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

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(Fixed level 1 headers, added TOClimit)
m (Special Moves)
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Line 20: Line 20:
 
[https://docs.google.com/document/d/1xCt8Ps5QsUUEbBM3QoiyOzDfqUHNFVtq47vfROkOiSg/edit?usp=sharing Brett's Seth Guide]
 
[https://docs.google.com/document/d/1xCt8Ps5QsUUEbBM3QoiyOzDfqUHNFVtq47vfROkOiSg/edit?usp=sharing Brett's Seth Guide]
  
=+=Notable Seth Players==+
+
===Notable Seth Players===
 
*Oshuhitto - Rank 1 Seth - nuff said
 
*Oshuhitto - Rank 1 Seth - nuff said
 
*Rion - Uniel Rank 1 - doesn't appear to be very active currently but lots of older videos
 
*Rion - Uniel Rank 1 - doesn't appear to be very active currently but lots of older videos
Line 31: Line 31:
 
'''Startup includes the first active frame.'''
 
'''Startup includes the first active frame.'''
  
===Normal Moves===
+
==Normal Moves==
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_5a.png ‎
 
|image=Seth_5a.png ‎
 
|caption=
 
|caption=
 
|name=5A
 
|name=5A
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=170
 
  |damage=170
 
  |cancel=Se,Sp,EX,CS
 
  |cancel=Se,Sp,EX,CS
Line 45: Line 45:
 
  |recovery=12
 
  |recovery=12
 
  |frameAdv=-2
 
  |frameAdv=-2
  |hitbox=
+
  |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 51: Line 51:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_2a.png
 
|image=seth_2a.png
 
|caption=
 
|caption=
 
|name=2A
 
|name=2A
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=140
 
  |damage=140
 
  |cancel=Se,Sp,EX,CS
 
  |cancel=Se,Sp,EX,CS
Line 64: Line 64:
 
  |recovery=12
 
  |recovery=12
 
  |frameAdv=-2
 
  |frameAdv=-2
  |hitbox=
+
  |attribute=Foot
 
  |description=Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.  
 
  |description=Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.  
 
}}
 
}}
Line 70: Line 70:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_5b.png
 
|image=Seth_5b.png
 
|caption=
 
|caption=
 
|name=5B
 
|name=5B
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=415
 
  |damage=415
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 83: Line 83:
 
  |recovery=15
 
  |recovery=15
 
  |frameAdv=-4
 
  |frameAdv=-4
  |hitbox=
+
  |attribute=Strike
 
  |description=Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.  
 
  |description=Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.  
 
}}
 
}}
Line 89: Line 89:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_2b.png
 
|image=Seth_2b.png
 
|caption=
 
|caption=
 
|name=2B
 
|name=2B
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=410
 
  |damage=410
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 102: Line 102:
 
  |recovery=13
 
  |recovery=13
 
  |frameAdv=-2
 
  |frameAdv=-2
  |hitbox=
+
  |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=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 108: Line 108:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_5c.png
 
|image=Seth_5c.png
 
|caption=
 
|caption=
 
|name=5C
 
|name=5C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=350
 
  |damage=350
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 121: Line 121:
 
  |recovery=17
 
  |recovery=17
 
  |frameAdv=-9
 
  |frameAdv=-9
  |hitbox=
+
  |attribute=Strike
 
  |description=Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.  
 
  |description=Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.  
 
}}
 
}}
Line 127: Line 127:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_2c.png
 
|image=Seth_2c.png
 
|caption=
 
|caption=
 
|name=2C
 
|name=2C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=543
 
  |damage=543
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 140: Line 140:
 
  |recovery=21
 
  |recovery=21
 
  |frameAdv=-1
 
  |frameAdv=-1
  |hitbox=
+
  |attribute=Foot
 
  |description=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
 
  |description=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
 
}}
 
}}
Line 146: Line 146:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_ja.png
 
|image=Seth_ja.png
 
|caption=
 
|caption=
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=140
 
  |damage=140
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 159: Line 159:
 
  |recovery=X+2
 
  |recovery=X+2
 
  |frameAdv=Varies
 
  |frameAdv=Varies
  |hitbox=
+
  |attribute=Head
 
  |description=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.  
 
  |description=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.  
 
}}
 
}}
Line 165: Line 165:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_jb.png
 
|image=Seth_jb.png
 
|caption=
 
|caption=
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=410
 
  |damage=410
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 178: Line 178:
 
  |recovery=X+3
 
  |recovery=X+3
 
  |frameAdv=Varies
 
  |frameAdv=Varies
  |hitbox=
+
  |attribute=Head
 
  |description=Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.  
 
  |description=Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.  
 
}}
 
}}
Line 184: Line 184:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_jc.png
 
|image=Seth_jc.png
 
|caption=
 
|caption=
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=510
 
  |damage=510
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 197: Line 197:
 
  |recovery=X+4
 
  |recovery=X+4
 
  |frameAdv=Varies
 
  |frameAdv=Varies
  |hitbox=
+
  |attribute=Head
 
  |description=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.  
 
  |description=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===
+
==Command Normals==
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_3b.png
 
|image=Seth_3b.png
 
|caption=
 
|caption=
 
|name=3B
 
|name=3B
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=430
 
  |damage=430
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 216: Line 216:
 
  |recovery=16
 
  |recovery=16
 
  |frameAdv=-3
 
  |frameAdv=-3
  |hitbox=
+
  |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 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.  
  
''Air normal invincible frames 8~13''
+
''Head invincible frames 8~13''
 
}}
 
}}
 
}}
 
}}
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_66c.png
 
|image=seth_66c.png
 
|caption=
 
|caption=
 
|name=5CC
 
|name=5CC
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=613
 
  |damage=613
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 237: Line 237:
 
  |recovery=21
 
  |recovery=21
 
  |frameAdv=-7
 
  |frameAdv=-7
  |hitbox=
+
  |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.  
 
  |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.  
 
}}
 
}}
Line 243: Line 243:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_6c.png
 
|image=Seth_6c.png
 
|caption=
 
|caption=
 
|name=6C
 
|name=6C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=600
 
  |damage=600
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 256: Line 256:
 
  |recovery=17
 
  |recovery=17
 
  |frameAdv=-6
 
  |frameAdv=-6
  |hitbox=
+
  |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 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.
  
Line 264: Line 264:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_3c.png
 
|image=Seth_3c.png
 
|caption=
 
|caption=
 
|name=3C
 
|name=3C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=590
 
  |damage=590
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 277: Line 277:
 
  |recovery=28
 
  |recovery=28
 
  |frameAdv=-12
 
  |frameAdv=-12
  |hitbox=
+
  |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.
  
''Air normal invincible frames 8~12''
+
''Head invincible frames 8~12''
 
}}
 
}}
 
}}
 
}}
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_j6c.png
 
|image=Seth_j6c.png
 
|caption=
 
|caption=
 
|name=j.6C
 
|name=j.6C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=510
 
  |damage=510
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 298: Line 298:
 
  |recovery=18
 
  |recovery=18
 
  |frameAdv=-10(min)
 
  |frameAdv=-10(min)
  |hitbox=
+
  |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 304: Line 304:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=Seth_j2c.png
 
|image=Seth_j2c.png
 
|caption=
 
|caption=
 
|name=j.2C
 
|name=j.2C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=420
 
  |damage=420
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 317: Line 317:
 
  |recovery=13
 
  |recovery=13
 
  |frameAdv=-4
 
  |frameAdv=-4
  |hitbox=
+
  |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 323: Line 323:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_fastfall.png
 
|image=seth_fastfall.png
 
|caption=
 
|caption=
 
|name=j.22/j.2A+B
 
|name=j.22/j.2A+B
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=-
 
  |damage=-
 
  |cancel=CS
 
  |cancel=CS
Line 336: Line 336:
 
  |recovery=X+16
 
  |recovery=X+16
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |attribute=
 
  |description=Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.  
 
  |description=Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.  
 
}}
 
}}
Line 342: Line 342:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_fastfallkick.png
 
|image=seth_fastfallkick.png
 
|caption=
 
|caption=
 
|name=j.22~6A,B,C
 
|name=j.22~6A,B,C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=-
 
  |damage=-
 
  |cancel=Sp,Ex,CS,
 
  |cancel=Sp,Ex,CS,
Line 355: Line 355:
 
  |recovery=
 
  |recovery=
 
  |frameAdv=-7
 
  |frameAdv=-7
  |hitbox=
+
  |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=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
  
Line 363: Line 363:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_backdash.png
 
|image=seth_backdash.png
 
|caption=
 
|caption=
 
|name=j.44
 
|name=j.44
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=-
 
  |damage=-
 
  |cancel=-
 
  |cancel=-
Line 376: Line 376:
 
  |recovery=x
 
  |recovery=x
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |attribute=
 
  |description=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.  
 
  |description=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===
+
==Dash Normals==
{{UNIEL-Move
+
{{MoveData
 
|image=seth_66b.png
 
|image=seth_66b.png
 
|caption=
 
|caption=
Line 389: Line 389:
 
|name=66B
 
|name=66B
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=608
 
  |damage=608
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 397: Line 397:
 
  |recovery=14
 
  |recovery=14
 
  |frameAdv=-2
 
  |frameAdv=-2
  |hitbox=
+
  |attribute=Strike
 
  |description=Knee kick into 5B slash. Vacuum's in and special cancelable mostly combo filler but can be used for mixup, extremely safe on block
 
  |description=Knee kick into 5B slash. Vacuum's in and special cancelable mostly combo filler but can be used for mixup, extremely safe on block
 
}}
 
}}
Line 403: Line 403:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_66c.png
 
|image=seth_66c.png
 
|caption=
 
|caption=
 
|name=66C
 
|name=66C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=690
 
  |damage=690
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 416: Line 416:
 
  |recovery=16
 
  |recovery=16
 
  |frameAdv=-8
 
  |frameAdv=-8
  |hitbox=
+
  |attribute=Strike
 
  |description=Wide wallslam slash. Strong move that can be used for cross ups, meaties, and to cover space
 
  |description=Wide wallslam slash. Strong move that can be used for cross ups, meaties, and to cover space
 
}}
 
}}
Line 422: Line 422:
  
 
==Universal Mechanics==
 
==Universal Mechanics==
{{UNIEL-Move
+
{{MoveData
 
|image=seth_ff.png
 
|image=seth_ff.png
 
|caption=
 
|caption=
Line 428: Line 428:
 
|input=B+C
 
|input=B+C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=-
 
  |damage=-
 
  |cancel=-
 
  |cancel=-
Line 436: Line 436:
 
  |recovery=26
 
  |recovery=26
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |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=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
 
}}
 
}}
Line 442: Line 442:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_nage.png
 
|image=seth_nage.png
 
|caption=
 
|caption=
Line 448: Line 448:
 
|input=A+D
 
|input=A+D
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=1455
 
  |damage=1455
 
  |cancel=-
 
  |cancel=-
Line 456: Line 456:
 
  |recovery=22
 
  |recovery=22
 
  |frameAdv=+18 (hit)
 
  |frameAdv=+18 (hit)
  |hitbox=
+
  |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 462: Line 462:
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_5b.png
 
|image=seth_5b.png
 
|caption=
 
|caption=
Line 468: Line 468:
 
|input=214D
 
|input=214D
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 +
|version=Normal
 
  |damage=0
 
  |damage=0
 
  |cancel=-
 
  |cancel=-
 
  |guard=HL
 
  |guard=HL
  |startup=16
+
  |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
 
  |active=5
  |recovery=27
+
  |recovery=26
  |frameAdv=Blocked: -14<br>Hit: +40
+
  |frameAdv=-12
  |hitbox=
+
  |attribute=Strike
  |description= Seth guard thrusts out with his 5B
+
  |description=fluff
 +
 
 +
''Completely invincible frames 1~12''
 
}}
 
}}
 
}}
 
}}
  
  
{{UNIEL-Move
+
{{MoveData
 
|image=UNIST_Seth_VeilOff.png
 
|image=UNIST_Seth_VeilOff.png
 
|caption=
 
|caption=
Line 488: Line 506:
 
|input=A+B+C
 
|input=A+B+C
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 +
|version=Normal
 
  |damage=0
 
  |damage=0
 
  |cancel=-
 
  |cancel=-
 
  |guard=HLA
 
  |guard=HLA
  |startup=21 (min)<br>69 (max)
+
  |startup=20~68
 
  |active=2
 
  |active=2
  |recovery=37
+
  |recovery=Till L+7
  |frameAdv=Blocked: -13<br>Hit: +36
+
  |frameAdv=Uncharged:-13 Charged:-14
  |hitbox=
+
  |attribute=Strike
  |description=Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.
+
  |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''
 
}}
 
}}
 
}}
 
}}
  
 
==Special Moves==
 
==Special Moves==
{{UNIEL-Move
+
{{MoveData
 
|name=Captive Segment<br>「縫縛のセグメント」
 
|name=Captive Segment<br>「縫縛のセグメント」
 
|input=236X<br>j.236X
 
|input=236X<br>j.236X
Line 508: Line 544:
 
|caption=
 
|caption=
 
|data=
 
|data=
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=A
 
  |version=A
 
  |damage=810
 
  |damage=810
Line 517: Line 553:
 
  |recovery=~37
 
  |recovery=~37
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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=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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=B
 
  |version=B
 +
|header=no
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
Line 529: Line 566:
 
  |recovery=~37
 
  |recovery=~37
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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=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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=EX
 
  |version=EX
 +
|header=no
 
  |damage=1466
 
  |damage=1466
 
  |cancel=-
 
  |cancel=-
Line 541: Line 579:
 
  |recovery=~55
 
  |recovery=~55
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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.  
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=j.A
 
  |version=j.A
 +
|header=no
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
Line 553: Line 592:
 
  |recovery=x
 
  |recovery=x
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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.  
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=j.B
 
  |version=j.B
 +
|header=no
 
  |damage=810
 
  |damage=810
 
  |cancel=-
 
  |cancel=-
Line 565: Line 605:
 
  |recovery=x
 
  |recovery=x
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=j.EX
 
  |version=j.EX
 +
|header=no
 
  |damage=1466
 
  |damage=1466
 
  |cancel=-
 
  |cancel=-
Line 577: Line 618:
 
  |recovery=x
 
  |recovery=x
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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 583: Line 624:
  
  
{{UNIEL-Move
+
{{MoveData
 
|name=Dual Piercing Vengeance<br>「双鈎のヴェンジェンス」
 
|name=Dual Piercing Vengeance<br>「双鈎のヴェンジェンス」
 
|input=623X
 
|input=623X
Line 589: Line 630:
 
|caption=
 
|caption=
 
|data=
 
|data=
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=A
 
  |version=A
 
  |damage=810
 
  |damage=810
Line 598: Line 639:
 
  |recovery=21
 
  |recovery=21
 
  |frameAdv=-2 to -10
 
  |frameAdv=-2 to -10
  |hitbox=
+
  |attribute=Strike
 
  |description=Fast startup, short distance.   
 
  |description=Fast startup, short distance.   
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=B
 
  |version=B
 +
|header=no
 
  |damage=810
 
  |damage=810
 
  |cancel=EX,CS
 
  |cancel=EX,CS
Line 610: Line 652:
 
  |recovery=25
 
  |recovery=25
 
  |frameAdv=-6 to -12
 
  |frameAdv=-6 to -12
  |hitbox=
+
  |attribute=Strike
 
  |description=Slower startup, longer distance, more float time.   
 
  |description=Slower startup, longer distance, more float time.   
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=EX
 
  |version=EX
 +
|header=no
 
  |damage=2075
 
  |damage=2075
 
  |cancel=(CS)
 
  |cancel=(CS)
Line 622: Line 665:
 
  |recovery=36
 
  |recovery=36
 
  |frameAdv=-17
 
  |frameAdv=-17
  |hitbox=
+
  |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=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.
  
Line 630: Line 673:
  
  
{{UNIEL-Move
+
{{MoveData
 
|name=Vanishing Doubt<br>「消失のコンフュージョン」
 
|name=Vanishing Doubt<br>「消失のコンフュージョン」
 
|input=214X
 
|input=214X
Line 636: Line 679:
 
|caption=
 
|caption=
 
|data=
 
|data=
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=A
 
  |version=A
 
  |damage=-
 
  |damage=-
Line 645: Line 688:
 
  |recovery=~10
 
  |recovery=~10
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |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=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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=B
 
  |version=B
 
  |damage=-
 
  |damage=-
Line 657: Line 700:
 
  |recovery=~10
 
  |recovery=~10
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=C
 
  |version=C
 
  |damage=-
 
  |damage=-
Line 669: Line 712:
 
  |recovery=~10
 
  |recovery=~10
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |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. 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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=A Follow-up
 
  |version=A Follow-up
 +
|header=no
 
  |damage=~530
 
  |damage=~530
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 681: Line 725:
 
  |recovery=28
 
  |recovery=28
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |attribute=
 
  |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.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=B Follow-up
 
  |version=B Follow-up
 +
|header=no
 
  |damage=~550
 
  |damage=~550
 
  |cancel=Sp,EX,CS
 
  |cancel=Sp,EX,CS
Line 693: Line 738:
 
  |recovery=34
 
  |recovery=34
 
  |frameAdv=-
 
  |frameAdv=-
  |hitbox=
+
  |attribute=
 
  |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.   
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=C Follow-up  
 
  |version=C Follow-up  
 +
|header=no
 
  |damage=~1050
 
  |damage=~1050
 
  |cancel=EX,CS
 
  |cancel=EX,CS
Line 705: Line 751:
 
  |recovery=58
 
  |recovery=58
 
  |frameAdv=-11
 
  |frameAdv=-11
  |hitbox=
+
  |attribute=Strike
 
  |description=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.   
 
  |description=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.   
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=8 - Follow-up
 
  |version=8 - Follow-up
 +
|header=no
 
  |damage=~600
 
  |damage=~600
 
  |cancel=EX,CS
 
  |cancel=EX,CS
Line 717: Line 764:
 
  |recovery=
 
  |recovery=
 
  |frameAdv=-8
 
  |frameAdv=-8
  |hitbox=
+
  |attribute=Strike
 
  |description=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.
 
  |description=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.
 
}}
 
}}
Line 723: Line 770:
  
  
{{UNIEL-Move
+
{{MoveData
 
|name=Penetrate<br>「穿通のペネトレイト」
 
|name=Penetrate<br>「穿通のペネトレイト」
 
|input=j.214X
 
|input=j.214X
Line 729: Line 776:
 
|caption=
 
|caption=
 
|data=
 
|data=
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=A
 
  |version=A
 
  |damage=732
 
  |damage=732
Line 738: Line 785:
 
  |recovery=X+23
 
  |recovery=X+23
 
  |frameAdv=-7
 
  |frameAdv=-7
  |hitbox=
+
  |attribute=Air Strike
 
  |description=Fast startup, strikes twice. Special cancellable on hit or block.  
 
  |description=Fast startup, strikes twice. Special cancellable on hit or block.  
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=B
 
  |version=B
 +
|header=no
 
  |damage=1450
 
  |damage=1450
 
  |cancel=(CS)
 
  |cancel=(CS)
Line 750: Line 798:
 
  |recovery=23
 
  |recovery=23
 
  |frameAdv=+21 (hit)
 
  |frameAdv=+21 (hit)
  |hitbox=
+
  |attribute=Throw
 
  |description=Long startup, unblockable throw on hit. Can cancel it with CS on hit.
 
  |description=Long startup, unblockable throw on hit. Can cancel it with CS on hit.
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=EX
 
  |version=EX
 +
|header=no
 
  |damage=1810
 
  |damage=1810
 
  |cancel=(CS)
 
  |cancel=(CS)
  |guard=HLA
+
  |guard=H/AS
 
  |startup=8
 
  |startup=8
 
  |active=Till L+2
 
  |active=Till L+2
 
  |recovery=27
 
  |recovery=27
 
  |frameAdv=-6
 
  |frameAdv=-6
  |hitbox=
+
  |attribute=Strike
 
  |description=Throw on hit. Can cancel it with CS on hit.  
 
  |description=Throw on hit. Can cancel it with CS on hit.  
  
Line 770: Line 819:
  
  
{{UNIEL-Move
+
{{MoveData
 
|name=Convict<br>「罪咎のコンビクト」
 
|name=Convict<br>「罪咎のコンビクト」
 
|input=632146X
 
|input=632146X
Line 776: Line 825:
 
|caption= You best protect ya neck
 
|caption= You best protect ya neck
 
|data=
 
|data=
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=A
 
  |version=A
 
  |damage=1050
 
  |damage=1050
Line 785: Line 834:
 
  |recovery=24
 
  |recovery=24
 
  |frameAdv=+26 (hit)
 
  |frameAdv=+26 (hit)
  |hitbox=
+
  |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.
  
 
''Throw invincible frames 1~6''
 
''Throw invincible frames 1~6''
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=B
 
  |version=B
 
  |damage=1050
 
  |damage=1050
Line 799: Line 848:
 
  |recovery=24
 
  |recovery=24
 
  |frameAdv=+26 (hit)
 
  |frameAdv=+26 (hit)
  |hitbox=
+
  |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.
  
 
''Air attack invincible frames 7~9''
 
''Air attack invincible frames 7~9''
 
}}
 
}}
{{UNIEL-Data
+
{{AttackData-UNI
 
  |version=EX
 
  |version=EX
 
  |damage=1204
 
  |damage=1204
Line 813: Line 862:
 
  |recovery=21
 
  |recovery=21
 
  |frameAdv=+
 
  |frameAdv=+
  |hitbox=
+
  |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.
  
Line 821: Line 870:
  
 
==Infinite Worth==
 
==Infinite Worth==
{{UNIEL-Move
+
{{MoveData
 
|image=seth_iw.png
 
|image=seth_iw.png
 
|caption=
 
|caption=
Line 827: Line 876:
 
|input=41236D
 
|input=41236D
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=3069
 
  |damage=3069
 
  |cancel=-
 
  |cancel=-
Line 835: Line 884:
 
  |recovery=10
 
  |recovery=10
 
  |frameAdv=-21
 
  |frameAdv=-21
  |hitbox=
+
  |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.  
  
Line 845: Line 894:
 
==Infinite Worth EXS==
 
==Infinite Worth EXS==
  
{{UNIEL-Move
+
{{MoveData
 
|image=seth_iwexs.png
 
|image=seth_iwexs.png
 
|caption=ANIME!!!
 
|caption=ANIME!!!
Line 851: Line 900:
 
|input=A+B+C+D
 
|input=A+B+C+D
 
|data=
 
|data=
  {{UNIEL-Data
+
  {{AttackData-UNI
 
  |damage=3690
 
  |damage=3690
 
  |cancel=-
 
  |cancel=-
Line 859: Line 908:
 
  |recovery=47
 
  |recovery=47
 
  |frameAdv=-25
 
  |frameAdv=-25
  |hitbox=
+
  |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.
  

Revision as of 00:15, 3 July 2019

Seth

Introduction

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

Unique Trait/Health

Health: 9,500

Character Trait: Seth is the only character with an air backdash and fastfall (j.22 or j.2A+B). The air backdash does not consume the usual 1 block of GRD. His ground backdash pops him up into the air with a backwards jump unless a downwards direction is pressed before the backdash finishes.

Vorpal Trait: In vorpal Seth's walkspeed is increased and the distance he can travel for his fast fall followup is increased.

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

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Seth 5a.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
170 5 2 12 -2 Se,Sp,EX,CS HL Strike

Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.


2A
Seth 2a.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 5 2 12 -2 Se,Sp,EX,CS L Foot

Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.


5B
Seth 5b.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
415 7 5 15 -4 Sp,EX,CS HL Strike

Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.


2B
Seth 2b.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
410 6 5 13 -2 Sp,EX,CS L Foot

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.


5C
Seth 5c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
350 10 4 17 -9 Sp,EX,CS HL Strike

Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.


2C
Seth 2c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
543 8 2(2)2 21 -1 Sp,EX,CS L Foot

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 Startup Active Recovery Frame Adv Cancel Guard Attribute
140 8 3 X+2 Varies Sp,EX,CS H/AS Head

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 Startup Active Recovery Frame Adv Cancel Guard Attribute
410 10 3 X+3 Varies Sp,EX,CS H/AS Head

Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.


j.C
Seth jc.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
510 12 3 X+4 Varies Sp,EX,CS H/AS Head

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

3B
Seth 3b.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
430 10 5 16 -3 Sp,EX,CS HL Strike

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.

Head invincible frames 8~13


5CC
Seth 66c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
613 4 4 21 -7 Sp,EX,CS HL Strike

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.


6C
Seth 6c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
600 28 1 17 -6 Sp,EX,CS H Strike

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.

Foot invincible frames 15~28


3C
Seth 3c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
590 10 3 28 -12 Sp,EX,CS HL Strike

High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.

Head invincible frames 8~12


j.6C
Seth j6c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
510 26 6 18 -10(min) Sp,EX,CS H,AS Head

Same as 6C except doable in the air. Primarily used for comboing opponents.


j.2C
Seth j2c.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 9 3 13 -4 Sp,EX,CS HLA Head

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 Startup Active Recovery Frame Adv Cancel Guard Attribute
- 5 - X+16 - CS - -

Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.


j.22~6A,B,C
Seth fastfallkick.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- 16 - - -7 Sp,Ex,CS, HL Strike

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

Throw invincible frames 4~19


j.44
Seth backdash.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- 1 - x - - - -

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 Startup Active Recovery Frame Adv Cancel Guard Attribute
608 7 2(4)4 14 -2 Sp,EX,CS HL Strike

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 Startup Active Recovery Frame Adv Cancel Guard Attribute
690 11 4 16 -8 Sp,EX,CS HL Strike

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
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- 9 - 26 - - - -

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


Throw
A+D
Seth nage.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1455 4 1 22 +18 (hit) - UNB Throw

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


Guard Thrust
214D
Seth 5b.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 -12 - HL Strike

Completely invincible frames 1~15

Vorpal 0 12 5 26 -12 - HL Strike

fluff

Completely invincible frames 1~12


Veil Off
A+B+C
UNIST Seth VeilOff.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 20~68 2 Till L+7 Uncharged:-13 Charged:-14 - HLA Strike

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

Cross-Cast 0 2 4 20 +3 - HL Strike

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


Special Moves

Captive Segment
「縫縛のセグメント」

236X
j.236X
Seth orb.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 810 106 7 ~37 + - HLA Projectile

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.

B 810 106 7 ~37 + - HLA Projectile

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.

EX 1466 112 33 ~55 + - HLA Projectile

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.

j.A 810 118 16 x + - HLA Projectile

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

j.B 810 119 23 x + - HLA Projectile

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

j.EX 1466 138 31 x + - HLA Projectile

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
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 810 12 8 21 -2 to -10 EX,CS HLA Strike

Fast startup, short distance.

B 810 15 9 25 -6 to -12 EX,CS HLA Strike

Slower startup, longer distance, more float time.

EX 2075 11 3 36 -17 (CS) HLA Strike

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.

Completely invincible frames 1~13


Vanishing Doubt
「消失のコンフュージョン」

214X
Seth 214b.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A - ~14 ~11 ~10 - Sp - -

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.

Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
B - ~14 ~11 ~10 - Sp - -

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.

Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
C - ~14 ~11 ~10 - Sp - -

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.

A Follow-up ~530 16 7 28 - Sp,EX,CS - -

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 ~550 16 7 34 - Sp,EX,CS - -

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 ~1050 16 7 58 -11 EX,CS HLA Strike

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 ~600 14-28 - - -8 EX,CS H Strike

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
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 732 9 Till L+2 X+23 -7 Sp,EX,CS HLA Air Strike

Fast startup, strikes twice. Special cancellable on hit or block.

B 1450 30 Till L 23 +21 (hit) (CS) UNB Throw

Long startup, unblockable throw on hit. Can cancel it with CS on hit.

EX 1810 8 Till L+2 27 -6 (CS) H/AS Strike

Throw on hit. Can cancel it with CS on hit.

Completely invincible frames 1~Landing


Convict
「罪咎のコンビクト」

632146X
Seth cmd nage.png
You best protect ya neck
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1050 6 1 24 +26 (hit) (CS) UNB Throw

command grab, knocks down. Can cancel with CS on hit. no follow up outside of cs even if orb hits afterwards.

Throw invincible frames 1~6

Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
B 1050 8 1 24 +26 (hit) (CS) UNB Throw

Anti air version, can be combo'd into and launches into the air allowing hits/movement afterwards.

Air attack invincible frames 7~9

Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
EX 1204 6 1(1)2 21 + (Sp),(EX),(CS) UNB Throw

Leaves the opponent standing and leads into a combo. Second set of actives only hits during a combo.

Completely invincible frames 1~7


Infinite Worth

Chained Nefarity
「連鎖のネファリウス」

41236D
Seth iw.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3069 13 34 10 -21 - HLA Strike

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.

Completely invincible frames 1~16
Throw invincible frames 17~46


Infinite Worth EXS

Distant Frontier
「境界のディスタント」

A+B+C+D
Seth iwexs.png
ANIME!!!
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3690 15 6 47 -25 - HLA Strike

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.

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

Shadow Approaches Light is Refuse Rain Murder Coin and Balance The Edge of Poison
Seth-1.png
Seth-2.png
Seth-3.png
Seth-4.png
Seth-5.png
Light in Darkness Ashes Incinerator Clothed in Fire Natural Tree Nightcap Wine
Seth-6.png
Seth-7.png
Seth-8.png
Seth-9.png
Seth-10.png
Coral Comet Glorious Brown Cosmos Black Pulito Foschia Cerisier
Seth-11.png
Seth-12.png
Seth-13.png
Seth-14.png
Seth-15.png
Ombra Abisso Luna Mezzanotte Mountain July Sunrise Yellow Hawk Sign
Seth-16.png
Seth-17.png
Seth-18.png
Seth-19.png
Seth-20.png
Slight Haze Desert Rose Lunatic Clown Crimson Meteor Migrotory Locust
Monochrome Mirage Spring Blizzard Ruby Ball Deep Forest Venerer Banded Krait
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

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Characters

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