BBTag/Seth

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Seth
BBTag Seth Portrait.png

Health: 16,000
Prejump: 4F
Backdash Time 35F (Air)/ 41F (Ground) / Invul: 1-7 All

Tied for fastest movement speed


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Mixup, Speedy
Team role
Point

Overview[edit]

Backstory[edit]

A young man shrouded in mystery, known as "The Assassin" and feared by many. As though under the command of someone else, he challenges people who possess mysterious powers to duels, his identity and objective remains unknown.

Playstyle[edit]

Seth is an extremely fast and aggressive glass canon that excels at closing distance and creating situations that allow you to overwhelm and assassinate your opponents before they ever get the chance to hit you. Easily his most defining feature is his speed. Not only does he have the fastest movement speed in the game but he's also capable of controlling his air momentum thanks to his fantastic uni style air dash back, his j236x briefly changing his position before slowing him down, quick angled j.C divekick and j214a/c dives and newly added fastfall. Not to mention that on the ground he has his 214x series most notably 214C which allows him to close the distance extremely quickly. All of this can make him an extremely tricky character to pin down or to keep out. Once you're in Seth can very easily setup a sandwich situation using his 214x series which is by far the best situation to be in. Using CC and both Seth and his partners options you can easily open your opponent up for potentially massive damage. Seth also has his 236x series, "Captive Segment", which is an extremely unique projectile that demands a lot of respect from the opponent. All of this sounds really strong and it definitely is but seth has his share of weaknesses. It takes a lot of patience and awareness to know when you should be blocking and playing slow and when it's time to go in especially against higher tier characters because some of them can body him hard if you're impatient.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Extremely fast ground speed making it easy for him to close space and harder to pin down
  • A lot of fantastic ways of controlling his air momentum which can make it really tricky to catch him in the air
  • Although a bit weaker than in Uni orb is still an extremely strong tool that can force his opponent to respect him while it's out
  • Extremely high damage potential given the right starter and situation
  • Can choose to end most combos with safe-jump orb oki
  • 214C travels fullscreen extremely quickly allowing you to punish things that are normally completely safe at that distance. The threat of 214C demands so much respect.
  • Arguably one of the strongest assists in the game with 5P
  • Can set up sandwich situations extremely easily, which is the best situation in bbtag
  • Really good burst/incoming
  • Somewhat stubby normals and no projectiles with fast startup means he has fairly short range especially in comparison to the rest of the cast. Can make it hard to deal with longer ranged characters
  • Lowest health in the game. While it's not anymore it still means that high damage characters will blow you up more quickly and getting your DP/Burst baited is extremely risky
  • Fairly low damage off of "Short Starters"
  • 4P and 6P have longer recoveries which can make them easier to punish
  • Weak anti air options having a small, low reward dp, a small 5a and awkward to use 2b with lots of recovery makes air to airing a safer bet than trying to traditonally anti air






Normal Moves[edit]

5A[edit]
5A
BBTag Seth 5A.png
Smaller than it looks but still very fast
BBTag Seth 5AA.png
BBTag Seth 5AAA.png
BBTag Seth 5AAAA.png
Please don't ever do this on block
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 6 2 15 -3
  • Jump cancelable on block
  • Throw cancelable

Seths standard jab and fastest button. Despite looking like it goes pretty high the hitbox doesn't really go above his stomach meaning everything above his stomach is just to make the animation look prettier and doesn't match the actual hitbox of the attack. That said it can still be used to punish some air normals but that's pretty scary and situational. Not really used in combos unless it's the starter but it prorates pretty well compared to most fast jabs. Overall just a solid normal.

5AA 800, 1000 All 5 2(4)4 16 -3
  • Old 66b
  • Two Hits

Mostly just combo fodder but you can delay it slightly to create a gap between 5a and 5aa on block.

5AAA 1700 All 10 4 17 -2
  • Old 5c
  • Moves Seth Forward

Weirly enough this is seths safest normal at minus 2. Generally still just combo fodder.

5AAAA 1000, 1300 All 5 - 62 -35
  • Can be cancelled into Cross Raid

Mostly useless but Cross Raid is situationally useful so it's good to keep in mind. It also crosses through the opponent twice before returning to roughly the same position he was when he started it which means it can be used to create a sandwich but he has better tools for that.


5B[edit]
5B
BBTag Seth 5B.png
Mashing 66c on wakeup
BBTag Seth 5BB.png
BBTag Seth 5BBB.png
BBTag Seth 5BBBB.png
Let me jump cancel FF kick on block please arcsys
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 10 5 22 -10
  • Old 66c
  • Moves seth very far forward
  • One of your best starters especially on counter hit
  • Can sometimes just go past bursts and allow for a punish
  • Not great on whiff

This is seths most used normal. It moves him forward pretty quickly and has fast startup considering how far it goes. You're going to be going into 5b and by extension the entire auto combo in pretty much ever combo so get used to it. It has enough pushback on block that it can be hard to punish if you just let it rock. Alternatively you can cancel into orb immediately which is pretty much unpunishable if they don't expect it. Don't do this too much though.

5BB 1700 All 6 7 29 -18
  • Cool teleport
  • Extremely large hitbox can catch up backs
  • Can be rebeated

Mostly just combo filler with not much to say about it. Rebeat is pretty safe and keeps you safe on block while dodging most common reversals. Be careful on air hit 5b as 5bb might not combo due to them being too high up or two far away which just makes 5bb completely whiff but that's really hard for both players to react to in an actual game.

5BBB 1700 All 7 7 34 -23
  • Cool teleport that leaves you airborne
  • Massive hitbox like 5bb
  • Can continue auto combo or special cancel

Combo filler that can also be used to end block strings early. You'll commonly see people cancel into orb and try to extend pressure using a fireball assist and the newplay placed orb. This is also a really safe way of putting an orb out as A orb pushes out far out enough to dodge most reversals. Can also cancel into and 214a dive with 214a and 214c being gapless. Slight delays can catch mash and up back.

5BBBB 1700 All - - - 19
  • Old fastfall + kick followup
  • Jump cancelable on hit
  • Special cancelable on hit/block
  • Large gap between 5bbb and 5bbbb

Used in every single combo. Never do this on block but pretty much always do this on hit.


5C[edit]
5C
BBTag Seth 5C.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4

Despite his old 6C has a ground version without using assault


2A[edit]
2A
BBTag Seth 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 14 -4


2B[edit]
2B
BBTag Seth 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 10 3 27 -13


2C[edit]
2C
BBTag Seth 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1000*2 Low 9 2, 2 23 -8


j.A[edit]
j.A
BBTag Seth jA.png
BBTag Seth jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1000 High 9 3 22 -
j.AA 1500 High 7 4 12 -


j.B[edit]
j.B
BBTag Seth jB.png
Damage Guard Startup Active Recovery Frame Adv.
1500 High 12 3 22 -


j.C[edit]
j.C
BBTag Seth jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 14 Until Hit 17 (12L on whiff) -
j.22[edit]
j.22/j.2A+B
BBTag Seth j22.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Seth GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7-30 3 23 -


Acute Ambush[edit]
Acute Ambush
5A+D
BBTag Seth AcuteAmbush.png
Damage Guard Startup Active Recovery Frame Adv.
1200*3 Air Unblockable 14 1,1,2 23+29L -36

Special move version of his throw


Skills[edit]

Captive Segment[edit]
Captive Segment
236A/B
(Air OK)
BBTag Seth CaptiveSegment.png
Your main setup tool.
Version Damage Guard Startup Active Recovery Frame Adv.
A 1000 All 106 Until Hit Total: 31 -
B 1000 All 106 Until Hit Total: 31 -
Air A 1000 All 102 Until Hit Total: 23 -
Air B 1000 All 102 Until Hit Total: 23 -

Start-up is the time it takes for the orb to detonate. Recovery is the cooldown from setting the orb.


Dual Piercing Vengeance[edit]
Dual Piercing Vengeance
214A/B
BBTag Seth DualPiercingVengeance.png
Break on through to the other side.
Version Damage Guard Startup Active Recovery Frame Adv.
A 2200 All 12 6 28 -10
B 2400 All 21 7 23 -9


Piercing Penetration[edit]
Piercing Penetration
j.214A/B
BBTag Seth Penetrate.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 750*2 All 11 Until L, 2 26 -11
A > A 500, 1500 All 11 3(16)3 2+28L -
B 0, 3000 Throw 30 Until L 23 -


Extra Skills[edit]

EX Captive Segment[edit]
EX Captive Segment
236C
(Air OK)
BBTag Seth CaptiveSegmentEX.png
If you like Mu-12 you're gonna love this.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000*3 All 106 X(15)X(15)X Total: 31 -
Air 1000*3 All 102 X(15)X(15)X Total: 23 -


EX Dual Piercing Vengeance[edit]
EX Dual Piercing Vengeance
214C
BBTag Seth DualPiercingVengeance.png
EX Neutral Skip
Damage Guard Startup Active Recovery Frame Adv.
600, 300*4, 1000, 1800 All 9 6 20 -5


EX Piercing Penetration[edit]
EX Piercing Penetration
j.214C
BBTag Seth Penetrate.png
Damage Guard Startup Active Recovery Frame Adv.
750, 0, 2500, 0, 2500 All 11 Until L,2 17 -2


Partner Skills[edit]

5P[edit]
5P
BBTag Seth DualPiercingVengeance.png
Damage Guard Startup Active Recovery Frame Adv.
2400 All (18)+14 6 28 -8


6P[edit]
6P
BBTag Seth CaptiveSegment.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All (18)+171 - Total: (18)+68 -


4P[edit]
4P
BBTag Seth 4P.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+10 4 29 -14



Distortion Skills[edit]

Chained Nefarity[edit]
Chained Nefarity
236B+C
BBTag Seth ChainedNefarity.png
BBTag Seth ChainedNefarity2.png
Damage Guard Startup Active Recovery Frame Adv.
100*6, 262*24, 2608, 2400
[100*6, 262*32, 3258, 3000]
All 1+8 36 <(4)4(5)5(7)4(10)4(13)6> 24 <40> -25
  • Best scaling in shorter combos


Last Rite Execution[edit]
Last Rite Execution
214B+C
BBTag Seth LastRiteExecution.png
Originally named Convict, but more enhanced
BBTag Seth LastRiteExecution2.png
Damage Guard Startup Active Recovery Frame Adv.
0 , 2000, 0, 2000, 0, 2000, 7500
[0 , 2000, 0, 2000, 0, 2000, 300*9, 7500]
Throw 13+0 1 46 -


Distortion Skill Duo[edit]

Chained Nefarity
P during Distortion Skill
BBTag Seth ChainedNefarity2.png
Damage Guard Startup Active Recovery Frame Adv.
100*10, 500*2
[100*15, 500*2]
All 1+1 4 40 -23



Astral Heat[edit]

Distant Frontier
222B+C
BBTag Seth DistantFrontier.png
BBTag Seth DistantFrontier2.png
Damage Guard Startup Active Recovery Frame Adv.
- All 1+5 9 42 -30


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