
淵侵のジオメトリー
B+C
UNI Seth BC.png
B+C
Abyssal Geometry
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 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.
[B+C]
Abyssal Geometry
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 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].
Throw
Throw
投げ
A+D
UNI Seth AD.png
Seth grab.png
Hitboxes Off
Hitboxes On
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1575 Unblockable - - - Throw
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.

  • 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.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Seth 5B.png
214D
Guard Thrust
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
Guard Thrust (Vorpal)
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~12 Full, 13~42 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
Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 7 (3 on hit) on landing 58 (53 on hit) -13 1~30 Full
[A]+[B]+[C]
Veil Off (Increase)
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 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.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • 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 Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS 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.

  • Airborne: 1~25.
  • 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.
  • 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/C Version
236A
Captive Segment
Damage Guard Cancel Property Cost Attribute
810 [FF: 930] Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 35, Orb Firing: 105, [Charged FF: 65] - - 35 - -

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.
  • The orb must be blocked away from Seth.
    • Crossup protection will trigger on the orb if Seth is on a different side as the orb, allowing the orb to be blocked both ways.
236B
Captive Segment
Damage Guard Cancel Property Cost Attribute
810 [FF: 930] Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 35, Orb Firing: 105 [Charged FF: 65] - - 35 - -

Same as the A version, but sets the orb at eye level.

236C
Captive Segment
Damage Guard Cancel Property Cost Attribute
1466 [FF: 1685] Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 53, Orb Firing: 111 [Charged FF: 31] - - 53 - -

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.
  • Is not destroyed if Seth himself is hit.
  • Can always be destroyed if the orb itself is hit.
j236A
Captive Segment
Damage Guard Cancel Property Cost Attribute
810 [FF: 930] Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Firing: 117 [Charged FF: 77] - 9 on landing - - -

Places the orb in front of Seth ~45 degrees downwards while displacing Seth slightly backwards.

j236B
Captive Segment
Damage Guard Cancel Property Cost Attribute
810 [FF: 930] Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Firing: 118 [Charged FF: 78] - 9 on landing - - -

Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.

j236C
Captive Segment
Damage Guard Cancel Property Cost Attribute
1466 [FF: 1685] Mid, Air - - - Projectile
Startup Active Recovery Overall Advantage Invul
Orb Set: 50 Orb Firing: 137 [Charged FF: 47] - 10 on landing - - -
Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.
623X
Dual Piercing Vengeance
双鈎のヴェンジェンス
623X
UNI Seth 623X.png
Seth 623a.png
Hitboxes Off
Hitboxes On
623A
Dual Piercing Vengeance
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.

  • 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.
623B
Dual Piercing Vengeance
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 slightly further. Launches the opponent on hit.

623C
Dual Piercing Vengeance
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 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.
214X
Vanishing Confusion
消失のコンフュージョン
214X
UNI Seth 214X.png
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
UNI Seth 214X.png
Input Variations
Seth 214a parry.png
A and B Followups
Seth 214xc.png
C Followup
Seth 214x789x.png
8 Followup
Hitboxes Off
Hitboxes On
214A
Vanishing Confusion
Damage Guard Cancel Property Cost Attribute
- - UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - - 46 - 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 followup-button will do the follow-up as soon as possible. Followup 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.
214B
Vanishing Confusion
Damage Guard Cancel Property Cost Attribute
- - UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - 3 on landing 36 - 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 followup-button will do the follow-up as soon as possible. Followup 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.
214C
Vanishing Confusion
Damage Guard Cancel Property Cost Attribute
- - UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - 3 on landing 31 - 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 followup-button will do the follow-up as soon as possible. Followup 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.
Damage Guard Cancel Property Cost Attribute
1192 - EX, CS - - -
Startup Active Recovery Overall Advantage Invul
1 - - 35 - -

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.

  • Followup 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.
Damage Guard Cancel Property Cost Attribute
- - EX, CS - - -
Startup Active Recovery Overall Advantage Invul
1 - - - - -

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.

  • Followup 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.
Damage Guard Cancel Property Cost Attribute
860 Mid, Air EX, CS - - -
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. 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.
  • Followup 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.
Damage Guard Cancel Property Cost Attribute
600 High, Air EX, CS - - -
Startup Active Recovery Overall Advantage Invul
14 / 28 - - - -8 -

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.
j623X
Dead Space of Intrusion
狭隙のイントルード
j623X
UNI Seth j.623X.png
Seth j623a.png
Hitboxes Off
Hitboxes On
j623A
Dead Space of Intrusion
Damage Guard Cancel Property Cost Attribute
810 Mid, Air N, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 - 14 on landing - - -

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.
j623B
Dead Space of Intrusion
Damage Guard Cancel Property Cost Attribute
810 Mid, Air N, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 - 14 on landing - - -

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.
j623C
Dead Space of Intrusion
Damage Guard Cancel Property Cost Attribute
1860 Mid CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 - 18 on landing - - 1-15 Strike

ame 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.
j623B
Dead Space of Intrusion
Damage Guard Cancel Property Cost Attribute
810 Mid, Air N, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 - 14 on landing - - -
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.
j623C
Dead Space of Intrusion
Damage Guard Cancel Property Cost Attribute
1860 Mid CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 - 18 on landing - - 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.
j214X
Piercing Penetration
穿通のペネトレイト
j214X
UNI Seth j.214X.png
Seth j623a.png
A Version
Seth j623a.png
B Version
Seth j623a.png
C Version
Hitboxes Off
Hitboxes On
j214a
Piercing Penetration
Damage Guard Cancel Property Cost Attribute
732 Mid, Air SP, EX, CS Strike - Head
Startup Active Recovery Overall Advantage Invul
9 - 29 on landing - -11 -

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.
j214B
Piercing Penetration
Damage Guard Cancel Property Cost Attribute
1450 Unblockable CS - - Throw
Startup Active Recovery Overall Advantage Invul
30 - 27 on landing - - -

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.
  • Can cancel with CS on hit for a full conversion. Can also convert on orb hit.
  • For a short time after the opponent is waking up or coming out of blockstun, j.214B will whiff, even when they are grounded.
j214C
Piercing Penetration
Damage Guard Cancel Property Cost Attribute
1810 High - - - Strike
Startup Active Recovery Overall Advantage Invul
8 - 29 on landing - -6 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.
632146X
Transgressing Convict
罪咎のコンビクト
632146X
Seth 632146X.png
A/B Version
Seth a grab.png
A Version
Seth b grab.png
B Version
Seth c grab.png
C version, hitbox 1 is as a starter, hitbox 2 is mid-combo
Hitboxes Off
Hitboxes On
632146A
Transgressing Convict
Damage Guard Cancel Property Cost Attribute
980 - CS - - Throw
Startup Active Recovery Overall Advantage Invul
6 1 27 33 - Throw invul frames 7~9

Seth grabs the opponent, gets on their back and snaps their neck. Grounded command grab that sideswaps.

  • Knocks down, but without enough frame advantage for orb oki. If an orb hit connects after the command grab, a combo is not possible however enough frame advantage is granted to set an orb.
  • Can combo off of it with CS on hit, or into IW/IWEX if in CVO state.
632146B
Transgressing Convict
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

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.
  • Situational combo tool.
632146C
Transgressing Convict
Damage Guard Cancel Property Cost Attribute
1393 - SP, EX, CS - 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
6 1(1)2 28 37 - Fully Invul frames 1~7
Fully Invul frames 1~7

Super Moves

Infinite Worth

Nefarious Sequence
連鎖のネファリウス
41236D
UNI Seth 41236D.png
41236D
Nefarious Sequence
Damage Guard Cancel Property Cost Attribute
3269 Mid, Air - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
13 34 10 56 -21 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.

Infinite Worth EXS

Distant Frontier
境界のディスタント
A+B+C+D
UNI Seth ABCD.png
A+B+C+D
Distant Frontier
Damage Guard Cancel Property Cost Attribute
3780 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 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/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

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

DLC Colors

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


Seth Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-23 by Mavi.

75% complete
Page Completed To-do Score

Overview

  • Finished move descriptions and uses.
  • Finished rebeat table.
  • Finish filling in bits and pieces of frame data.
  • Finish filling in character stats (2 fields)
  • Need proper picture for 632146x.
  • Backdash movedata section?
45/50
Strategy
  • Finished general gameplan.
  • Finished defense section.
  • Started working on various bits and parts.
  • Fill in neutral.
10/25
Combos
  • Completely changed the page to reflect on modern routes.
  • Added examples on okizeme, with orb crossup and corner orb oki links.
  • Added links to different videos and combo documents.
  • More combo FAQs
  • Changing Notation in Getting Started to expandable like the one at the top of the doc
  • Add all combos from doc. Add damage and meter gain for all combos
  • Expand on Okizeme/Mixups with notation for common setups.
20/25


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