Under Night In-Birth/UNIST/Seth

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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

Main page: Under_Night_In-Birth/System#Character_Values

Character Health Jump Startup Forward Walk Speed Backward Walk Speed Initial Dash Speed Dash Acceleration Max Dash Speed Dash Startup Backdash Duration Backdash Distance Backdash Startup Backdash Invincibility Notes
Seth 9500 4 550 -650 3500 200 4500 7 31 ※1 -83487 ※2 4 1-7 Full
8-10 Throw
※1-For air version, can take action on frame 37
※2-Ground version is -59900
Character Trait
  • Can airdash backwards.
  • Backdash puts Seth in the air (During backdash, hold 2 to stay grounded).
  • Can fastfall while aerial by inputting j22/j2A+B.
Vorpal Trait
  • Teleport activation range 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

Normal Moves

5A
Seth 5a.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
170 5 2 12 18 -2 Se,Sp,EX,CS H,L Strike

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 Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
415 7 5 15 26 -4 Sp,EX,CS H,L Strike

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


5C
Seth 5c.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
350 10 4 17 30 -9 Sp,EX,CS H,L Strike

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 Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
388 4 4 21 28 -7 Sp,EX,CS H,L 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.


2A
Seth 2a.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
140 5 2 12 18 -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.


2B
Seth 2b.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
410 6 5 13 23 -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.


2C
Seth 2c.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
543 8 2(2)2 17 30 -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 Overall Frame Adv Cancel Guard Attribute
140 8 4 12(2) 23 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 Overall Frame Adv Cancel Guard Attribute
410 10 3 18(3) 30 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 Overall Frame Adv Cancel Guard Attribute
510 12 3 18(4) 32 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

6C
Seth 6c.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
600 28 1 16 44 -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


3B
Seth 3b.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
430 10 4 17 30 -3 Sp,EX,CS H,L 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


3C
Seth 3c.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
590 10 3 27 39 -12 Sp,EX,CS H,L 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 Overall Frame Adv Cancel Guard Attribute
510 26 6 17 44 -9 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 Overall Frame Adv Cancel Guard Attribute
420 9 Until land (13) 22 -1 Sp,EX,CS H,L,A 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 Overall Frame Adv Cancel Guard Attribute
- - - (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.22~6X
Seth fastfallkick.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
810 16 4 21 40 -7 Sp,Ex,CS H,L Strike

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.

Throw invincible frames 4~19


j.44
Seth backdash.png
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
- - - (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 Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
608 7 2(4)4 14 30 -2 Sp,EX,CS H,L 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 Overall Frame Adv Cancel Guard Attribute
690 11 4 16 30 -8 Sp,EX,CS H,L 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
Version Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
Normal - - - - 29 - - - -
Increase - - - - 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 Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
1575 4 1 22 26 +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 Overall Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 45 -12 - H,L Strike

Usable only during blockstun. Blows the opponent away if it connects. Consumes 100 meter and causes your character to become GRD broken.

Completely invincible frames 1~15
Completely invincible frames 16~45 on successful hit

Vorpal 0 12 5 26 42 -12 - H,L Strike

The same as the non-vorpal version, but consumes vorpal state and no meter. Has slightly faster startup than non-vorpal version.

Completely invincible frames 1~12
Completely invincible frames 13~42 on successful hit


Veil Off
A+B+C
UNIST Seth VeilOff.png
Version Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
Normal 0 20 2 7 (3 on hit) upon land 58 (54 on hit) -13 - H,L,A Strike

Universal reversal that blows the opponent back on hit. Requires 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter. Meter drains much slower when health is below 30% or below (denoted by orange health). You can hold down A+B+C to delay activation, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30

Full Charge 0 68 2 7 (2 on hit) upon land 108 (103 on hit) -14 - H,L,A Strike

Fully charged version. Not very useful overall due to the long startup.

Completely invincible frames 1~91

Cross-Cast 0 2 4 20 - +3 - H,L Strike

Usable only when you'd be able to use chain shift. Requires 100 meter and consumes vorpal state. Launches the opponent high into the air on hit with a lot of hitstun. Grants an additional bounce if both have been used in the combo so far. A+B+C can be used again for a shortcut for Infinite Worth. 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 Overall Frame Adv Cancel Guard Attribute
A 810 105 - - 35 +64 - H,L,A Projectile

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 810 105 - - 35 +64 - H,L,A Projectile

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

EX 1466 111 - - 53 +46 - H,L,A 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. Very useful for oki and unblockable setups.

j.A 810 117 - (9) 37 +63 - H,L,A Projectile

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

j.B 810 118 - (9) 38 +62 - H,L,A Projectile

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

j.EX 1466 137 - (10) 58 +42 - H,L,A 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 Overall Frame Adv Cancel Guard Attribute
A 810 12 8 21 40 -7 EX,CS H,L,A Strike

Seth does a short and quick thrust forward.

B 810 15 9 25 48 -12 EX,CS H,L,A Strike

Same as the A version, but slower startup and travels further. Also floats the opponent for more time.

EX 2075 11 7 32 49 -17 (CS) H,L,A Strike

Seth's main non-system reversal. Similar to other versions. Can chain shift on hit to go into a full combo.

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 Overall Frame Adv Cancel Guard Attribute
A - - - - 46 - Sp - -

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.

Completely invincible frames 24~29

Version Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
B - - - (3) 36 - 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.

Completely invincible frames 24~33

Version Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
C - - - (3) 31 - Sp - -

Moves diagonally upwards at a sharper angle than the B version. Can be canceled with the A, B, or C follow-ups of 214X.

Completely invincible frames 25~31

A Follow-up 789(1192) 16+1 6 0 35 +64 Sp,EX,CS H,L,A Strike

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 819 16+1 6 (3) 41 +80 Sp,EX,CS H,L,A Strike

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 1563 16+1 6(21)2 26 65 -11 EX,CS H,L,A 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 1359 13+1 6(21)2 (22) 61 -8 EX,CS H,L,A/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 Overall Frame Adv Cancel Guard Attribute
A 732 9 Until land+2 (23) 33 -7 Sp,EX,CS H,L,A Dive

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

B 1450 30 Until land (23) 52 +21 (hit) (CS) UNB Throw

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

EX 1810 8 Until land+2 (27) 36 -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 Overall Frame Adv Cancel Guard Attribute
A 1050 6 1 24 30 +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 Overall Frame Adv Cancel Guard Attribute
B 1050 8 2 21 30 +26 (hit) (CS) UNB Throw

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

Head/Dive invincible frames 7~9

Version Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
EX 1393 6 1(1)2 21 30 + (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 Overall Frame Adv Cancel Guard Attribute
3269 13 34 10 56 -21 - H,L,A 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
Damage Startup Active Recovery Overall Frame Adv Cancel Guard Attribute
3780 15 6 47 67 -25 - H,L,A 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


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
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