- 1 Profile
- 2 Special Skills
- 3 Introduction
- 4 Normal Moves
- 5 Command Normals
- 6 Throws
- 7 Special Moves
- 8 Finishing Moves
- 9 Strategy
- 10 Combos
- Full Name: Semnia Yubeintz (セムニア・ユーベインツ)
- Age: 14
- Occupation: Devil sword wielder
- Height: 143cm
- Weight: 37kg
- 3 sizes: B69 W56 H70
- Likes: Afternoon naps
- Dislikes: Interacting with people
- Values: Pillow
- Weapon: Devil swords
Semnia's original ability will throw a devil sword, that will spin in place for a long time. By repeating the input, Semnia will quickly float forward, which can be used to get close to the opponent. Her ground normals may also be cancelled into this float, allowing for quick overheads.
If you input 22O while her sword is spinning, it will drop a big pool of fire on the ground. This extends the duration of the hitbox quite a bit and makes some damaging combos possible. When this pool of fire is active, inputting O will result in the usual float forward.
Semnia has really good space control, with large normals and big specials that stay out for long. Her okizeme is particularly powerful thanks to her original ability, which she can use after inflicting a hard-knockdown on the opponent. Fortunately, she gets to end her combos with a hard-knockdown fairly often.
Once her original ability is out, it remains active for a long time, giving her the chance to mix the opponent up and, if she is successful in doing so, she can confirm into a combo that ends with another hard-knockdown and use her original ability again.
While single hits from her normals or specials deal minimum damage, she is capable of lengthy, damaging combos, especially off a 5O starter.
Her main weakness is that everything about her is slow: ground movement, air movement, normals and specials, both in start-up and recovery. Neutral can be very scary for her, as whiffing a move or failing to prevent the opponent from getting close will most often result in her getting hit, or at least being subject to the opponent's pressure.
When under pressure, Semnia requires a lot of patience, as she lacks reversals, has no good normals to interrupt the opponent's momentum, and her jump is extremely slow and floaty, with a pitiful air-dash, making her easy to anti-air. You will find yourself stuck on the defensive for a long time, waiting for a chance to act again.
Information on this page refers to version 0.938 of the game.
4HS/6HS up close
j.4HS/j.6HS up close
Devil sword of the flame prison "Ifrinde"
|Devil sword of the flame prison "Ifrinde"
Devil swords of ruin "Heillist"
|Devil swords of ruin "Heillist"
Devil sword of calamity "Kraihorn"
|Devil sword of calamity "Kraihorn"
Devil sword of rupture "Exrun"
|Devil sword of rupture "Exrun"
Devil sword of vanishing "Diriiz"
|Devil sword of vanishing "Diriiz"
Devil sword of origin "Mistoul"
|Devil sword of origin "Mistoul"
Devil sword of demise "Endiriva"
|Devil sword of demise "Endiriva"
When playing as Semnia, you want to control space as much as possible, patiently trying to land a first hit. Once you hit, you ideally want to finish the combo with a hard-knockdown, so that you may set her 5O afterwards.
5O leads into big damage if it hits, but as it comes out so slowly, it will most likely be blocked. When 5O is blocked, you should try to mix the opponent up and, if successful, you'll probably only have time for a small combo, that you should try to finish with another hard-knockdown, in order to use 5O again and repeat the process.
If you can't open the opponent up during 5O, you need to avoid returning to neutral, as the distance between your and your opponent will likely be uncomfortably short. Semnia's slow movement and slow attacks make being close to the opponent very dangerous.
If you feel like you can't break the opponent's guard before 5O goes away, consider using 236HS to keep the opponent blocking for a little longer, hopefully enough for you to use 5O again.
- Mid-screen: 6P > delay > f.5S > 2HS > 214S > 236HS > 6HS > 6S > 5O (206 damage)
6P starter combo into good damage, with 5O okizeme at the end, so that you can start the pressure right as they get up. 6P is a great starter, but if done from too far away, 5S won't connect. Make sure you input the delay, otherwise cl.5S will come out, ruining your combo. Mostly a combo to punish mistakes up close.
- Anywhere, half or more screen away from opponent: 2HS > 214S > 236HS > 6HS > 6S > 5O(184 damage)
2HS is horribly unsafe on whiff, so don't go for this combo often, unless your opponent likes to stay on the ground. Not much damage, but ends with 5O oki.
- Mid-screen: 5O > j.O > j.HS > 5HS > 214HS > 236HS > 214S > 5HS > 6HS > 6S > 5O(317 damage)
Great damage and 5O oki off a 5O starter. It's not common to start a combo with a 5O, but when an inpatient opponent gets caught by that move, it's a good combo to remember.
- Mid-screen: 5O > j.O > j.HS > 5HS > 22O > 5HS > 6HS > 5O > j.HS > 5HS > 214HS > short delay > 214S > 236HS > 6S > 5O (478 damage)
Big damage combo with a 5O starter and 5O oki. The delay may be different or unnecessary depending on the opponent's character. This combo will drop when the opponent is close to the corner, so replace everything after 214HS with 6HS > 6S > 5O (445 damage). Everything from 22O onward can be used upon successfully opening up an opponent blocking 5O.