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]


BBTag Seth Icon.png Seth
Lore: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]

Playstyle
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.
Pros Cons
  • Extremely fast ground speed making it easy for him to close space and harder to pin down
  • Fantastic air movement
  • Very strong Okizeme
  • Has many reliable ways of setting up sandwich mixup
  • Really good burst/incoming
  • Has a variety of options to help deal with pushblock
  • Short-ranged normals means he's ineffective at long range.
  • Not particularly strong in Air to air situations.
  • Fairly mediocre damage outside of specific situations.
  • 4P and 6P have longer recoveries which can make them easier to punish
  • Weak anti air options
  • Most of his moves leave him at frame disadvantage on block.


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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 crosses through the opponent twice so you can call an assist and create a sandwich situation. He has better tools to do this but it is worth noting because it pulls the opponent out of the corner.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 newly 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.

Also pulls Blitztank out of the corner on block for some reason.

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. You'll almost never do this on block but pretty much always go into it on hit

5C[edit]
5C
BBTag Seth 5C.png
Your opponent should never get hit by this.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 26 3 18 -4 -

His old Uni 6C repurposed. Has a fairly long and telegraphed startup. Can be used as alternative combo ender but there are better options.

2A[edit]
2A
BBTag Seth 2A.png
Poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 2 14 -4 -
  • Hits low
  • Cancellable into itself, a jump, or throw.
  • Great rebeat tool.

Pretty great 2A as it supplements Seth's mixup because of how many different things you cancel into it. Also a great rebeat tool off of his more frame disadvantageous moves. Like most 2A's however, it scales very badly and does not lead into much damage.

2B[edit]
2B
BBTag Seth 2B.png
Don't let this whiff.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 10 3 27 -13 6~12 H
  • Anti Air

Seth's primary anti air. It's limited vertical range leaves Seth very susceptible to being beaten by larger moves, and has a large amount of recovery. Auto pilot into 2a every time as whiff 2a makes it safe and whiff 2a > 5b is your best and most realistic combo on counter hit. Rebeating into 5a will get you a weaker combo on hit but will let you continue pressure on block. It's also worth mentioning that he moves slightly forward when using it so keep that in mind when you consider using it.

2C[edit]
2C
BBTag Seth 2C.png
Breakdown
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000*2 Low 9 2, 2 23 -8 -
  • Low sweep
  • Two hits

Decent on block especially with rebeat 2a but generally only used as combo or block string filler.

j.A[edit]
j.A
BBTag Seth jA.png
BBTag Seth jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1000 High 9 3 22 - -
j.AA 1500 High 7 4 12 - -

j.B[edit]
j.B
BBTag Seth jB.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 High 12 3 22 - -

j.C[edit]
j.C
BBTag Seth jC.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 14 Until Hit 17 (12L on whiff) - -

j.22[edit]
j.22/j.2A+B
BBTag Seth j22.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - Until L + 16L - -


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Seth GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7-30 3 23 - -

Acute Ambush[edit]
Acute Ambush
5A+D
BBTag Seth AcuteAmbush.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1200*3 Air Unblockable 14 1,1,2 23+29L -36 1-17 All

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.
BBTag Seth CaptiveSegmentAir.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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
Stealing the opponent's turn since 2012
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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
You think you're safe just because you're full screen?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600, 300*4, 1000, 1800 All 9 6 20 -5 -

EX Piercing Penetration[edit]
EX Piercing Penetration
j.214C
BBTag Seth Penetrate.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750, 0, 2500, 0, 2500 All 11 Until L,2 17 -2 -


Partner Skills[edit]

5P[edit]
5P
Dual Piercing Vengeance
BBTag Seth DualPiercingVengeance.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2400 All (18)+14 6 28 -8 -

6P[edit]
6P
Captive Segment
BBTag Seth CaptiveSegment.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All (18)+171 - Total: (18)+68 - -

4P[edit]
4P
BBTag Seth 4P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All (18)+10 4 36 -21 -



Distortion Skills[edit]

Chained Nefarity[edit]
Chained Nefarity
236B+C
BBTag Seth ChainedNefarity.png
BBTag Seth ChainedNefarity2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 1-20 All
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0 , 2000, 0, 2000, 0, 2000, 7500
[0 , 2000, 0, 2000, 0, 2000, 300*9, 7500]
Throw 13+0 1 46 - 1-14 All


Distortion Skill Duo[edit]

Chained Nefarity
P during Distortion Skill
BBTag Seth ChainedNefarity2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
100*10, 500*2
[100*15, 500*2]
All 1+1 4 40 -23 1-5 All



Astral Heat[edit]

Distant Frontier
222B+C
BBTag Seth DistantFrontier.png
Pick a God, and pray.
BBTag Seth DistantFrontier2.png
Nothin personnel, kid.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 1+5 9 42 -30 1-15 All


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Ambox notice.png To edit frame data, edit values in BBTag/Seth/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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