 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Seth's character page for the latest version (UNICLR), click here.
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“
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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?
|
”
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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.
“
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You ran away from your destiny once...
Why return to the Hollow Night now?
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”
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Gameplay
Seth is a speedy glass cannon that is all about getting in by using his movement to set an orb so you can mix up your opponent using his teleports, staggers and command grabs. He plays by entirely different rules than the rest of the cast, easily putting unprepared opponents into a state of disarray.
From HellaBrett's Seth Primer
Strengths |
Weaknesses
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- Amazing close and mid-range normals.
- Extremely fast run speed.
- Vast repertoire of air options making him hard to pin down and extremely mobile.
- Actual mixups and crossups that bypass protection.
- Strong okizeme.
- Fast untechable command throw.
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- Ineffective at long range.
- Relatively high execution.
- Lacks conventional backdash.
- Limited stagger windows on many normals.
- No easy ways to end with frame advantage.
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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550
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-650
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4
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41
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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7
|
3500
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200
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4500
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
|
4
|
31 (37 Aerial)
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-59900 (-83487 Aerial)
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1~7 Full 8~10 Throw
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Unique Trait
- Can airdash backwards.
- Backdash puts Seth in the air (During backdash, hold 1/2/3 to stay grounded).
- Can fastfall while aerial by inputting j.22 or j.2A+B.
Vorpal Trait
- Moves that teleport have their activation range increased.
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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170
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H,L
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Se,Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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-2
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-
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Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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415
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H,L
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Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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5
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15
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26
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-4
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-
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Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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350
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H,L
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Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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4
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17
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30
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-9
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-
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Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.
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5CC
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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388
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H,L
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Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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4
|
4
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21
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28
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-7
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-
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Followup to 5C. Seth lunges forward in an animation similar to 66C. Primarily combo filler, don't use it on block since it's super unsafe and you can't chain into any other normals off this.
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2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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L
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Se,Sp,EX,CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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-2
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-
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Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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L
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Sp,EX,CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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5
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13
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23
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-2
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-
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Slash that hits low. Better range and proration than 2A but reach is still average. Still extremely fast (6f) for a low with good proration and respectable range.
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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543
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L
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Sp,EX,CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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2(2)2
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17
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30
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-1
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-
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Low sweep that hits low. Both hits must be blocked low and Seth can cancel into other normals on either hit, allowing you to vary up your chains a bit. As an added bonus, the second hit is extremely safe on block
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j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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H,AS
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Sp,EX,CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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4
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12(2)
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23
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Varies
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-
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Downwards-angled kick. Good downwards hitbox but has short range overall. Take advantage of the speed to call out opponents expecting slower jump-ins like j.B or j.C.
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j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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H,AS
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Sp,EX,CS
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-
|
-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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18(3)
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30
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Varies
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-
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Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.
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|
j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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H,AS
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Sp,EX,CS
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-
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-
|
Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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3
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18(4)
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32
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Varies
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-
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Double downwards slash with both knives. Has an extremely deep vertical hitbox making it excellent for jump-ins, and also has a decent horizontal hitbox for air-to-air, but don't expect to beat out everything with it.
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Command Normals
6C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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600
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H
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Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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28
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1
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16
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44
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-6
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Foot invincible frames 15~28
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Seth flips forward and kicks. Pretty obvious even as far as UNIST overheads go but has good range and is fairly safe on block. Can be canceled into air movement for some real mixups, or used in combos for the long aerial knockdown enabling extended combos.
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3B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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430
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H,L
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Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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4
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17
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30
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-3
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Head invincible frames 8~13
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Seth stabs above his head with his knife. Sort of an anti-air but has a weak hitbox making it not actually that well-suited for that purpose.
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3C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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590
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H,L
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Sp,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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27
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39
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-12
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Head invincible frames 8~12
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High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.
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j.6C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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H,AS
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Sp,EX,CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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26
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6
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17
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44
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-9
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-
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Same as 6C except doable in the air. Primarily used for comboing opponents.
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j.2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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420
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H,L,A
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Sp,EX,CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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Until land
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(13)
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22
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-1
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-
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Divekick. Fairly safe on block as Seth will bounce off the opponent on hit or block; you have air movement afterwards as well as being able to press buttons.
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j.22/j.2A+B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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CS
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
-
|
-
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(16)
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-
|
-
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-
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Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.
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|
j.22~6X
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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810
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H,L
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Sp,Ex,CS
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-
|
-
|
Strike
|
Startup
|
Active
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Recovery
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Overall
|
Advantage
|
Invul
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16
|
4
|
21
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40
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-7
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Throw invincible frames 4~19
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Follow up from fast fall. Seth teleports behind the opponent and launches them with a kick. While in vorpal the follow up can be done from further away.
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|
j.44
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Damage
|
Guard
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Cancel
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Property
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Cost
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Attribute
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-
|
-
|
-
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-
|
-
|
-
|
Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
-
|
-
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(12)
|
17
|
-
|
-
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Air backdash. Unlike ground backdash, does not cost GRD. Can be canceled into other air movement options, i.e. Assault or fastfall. Can also be performed with j.4A+B.
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Dash Normals
66B
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Damage
|
Guard
|
Cancel
|
Property
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Cost
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Attribute
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608
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H,L
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2(4)4
|
14
|
30
|
-2
|
-
|
Knee kick into 5B slash. Vacuum's in and special cancelable mostly combo filler but can be used for mixup, extremely safe on block
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|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
690
|
H,L
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
4
|
16
|
30
|
-8
|
-
|
Wide wallslam slash. Strong move that can be used for cross ups, meaties, and to cover space
|
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Universal Mechanics
Abyssal Geometry B+C
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Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
29
|
-
|
-
|
Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
38
|
-
|
-
|
Alters the next 236X move used. Makes them set further from Seth. Charged version makes the projectile startup faster. Additionally, 236A/B version orbs cannot get destroyed by being attacked (will still disappear when hitting Seth).
|
|
Throw A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1575
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+18(hit)
|
-
|
Seth grabs the opponent and slashes them away with a rising uppercut.
|
|
Guard Thrust
|
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
|
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.
- 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
|
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.
- 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.
- 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
Captive Segment 「縫縛のセグメント」 236X j.236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
105
|
-
|
-
|
35
|
+64
|
-
|
Seth places an orb a short distance forward close the ground. After about a second, the orb will shoot a fast moving projectile straight towards the opponent's current location. This projectile only travels in a straight line and can be dodged by jumping or moving before or after the projectile is released.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
105
|
-
|
-
|
35
|
+64
|
-
|
Same as the A version, but sets the orb at eye level.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1466
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
111
|
-
|
-
|
53
|
+46
|
-
|
Places the orb in front of Seth ~45 degrees upwards. Fires three shots instead of one and is not destroyed if Seth is hit. Can still be destroyed if the orb itself is hit, even if Seth charges his FF first. Very useful for oki and unblockable setups.
|
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
117
|
-
|
(9)
|
37
|
+63
|
-
|
Places the orb in front of Seth ~45 degrees downwards while Seth bounces backwards.
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
118
|
-
|
(9)
|
38
|
+62
|
-
|
Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.
|
j.EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1466
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
137
|
-
|
(10)
|
58
|
+42
|
-
|
Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.
|
|
Dual Piercing Vengeance 「双鈎のヴェンジェンス」 623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
H,L,A
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
8
|
21
|
40
|
-7~-1
|
-
|
Seth does a short and quick thrust forward. The last two active frames don't move very far, so in practice, it's -3 at max range.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
H,L,A
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
9
|
25
|
48
|
-12~-3
|
-
|
Same as the A version, but slower startup and travels further. Also floats the opponent for more time. The last 2 active frames don't move forward, so while in theory it can be -3 on block, in practice, it's -5 at max range.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2075
|
H,L,A
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
7
|
32
|
49
|
-17
|
Completely invincible frames 1~13
|
Seth's main non-system reversal. Similar to other versions. Can chain shift on hit to go into a full combo.
|
|
Vanishing Doubt 「消失のコンフュージョン」 214X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
Sp
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
46
|
-
|
Completely invincible frames 24~29
|
Seth runs forward and phases out. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
Sp
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
(3)
|
36
|
-
|
Completely invincible frames 24~33
|
Moves diagonally upwards. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.
|
C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
Sp
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
(3)
|
31
|
-
|
Completely invincible frames 25~31
|
Moves diagonally upwards at a sharper angle than the B version. Can be canceled with the A, B, or C follow-ups of 214X.
|
A Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
789(1192)
|
H,L,A
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16+1
|
6
|
0
|
35
|
+64
|
-
|
A dark flash appears and Seth will counter any ground move that hits it with a slightly more damaging version of his A/B command throw. In hitstun, the move will hit the opponent twice and pop them up. Not particularly useful for combos.
|
B Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
H,L,A
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16+1
|
6
|
(3)
|
41
|
+80
|
-
|
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.
|
C Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1563
|
H,L,A
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16+1
|
6(21)2
|
26
|
65
|
-11
|
-
|
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. Combo staple. Unsafe on block.
|
8 - Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1359
|
H,L,A/H
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13+1
|
6(21)2
|
(22)
|
61
|
-8
|
-
|
New follow up, press 8a, b, or c(also pressing 7 works as well) during any of Seth's 214 moves and he will teleport above them and drop an overhead heel kick. Unsafe on block but useful for the occasional mixup and high proration enders.
|
|
Penetrate 「穿通のペネトレイト」 j.214X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
732
|
H,L,A
|
Sp,EX,CS
|
-
|
-
|
Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
Until land+2
|
(23)
|
33
|
-7
|
-
|
Fast startup, strikes twice. Special cancellable on hit or block.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1450
|
UNB
|
(CS)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
Until land
|
(23)
|
52
|
+21 (hit)
|
-
|
Long startup, unblockable throw on hit. Can cancel it with CS on hit.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1810
|
H,AS
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
Until land+2
|
(27)
|
36
|
-6
|
Completely invincible frames 1~Landing
|
Throw on hit. Can cancel it with CS on hit.
|
|
Convict 「罪咎のコンビクト」 632146X You best protect ya neck You best protect ya neck
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1050
|
UNB
|
(CS)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
1
|
24
|
30
|
+26 (hit)
|
Throw invincible frames 1~6
|
command grab, knocks down. Can cancel with CS on hit, or into IW/IWEX if already in CVO state. Otherwise, no follow up even if orb hits afterwards.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1050
|
UNB
|
(CS)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
21
|
30
|
+26 (hit)
|
Head/Dive invincible frames 7~9
|
Anti air version, can be combo'd into and launches into the air allowing hits/movement afterwards.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1393
|
UNB
|
(Sp),(EX),(CS)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
1(1)2
|
21
|
30
|
+
|
Completely invincible frames 1~7
|
Leaves the opponent standing and leads into a combo. Second set of actives only hits during a combo.
|
|
Supers
Infinite Worth
Chained Nefarity 「連鎖のネファリウス」 41236D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3269
|
H,L,A
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
34
|
10
|
56
|
-21
|
Completely invincible frames 1~16, Throw invincible frames 17~46
|
Short invul. on startup. Runs forward very quickly, so it can be used to punish a HUGE mistake, but the start-up prevents it from being used on a whim. On hit, it sideswaps and pulls the screen back to midstage, but leaves you extremely plus next to your opponent: you have enough time to set an orb and do a meaty crossup 66C, even if your opponent back techs.
|
|
Infinite Worth EXS
|
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.
|
|
Videos
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Default Unlocks
Customization Unlocks (2000 IP Each)
External Links