Seox is a rushdown character focusing on strike/throw mixups, thanks to a great arsenal of close range normals, plus on block special moves and unique movement options.
Overall, Seox's kit allows him to blitz through neutral with his mobility and approach-covering air fireballs, before mixing up the opponent to submission with excellent stagger pressure and advantageous specials, giving Seox multiple opportunities to go for throws, frametraps or resetting his turn.
|High Recovery (30f)|
|Unique Movement Options|
|Empty Hand, Demon Step/New Perspective, Shadow Trace|
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.
c.L is a great starting point for Seox's offense up close, especially on okizeme, as the plus frames and low pushblock makes for a great foundation that lets him structure freely his strings, frametraps and throw game.
- 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 frametrap from lights as its more rewarding on counterhit. However, being 0 on block, continuing pressure after c.M is not guaranteed, as the opponent can contest with a fast normal.
- 2-hit claw swipe. Both hits can be canceled into autocombo or specials.
- Only normal to combo into 236M without counterhit.
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, making it the go-to button for DP and SBA/SSBA punishes.
Any L button into c.H will frame trap 6-frame buttons, but keep in mind that it will leave you minus. Overall, Seox's other close normals are generally preferred for pressuring safely.
- Classic Granblue autocombo without any particular feature.
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.
If used in the corner during the right combo route, they can lift the opponent just high enough for Seox to throw out a meaty 5U clone. This can turn into an easy light combo on hit or a pressure starter on block if the 5U is held. However, this setup can be beaten by DPs and reversals.
- Classic Granblue f.L, making it a fast and safe poke with small range.
Fast claw swipe usable in neutral to whiff punish or at the end of some strings when Seox gets pushed out too much for his close buttons.
As Seox likes to stay close to enforce his mixups, f.L is mostly used as a punish tool for quick-recovering moves, as it doesn't offer much in strings. Using three 2L will leave Seox out of f.L's range.
- Farthest reaching normal poke in Seox's arsenal.
- A bit outshined by f.H even though it goes further.
Seox's longest poke, going slightly further than f.H. Can cancel into rekkas for pressure and combos, but rekka confirms tend to miss when f.M hits at max range during whiff punishes.
Overall, the slightly better range isn't enough to make the difference with f.H, the latter having better priority, better damage and the same startup, making it a better poke and whiff punish tool.
- Exceptional counterpoke and whiff punish tool.
- Below average range for a f.H when compared to the rest of the cast.
- 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, making it the go-to button against characters who try to zone Seox with their longer range normals.
- Excellent low-htting pressure tool.
Fast plus on block low that allows Seox to apply pressure while keeping people grounded. Great normal to lock people down during pressure along with c.L, setting up tick throw situations and frame traps.
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.
- Great poke with a good combination of speed and recovery.
- Not the longest range, but still reaches far for Seox's standards.
Fast normal with a bit less range than f.M, good for contesting pressure outside Seox's L range. Above average frame advantage for a 2M normal and quite difficult to whiff punish, making it a great move to use in neutral if you can position yourself for it.
- Seox's main anti-air.
- Unlike most characters, can convert into full combos even on normal hit thanks to 214H.
Big anti-air claw swipe above Seox. Reliable hitbox that goes high, but doesn't hit behind him as much as the blue claw trail suggests. Converts into good damage on AA CH and decent damage on normal AA, while giving enormous amounts of corner carry thanks to rekkas.
Most rewarding anti-air option for Seox and thus the preferred one. Hitting it will always lead into great advantage and some combo routes can even give corner-to-corner scenarios. Anti-air combos can be height-specific though, and recognizing at which height 2H hits is necessary to get into the proper route.
- Low attack inflicting a hard knockdown.
- Fast, but too slow to use as a crouch confirm.
2U is a sweep kick that knocks down opponents and sets up safejumps both midscreen and in the corner. Primarily a combo tool due to its long recovery and high disadvantage on block. Can sometimes crouch under moves with high hitboxes not covering the ground.
One frame slower than 2M and the same speed as f.M and f.H, giving 2U a lot of competition as a poke.
- Active until landing.
- Great horizontal reach.
Light kick with little blockstun and hitstun. There's no hitbox under Seox but it has a great horizontal one, making it a good button for air-to-air when far from jumping opponents.
The "active until landing" property makes j.L incredibly easy to use as a safejump button after hard knockdowns like forward throw or 2U. Just press the button and it will automatically land the kick during Seox's fall.
- Seox's crossup jump-in button.
- Poor horizontal reach.
Fast claw swipe hitting under and behind Seox, allowing him to attack an opponent's back during a jump. However, its poor horizontal range in front of him makes this move a terrible air-to-air.
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.
Big downward attack with good damage, blockstun and hitstun. Seox's j.H is his best attack when aiming for someone grounded, and can be mixed with j.U and the j.214 series to alter his fall.
j.H has the most downwards reach of all of Seox's air normals and has decent horizontal range too, making it a great tool for fireball punishes or regular jump-ins.
- Great airstall button to mix his jump-ins and throw off anti-air timings
- Can be advantageous if it hits an opponent's foot area.
Pretty slow but serves its purpose quite well, that being making Seox's jump-in timings unpredictable. Leads to a combo if it connects late on a crouching opponent. Part of what makes Seox's approach so good.
However, some characters with high-hitting 2Hs like Beelzebub's 2HGuard:
-13 or DPs like Katalina's 623LGuard:
-23 can actually snatch Seox so high in his jump arc that using j.U won't make that much of a difference. Use it carefully in certain matchups.
Demon Step/New Perspective
5U or 5[U]
- Clone projectile thrown fullscreen that can be teleported to by holding the button.
- Teleporting converts into light combo on hit and is plus on block.
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.
5U has a lot of startup and recovery, as the clone needs to either hit something or go fullscreen for the recovery to start. Thus, it's not recommended as a zoning tool. In some situations like after autocombos, 5U can be used as a meaty in the corner, but teleporting is susceptible to reversals.
Forward throw sends the opponent just over half a screen away, but Seox's run speed allows him to close the gap fast enough for a meaty normal like c.L or 2L. In the corner, it sets up a reliable safejump, allowing Seox to loop his corner pressure with ease.
Back throw switches sides, leaving opponents close to Seox. Allows for a meaty normal just like forward throw, but doesn't have enough advantage for a safejump. Useful when you want to switch positions with the opponent, especially when your back is against the corner.
Seox's strike/throw game makes the cornerstone of his pressure, thanks to multiple options in his kit achieving plus frames and tick throw opportunities. Thus, getting close enough to enforce these situations is Seox's primary goal in neutral.
Unblockable generic airthrow that knocks opponents back down to the ground, allowing Seox to run up and start his turn. Hard callout option for someone jumping, but as Seox gets great reward off of 2H conversions and air-to-airs, this option isn't seen much.
Generic overhead that counterhits throw whiffs and checks for low blocks. Seox gets throw invincibility from frame 4, and jumps over lows midway through the animation. Looses his turn on block and only +1 on normal hit, but excellent reward on CH.
Seox's Overhead is usually used as a "Checkmate" option to callout throw techs after enough conditionning, as he gets good damage off of CH. It can also be used pre-emptively to counter someone attempting to throw you. However, this tactic is reserved only for when you understand how your opponent structures his strike-throw game.
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. If need be, a flowchart detailing the different possible routes can be found in Seox's "Resources" page.
- 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. Cancelling from normals into 236L will generally be a true blockstring, except when done just outside of the range of the first claw swipe, the second hitting after the gap left by the whiffing.
- Hits once with a red trail.
Situational combo extender and frametrap tool. Combos from autocombo on crouching opponents and always after using c.H. The 6M follow-up is guaranteed on hit.
- Yellow effect makes it easy to distinguish.
Seox dashes along an enormous distance with the EX version, making it a great whiff punish tool or surprise gap closing attack in neutral. Convertible from anything and always combos into the 6H follow-up for good damage. However, be careful using this as you put on cooldown Seox's main combo and pressure tool.
Six-Claw Execution Followups
Six-Claw Execution > X
|236X > 6L/H||300||Mid||9||5,2||17||-4||0|
|236X > 6M||300||Mid||14||5,2||20||-7||KD|
|236X > 4L||600||Mid||9||5||22||-8||KD|
|236X > 4M/H||1100||Mid||21||5||22||-8||KD|
|236X > 8L/H||800||Mid||23/22||3||13||+1||+5|
|236X > 8M||900||Mid||30||3||12||+2||+6|
|236X > 6U/4U||Total 21/23 [Total 25/30]|
If need be, a flowchart detailing the different possible routes can be found in Seox's "Resources" page.
- Archdemon Kick (6X)
- L version keeps opponent grounded. Blue trail. Never leaves a gap before it.
- M version launches on hit. Red trail. Frametrap unmashable by 5 frame normals, so most of the cast's fastest attack. However, can be reversaled through.
- EX Archdemon Kick will always behave similarly to the L version, meaning you can't frametrap with it.
- Cancels into any other follow-up.
Seox's rekka extender. The M version always combos from 236M but only combos from 236L on crouching opponents. 236H will always combo into EX Archdemon Kick.
- Wolf's Howl (4X)
- L version combos from anything.
- M version combos from M Archdemon kick and wallbounces on counterhit.
- EX Wolf's Howl will always combo from anything and garantees a hard knockdown, letting Seox run up to apply pressure.
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 as the majority of the cast can c.L it, but leads to excellent damage in the corner.
- Snake Bite (8X)
- L version has a blue trail, is a little faster but provides less advantage on block. Links into c.L.
- M version has a red trail, is slower, but provides good frame advantage on block. Links into c.M.
- EX Snake Bite works just like the L version.
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 4M on opponents launched from 6M 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. Keep in mind that the forward version is extremely risky and can be contested easily by players with good reactions.
|236X > 6L/H|
|236X > 6M|
|236X > 4L|
|236X > 4M/H|
|236X > 8L/H|
|236X > 8M|
|236X > 6U/4U|
236X > 6L/H:
236X > 6M:
236X > 4L:
236X > 4M/H:
236X > 8L/H:
236X > 8M:
236X > 6U/4U:
|623L||1000||Total 36||-8||KD||4~23 Catch|
|623M||1000||Total 36||-8||KD||4~23 Catch|
|623H||1000||Total 32||-8||HKD||1~18 Catch|
Seox goes into a parry stance, catching any attack be it projectile, low, mid, overhead or crossup. Upon successful parry, Seox unleashes a counter. If you hold the button while parrying an attack, Seox will reposition himself instead of countering. The repositioning will depend on which version of 623X was used. All versions loose to throws and command grabs. Also, if Seox counters something like projectiles and the opponent blocks the counter strike, Seox is -8 and therefore punishable.
- 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. Dangerous during tight pressure as you can get hit before it activates.
- 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
- Jump slowly before firing a projectile to the ground.
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. Can also be used in some anti-air conversions.
- Two-hit projectile like 214L.
- Combo extender from c.H.
- Almost always consistent AA combo from 2H even on normal hit.
Good move to pressure on block and extend combos even miscreen. Useful in anti-air conversions even on normal hit thanks to its great hitstun. For neutral, j.214H tends to be easier to use.
- Claw strike, bounces back on hit/block.
- Claw strike bouncing forward on hit/block, allowing for a sneaky j.M crossup after a jump-in.
- Retains air options upon connect, allowing for a followup.
- Opens up combo extensions in the air.
- Air fireball with two hits just like the ground version.
- Can convert into combos after falling back to the ground if the opponent tries to 2H it.
Excellent swiss army knife of a move, throwable during the entirety of Seox's jump to best chose where and when to use it. Great way to get an annoying two-hit fireball on the screen to win neutral. Plus on block for pressure and allows for combo extensions even midscreen. Can be Tiger Knee'ed to throw the fireball close to the ground.
Probably Seox's most versatile special move overall. Basically lets him play the neutral game for him and allowing him to approach freely. The angle can also be difficult to get around, reducing the amount of counterplay possible to avoid it. Abuse it whenever you can, but be mindful of the cooldown you put it on.
|8L||1000||All||36||8||14||-4 ~ +3||KD|
|8M||1000||All||36||10||14||-4 ~ +3||KD|
|8H||1000||All||32||7-13||14||-4 ~ +2||HKD|
Seox's walldive attack. Has projectile invulnerability and 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. Will never hit unless already in their face in the corner.
- 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. The special button can help, but puts it on a longer cooldown.
- Dives to opponent.
- Can be held.
Can lead to a combo if it counterhits but is quite spacing-dependant. Faster than the normal versions by a small margin, and can be faked out by holding the button, allowing Seox to stay upredictable in neutral or during his approach. Can be used in anti-air conversions, but is less reliable than 214H.
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.
Can be used to finish combos or as a reversal, but the clean hit range is hard to get if Seox is not in throw range. The hard knockdown it provides can also lead to meaty close normals like c.L to keep up the pressure if the super didn't kill. However, if the super isn't enough to kill, there are probably better ways to use your meter like Overdrive or 214214H.
214214H or 214S
- Install modifying Seox's frame data, giving him more hitstun and blockstun on everything.
Install super in which 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, changing his frame data on block and on hit and allowing for new blockstrings, pressure and combos.
Seox's Six-Ruins's Enlightenment is best used as a way to mixup opponents by changing Seox's frame data, making all his normals and specials plus on block and making his pressure game a lot more annoying to deal with. Notably, his Overhead Attack is now plus on block, and comboable on hit. It can be setup with autocombo on an airborne opponent, or after a hard knockdown like sweep or forward throw. As it can mimic the specials, Seox has access to a lot of chip damage during this install by using the 236X series. It can also be used to cycle more easily through his cooldowns thanks to the longer blockstrings allowed by the clones.
Super Skybound Art
Three Thousand and One Talons
236236U or 236SU
An advancing attack with invulnerability, travelling over 3/4th of the screen. On a close hit, Seox brings out the shadow clones and unleashes a cinematic beatdown, enforcing a hard knockdown that can lead to a safejump with a crossup j.M. However, inputting 236SU will give a worse knockdown than 236236U, so the 236236U is mandatory for the safejump to work.
As the move is invincible on startup and travels fast over a long distance, Seox can punish zoning with his SSBA if timed correctly. This gives him an instant 3500 damage punish against people using projectiles carelessly. However, using the SSBA that way can be quite tricky, as Seox needs to input the move precisely next to the projectile in order to pass through it.