Overview
Lore
Setsuki is not from Midori's dojo, but rather a student at the all-girls martial arts school called the Fox's Den, headed by Jade Fox. Setsuki is a diligent student and excels at one of the key virtues of the Fox's Den: speed. Be faster than your opponent so your move strikes first, so your body moves out of the way first, so that even your position is hard to pin down.
Grave became more and more talked about as he took open challenges to defeat anyone in combat. Setsuki wondered how he could achieve such a perfect record, and what she could potentially learn from watching him. Setsuki came to an agreement with Jade Fox that she would seek out Grave for mentorship and that she would later return to the Fox's Den and show what she had learned.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait |
Difficulty
|
70 |
Rushdown |
6 |
Speed of the Fox. Whenever you start either player's turn with 4 or fewer cards in hand, draw 4 cards (plus your draw phase if it's your turn) |
2/3
|
Overview
WIP. Complete overview of character gameplay.
Strengths |
Weaknesses
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- Pixie Mix Machine. Setsuki has an abundance of fast highs, lows, and throws that all easily convert into big combos. She is also the only character with two unique meterless speed 9 attacks, allowing her to hold the speed advantage even without her A normals.
- Masher's Paradise. Setsuki can generally go all-out when comboing the opponent, since her unique trait allows her to refuel her hand once depleted. Instead of having to carefully avoid over-committing her attacks to a combo, she can - and usually will - throw her entire hand on the table every time she gets a hit.
- Sneak Attack. Setsuki can draw a lot of cards off her unique trait, often resulting in her having more hidden cards in hand than most characters would in the mid and late game. The opponent will rarely ever be able to confidently enter combat against Setsuki - there's always a chance she just drew that 2nd copy of Ninpo Flash or Invisible Gift off her last Speed of the Fox draw.
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- Tough as Origami. Setsuki has no reversal of her own. Without burst or blue gem special, she is entirely forced to eat the mix-up and pray when knocked down. This lack of defensive options is compounded by her having the lowest health in the game. If the opponent can blow her cover, she we will in a world of hurt.
- More than a Masher. Behind the veil of being a neutral gorilla that presses buttons and wins, lies Setsuki's true identity as a character with a skill-intensive combo game. Setsuki needs to spend a lot of cards on pumping her low damage specials, so will ideally want to gain meter by using chain combos. This combined with her tendency to not replenish her hand normally, results in the necessity to make important decision about how to land chain combos and where to best use her specials. Her S1 is a big combo pay off and not being able to use it reliably will punish players who aren't able to manage this aspect of her playstyle well.
- Caught Dead-Handed. The random 4 cards drawn off Speed of the Fox will not always work well with her current hand. This can result in awkward situations where her 7 or 8 card hand ends up being a lot weaker than it normally would be with other characters. Worse than this, is when Setsuki finds herself unable to trigger the ability entirely and stuck with a weak 5 or 6 card hand.
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Moves
Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
2
|
0
|
9
|
Chain Combo
|
1
|
Low
|
|
|
B. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
3
|
0
|
8
|
Chain Combo
|
1
|
Low
|
|
|
C. Medium High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
4
|
0
|
7
|
Chain Combo
|
1
|
High
|
|
|
D. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
5
|
0
|
6
|
Chain Combo
|
1
|
High
|
|
|
E. Power Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
6
|
0
|
5
|
-
|
1
|
-
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring. You can punish blocked punishable moves with a full combo.
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring. You can punish blocked punishable moves with a full combo.
|
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Throw
|
6
|
-
|
6
|
Starter
|
3
|
Knockdown
|
|
|
Special Moves
X. Flying Fox
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
5
|
1
|
8
|
Linker
|
1
|
High
|
|
|
Y. Ninpo Flash
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
1
|
1
|
9
|
Starter
|
1
|
Pump 2 Any: +4 Damage
|
|
|
Z. Starlight Kick
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
5
|
2
|
7
|
Linker
|
2
|
Pump 2 Any: +3 Damage
|
|
|
Super Moves
S1. Esper Dash
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
17
|
3
|
9
|
Ender
|
2
|
Costs 2 Super Meter.
|
|
|
S2. Surprise Gift
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Dodge
|
8
|
-
|
-
|
-
|
-
|
Costs 1 Super Meter. Avoids attacks. If you dodge a strike, hit back for 8 damage. Pump 2 Super Cards: +10 Damage/1st card, +12 Damage/2nd Card.
|
|
|
Ability Card
Bag of Tricks
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Exchangeable. Discard two cards (plus this one) and gain edge this turn.
|
|
|
Combos
Basic
Flexible Super Confirm. A > Z > S1 = 24 Damage / 30 Damage with Pump (Works well off any starter).
Super Confirm. Y > C > D > E > S1 = 33 Damage / 41 Damage with Pump + 2 Meter (Builds enough meter to play S1).
Max Damage. Y > E > Z > S1 = 29 Damage / 43 Damage with Pump.
Strategy
General
WIP. Complete later.
Matchups
Geiger
|
Something about gears.
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