BBTag/Seth/Strategy

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 Seth


Team Synergy

Point

The most typical place you'll see Seth, and for good reason. He's fast, has great tools for closing distance and pressuring an opponent, and assists only make these things stronger. An assist to cover his approach and another to lock his opponent down to make way for Seth's mixups are very strong things for him to have up his sleeve. 214x is very useful for Active Switch mixups, and can instantly creature situations that force your opponent to guess which way they have to block. Lastly, when having an assist at his disposal Seth is very easily capable of reaching very high damage numbers by utilizing orb loops and Cross Combo. All of this makes Seth a very strong point character, and one that only gets stronger with resources to play with.

Anchor

Perfectly fine as well, and depending on your choice in partner can be better than running Seth on point. His round start options, while generally fine, are also pretty limited and linear. If you're running Seth with a partner that has an easier time there, it's not a bad idea to run him as an anchor. Typically, you'll want to abuse his 5P to create very fast Active Switch mixup situations. Despite its long startup, 6P can provide strong lockdown if you can make use of it as well. In Resonance, Seth loses access to an assist to further enhance his setplay, but having less restricted access to his strong metered options can offset this a bit. He might have to take some risks when alone, but the health regen can soften the blow that being called out will deal. His high damage is still achievable in the right situations, and it can't be understated how strong 214C>236B+C is for tacking on a lot of damage as punishment for very small mistakes. All-in-all, Seth makes for a solid anchor with the right partner, and in Resonance is a perfectly solid character to depend on for a comeback.

Recommended Partners

Seth largely prefers partners that can provide him with tools to lock an opponent down, as well as helping to cover for his relative weakness at longer ranges. Characters like Hilda and Yumi are strong examples of both, as well strong teams in terms of synergy that cover for the weaknesses of both characters. Another big weakness for Seth is his general lack of air options, something an assist can help with tremendously. Hilda and Nine are good examples. It's also helpful to remember that Seth's 5P crosses up, and 214x can provide the same thing if he's on point. This allows for fullscreen mixup opportunities with some teams, making Seth even more oppressive than he already was. Seth's 4P is fairly standard and lackluster, though some characters can make pretty effective use of 6P with some lab work.

Created by Dutchy in the BBTag Discord.

General Tactics

Seth is a fairly open-ended, oppressive character once he's in and engaging on his own terms. Actually getting to that point can be somewhat tricky depending on the matchup, but generally your primary goal in neutral will be to set an orb and close in from there. Your best bet is typically going to be placing an orb in the air, preferably with j.236B to make the orb harder to hit. Once that's done, utilize Seth's fast movement speed alongside other tools like an assist to close the distance and start applying pressure. The specifics can vary a lot, as against some characters he may be better off playing either more aggressively or focusing on being annoying and evasive to keep himself safe.

Once he's in, Seth can start using his dirty mixups and great pressure to open an opponent up and get okizeme started. Utilizing his 214x specials alongside an assist, he can force a sandwich situation and make things very difficult for his opponent. Orb already demands a lot of respect from an opponent on defense, which is only made worse by his access to the ridiculous 214C. Using this in pressure can almost entirely nullify Reject Guard, and in neutral can punish an opponent from almost fullscreen.

Okizeme

Seth's okizeme options are strong, but largely do depend on having an assist to provide some form of lockdown. He has a few options for enders, all of which are pretty easy to get to in a combo.

  • A Piercing Penetration (j.214A~A) Straightforward enough, this special gives a safe-jump and will generally be your go-to for an ender. Depending on your partner, this special can fail to provide enough time for a meaty assist to be called for oki.
  • A Dual Piercing Vengeance (214A) Depending on the route and your choice in assist, this special can still provide strong oki options without the shortcomings j.214A~A brings to the table. Example route utilizing this option can be found here.
  • Chained Nefarity (236B+C) Provides safe-jump oki, and is relatively easy to combo into. Strong super if you have the meter to spare.

Once you've scored a knockdown, you have a handful of options to play with. You'll typically want to immediately drop an orb, covering yourself with an assist. Tigerkneeing the orb placement is generally a good idea, and in the corner especially can give you a lot of immediate reward by allowing for tricky mixups right away. Alternatively, simply going for a meaty 2A into a blockstring works just fine.

Blockstrings

Seth's pressure is arguably one of his strongest points as a character, thanks in no small part to how oppressive orb can be. His numerous tools on-block in conjunction with the constant pressure provided by orb can make Seth's blockstrings and pressure overwhelming to deal with. Notable tools include:

  • 5B/5BB/5BBB Has a lot of utility in general. 5B can fairly reliably close distance and get pressure going. 5BB rebeat into 2A is safe, and can catch people off-guard if followed by another 5B. Additionally, you can utilize this with an assist to set an orb and keep the pressure up. 5BBB can provide a number of options itself. You can go from this immediately into an aerial normal or special to keep your setplay going, as well as airdash to either cross-up or duck out to reset neutral. Do note you'll generally need an assist for cross-up shenanigans to work from this, but the option is strong regardless.
  • 5A/2A Fast, and can allow Seth to take advantage of his strong stagger pressure capabilities as well as providing an opportunity to go for a tick throw. Also jump-cancelable on block. Alongside the usual benefits this provides, Seth can uniquely utilize this alongside tk.orb for a quick overhead and potential cross-up that also extends his setplay.
  • 214A Used alongside an assist, this special essentially provides a free sandwich setup, and can itself be used in one with Active Switch to catch an opponent off-guard.
  • 214C Deserves special mention. Has a lot of the same utility as 214A, with the added benefit of beating out Reject Guard and being safe on block. Fantastic use of 1 bar.

Tips and Tricks

Seth's fastfall tool is somewhat slow and will require an assist to use properly in most pressure situations, but when done correctly you can create very ambiguous left/rights as well as fake-out an opponent expecting to block high. It's also useful as a tool to throw your opponent off in neutral, though don't be reliant on it as getting called out for it can get you punished.

Additionally, it's worth noting that Seth can create a handful of unblockable setups in the corner. These require fairly specific routing and can depend heavily on the assist you're using, but they are a very handy trick to have up your sleeve and worth learning about.

Fighting Seth

Seth sits in the lowest health bracket in BBTag, meaning it only takes a few mistakes on the part of a Seth player to lose a character. Against Seth, it's generally a good idea to keep an eye on the specific player's habits when setting orb. Take note of when they jump in neutral and be ready to swat them out of the air while they try to set up. His air-to-air options are mostly just okay, and have pretty short range so abuse that to keep control of the air if your character choice allows for it. Additionally, be aware that 214C exists and don't go for things at fullscreen that are only safe because of that distance. That special lets Seth threaten you from anywhere as long as you're on the ground, so just keep an eye out for when he has meter. If he has 2 bars to spare he can very easily use Reject Guard and follow-up with 214C to punish a lot of pressure options, and in addition has his 6 frame jab to mash out of weaker blockstrings. It's helpful to keep these tools in mind as well and be ready for them once you've finally caught Seth and are applying pressure.

Also, learn when it's safe to burst his 5B Smart Combos. 5BB especially has a habit of dodging bursts and allowing Seth to punish someone without this bit of matchup knowledge.

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