BBTag/Seth

From Dustloop Wiki
Seth
BBTag Seth Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Mixup, Speedy
Team role
Point

Overview

Backstory

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

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

Strengths Weaknesses
  • 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
  • DARK FLAME MASTER
  • 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.
  • DARK FLAME MASTER





Normal Moves

5A
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
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5A
  • 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
  • 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
  • Old 5c
  • Moves Seth Forward

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

5AAAA
  • 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
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
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5B
  • 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
  • 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
  • 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
  • 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
5C
BBTag Seth 5C.png
Your opponent should never get hit by this.
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His old Uni 6C repurposed. Has a fairly long and telegraphed startup. Can be used as alternative combo ender on air hits.

2A
2A
BBTag Seth 2A.png
Poke
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  • 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
2B
BBTag Seth 2B.png
Don't let this whiff.
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  • 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. Can be rebeated into 5A or 2A on block however.

2C
2C
BBTag Seth 2C.png
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j.A
j.A
BBTag Seth jA.png
BBTag Seth jAA.png
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j.A
j.AA
j.B
j.B
BBTag Seth jB.png
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j.C
j.C
BBTag Seth jC.png
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j.22
j.22/j.2A+B
BBTag Seth j22.png
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Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Seth GroundThrow.png
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Acute Ambush
Acute Ambush
5A+D
BBTag Seth AcuteAmbush.png
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Special move version of his throw

Skills

Captive Segment
Captive Segment
236A/B
(Air OK)
BBTag Seth CaptiveSegment.png
Your main setup tool.
BBTag Seth CaptiveSegmentAir.png
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A
B
Air A
Air B

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

Dual Piercing Vengeance
Dual Piercing Vengeance
214A/B
BBTag Seth DualPiercingVengeance.png
Break on through to the other side.
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A
B
Piercing Penetration
Piercing Penetration
j.214A/B
BBTag Seth Penetrate.png
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A
A > A
B

Extra Skills

EX Captive Segment
EX Captive Segment
236C
(Air OK)
BBTag Seth CaptiveSegmentEX.png
Stealing the opponent's turn since 2012
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Ground
Air
EX Dual Piercing Vengeance
EX Dual Piercing Vengeance
214C
BBTag Seth DualPiercingVengeance.png
You think you're safe just because you're full screen?
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EX Piercing Penetration
EX Piercing Penetration
j.214C
BBTag Seth Penetrate.png
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Partner Skills

5P
5P
Dual Piercing Vengeance
BBTag Seth DualPiercingVengeance.png
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6P
6P
Captive Segment
BBTag Seth CaptiveSegment.png
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4P
4P
BBTag Seth 4P.png
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Distortion Skills

Chained Nefarity
Chained Nefarity
236B+C
BBTag Seth ChainedNefarity.png
BBTag Seth ChainedNefarity2.png
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  • Best scaling in shorter combos
Last Rite Execution
Last Rite Execution
214B+C
BBTag Seth LastRiteExecution.png
Originally named Convict, but more enhanced
BBTag Seth LastRiteExecution2.png
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Distortion Skill Duo

Chained Nefarity
P during Distortion Skill
BBTag Seth ChainedNefarity2.png
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Astral Heat

Distant Frontier
222B+C
BBTag Seth DistantFrontier.png
Pick a God, and pray.
BBTag Seth DistantFrontier2.png
Nothin personnel, kid.
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Navigation

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.