BBTag/Seth

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Revision as of 21:33, 24 April 2022 by Kazat7 (talk | contribs) (Not a Con for a character with Orbs to be unpunishably negative on block. Nor is anything related to 6P (orb assist))
Overview
Overview

Seth's 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.

 Seth  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.

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.
  • Weak anti air options on point and assist
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
Reversals

Normal Moves

5A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

5B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

5C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

2A

2B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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. Its 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.

2C

j.A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

j.B

j.C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 14 Until Hit 12L [17] H

  • Double jump cancelable.

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.

j.22/j.2A+B

Rapid Descent

Universal Mechanics

Ground Throw

5B+C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7~30 3 23 T

  • 100% minimum damage. (2000)
  • Holding back while pressing throw results in a back throw.
  • If Seth isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
  • 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.

Acute Ambush

5A+D

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 B 1~17 All

  • Invincible on start-up.
  • Air unblockable.
  • Hits 3 times.
  • Launches opponents on hit.
  • Opponents cannot burst during this attack.
  • 5% minimum damage. 60 x 3 = 180

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.

Skills

Captive Segment

236A/B (Air OK)

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
  • 5% minimum damage. (50)

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.

Dual Piercing Vengeance

214A/B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
  • 5% minimum damage. (110) (120)

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.

Piercing Penetration

j.214A/B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
  • 5% minimum damage. (37.5 x 2) + 25 + 75 = 175

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 except if they are in blockstun.
  • Works against airborne point charachters in hitsun.
  • 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, most notable Chained Nefarity, even when the combo timer is completely exhausted. Also used to end Captive Segment loops.

Extra Skills

EX Captive Segment

236C (Air OK)

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
  • 10% minimum damage. 100 x 3 = 300

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.

EX Dual Piercing Vengeance

214C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 -5~0 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.
  • 10% minimum damage. 60 + (30 x 4) + 100 + 180 = 460

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.

EX Piercing Penetration

j.214C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 H

  • Launches opponents on hit.
  • Follow-up only occurs on hit.
  • 10% minimum damage. 75 + 250 + 250 = 575

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.

Partner Skills

5P

Dual Piercing Vengeance

6P

Captive Segment

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
  • Launches opponents on hit.

Seth uses the B version of captive segment but with a noticeable increase in start-up and recovery. 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.

4P

5BBBB

Distortion Skills

Chained Nefarity

236B+C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

  • Invincible on start up.
  • Hits 35 times (40 times in RB).
  • Only the first hit occurs on whiff, only does 6 hits on block.
  • 20%, 24%, 27% minimum damage. (20 x 33) + 625 + 648 = 1933
  • (RB) 20%, 24%, 19% minimum damage. (20 x 38) + 781 + 570 = 2111

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.

Last Rite Execution

214B+C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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+(36 Flash)+0 1 46 T 1~14 All

  • Invincible on start up.
  • Hits 7 times (16 times in RB).
  • Follow-up hits only occur on hit.
  • Throw only works against standing point characters except if they are in hitstun.
  • 10%, 20% minimum damage. 200 + 200 + 200 + 1500 = 2100
  • (RB) 10%, 20% minimum damage. 200 + 200 + 200 + (30 x 9) + 1500 = 2370

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.

Distortion Skill Duo

Chained Nefarity

P during Partner's Distortion Skill

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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+(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.
  • 100% minimum damage. (100 x 10) + 500 + 500 = 2000
  • (RB) 100% minimum damage. (100 x 15) + 500 + 500 = 2500

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.

Astral Heat

Distant Frontier

222B+C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
  • Invincible on start-up.
  • 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.

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