|Lore:||Seox, sixth of the Eternals and master of the claw, strikes down his opponents with unrivaled speed. Marred by fate, he dons many masks—both physical and emotional—to obscure his true feelings. But this won’t stop him from pressing forward on his journey of atonement. He would venture to the ends of the skies, so long as he is one day able to reunite with the person he holds dear.|
|Voice:||English: Griffin Puatu/Japanese: Nobuyuki Hiyama|
|Seox ... is an agile rush-down fighter, using a deadly arsenal of swift attacks and afterimages to break his opponent's defenses with an onslaught of mix-ups.|
- Seox's fastest normal.
Basic, +2 on block c.L. Useful for abare due to its speed as well as pressure due to its frame advantage. Seox can use two of these in a row and still be in range for a 2L, making his pressure a bit scarier than average.
- Great frametrap button, but frametraps after are difficult.
- Links into c.L on crouching.
- Links into c.H on counterhit.
The Granblue c.M. Useful as a frame trap from lights as its more rewarding on counterhit.
- Combos into 236M.
High hitstun c.H that allows for combos not possible from Seox's autocombo without a crouch confirm. Quite safe on block and makes for a high damage combo starter. Any L button into c.H will frame trap 6-frame buttons, but keep in mind that it will leave you minus.
Mostly relegated to combo and blockstring filler. Seox can effectively frametrap from these with 236M, which in turn can make them useful as pressure reset points once respect is established.
Mostly a punish tool for quick-recovering moves as Seox's plus on block lights have comparable range. Using three 2Ls will leave Seox out of range.
Seox's longest poke. Cancel into rekkas for pressure and combos.
- Same startup as f.M.
Comparable startup and range to f.M but with higher damage, clash level, and recovery. Excellent as a whiff punish tool as its higher hitstun gives more time to confirm.
- Excellent pressure tool.
Seox can fit three of these in a row and still be in range for another frame trap with f.M or 2M. Links into c.M on standing opponents and 2M on crouching opponents.
One frame faster than f.M at the cost of a little reach. Great frame advantage for a 2M normal and quite difficult to whiff punish.
- Seox's main anti-air.
Converts into good damage on AA CH and decent damage on normal AA connect.
- Fast, but too slow to use as a crouch confirm.
Primarily a combo tool due to its long recovery and high disadvantage on block. One frame slower than 2M and the same speed as f.M and f.H gives it a lot of competition as a poke.
- Active until landing.
- Great horizontal reach.
- Seox's crossup normal.
Instant j.M can hit taller standing characters like Katalina and Percival. Other than that, use this when it's hard to tell what side Seox will land on.
- Seox's primary jump-in.
j.H has the most downwards reach of all of Seox's air normals and has decent horizontal range too, making it a great jump-in button for fireball punishes.
- Can be advantageous if it hits an opponent's foot area.
Pretty slow but serves its purpose of throwing off anti-air timings. Leads to a combo if it connects late on a crouching opponent. Part of what makes Seox's approach so good.
Demon Step/New Perspective
5U or 5[U]
Seox sends out a shadow clone of himself as a projectile. Unlike other projectiles in the game, this projectile can be attacked and will disappear if hit. Holding the button will make Seox teleport to wherever the fireball connects, but will also make him take damage if the fireball is hit by an attack. The held version combos into c.L.
Seox's main special move, a rekka that leads into different follow-ups. Each starter can turn into a myriad of frame traps and pressure resets and is his main pressure and combo tool. Think carefully about when you should spend the EX version.
- Hits twice with a blue trail.
Seox's main combo ender and pressure extender. Combos from pretty much anything. Leads to the 6M follow-up on crouching opponents, which gives Seox more combo options.
- Hits once with a red trail.
Situational combo extender and frametrap tool. Combos from autocombo on crouching opponents and c.H always. Always combos into the 6M follow-up.
- Yellow effect makes it easy to distinguish.
Combos from anything and always leads to the 6M follow-up for good damage. Be careful using this as you lose Seox's main combo and pressure tool.
Six-Claw Execution Followups
Six-Claw Execution > X
- Archdemon Kick (6X)
- L version keeps opponent grounded. Blue trail.
- M version launches on hit. Red trail.
- Cancels into any other follow-up.
Seox's rekka extender. The M version always combos from 236M and 236H, but only combos from 236L on crouching opponents.
- Wolf's Howl (4X)
- L version combos from anything.
- M version combos from M Archdemon kick.
- M version wallbounces on counterhit.
A thrusting attack that sends the opponent flying. L version is your standard ground combo ender. M version works as a frametrap and another potential crouch confirm point. Going for a frametrap with the M version is very dangerous but leads to excellent damage in the corner.
- Snake Bite (8X)
- L version has a blue trail and is a little faster. Links into c.L.
- M version has a red trail and links into c.M.
Seox's pressure reset option from Six-Claw Execution. Always plus on block and ground bounces from 236H allowing for extended combos. Gives a closer knockdown than M Wolf's Howl on opponents launched from M Archdemon Kick at the cost of damage.
- Shadow Trace (4U/6U)
- Command dash, can phase through opponents.
A movement option off of Six-Claw Execution. Seox can dash forward or backward based on input. The backdash version is useful for gaining space and is generally quite safe. The forward version is great for sneaking in a pressure reset on an opponent respecting a potential frame trap or looking for Snake Bite.
Seox goes into a counter stance. All strikes can be parried and counterattack against. If you hold the button while parrying an attack, Seox will reposition himself depending on the version.
- L version moves forward if held.
- M version moves up if held.
Not instant but useful to get around predictable things in neutral like fireballs.
- Moves forward if held.
- Active from frame 1, but shorter active time than non-EX versions.
Seox's counter reversal. Vulnerable to throws but beats safejumps and has the added benefit of also being a movement tool.
Gate of Demons
|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.||On BlockThe 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.||On Hit||Invuln|
- Fires a projectile.
Hard to zone with as the projectile moves downwards. Useful as a meaty after a tech flipout or as a way to secure a certain part of the screen.
- Claw dive.
- -1 point blank, even on block at a large range and +1 at max range. Useful for bullying characters without a 5f button.
- Two-hit projectile like 214L.
- Combo extender from c.H.
- Almost always consistent AA combo from 2H even on normal hit.
Plus on block and allows for combo and pressure extensions.
- Claw strike, bounces back on hit/block.
- Claw strike, bounces forward on hit/block.
- Retains air options upon connect, allowing for a followup.
- Opens up combo extensions in the air.
- Air fireball.
Just as useful as the ground version. Using it in combos is more difficult but it's a lot more applicable in neutral.
Seox's walldive attack. Has projectile invulnerability can be used to read and punish fireballs. Framedata on block varies depending on the height it hits the opponent. The lower it hits the more plus it becomes.
- Dives at a sharp, downwards angle.
Mostly useful as a fakeout to make your opponent whiff an AA.
- Dives and travels about halfscreen.
This is the best non-EX version to go over fireballs in neutral, but its speed and input makes this difficult to do on reaction.
- Dives to opponent.
- Can be held.
Can lead to a combo if it counterhits but is quite spacing-dependant.
Void Claws: Terminus
236236H or 236S
A claw strike with invulnerability. If it hits close, Seox will follow up with a series of cinematic attacks. The range of this super is short compared to other thrust supers and the range that will activate his cinematic is even smaller, around f.M range.
214214H or 214S
Seox creates two shadow clones who will mimic his actions and attack with him. While the Skybound Art is active, Seox's attacks will hit multiple times.
Super Skybound Art
Three Thousand and One Talons
236236U or 236SU
An advancing attack will invulnerability. On a close hit, Seox brings out the shadow clones and unleashes a cinematic beatdown.
|To edit frame data, edit values in GBVS/Seox/Data.|
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