BBTag/Seth

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Overview

Overview
Seth is a high-speed rushdown character. With his mix-ups and arsenal of specials that allow him to close the distance between you and your opponent, Seth has a variety of ways to make fighting him a nightmare for your opponent. Seth can very easily setup numerous situations for your opponent to deal with, be it aggressive pressure, mixups, sandwiches, almost anything you can think of. Among all this, Seth's most notable threat is his 236X projectile, Captive Segment, which single-handedly makes his neutral and okizeme some of the best in the game. If you want a character to easily overwhelm your opponents with in the blink of an eye, Seth may be the choice you're seeking.
Seth
BBTag Seth Portrait.png
Health
16,000
Prejump
4F
Backdash
35F (1~7F Inv All)
Unique Movement Options
Backdash~2 (41F. 1~7F Inv All)
Rapid Descent
Fastest Attack
5A (6F)
Reversals
A+D (14F)
236B+C (9F)
214B+C (13F)

 Seth is a speed demon rushdown character with solid neutral and mix.

Pros
Cons
  • Above average damage.
  • Captive Segment. This move alone enables Seth's pressure and okizeme, controls neutral, and can even serve as a combo tool in certain scenarios.
  • Can setup sandwiches on block in various easy and reliable ways.
  • Among the fastest characters in the game.
  • Incredibly scary mixups.
  • Has a variety of options to help deal with pushblock.
  • Below average health.
  • Not particularly strong in air to air situations.
  • Unreliable anti-air.
  • Be wary with using his Reversal Action. It's not that great.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 6 2 15 -3 B
5AA 800, 1000 All 5 2(4)4 16 -3 B
5AAA 1700 All 10 4 17 -2 B
5AAAA 1000, 1300 All 5 62 -35 B
  • Jump cancelable.
  • Throw cancelable.

Seths standard jab and fastest button. Use it to pressure opponents or to blow a hole in the opponent's blockstring. The vertical hitbox is quite tall, allowing it to anti-air some attacks. Not normally used in combos unless it's the starter but it prorates well when compared to most fast jabs.


  • Hits Twice.
  • Jump cancelable on hit on either hit.
  • Throw cancelable on either hit.

5AA is still a true combo and a true blockstring from 5A if the knee whiffs. Can frame trap opponents by delaying 5AA as late as possible and intentionally whiffing the knee.


  • Jump cancelable on hit.

5AAA is his safest normal on block, making it a good place to try a pressure reset if the opponent is being complacent. Has excellent scaling as a starter and has many cancel options so frame trapping with this move can result in high damage. Can combo directly into 5C on a grounded counter hit.


  • Hits twice.
  • Second hit crumples grounded opponents.
  • Can be cancelled into Cross Raid.

Normally 5AAAA can only be followed-up by an assist or a Cross Raid. However, on counter-hit against a grounded opponent it can be followed up with 2A or 2B if Seth is put in the corner by the second hit. EX Dual Piercing Vengeance or Chained Nefarity also work after a counter-hit regardless of Seth's position. Always pulls opponents out of the corner on block, allowing Seth to call an assist after the first hit but before the second to create a sandwich situation. Note that if the opponent Reject Guards any of the hits, Seth will fail to switch sides and prevent this set-up from working.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 80

5A:
5AA:
5AAA:
5AAAA:

  • Crumple Duration 100F, Crumple Fall 39F


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 10 5 22 -10 B
5BB 1700 All 6 7 29 -18 B
5BBB 1700 All 7 7 34 -18 B
5BBBB 1700 All 4 29 -15 H
  • Jump cancelable on hit.

5B is Seth's best practical combo starter and also his best poke. Used in essentially every combo thanks to its excellent damage, speed, range, and cancel options. On grounded counter hit it can combo directly into B Dual Piercing Vengeance for good damage. Note that the slide only occurs part way through the active frames so canceling into another move as soon as it connects will result in no forward movement.


Rebeating 5BB into 2A keeps you safe on block while dodging most common reversals. Note that the distance Seth retreats makes it impossible for him to continue combos or blockstrings with normals. In combos its mostly just filler, though it can also combo into B Dual Piercing Vengeance on grounded counter hit.


  • Leaves Seth airborne.
  • Launches opponents on hit.

5BBB cancels into air specials, allowing Seth to use B Piercing Penetration for a throw mix-up or air Captive Segment into an air dash for a high/low mix-up though he will need an assist to keep himself safe from anti-airs. While A Piercing Penetration is normally gapless, delaying it can frame trap opponents and lead into a full combo on counter hit. Outside of blockstrings, its combo filler like 5BB. Oddly enough, it pulls Blitztank out of the corner on block for some reason.


  • Launches opponents on hit.
  • Jump cancelable on hit.
  • Cross-up only occurs if the opponent is in hitstun.

5BBBB is your go to launcher that is used in just about every combo. Can only cancel into special moves so avoid using this move in blockstrings.

Version Level P1 P2
5B 3 100 80
5BB 3 100 80
5BBB 3 100 80
5BBBB 4 100 75

5B:
5BB:
5BBB:
5BBBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • Airborne on frame 5.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available

As this is Seth's only grounded overhead and none of his special moves are overheads, 5C is important to his high/low mix-up game. Goes airborne fairly early on, allowing this move to beat lows and throws. Can be used to end combos with safe-jump oki, notably at the end of his Captive Segment loops. The follow-up version can only be used in combos after counter hit 5AAA or with certain assists that don't launch opponents.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 14 -4 F
  • Jump cancelable.
  • Throw cancelable.
  • Can cancel into itself up to three times.

Strong mix-up tool thanks to its many cancel options, low commitment, and the fact that it hits low. Cancel into this move to make Seth's less safe moves harder to punish. Keep in mind that 2A has poor range, damage, and scaling so don't use this in combos.

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 10 3 27 -13 B 6~12 H
  • Head attribute invulnerable.
  • Jump cancelable on hit.

The high vertical range and head invincibility on this move makes it a strong anti-air. It's more committal than his 5A due to its long recovery on whiff but less than Acute Ambush thanks to having cancel options on block. While the reward on a normal hit is pretty low, on a counter hit Seth can combo directly into B Dual Piercing Vengeance for a full combo. When 2B isn't the starter for a combo or blockstring, it becomes filler as 5BBBB is a better launcher in combos and it lacks any strong cancel options during blockstrings.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 Low 9 2, 2 23 -8 F
  • Hits twice.
  • Launches opponents on hit.
  • Jump cancelable on hit on either hit.

Higher damage, better scaling low with more start-up compared to 2A. Has very high hitstun, allowing it to combo into B Dual Piercing Vengeance if the opponent was high enough before 2C connected. Otherwise, it acts primarily as combo and blockstring filler.

Level P1 P2
3 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 9 3 23 H
j.AA 1500 High 7 4 12 H
  • Double jump cancelable.

j.A is his fastest air attack, making it a vital tool in combos and air-to-air situations. Can be used as a jump-in cross-up though j.B is normally the better choice in this scenario due to it's longer vertical reach.


  • Double jump cancelable.

j.AA is normally used when super jump canceling from a launcher like 5BBBB to lift opponents high enough so that the following attacks don't whiff. Also used to add a third overhead after a jump-in j.B.

Version Level P1 P2
j.A 2 80 75
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 12 3 22 H
  • Double jump cancelable.

This is his main jump-in and air cross-up tool. Can be used to either fuzzy-jump or cross-up standing tall characters by using it as soon as possible out of a forward jump. A successful hit can be converted into a combo by immediately double jumping in the opposite direction the opponent is at and using j.C.

Level P1 P2
3 80 80


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 14 Until Hit 12L [17] H
  • Double jump cancelable.
  • Bounce can be angled by holding 4 or 6.
  • Can be special canceled.

Seth plummets to the ground legs first, bouncing back into the air if he hit something before touching the ground. The direction Seth bounces can be controlled by holding back, forward, or a neutral position. Going back can allow Seth to disengage from a potential anti-air situation while neutral or forward allow him to keep up the pressure with either a same-side falling j.B or a cross-up falling j.B respectively. Can be looped in corner combos for moderate damage and low execution.

Level P1 P2
3 80 80

j.22/j.2A+B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Until L + 16L

Seth teleports to ground below instantly, regardless of how high he is. Generally used after a jump cancel to feign a jump-in and instead hit low with 2A or throw the opponent. Contrary to his animation and hurtboxes, he is actually in a standing state recovery for the duration of the animation.

Level P1 P2


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Leaves Seth airborne.
  • Opponents cannot burst during a throw.

Can be special canceled into B Dual Piercing Vengeance for a regular combo or into air Captive Segment for CS loops. Can combo directly into B Piercing Penetration and then into either Chained Nefarity or EX Dual Piercing Vengeance for an unburstable combo. Also combos into Acute Ambush and Last Rite Execution if the opponent is thrown into the corner.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Acute Ambush

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×3 Air Unblockable 14 1,1,2 23+29L -36 B 1~17 All
  • Launches opponents on hit.
  • Opponents cannot burst during this attack.

Seth does the follow-up attack of his throw. This is his meterless reversal and his only air unblockable attack. Generally used in tandem with an assist to catch opponents who are up-backing out of his pressure. Can also anti-air but the risks are high while the reward, at least without a preemptive assist call, are low so stick to 2B instead. Almost never used in combos as Seth always has better options for damage and oki.

Level P1 P2
4 80 60
  • Minimum Damage 60×3 (180)


Skills

Captive Segment

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1000 All 106 Until Hit Total: 31 P1
236B 1000 All 106 Until Hit Total: 31 P1
j.236A 1000 All 102 Until Hit Total: 23 P1
j.236B 1000 All 102 Until Hit Total: 23 P1
  • Listed start-up is the time it takes for the orb to fire a projectile.
  • Listed recovery is the cooldown from setting the orb.
  • Launches opponents on hit.

Seth releases a projectile from his hand that fires energy arrows after a short period of time. On the ground, the A version places the orb on the ground while the B version makes it hover in the air. In the air, the A version places it in front of Seth and pushes him back while the B version places it behind him and pushes him forward. Has high start-up time, making it difficult to use but in exchange it covers Seth's approach and his riskier mix-up options. Can be used to loop B Dual Piercing Vengeance off of certain starters like counter hit anti-air 2B or a throw.

Version Level P1 P2
236A 3 60 95
236B 3 60 95
j.236A 3 60 95
j.236B 3 60 95

236A:

  • Minimum Damage 50


236B:

  • Minimum Damage 50


j.236A:

  • Minimum Damage 50


j.236B:

  • Minimum Damage 50


Dual Piercing Vengeance

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2200 All 12 6 28 -10 B
214B 2400 All 21 7 23 -9 B
  • Launches opponent on hit.
  • Switches sides if done closer than max range.

Seth disappears in a flash of light and reappears further away, striking any opponents in his way. The A version travels half screen while the B version travels 80% of the screen. Seth's main tool for setting up sandwich situations with an assist. Reject-guards will make the A version fail to switch sides while the B version will only work if done at close range. In combos, the A version is used to end 2C > B Dual Piercing Vengeance loops or to tack on damage before calling an assist. Meanwhile, the B version is used as a combo extender in essentially every combo thanks to its high hitstun and launch height on hit.

Version Level P1 P2
214A 5 80 90
214B 5 70 90

214A:

  • Minimum Damage 110


214B:

  • Minimum Damage 120


Piercing Penetration

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 750×2 All 11 Until L, 2 26 -11 H
j.214A > A 500, 1500 All 11 3(16)3 2+28L H
j.214B 0, 3000 Throw 30 Until L 23 T
  • Launches opponents on hit.
  • Follow-up only occurs on hit.
  • Follow-up will only come out against point characters.

Seth's main combo ender as it provides safe-jump oki. Can combo into 5A on counter hit for a full combo.


  • Launches opponents on hit.
  • Throw only works against point characters unless f they are in blockstun.
  • Works against airborne point characters in hitstun.
  • 5% minimum damage. (150)

B version is used to do strike/throw mix-ups even while Seth is in the air. The extended knockdown allows Seth to follow-up with additional attacks, the most notable choice usually being Chained Nefarity, even when the combo timer is completely exhausted. Also a primary ender in Captive Segment loops.

Version Level P1 P2
j.214A 3 80 80
j.214A > A 3, 4 80 85
j.214B 0, 5 100 100, 50

j.214A:

  • Minimum Damage 37×2 (74)


j.214A > A:

  • Minimum Damage 25, 75 (100)


j.214B:

  • Minimum Damage 60

Extra Skills

EX Captive Segment

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1000×3 All 106 P(15)P(15)P Total: 31 P1
j.236C 1000×3 All 102 P(15)P(15)P Total: 23 P1
  • Listed start-up is the time it takes for the orb to fire a projectile.
  • Listed recovery is the cooldown from setting the orb.
  • Hits 3 times.
  • Launches opponents on hit.

Same angle as the B version of Captive Segment but the orb fires 3 energy arrows back-to-back rather than just 1. Each shot will attempt to track the point character independently of where the previous shot traveled. Used in blockstrings and in neutral to pin down the opponent with or without an assist. If the first or second arrow catches the opponent blocking in mid-air near the orb, the following shots can keep them airborne long enough for Seth to react with Acute Ambush for an unblockable set-up. Can lead into a full combo even without a preemptive assist call if the opponent was in the corner. Not very useful in combos as it has the same damage per shot as the normal version while eating more combo time, usually resulting in one less loop and ultimately less damage.

Version Level P1 P2
236C 3 60 95×3
j.236C 3 60 95×3

236C:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 100×3 (300)


j.236C:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 100×3 (300)


EX Dual Piercing Vengeance

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 300×4, 1000, 1800 All 9 6 20 -5~0 B
  • Launches opponent on hit.
  • Switches sides if done closer than max range.
  • Follow-up attack occurs only if the opponent's point character is hit.

Has better frame data, range, and damage compared to the other two versions. Insanely oppressive in neutral as Seth can punish virtually anything from full-screen while staying safe on block. However, this attack eats up a good portion of the combo timer and cannot be followed-up without an assist or Resonance Blaze, making it a poor combo tool. Note that it has high minimum damage and the full animation will always play out on hit, allowing Seth to squeeze out extra damage at the end of long combos.

Level P1 P2
5 80 90
  • Minimum Damage 60, 30×4, 100, 180 (460)
  • Crumple Duration 100F, Crumple Fall 39F

EX Piercing Penetration

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750, 0, 2500, 0, 2500 All 11 Until L,2 17 -2 H
  • Launches opponents on hit.
  • Follow-up only occurs on hit.

Has better frame data, range, and damage compared to the other two versions. Has high minimum damage, making it a great move for finishing off opponents as Seth lacks air supers. This also helps in Resonance Blaze as it can cancel into a super for even more damage. Very safe on block, so much so that it can be used to reset pressure against hesitant opponents or those who don't know the match-up, though don't expect to get away with this more than once.

Level P1 P2
3, 0, 4, 0, 4 80 80
  • Minimum Damage 575


Partner Skills

5P

Dual Piercing Vengeance

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All (18)+14 6 28 -8 B
  • Launches opponent on hit.
  • Switches sides if done closer than max range.

Has the same start-up and range as the A version while having the damage and launch properties of the B version. Main assist for extending combos and blockstrings. Switches sides even on block, allowing for easy sandwich situations.

Level P1 P2
5 70 90
  • Minimum Damage 120


6P

Captive Segment

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All (18)+171 Until Hit Total: (18)+68 P1
  • Listed start-up is the time it takes for the orb to fire a projectile.
  • Listed recovery is the cooldown from setting the orb.
  • Briefly stuns opponents on hit.
  • Seth being out for a considerable amount of time allows you to quickly active switch.
  • Captive Segment disappears if Seth is hit.

Seth activates his Force Function from UNI, and uses the B version of Captive Segment. Very strong set play assist that persists even after an Active Switch or a Cross Combo activation. Can be used at the end of combos to grant safe meaty pressure for the point character or to swap them out for Seth while not sacrificing offense. Can also be used to convert off of Reversal Actions, though this only works consistently in the corner and/or with certain characters.

Level P1 P2
3 60 95
  • Minimum Damage 50

4P

5BBBB

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+10 4 36 -21 B
  • Launches opponents on hit.

Seth uses 5BBBB, launching the opponent much higher than his solo version. Used to anti-air opponents, extend certain combos, and to attack quickly without switching sides during a Cross Combo.

Level P1 P2
4 70 85
  • Minimum Damage 85


Distortion Skills

Chained Nefarity

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100, 262×32, 2608, 2400
[100×6, 262×37, 3258, 3000]
All 1+(64 Flash)+8 36 <(4)4(5)5(7)4(10)4(13)6> 24 <40> -25 B 1~20 All
  • Only the first hit occurs on whiff, only does 6 hits on block.

Seth runs up to full screen and tackles the opponent, following up with a series of slashes ending in an upward kick where he then zips through the opponent multiple times. This is Seth's most practical super thanks to it fast start-up, long range, and safe-jump oki. This super is also invincible for the entire dash, allowing Seth to punish long reaching normals and projectiles.

Level P1 P2
5×6, 4×23, 5 80×6, 48×24 60
  • Values in [] are for Enhanced version
  • Immediately enters values in <> after blocking first hit
  • When first hit is blocked, each hit has base damage 100
  • Minimum Damage: 20×30, 625, 648 (1873)
  • [Minimum Damage: 20×38, 781, 570 (2111)]


Last Rite Execution

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 , 2000, 0, 2000, 0, 2000, 7500
[0 , 2000, 0, 2000, 0, 2000, 300×9, 7500]
Throw 13+(36 Flash)+0 1 46 T 1~14 All
  • Follow-up hits only occur on hit.
  • Throw only works against standing point characters except if they are in hitstun.

Seth reaches out and attempts to grab the opponent. If it connects, Seth jumps on their back and slashes their neck three time, throwing them higher into the air each time before slamming the opponent into the ground. In Resonance Blaze, he creates three EX Captive Segments that attack the opponent before he does the final dive. Has zero frames of start-up after the super flash and is invincible from frame 1, making it a powerful mix-up option as well as an anti-safe jump tool. Somewhat difficult to use in combos due to its extremely short range and its lack of a safe-jump set-up makes it a poor choice for ending combos unless it K.O.s the opponent.

Level P1 P2
0 100 50
  • Values in [] are for Enhanced version
  • Minimum Damage: 200×3, 1500 (2100)
  • [Minimum Damage: 200×3, 30×9, 1500 (2370)]


Distortion Skill Duo

Chained Nefarity

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×10, 500×2
[100×15, 500×2]
All 1+(53 Flash)+1 4 40 -23 B 1~5 All
  • Identical to Seth's solo version of Chained Nefarity except it deals slightly higher minimum damage.

Similar to the solo version but Seth skips the dagger slashes and straight to the launcher kick. Use it finish off low health opponents or to get safe-jump oki, though note that the frame advantage is slightly lower than the solo version so reversals with 10 frames of start-up or faster will stuff the set-up. All the hits will connect properly against the opponent's assist unlike the solo version.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Distant Frontier

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(118 Flash)+5 9 42 -30 H 1~15 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Switches sides if done closer than max range.
  • Grants victory upon a successful hit.

Seth leaps back off the screen then dives diagonally down across the entire screen. If the attack successfully connects, he dashes multiple times through the opponent, instantly defeating the opponent. Insanely fast start-up combined with long range makes it very easy to combo into. Can also be used as an all-or-nothing reversal with a huge reward on hit and a massive penalty on block or whiff.

Level P1 P2
5

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