Under Night In-Birth/Seth/old

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Seth

Introduction

fluff

Story

lol anime story

Unique Trait/Health

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.

Health: 8,100

Gameplay

fluff

Move List

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

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
170 5 2 12 -2 Se,Sp,EX,CS HL -

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

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 5 2 12 -2 Se,Sp,EX,CS L -

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

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
415 7 5 15 -4 Sp,EX,CS HL -

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

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
410 6 5 13 -2 Sp,EX,CS L -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
350 10 4 17 -9 Sp,EX,CS HL -

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

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
543 8 2 21 -1 Sp,EX,CS L -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 3 X+2 Varies Sp,EX,CS H -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
410 10 3 X+3 Varies Sp,EX,CS H -

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

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 12 3 X+4 Varies Sp,EX,CS H -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
430 10 5 16 -3 Sp,EX,CS HL -

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.

5CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
613 4 4 21 -7 Sp,EX,CS HL -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
600 28 1 17 -6 Sp,EX,CS H -

Seth flips forward and kicks. Pretty obvious even as far as UNIEL 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.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
590 10 3 28 -12 Sp,EX,CS HL -

High upwards slash with knife. Better anti-air hitbox than 3B.

j.6C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 26 6 18 -10(min) Sp,EX,CS H,AS -

Same as 6C except doable in the air. Primarily used for comboing opponents high in the air for a knockdown finisher.

j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 9 3 13 -4 Sp,EX,CS HLA -

Divekick. Fairly safe on block as Seth will bounce off the opponent on hit or block; cancel into j.214A for a followup on hit or into air movement options on block.

j.22
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 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.44
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
541 7 2 22 -2 Sp,EX,CS HL -

Knee kick into 5B slash.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 11 4 16 -8 Sp,EX,CS HL -

Wide wallslam slash.

Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 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).

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1455 5 1 22 +18 (hit) - UNB -

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

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Houkou no Segment
「縫縛のセグメント」

236X
j.236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 810 106 7 ~37 + - HLA -

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 810 106 7 ~37 + - HLA -

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1466 112 33 ~55 + - HLA -

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
j.A 810 118 16 x + - HLA -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
j.B 810 119 23 x + - HLA -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
j.EX 1466 138 31 x + - HLA -

Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.

Soukou no Vengeance
「双鈎のヴェンジェンス」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 810 12 8 21 -2 to -10 EX,CS HLA -

Fast startup, short distance.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 810 15 9 25 -6 to -12 EX,CS HLA -

Slower startup, longer distance, more float time.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2075 11 3 36 -17 (CS) HLA -

Invul. on startup. Seth's main non-system reversal. Can be Chain Shifted only on hit.

Soushitsu no Confusion
「消失のコンフュージョン」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
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 Cancels Guard/Shield Hitbox
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 Cancels Guard/Shield Hitbox
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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A Follow-up ~530 16 7 28 - Se,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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B Follow-up ~550 16 7 34 - Se,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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C Follow-up ~1050 16 7 58 -11 EX,CS HLA -

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.

Sentsuu no Penetrate
「穿通のペネトレイト」

j.214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 732 9 7 23 -7 Sp,EX,CS HLA -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1450 30 4 23 +21 (hit) CS UNB -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1810 8 7 27 -6 CS HLA -

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

Zaikyuu no Convict
「罪咎のコンビクト」

632146X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1050 6 1 24 +26 (hit) (CS) UNB -

Knocks down. Can cancel with CS on hit. No known difference between the A and B versions.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1050 6 1 24 +26 (hit) (CS) UNB -

Knocks down. Can cancel with CS on hit. No known difference between the A and B versions.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1204 6 1 24 + (Sp),(EX),(CS) UNB -

Leaves the opponent standing and leads into a combo.

Infinite Worth

Rensa no Nefarious
「連鎖のネファリウス」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3069 13 6 98 -21 - HLA -

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

Kyoukai no Distant
「境界のディスタント」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3690 16 3 49 -26 - HLA -

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.

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
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Light in Darkness Ashes Incinerator Clothed in Fire Natural Tree Nightcap Wine
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Coral Comet Glorious Brown Cosmos Black Pulito Foschia Cerisier
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Ombra Abisso Luna Mezzanotte Mountain July Sunrise Yellow Hawk Sign
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UNDER NIGHT IN-BIRTH Exe:Late
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