GBVS/Seox: Difference between revisions

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==== ====
==== ====
* Great frametrap button, but frametraps after are difficult.
* Links into {{clr|1|c.L}} on crouching.
The Granblue c.M. Useful as a frame trap from lights as its more rewarding on counterhit.
The Granblue c.M. Useful as a frame trap from lights as its more rewarding on counterhit.
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==== ====
==== ====
* Can crossup.
* Instant {{clr|3|j.M}} can hit taller standing characters like Katalina and Percival.
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==Unique Action==  
==Unique Action==  
===<big>5U</big>===
===<big>Demon Step/New Perspective</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span> or <span class="input-badge">'''{{clr|2|5[U]}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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==Special Moves==
==Special Moves==
===<big>Six-Claw Execution {{Micon|10}}</big>===
===<big>Six-Claw Execution</big>===
<span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|10}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Seox" and (input="236X6L" or input="236X6M or H" or input="236X4L" or input="236X4M or H" or input="236X8L" or input="236X8M or H" or input="236X6or 4U")
|where=chara="Seox" and (input="236X > 6L or 6H" or input="236X > 6M" or input="236X > 4L" or input="236X > 4M or 4H" or input="236X > 8L" or input="236X > 8M or 8H" or input="236X > 6U or 4U")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
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</div>
</div>


===<big>Thunderflash {{Micon|4}}</big>===
===<big>Thunderflash</big>===
<span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|4}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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</div>
</div>


===<big>Gate of Demons {{Micon|14}}</big>===
===<big>Gate of Demons</big>===
<span class="input-badge">'''214X (Air OK)'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|14}} <span class="input-badge">'''214X (Air OK)'''</span> or <span class="input-badge">'''4S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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GBVS_Seox_j214L.png|j.214L
GBVS_Seox_j214L.png|j.214L
GBVS_Seox_j214M.png|j.214M
GBVS_Seox_j214M.png|j.214M
GBVS_Seox_j214H.png|j.214H
GBVS_Seox_j214H.png| "Let me win neutral real quick" - j.214H
</gallery>
</gallery>
</div>
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----
----
;j.214L
;j.214L
* Claw strike, retains momentum.
* Claw strike, bounces back on hit/block.
----
----
;j.214M
;j.214M
* Claw strike, bounces back on hit/block.
* Claw strike, bounces forward on hit/block.
* Retains air options upon connect.
* Retains air options upon connect, allowing for a followup.
* Opens up combo extensions in the air.
----
----
;214H
;214H
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</div>
</div>


===<big>Empty Hand {{Micon|14}}</big>===
===<big>Empty Hand</big>===
<span class="input-badge">'''[2]8X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|14}} <span class="input-badge">'''[2]8X'''</span> or <span class="input-badge">'''2S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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==== ====
==== ====
Seox's walldive. Too slow to use in combos consistently but great as an anti-fireball tool.
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.
----
----
;[2]8L
;[2]8L
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</div>
</div>


==Colors==
{{GBVSColors|Size=120|Character=Seox}}
{{GBVSweapons|Size=120|Character=Seox}}
<br style="clear:both;"/>
==External References==
==External References==
[https://gbvs.keeponrock.in/#/?p1chars=six Seox Match Video Database]
[https://www.youtube.com/watch?v=_5kHLmZjxVk Seox Combo Sampler by ZomBmu]
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}

Revision as of 23:30, 20 September 2021

Overview
Overview


 Seox  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.

Pros
Cons
  • Strong Pressure: Moves such as his 5U and the rekka followup, Snake Bite give Seox a lot of advantagous frames to keep up and even loop his pressure.
  • High Mobility: Seox has many options to close the gap on the opponent with his Empty Hand wall jump, 5U teleport, and his Thunderflash parry which he can hold to dash towards or jump at the opponent.
  • Low Damage: Having Six Claw Execution as his main combo tool can restrict a lot of combo routing especially as it is his main pressure tool as well.
GBVS Seox Nameplate.png
GBVS Seox Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
High Recovery (30f)
Unique Movement Options
Empty Hand, Demon Step/New Perspective, Shadow Trace

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Demon Step/New Perspective

5U or 5[U]

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Six-Claw Execution

GBVS Flurry.png 236X or 5S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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.


236L
  • 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.


236M
  • 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.


236H
  • 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

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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.


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 gainibg 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.

Thunderflash

GBVS Reversal.png 623X or 6S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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.


623L/623M
  • 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.


623H
  • 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

GBVS Leap.png 214X (Air OK) or 4S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

214L
  • 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.


214M
  • Claw dive.

Seox's best meterless combo out of AA 2H.


214H
  • Two-hit projectile like 214L.
  • Combo extender from c.H.

Plus on block and allows for combo and pressure extensions.


j.214L
  • Claw strike, bounces back on hit/block.

j.214M
  • Claw strike, bounces forward on hit/block.
  • Retains air options upon connect, allowing for a followup.
  • Opens up combo extensions in the air.

214H
  • 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.

Empty Hand

GBVS Leap.png [2]8X or 2S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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.


[2]8L
  • Dives at a sharp, downwards angle.

Mostly useful as a fakeout to make your opponent whiff an AA.


[2]8M
  • 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.


[2]8H
  • Dives to opponent.
  • Can be held.

Can lead to a combo if it counterhits but is quite spacing-dependant.

Skybound Art

Void Claws: Terminus

236236H or 236S

Six-Ruin's Enlightenment

214214H or 214S

Super Skybound Art

Three Thousand and One Talons

236236U or 236SU

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Seox Color 01.png
GBVS Seox Color 02.png
GBVS Seox Color 03.png
GBVS Seox Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Seox Color 05.png
GBVS Seox Color 06.png
GBVS Seox Color 07.png
GBVS Seox Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Seox Color 09.png
GBVS Seox Color 10.png
GBVS Seox Color 11.png
GBVS Seox Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Seox Color 13.png
GBVS Seox Color 14.png
GBVS Seox Color 15.png
GBVS Seox Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Seox Color 17.png
GBVS Seox Color 18.png
GBVS Seox Color 19.png
GBVS Seox Color EX.png
Weapons
01
02
03
04
GBVS Seox Weapon 01.png
GBVS Seox Weapon 02.png
GBVS Seox Weapon 03.png
GBVS Seox Weapon 04.png
05
06
07
08
GBVS Seox Weapon 05.png
GBVS Seox Weapon 06.png
GBVS Seox Weapon 07.png
GBVS Seox Weapon 08.png


External References

Seox Match Video Database

Seox Combo Sampler by ZomBmu

Navigation

To edit frame data, edit values in GBVS/Seox/Data.