Difference between revisions of "Under Night In-Birth/UNIST/Seth"

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m (Condensed and standardized start of UNIST character pages.)
Line 28: Line 28:
  
 
==Move List==
 
==Move List==
'''L''' = Low, '''H''' = High, '''UNB''' = Unblockable, '''CS''' = Chain Shift
 
 
'''Startup includes the first active frame.'''
 
 
 
==Normal Moves==
 
==Normal Moves==
 
{{MoveData
 
{{MoveData
Line 41: Line 37:
 
  |damage=170
 
  |damage=170
 
  |cancel=Se,Sp,EX,CS
 
  |cancel=Se,Sp,EX,CS
  |guard=HL
+
  |guard=H,L
 
  |startup=5
 
  |startup=5
 
  |active=2
 
  |active=2
 
  |recovery=12
 
  |recovery=12
 +
|overall=18
 
  |frameAdv=-2
 
  |frameAdv=-2
 
  |attribute=Strike
 
  |attribute=Strike
  |description=Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.  
+
  |description=Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.
 
}}
 
}}
 
}}
 
}}
Line 53: Line 50:
  
 
{{MoveData
 
{{MoveData
|image=seth_2a.png
+
|image=Seth_5b.png
 
|caption=
 
|caption=
|name=2A
+
|name=5B
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=140
+
  |damage=415
  |cancel=Se,Sp,EX,CS
+
  |cancel=Sp,EX,CS
  |guard=L
+
  |guard=H,L
  |startup=5
+
  |startup=7
  |active=2
+
  |active=5
  |recovery=12
+
  |recovery=15
  |frameAdv=-2
+
|overall=26
  |attribute=Foot
+
  |frameAdv=-4
  |description=Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.  
+
  |attribute=Strike
 +
  |description=Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.  
 
}}
 
}}
 
}}
 
}}
Line 72: Line 70:
  
 
{{MoveData
 
{{MoveData
|image=Seth_5b.png
+
|image=Seth_5c.png
 
|caption=
 
|caption=
|name=5B
+
|name=5C
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=415
+
  |damage=350
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=H,L
  |startup=7
+
  |startup=10
  |active=5
+
  |active=4
  |recovery=15
+
  |recovery=17
  |frameAdv=-4
+
|overall=30
 +
  |frameAdv=-9
 
  |attribute=Strike
 
  |attribute=Strike
  |description=Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.  
+
  |description=Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.  
 
}}
 
}}
 
}}
 
}}
Line 91: Line 90:
  
 
{{MoveData
 
{{MoveData
|image=Seth_2b.png
+
|image=seth_66c.png
 
|caption=
 
|caption=
|name=2B
+
|name=5CC
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=410
+
  |damage=388
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
 +
|guard=H,L
 +
|startup=4
 +
|active=4
 +
|recovery=21
 +
|overall=28
 +
|frameAdv=-7
 +
|attribute=Strike
 +
|description=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.
 +
}}
 +
}}
 +
 +
 +
{{MoveData
 +
|image=seth_2a.png
 +
|caption=
 +
|name=2A
 +
|data=
 +
{{AttackData-UNI
 +
|damage=140
 +
|cancel=Se,Sp,EX,CS
 
  |guard=L
 
  |guard=L
  |startup=6
+
  |startup=5
  |active=5
+
  |active=2
  |recovery=13
+
  |recovery=12
 +
|overall=18
 
  |frameAdv=-2
 
  |frameAdv=-2
 
  |attribute=Foot
 
  |attribute=Foot
  |description=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.  
+
  |description=Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.
 
}}
 
}}
 
}}
 
}}
Line 110: Line 130:
  
 
{{MoveData
 
{{MoveData
|image=Seth_5c.png
+
|image=Seth_2b.png
 
|caption=
 
|caption=
|name=5C
+
|name=2B
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=350
+
  |damage=410
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=L
  |startup=10
+
  |startup=6
  |active=4
+
  |active=5
  |recovery=17
+
  |recovery=13
  |frameAdv=-9
+
|overall=23
  |attribute=Strike
+
  |frameAdv=-2
  |description=Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.  
+
  |attribute=Foot
 +
  |description=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.
 
}}
 
}}
 
}}
 
}}
Line 139: Line 160:
 
  |startup=8
 
  |startup=8
 
  |active=2(2)2
 
  |active=2(2)2
  |recovery=21
+
  |recovery=17
 +
|overall=30
 
  |frameAdv=-1
 
  |frameAdv=-1
 
  |attribute=Foot
 
  |attribute=Foot
Line 155: Line 177:
 
  |damage=140
 
  |damage=140
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=H/AS
+
  |guard=H,AS
 
  |startup=8
 
  |startup=8
  |active=3
+
  |active=4
  |recovery=X+2
+
  |recovery=12(2)
 +
|overall=23
 
  |frameAdv=Varies
 
  |frameAdv=Varies
 
  |attribute=Head
 
  |attribute=Head
Line 174: Line 197:
 
  |damage=410
 
  |damage=410
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=H/AS
+
  |guard=H,AS
 
  |startup=10
 
  |startup=10
 
  |active=3
 
  |active=3
  |recovery=X+3
+
  |recovery=18(3)
 +
|overall=30
 
  |frameAdv=Varies
 
  |frameAdv=Varies
 
  |attribute=Head
 
  |attribute=Head
Line 193: Line 217:
 
  |damage=510
 
  |damage=510
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=H/AS
+
  |guard=H,AS
 
  |startup=12
 
  |startup=12
 
  |active=3
 
  |active=3
  |recovery=X+4
+
  |recovery=18(4)
 +
|overall=32
 
  |frameAdv=Varies
 
  |frameAdv=Varies
 
  |attribute=Head
 
  |attribute=Head
Line 205: Line 230:
 
==Command Normals==
 
==Command Normals==
 
{{MoveData
 
{{MoveData
|image=Seth_3b.png
+
|image=Seth_6c.png
 
|caption=
 
|caption=
|name=3B
+
|name=6C
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=430
+
  |damage=600
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=H
  |startup=10
+
  |startup=28
  |active=5
+
  |active=1
 
  |recovery=16
 
  |recovery=16
  |frameAdv=-3
+
|overall=44
 +
  |frameAdv=-6
 
  |attribute=Strike
 
  |attribute=Strike
  |description=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.  
+
  |description=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.
 
+
|invul=Foot invincible frames 15~28
''Head invincible frames 8~13''
 
 
}}
 
}}
 
}}
 
}}
Line 226: Line 251:
  
 
{{MoveData
 
{{MoveData
|image=seth_66c.png
+
|image=Seth_3b.png
 
|caption=
 
|caption=
|name=5CC
+
|name=3B
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=613
+
  |damage=430
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=H,L
  |startup=4
+
  |startup=10
 
  |active=4
 
  |active=4
|recovery=21
 
|frameAdv=-7
 
|attribute=Strike
 
|description=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.
 
}}
 
}}
 
 
 
{{MoveData
 
|image=Seth_6c.png
 
|caption=
 
|name=6C
 
|data=
 
{{AttackData-UNI
 
|damage=600
 
|cancel=Sp,EX,CS
 
|guard=H
 
|startup=28
 
|active=1
 
 
  |recovery=17
 
  |recovery=17
  |frameAdv=-6
+
|overall=30
 +
  |frameAdv=-3
 
  |attribute=Strike
 
  |attribute=Strike
  |description=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.
+
  |description=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.  
 
+
|invul=Head invincible frames 8~13
''Foot invincible frames 15~28''
 
 
}}
 
}}
 
}}
 
}}
Line 273: Line 279:
 
  |damage=590
 
  |damage=590
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=H,L
 
  |startup=10
 
  |startup=10
 
  |active=3
 
  |active=3
  |recovery=28
+
  |recovery=27
 +
|overall=39
 
  |frameAdv=-12
 
  |frameAdv=-12
 
  |attribute=Strike
 
  |attribute=Strike
 
  |description=High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.
 
  |description=High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.
 
+
|invul=Head invincible frames 8~12
''Head invincible frames 8~12''
 
 
}}
 
}}
 
}}
 
}}
Line 297: Line 303:
 
  |startup=26
 
  |startup=26
 
  |active=6
 
  |active=6
  |recovery=18
+
  |recovery=17
  |frameAdv=-10(min)
+
|overall=44
 +
  |frameAdv=-9
 
  |attribute=Head
 
  |attribute=Head
 
  |description=Same as 6C except doable in the air. Primarily used for comboing opponents.  
 
  |description=Same as 6C except doable in the air. Primarily used for comboing opponents.  
Line 313: Line 320:
 
  |damage=420
 
  |damage=420
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=9
 
  |startup=9
  |active=3
+
  |active=Until land
  |recovery=13
+
  |recovery=(13)
  |frameAdv=-4
+
|overall=22
 +
  |frameAdv=-1
 
  |attribute=Head
 
  |attribute=Head
 
  |description=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.  
 
  |description=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.  
Line 333: Line 341:
 
  |cancel=CS
 
  |cancel=CS
 
  |guard=-
 
  |guard=-
  |startup=5
+
  |startup=-
 
  |active=-
 
  |active=-
  |recovery=X+16
+
  |recovery=(16)
 +
|overall=-
 
  |frameAdv=-
 
  |frameAdv=-
 
  |attribute=
 
  |attribute=
Line 346: Line 355:
 
|image=seth_fastfallkick.png
 
|image=seth_fastfallkick.png
 
|caption=
 
|caption=
|name=j.22~6A,B,C
+
|name=j.22~6X
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=-
+
  |damage=810
  |cancel=Sp,Ex,CS,
+
  |cancel=Sp,Ex,CS
  |guard=HL
+
  |guard=H,L
 
  |startup=16
 
  |startup=16
  |active=-
+
  |active=4
  |recovery=
+
  |recovery=21
 +
|overall=40
 
  |frameAdv=-7
 
  |frameAdv=-7
 
  |attribute=Strike
 
  |attribute=Strike
  |description=New to Unist, follow up from fast fall, Seth teleports behind the opponent and launches them with a kick, can be done after fastfall with 6A,B, or C, in vorpal the follow up can be done from further away
+
  |description=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.
 
+
|invul=Throw invincible frames 4~19
''Throw invincible frames 4~19''
 
 
}}
 
}}
 
}}
 
}}
Line 373: Line 382:
 
  |cancel=-
 
  |cancel=-
 
  |guard=-
 
  |guard=-
  |startup=1
+
  |startup=-
 
  |active=-
 
  |active=-
  |recovery=x
+
  |recovery=(12)
 +
|overall=17
 
  |frameAdv=-
 
  |frameAdv=-
 
  |attribute=
 
  |attribute=
Line 393: Line 403:
 
  |damage=608
 
  |damage=608
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=H,L
 
  |startup=7
 
  |startup=7
 
  |active=2(4)4
 
  |active=2(4)4
 
  |recovery=14
 
  |recovery=14
 +
|overall=30
 
  |frameAdv=-2
 
  |frameAdv=-2
 
  |attribute=Strike
 
  |attribute=Strike
Line 412: Line 423:
 
  |damage=690
 
  |damage=690
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HL
+
  |guard=H,L
 
  |startup=11
 
  |startup=11
 
  |active=4
 
  |active=4
 
  |recovery=16
 
  |recovery=16
 +
|overall=30
 
  |frameAdv=-8
 
  |frameAdv=-8
 
  |attribute=Strike
 
  |attribute=Strike
Line 429: Line 441:
 
|input=B+C
 
|input=B+C
 
|data=
 
|data=
  {{AttackData-UNI
+
{{AttackData-UNI
 +
|version=Normal
 +
|damage=-
 +
|cancel=-
 +
  |guard=-
 +
|startup=-
 +
|active=-
 +
|recovery=-
 +
|overall=29
 +
|frameAdv=-
 +
|attribute=
 +
}}
 +
{{AttackData-UNI
 +
|version=Increase
 +
|header=no
 
  |damage=-
 
  |damage=-
 
  |cancel=-
 
  |cancel=-
 
  |guard=-
 
  |guard=-
  |startup=9
+
  |startup=-
 
  |active=-
 
  |active=-
  |recovery=26
+
  |recovery=-
 +
|overall=38
 
  |frameAdv=-
 
  |frameAdv=-
 
  |attribute=
 
  |attribute=
  |description=Makes next Segment of Stitch Binding (236) orb appear farther away and only destroyable by hitting Seth. It only affects the distance at which 236C is set (i.e 236C is still destroyable by an attack even if you use Force Function). If you charge b+c it makes the orb go off faster though it is still destroyable by hitting the orb
+
  |description=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).
 
}}
 
}}
 
}}
 
}}
Line 450: Line 477:
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=1455
+
  |damage=1575
 
  |cancel=-
 
  |cancel=-
 
  |guard=UNB
 
  |guard=UNB
Line 456: Line 483:
 
  |active=1
 
  |active=1
 
  |recovery=22
 
  |recovery=22
  |frameAdv=+18 (hit)
+
|overall=26
 +
  |frameAdv=+18(hit)
 
  |attribute=Throw
 
  |attribute=Throw
 
  |description=Seth grabs the opponent and slashes them away with a rising uppercut.
 
  |description=Seth grabs the opponent and slashes them away with a rising uppercut.
Line 469: Line 497:
 
|input=214D
 
|input=214D
 
|data=
 
|data=
  {{AttackData-UNI
+
  {{AttackData-UNI/Guard Thrust}}
|version=Normal
 
|damage=0
 
|cancel=-
 
|guard=HL
 
|startup=15
 
|active=5
 
|recovery=26
 
|frameAdv=-12
 
|attribute=Strike
 
|description=
 
 
 
''Completely invincible frames 1~15''
 
}}
 
{{AttackData-UNI
 
|version=Vorpal
 
|header=no
 
|damage=0
 
|cancel=-
 
|guard=HL
 
|startup=12
 
|active=5
 
|recovery=26
 
|frameAdv=-12
 
|attribute=Strike
 
|description=fluff
 
 
 
''Completely invincible frames 1~12''
 
}}
 
 
}}
 
}}
  
Line 507: Line 507:
 
|input=A+B+C
 
|input=A+B+C
 
|data=
 
|data=
  {{AttackData-UNI
+
  {{AttackData-UNI/Veil Off}}
|version=Normal
 
|damage=0
 
|cancel=-
 
|guard=HLA
 
|startup=20~68
 
|active=2
 
|recovery=Till L+7
 
|frameAdv=Uncharged:-13 Charged:-14
 
|attribute=Strike
 
|description=Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.
 
 
 
''Completely invincible frames 1~30/91''
 
}}
 
{{AttackData-UNI
 
|version=Cross-Cast
 
|header=no
 
|damage=0
 
|cancel=-
 
|guard=HL
 
|startup=2
 
|active=4
 
|recovery=20
 
|frameAdv=+3
 
|attribute=Strike
 
|description=Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.
 
 
 
''Completely invincible frames 1~19''
 
}}
 
 
}}
 
}}
  
Line 549: Line 521:
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
  |startup=106
+
  |startup=105
  |active=7
+
  |active=-
  |recovery=~37
+
  |recovery=-
  |frameAdv=+
+
|overall=35
 +
  |frameAdv=+64
 
  |attribute=Projectile
 
  |attribute=Projectile
  |description=Places the orb in front of Seth at crouch level. Start-up is the time it takes for the orb to detonate. Recovery is the cooldown from setting the orb.
+
  |description=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.
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 562: Line 535:
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
  |startup=106
+
  |startup=105
  |active=7
+
  |active=-
  |recovery=~37
+
  |recovery=-
  |frameAdv=+
+
|overall=35
 +
  |frameAdv=+64
 
  |attribute=Projectile
 
  |attribute=Projectile
  |description=Places the orb in front of Seth at head level. Start-up is the time it takes for the orb to detonate. Recovery is the cooldown from setting the orb.
+
  |description=Same as the A version, but sets the orb at eye level.
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 575: Line 549:
 
  |damage=1466
 
  |damage=1466
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
  |startup=112
+
  |startup=111
  |active=33
+
  |active=-
  |recovery=~55
+
  |recovery=
  |frameAdv=+
+
|overall=53
 +
  |frameAdv=+46
 
  |attribute=Projectile
 
  |attribute=Projectile
  |description=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.  
+
  |description=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.
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 588: Line 563:
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
  |startup=118
+
  |startup=117
  |active=16
+
  |active=-
  |recovery=x
+
  |recovery=(9)
  |frameAdv=+
+
|overall=37
 +
  |frameAdv=+63
 
  |attribute=Projectile
 
  |attribute=Projectile
  |description= Places the orb in front of Seth ~45 degrees downwards while Seth bounces backwards.  
+
  |description=Places the orb in front of Seth ~45 degrees downwards while Seth bounces backwards.
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 601: Line 577:
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
  |startup=119
+
  |startup=118
  |active=23
+
  |active=-
  |recovery=x
+
  |recovery=(9)
  |frameAdv=+
+
|overall=38
 +
  |frameAdv=+62
 
  |attribute=Projectile
 
  |attribute=Projectile
 
  |description=Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.
 
  |description=Places the orb behind Seth ~45 degrees downwards while Seth bounces forward.
Line 614: Line 591:
 
  |damage=1466
 
  |damage=1466
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
  |startup=138
+
  |startup=137
  |active=31
+
  |active=-
  |recovery=x
+
  |recovery=(10)
  |frameAdv=+
+
|overall=58
 +
  |frameAdv=+42
 
  |attribute=Projectile
 
  |attribute=Projectile
  |description=Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.
+
  |description=Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.
 
}}
 
}}
 
}}
 
}}
Line 635: Line 613:
 
  |damage=810
 
  |damage=810
 
  |cancel=EX,CS
 
  |cancel=EX,CS
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=12
 
  |startup=12
 
  |active=8
 
  |active=8
 
  |recovery=21
 
  |recovery=21
  |frameAdv=-2 to -10
+
|overall=40
 +
  |frameAdv=-7
 
  |attribute=Strike
 
  |attribute=Strike
  |description=Fast startup, short distance.
+
  |description=Seth does a short and quick thrust forward.
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 648: Line 627:
 
  |damage=810
 
  |damage=810
 
  |cancel=EX,CS
 
  |cancel=EX,CS
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=15
 
  |startup=15
 
  |active=9
 
  |active=9
 
  |recovery=25
 
  |recovery=25
  |frameAdv=-6 to -12
+
|overall=48
 +
  |frameAdv=-12
 
  |attribute=Strike
 
  |attribute=Strike
  |description=Slower startup, longer distance, more float time.
+
  |description=Same as the A version, but slower startup and travels further. Also floats the opponent for more time.
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 661: Line 641:
 
  |damage=2075
 
  |damage=2075
 
  |cancel=(CS)
 
  |cancel=(CS)
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=11
 
  |startup=11
  |active=3
+
  |active=7
  |recovery=36
+
  |recovery=32
 +
|overall=49
 
  |frameAdv=-17
 
  |frameAdv=-17
 
  |attribute=Strike
 
  |attribute=Strike
  |description=Invul. on startup. Seth's main non-system reversal. Can be Chain Shifted only on hit, though if they are slow you can cs and not be punished.
+
  |description=Seth's main non-system reversal. Similar to other versions. Can chain shift on hit to go into a full combo.
 
+
|invul=Completely invincible frames 1~13
''Completely invincible frames 1~13''
 
 
}}
 
}}
 
}}
 
}}
Line 685: Line 665:
 
  |cancel=Sp
 
  |cancel=Sp
 
  |guard=-
 
  |guard=-
  |startup=~14
+
  |startup=-
  |active=~11
+
  |active=-
  |recovery=~10
+
  |recovery=-
 +
|overall=46
 
  |frameAdv=-
 
  |frameAdv=-
 
  |attribute=
 
  |attribute=
  |description=Moves forward along the ground. 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.
+
  |description=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.
 +
|invul=Completely invincible frames 24~29
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 697: Line 679:
 
  |cancel=Sp
 
  |cancel=Sp
 
  |guard=-
 
  |guard=-
  |startup=~14
+
  |startup=-
  |active=~11
+
  |active=-
  |recovery=~10
+
  |recovery=(3)
 +
|overall=36
 
  |frameAdv=-
 
  |frameAdv=-
 
  |attribute=
 
  |attribute=
 
  |description=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.
 
  |description=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.
 +
|invul=Completely invincible frames 24~33
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 709: Line 693:
 
  |cancel=Sp
 
  |cancel=Sp
 
  |guard=-
 
  |guard=-
  |startup=~14
+
  |startup=-
  |active=~11
+
  |active=-
  |recovery=~10
+
  |recovery=(3)
 +
|overall=31
 
  |frameAdv=-
 
  |frameAdv=-
 
  |attribute=
 
  |attribute=
  |description=Moves diagonally upwards at a sharper angle than the B version. 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.
+
  |description=Moves diagonally upwards at a sharper angle than the B version. Can be canceled with the A, B, or C follow-ups of 214X.
 +
|invul=Completely invincible frames 25~31
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
 
  |version=A Follow-up
 
  |version=A Follow-up
 
  |header=no
 
  |header=no
  |damage=~530
+
  |damage=789(1192)
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=-
+
  |guard=H,L,A
  |startup=16
+
  |startup=16+1
  |active=7
+
  |active=6
  |recovery=28
+
  |recovery=0
  |frameAdv=-
+
|overall=35
  |attribute=
+
  |frameAdv=+64
 +
  |attribute=Strike
 
  |description=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.
 
  |description=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.
 
}}
 
}}
Line 732: Line 719:
 
  |version=B Follow-up
 
  |version=B Follow-up
 
  |header=no
 
  |header=no
  |damage=~550
+
  |damage=819
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=-
+
  |guard=H,L,A
  |startup=16
+
  |startup=16+1
  |active=7
+
  |active=6
  |recovery=34
+
  |recovery=(3)
  |frameAdv=-
+
|overall=41
  |attribute=
+
  |frameAdv=+80
 +
  |attribute=Strike
 
  |description=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.   
 
  |description=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.   
 
}}
 
}}
Line 745: Line 733:
 
  |version=C Follow-up  
 
  |version=C Follow-up  
 
  |header=no
 
  |header=no
  |damage=~1050
+
  |damage=1563
 
  |cancel=EX,CS
 
  |cancel=EX,CS
  |guard=HLA
+
  |guard=H,L,A
  |startup=16
+
  |startup=16+1
  |active=7
+
  |active=6(21)2
  |recovery=58
+
  |recovery=26
 +
|overall=65
 
  |frameAdv=-11
 
  |frameAdv=-11
 
  |attribute=Strike
 
  |attribute=Strike
Line 758: Line 747:
 
  |version=8 - Follow-up
 
  |version=8 - Follow-up
 
  |header=no
 
  |header=no
  |damage=~600
+
  |damage=1359
 
  |cancel=EX,CS
 
  |cancel=EX,CS
  |guard=H
+
  |guard=H,L,A/H
  |startup=14-28
+
  |startup=13+1
  |active=
+
  |active=6(21)2
  |recovery=
+
  |recovery=(22)
 +
|overall=61
 
  |frameAdv=-8
 
  |frameAdv=-8
 
  |attribute=Strike
 
  |attribute=Strike
Line 781: Line 771:
 
  |damage=732
 
  |damage=732
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=9
 
  |startup=9
  |active=Till L+2
+
  |active=Until land+2
  |recovery=X+23
+
  |recovery=(23)
 +
|overall=33
 
  |frameAdv=-7
 
  |frameAdv=-7
  |attribute=Air Strike
+
  |attribute=Dive
 
  |description=Fast startup, strikes twice. Special cancellable on hit or block.  
 
  |description=Fast startup, strikes twice. Special cancellable on hit or block.  
 
}}
 
}}
Line 796: Line 787:
 
  |guard=UNB
 
  |guard=UNB
 
  |startup=30
 
  |startup=30
  |active=Till L
+
  |active=Until land
  |recovery=23
+
  |recovery=(23)
 +
|overall=52
 
  |frameAdv=+21 (hit)
 
  |frameAdv=+21 (hit)
 
  |attribute=Throw
 
  |attribute=Throw
Line 807: Line 799:
 
  |damage=1810
 
  |damage=1810
 
  |cancel=(CS)
 
  |cancel=(CS)
  |guard=H/AS
+
  |guard=H,AS
 
  |startup=8
 
  |startup=8
  |active=Till L+2
+
  |active=Until land+2
  |recovery=27
+
  |recovery=(27)
 +
|overall=36
 
  |frameAdv=-6
 
  |frameAdv=-6
 
  |attribute=Strike
 
  |attribute=Strike
  |description=Throw on hit. Can cancel it with CS on hit.  
+
  |description=Throw on hit. Can cancel it with CS on hit.
 
+
|invul=Completely invincible frames 1~Landing
''Completely invincible frames 1~Landing''
 
 
}}
 
}}
 
}}
 
}}
Line 834: Line 826:
 
  |active=1
 
  |active=1
 
  |recovery=24
 
  |recovery=24
 +
|overall=30
 
  |frameAdv=+26 (hit)
 
  |frameAdv=+26 (hit)
 
  |attribute=Throw
 
  |attribute=Throw
 
  |description=command grab, knocks down. Can cancel with CS on hit. no follow up outside of cs even if orb hits afterwards.
 
  |description=command grab, knocks down. Can cancel with CS on hit. no follow up outside of cs even if orb hits afterwards.
 
+
|invul=Throw invincible frames 1~6
''Throw invincible frames 1~6''
 
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
Line 846: Line 838:
 
  |guard=UNB
 
  |guard=UNB
 
  |startup=8
 
  |startup=8
  |active=1
+
  |active=2
  |recovery=24
+
  |recovery=21
 +
|overall=30
 
  |frameAdv=+26 (hit)
 
  |frameAdv=+26 (hit)
 
  |attribute=Throw
 
  |attribute=Throw
 
  |description= Anti air version, can be combo'd into and launches into the air allowing hits/movement afterwards.
 
  |description= Anti air version, can be combo'd into and launches into the air allowing hits/movement afterwards.
 
+
|invul=Head/Dive invincible frames 7~9
''Air attack invincible frames 7~9''
 
 
}}
 
}}
 
{{AttackData-UNI
 
{{AttackData-UNI
 
  |version=EX
 
  |version=EX
  |damage=1204
+
  |damage=1393
 
  |cancel=(Sp),(EX),(CS)
 
  |cancel=(Sp),(EX),(CS)
 
  |guard=UNB
 
  |guard=UNB
Line 862: Line 854:
 
  |active=1(1)2
 
  |active=1(1)2
 
  |recovery=21
 
  |recovery=21
 +
|overall=30
 
  |frameAdv=+
 
  |frameAdv=+
 
  |attribute=Throw
 
  |attribute=Throw
 
  |description=Leaves the opponent standing and leads into a combo. Second set of actives only hits during a combo.
 
  |description=Leaves the opponent standing and leads into a combo. Second set of actives only hits during a combo.
 
+
|invul=Completely invincible frames 1~7
''Completely invincible frames 1~7''
 
 
}}
 
}}
 
}}
 
}}
Line 878: Line 870:
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=3069
+
  |damage=3269
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=13
 
  |startup=13
 
  |active=34
 
  |active=34
 
  |recovery=10
 
  |recovery=10
 +
|overall=56
 
  |frameAdv=-21
 
  |frameAdv=-21
 
  |attribute=Strike
 
  |attribute=Strike
 
  |description=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.  
 
  |description=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.  
 
+
|invul=Completely invincible frames 1~16
''Completely invincible frames 1~16''
+
|invul2=Throw invincible frames 17~46
<br>''Throw invincible frames 17~46''
 
 
}}
 
}}
 
}}
 
}}
Line 897: Line 889:
 
{{MoveData
 
{{MoveData
 
|image=seth_iwexs.png
 
|image=seth_iwexs.png
|caption=ANIME!!!
+
|caption=
 
|name=Distant Frontier<br>「境界のディスタント」
 
|name=Distant Frontier<br>「境界のディスタント」
 
|input=A+B+C+D
 
|input=A+B+C+D
 
|data=
 
|data=
 
  {{AttackData-UNI
 
  {{AttackData-UNI
  |damage=3690
+
  |damage=3780
 
  |cancel=-
 
  |cancel=-
  |guard=HLA
+
  |guard=H,L,A
 
  |startup=15
 
  |startup=15
 
  |active=6
 
  |active=6
 
  |recovery=47
 
  |recovery=47
 +
|overall=67
 
  |frameAdv=-25
 
  |frameAdv=-25
 
  |attribute=Strike
 
  |attribute=Strike
 
  |description=Desperation super usable at below 30% if you have 200% meter. Does good damage and does comparable damage to your Infinite Worth when done at the end of a combo (with a better hitbox than the Infinite Worth of course). Outside of that, you probably shouldn't try your luck with this move.
 
  |description=Desperation super usable at below 30% if you have 200% meter. Does good damage and does comparable damage to your Infinite Worth when done at the end of a combo (with a better hitbox than the Infinite Worth of course). Outside of that, you probably shouldn't try your luck with this move.
 
+
|invul=Completely invincible frames 1~26
''Completely invincible frames 1~26''
 
 
}}
 
}}
 
}}
 
}}
 
==Combos==
 
 
'''214C~C > 6C route
 
 
You basically want to go into this whenever possible. The damage is good and it ends in oki.
 
A full notation example using a midscreen 5A starter:
 
 
5A > 5B > 5C > 214C~C > 6C > j.236B > j.214A > 214B~B > [stuff] > Orb Hits > 6C > j.236B.
 
 
The [stuff] section is basically anything that hits them enough to buy time till the orb you made earlier hits. The basic easy one is  214B~B > 22 > 2C(1) > 623A > Orb Hits > j.236B. You actually have a good amount of time to link that 2C, so executionally I find this one easiest, since you can visually watch them drop and time your 2C as they fall near.
 
 
Once you get the hang of this, I personally suggest using this route midscreen: 214B~B > 22 > dash C > Orb Hits > 6C > etc. The reason I suggest this one if you can do it is because you can go into an unblockable setup extremely easily from this. The timing is a bit stricter. I haven't confirmed it, but either his 22 fastfall is dash cancellable or it just psychologically is really easy to time if you immediately input 6 6+C right after doing 22 (or 2 A+B). In any case in my personal experience, taking your time with the 214B~B > 22 link, and then executing the dash 66C quickly works much better than the other way around. Also if you want, you can cancel 6C into BC for a charge in the middle of the combo.
 
 
The third common way to fill midscreen is with 214B~B > back airdash OR delay j.214A. This route is nice because if you're bad at getting your 22 out, you don't have to worry about it here. It's a bit easier on the hands so if you're having a lot of trouble, try this route.
 
 
If you're having trouble with the 214C~C > 6C link, if you look at the opponent who's being stunned by 214C, you'll see that the initial "stunned" effect diminishes right about the time you need to input 6C. If you're having trouble with this link, try that as a visual queue. Alternatively, looking for when seth recovers from 214C~C looks viable too.
 
 
Also if you're not getting your first j.236B > j.214A link, try doing it later than you might expect.
 
 
The main issue with this 214C~C > 6C route is that it only links from certain starters. The big one is that 2A into a B then a C before 214C won't combo. You need to do 2A > 5C straight into 214C or something similar if you want it from a 2A starter. This actually influences the way you poke and do block strings if you're looking for something good from 2A (unless you're just a god at confirming off of single 2A hit Kappa). If you are combos off of 2A and you're not confident you can hit / block confirm well enough, that's when you should start looking for alternate combos.
 
 
'''Unblockable Route - ~214B~B > 22 > dash C > Orb Hits > 236A/B > EX Command Grab > j.2C > j.214B (Orb forces block inbetween j.2C and j.214B)
 
 
Really straight forward unblockable setup (in case you don't know, j.214B throws them even in block stun) and one of the main reason I'm going to list comboing off of j.214B > CS as an essential thing to know how to do. If you're already familiar with the dash C version of the midscreen BnB, adding this ender on is really great. Gives you ~4.5k total for using one super .
 
 
Note that if you are not close enough after dash C, you won't reach with EX command grab. If you're having issues with this, hold your 66 input for a bit before pressing C, gauging the height as they fall. You want to hit them as low to the ground as possible so that you have more time to dash and get closer to them to be in range.
 
 
'''Air to air stuff > j.B > j.C > j.214A > 214B~B > j.236B
 
 
Doing oki off this setup can be a bit more awkward than the 6C > j.236B route, and seems to be less prefered, but it's an extremely crucial combo route to know. If you had to many ground hits etc to do 214C~C > 6C, this is the route you want to do instead.
 
 
The main issue you may come across is that when you do j.214A too high in the air, it either becomes really obnoxious to actually special cancel into 214B, and sometimes nothing will come out. Other times, 214B~B won't combo, even when the proration etc is fine, just due to positioning. As a result, you want them to be as low as possible before doing j.214A. You can do this either by delaying your jump normals or adding extra normals in (doing j.A > j.C > j.B for example). If you're not sure whether it's going to work as an ender, remember that the ender is probably the most essential part of any Seth combo. If you don't know, try using the alternative of j.214A > land > 236A/B (for when you're unsure if 214B~B will combo) OR canceling your jump normal into j.236A/B).
 
 
'''j.214B > CS > Assault j.A > delay j.B/j.C > 2C(1) > 214C~C > 6C > etc
 
 
Since a lot of his gameplay runs around unblockables and the threat of unblockables, it's extremely important to know how to get damage off of landing your B dive. Comboing off of it via CS is one of the easiest ways. During CS, you have a huge buffer window, so you can input your j.6D fairly early during the CS flash and be assured that your assault will come out properly and as early as you need it to. The j.A afterwards can generally just be done early, with a big amount of delay before the j.B. You generally will want to use j.B, but use j.C on light characters. You don't need to delay much if using j.C.
 
 
'''Corner: Stuff > 214C~C > 6C > j.236B > j.214A > 623B into corner > 623A out of corner > 236C > (236A/B)
 
 
Really basic easy corner unblockable setup. Just watch what they do and then confirm into B dive once they block EX orb, or combo if they flailed. Can omit the 236C and just do a basic 6C ender which makes this an easy corner combo as well.
 
 
'''Airhit 5B > 623B routes
 
 
Note that a lot of the time, you need to slightly delay 623B. If you cancel immediately, the followup into 214A/C ~ C will whiff because they're too high (char specific I'm sure).
 
  
 
==Colors==
 
==Colors==

Revision as of 14:59, 10 December 2019

Seth

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

Character Stats

Template:CharacterData-Infobox-UNIST

Gameplay

Seth got a much needed health buff in UNIST but he does still have the least life in the game. He's a speedy glass cannon that is all about getting in usually by using his superior moving to set an orb so you can mix up your opponent using his teleports, staggers and command grabs. Norcal player Brett made an excellent guide that he is in the midst of updating with UNIST information that is very good for getting the basis of the character down. Brett's Seth Guide

Notable Seth Players

  • Oshuhitto - Rank 1 Seth - nuff said
  • Rion - Uniel Rank 1 - doesn't appear to be very active currently but lots of older videos
  • Joker - strong player with creative set ups and some combo routes I haven't seen others use
  • Kai - another strong player who often has creative set ups and mixups that others don't do.

Move List

Normal Moves

5A
Seth 5a.png
Damage Guard Cancel Property Cost Attribute
170 H,L Se,Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.


5B
Seth 5b.png
Damage Guard Cancel Property Cost Attribute
415 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 5 15 26 -4 -
Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.


5C
Seth 5c.png
Damage Guard Cancel Property Cost Attribute
350 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 17 30 -9 -
Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.


5CC
Seth 66c.png
Damage Guard Cancel Property Cost Attribute
388 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
4 4 21 28 -7 -
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.


2A
Seth 2a.png
Damage Guard Cancel Property Cost Attribute
140 L Se,Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.


2B
Seth 2b.png
Damage Guard Cancel Property Cost Attribute
410 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 5 13 23 -2 -
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.


2C
Seth 2c.png
Damage Guard Cancel Property Cost Attribute
543 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 2(2)2 17 30 -1 -
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


j.A
Seth ja.png
Damage Guard Cancel Property Cost Attribute
140 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 4 12(2) 23 Varies -
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.


j.B
Seth jb.png
Damage Guard Cancel Property Cost Attribute
410 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 3 18(3) 30 Varies -
Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.


j.C
Seth jc.png
Damage Guard Cancel Property Cost Attribute
510 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 3 18(4) 32 Varies -
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.

Command Normals

6C
Seth 6c.png
Damage Guard Cancel Property Cost Attribute
600 H Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
28 1 16 44 -6 Foot invincible frames 15~28
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.


3B
Seth 3b.png
Damage Guard Cancel Property Cost Attribute
430 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 17 30 -3 Head invincible frames 8~13
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.


3C
Seth 3c.png
Damage Guard Cancel Property Cost Attribute
590 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 27 39 -12 Head invincible frames 8~12
High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.


j.6C
Seth j6c.png
Damage Guard Cancel Property Cost Attribute
510 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
26 6 17 44 -9 -
Same as 6C except doable in the air. Primarily used for comboing opponents.


j.2C
Seth j2c.png
Damage Guard Cancel Property Cost Attribute
420 H,L,A Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 Until land (13) 22 -1 -
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.


j.22/j.2A+B
Seth fastfall.png
Damage Guard Cancel Property Cost Attribute
- - CS - - -
Startup Active Recovery Overall Advantage Invul
- - (16) - - -
Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.


j.22~6X
Seth fastfallkick.png
Damage Guard Cancel Property Cost Attribute
810 H,L Sp,Ex,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 4 21 40 -7 Throw invincible frames 4~19
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.


j.44
Seth backdash.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - (12) 17 - -
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.

Dash Normals

66B
Seth 66b.png
Seth 5b.png
Damage Guard Cancel Property Cost Attribute
608 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


66C
Seth 66c.png
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

Universal Mechanics

Abyssal Geometry
B+C
Seth ff.png
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
Seth nage.png
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
Seth 5b.png
Guard Thrust
ガードスラスト
214D

[[File:{{{image}}}|175x250px|center]]

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
UNIST Seth VeilOff.png
Veil Off
ヴェールオフ
A+B+C

[[File:{{{image}}}|175x250px|center]]

A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • Usable only when you'd be able to use chain shift.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Captive Segment
「縫縛のセグメント」

236X
j.236X
Seth orb.png
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
Seth 623.png
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 -
Seth does a short and quick thrust forward.
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 -
Same as the A version, but slower startup and travels further. Also floats the opponent for more time.
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
Seth 214b.png
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
Seth j214a.png
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
Seth cmd nage.png
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. no follow up outside of cs 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.

Infinite Worth

Chained Nefarity
「連鎖のネファリウス」

41236D
Seth iw.png
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.

Infinite Worth EXS

Distant Frontier
「境界のディスタント」

A+B+C+D
Seth iwexs.png
Damage Guard Cancel Property Cost Attribute
3780 H,L,A - - - Strike
Startup Active Recovery Overall Advantage Invul
15 6 47 67 -25 Completely invincible frames 1~26
Desperation super usable at below 30% if you have 200% meter. Does good damage and does comparable damage to your Infinite Worth when done at the end of a combo (with a better hitbox than the Infinite Worth of course). Outside of that, you probably shouldn't try your luck with this move.

Colors

Template:UNISTColors


UNDER NIGHT IN-BIRTH Exe:Late[st]
General
Controls
FAQ
Glossary
HUD
Offense Defense
Patch Notes
System
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki