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Health: 8100 (Originally 12100)
Play-style: Offensive, Rushdown, Pressure, Mixup, High Mobility
Dash Type: Run
Specialty: Midair dash, fast fall
Seth is the only character in the game with a midair backstep. See more details on the Command Normals/Unique Arts section.

Seth is a speed-type character who confuses his opponents with fast movements. A majority of his normals give leeway to long blockstrings and combos with excellent frames, and also gives him great mixup. He also possesses one of the fastest dashes in the game.

His only long range move is projectile called "Segment of Stitch Binding" which activates with lag. When the ammo launches, dash and close the opponent with "Vengeance of Twin Hooks". At close range "Confusion of Vanishing" you can appear from various places on the ground and from the air to break the opponents defense. Combining the throw move "Convict of Sinful Blame" with it, is also an effective solution.

Thus, Seth has very little trouble getting into his opponent's space with good zoning and mindgames, but he's not too overly strong and can't risk too much in taking a beating since his HP has been on the low end. His damage is also around low-to-average, so combos from him tend to rack up not as much especially with some of his solid attacks having bad proration.

He also has very few defensive options, such as a lack of a Dragon Punch-style reversal. His high mobility also makes him a bit difficult to control, and thus he requires good execution. Added in with his Segment of Stitch Binding, he also mainly works better up close and not truly from afar.

Move List

Normal Moves

Input Damage Guard Cancel
UNI A 170 Crouch/Stand SP/JC/EX/CS
Seth-5a Shanks his dagger right beside him at a high angle.
Input Damage Guard Cancel
2UNI A 140 Crouch SP/JC/EX/CS
Seth-2a Small low poke kick with the leading leg that can be rapid-fired.

Staple light-kick low attack, and one of the best poke kicks in the game due to very solid pressure it gives off due to its fast speed, but on the flipside it prorates quite badly in combos making this a sub-optimal combo starter.
Input Damage Guard Cancel
UNI B 455 Crouch/Stand SP/JC/EX/CS
Seth-5b Small slash on the height of his face via a backhand turn slash. Decent hitbox.
Input Damage Guard Cancel
2UNI B 550 Crouch SP/JC/EX/CS
Seth-2b Crouches and wide-shanks low with the dagger. A very fast 6-frame low attack.
Input Damage Guard Cancel
Dash UNI B 455 Crouch/Stand SP/EX/CS
Seth-db Knee kick and then continues with same motion as 5B.
Input Damage Guard Cancel
UNI C 350 Crouch/Stand SP/JC/EX/CS
Seth-5c Slashes down his dagger after a forward turn. Moves Seth forward and gives him the largest technical range out of all his normals.
Input Damage Guard Cancel
2UNI C 280 (330) Crouch SP/JC/EX/CS
Seth-2c Sweeping breakdance kick (called a "flare") that does 2 hits. Has a long reach and is a very solid combo tool, and both hits will connect on the opponent or hit or block.

Both hits also hit low, and the second hit is also safe on block. Allows for solid combo/chain variety due to both hits being cancellable.
Input Damage Guard Cancel
Dash UNI C 960 Crouch/Stand SP/EX/CS
Seth-dc Really wide turning inward slash that punches the opponent towards the edge of screen and wall-bounces. Great combo tool with very solid coverage.
Input Damage Guard Cancel
j. UNI A 140 Stand SP/EX/CS
Seth-ja Classical jumping light/medium kick. Kicks obliquely downwards and lasts for a decent amount of frames for a good jump-in.

Not only that, but it also comes out very fast allowing you to hit-confirm against slowing jump-ins (such as a j.B or j.C). It has short range one must still be mindful of though.
Input Damage Guard Cancel
j. UNI B 444 Stand SP/EX/CS
Seth-jb Horizontal outward-shred slash with both daggers. Good for cross-ups.
Input Damage Guard Cancel
j. UNI C 580 Stand SP/EX/CS
Seth-jc Cuts right below him with an acrobatic dual-rip. Slow start-up and is mainly for air-to-ground (with a very deep vertical hitbox) and cross-ups as well as OTG pickups.

It also has some decent horizontal range, but out-prioritizing anything via air-to-air with this isn't something to expect.


Input Damage Guard Cancel
UNI A+UNI D 1940
Seth-throw Holds foe then does a leaping uppercut-slash while rising into the air.

Force Function

Input English Name Japanese Name Damage Guard Cancel
UNI B+UNI C Geometry of Depth Raid 淵侵のジオメトリー
Seth-ff Cowers down and clenches his fist to focus. Causes him to reposition a Segment of Stitch Binding projectile while also removing its hitbox, but leaves Seth open to attack.

Command Normals/Unique Arts

Input Damage Guard Cancel
UNI C>UNI C Crouch/Stand SP/CS
Seth-5cc Follow-up input. Wide slash that is the same as his Dash C.
Input Damage Guard Cancel
3UNI B 500 Crouch/Stand SP/JC/CS
Seth-3b Crouches and slashes upwards with a backhand turning slash. Short reach. Has too small of a hitbox to be used as anti-air.
Input Damage Guard Cancel
3UNI C 810 Crouch/Stand SP/JC/CS
Seth-3c Slashes upward in a hooking uppercut. A move to launch the opponent airborne. Works an anti-air, but is mainly used as combo filler. Use "Confusion" to follow into the air upon hitting for a traditional ground-to-air combo.
Input Damage Guard Cancel
6UNI C 410 Stand SP/CS
Seth-6c Turning forward heel drop kick that can go over most low attacks. Hits overhead and is one of Seth's mixup tools. Can be followed into midair movements for some gimmicks, or can be used as a slam-down combo extender. Fairly safe on block.
Input Damage Guard Cancel
j. 2UNI C 427 Crouch/Stand SP/CS
Seth-j2c Dive kick. Easily to follow-up whether it hits or is blocked, as Seth will bounce off either way to avoid punishment. Can be used as a slight cross-up if positioned right. Uses the same animation as his j.A.
Input Damage Guard Cancel
j. 6UNI C 410 Stand SP/CS
Seth-j6c Aerial version of 6C. Slams an aerial opponent to the ground and is normally a knockdown finisher during combos mainly for that purpose.
Input English Name Japanese Name Damage Guard Cancel
j. 22 / 2UNI A+UNI B Nosedive 急降下
Seth-j22 Fast falls directly below him. This and the midair backstep can both be used once while you're in air. Can be used during an air combo to reach the ground quickly to re-juggle the opponent, though it has some notable landing recovery.
Input English Name Japanese Name Damage Guard Cancel
j. 44 / 4UNI A+UNI B Midair Backstep 空中バックダッシュ
Seth-j44 Seth's unique midair backstep. Continue with Segment or B Confusion. Unlike the typical Assault on ground or midair, it does not cost any GRD.

Special Moves/Sure-Killing Arts

Input English Name Japanese Name Damage Guard Cancel
236 UNI A/UNI B/UNI EX Segment of Stitch Binding 縫縛のセグメント Crouch/Stand/Air
Seth-segment Fires a ball of darkness from his leading hand which stays in place for some time before it launches a piercing projectile. The projectile can be destroyed by attacks before it flies forward, making this a more calculated lockdown tool as opposed to a more traditional projectile.
Input English Name Japanese Name Damage Guard Cancel
623 UNI A/UNI B/UNI EX Vengeance of Twin Hooks 双鈎のヴェンジェンス Crouch/Stand/Air (EX)/(CS)
Seth-vengeance A dash attack in which Seth rushes forward quickly while slashing the opponent, then rush-slashes them again via inward cross slashes to return to his position beforehand.
Input English Name Japanese Name Damage Guard Cancel
214UNI A/UNI B/UNI C Confusion of Vanishing 消失のコンフュージョン
Seth-confusion A teleport ability. Depending on the button pressed, Seth will appear either above, or below, the opponent.
Input English Name Japanese Name Damage Guard Cancel
j. 214UNI A/UNI B/UNI EX Penetrate of Drill Passing 穿通のペネトレイト Crouch/Stand/Air CS
Seth-penetrate A quick dive attack. The A and EX versions will cause Seth to slash the opponent while rising into the air.
Input English Name Japanese Name Damage Guard Cancel
632146 UNI A/UNI B/UNI EX Convict of Sinful Blame 罪咎のコンビクト CS
Seth-convict A command throw; Seth latches onto the opponent and slashes their throat before leaping off of them.

Infinite Worth

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Nefarious of Linked Chains 連鎖のネファリウス Crouch/Stand
Seth-iw Seth rushes forward and slashes the opponent multiple times, then shreds them as they are launched into the air, finishing with a cross-slash.

Infinite Worth EXS

Input English Name Japanese Name Damage Guard Cancel
UNI A+UNI B+UNI C+UNI D Distant of Boundary 境界のディスタント 3690
Seth-iwe Animation - The opponent is immoblized as Seth slashes them several times, and in the blink of an eye, consumes them in a small dark explosion.



  • 5A>5B>5CC>214B>Hold B>j.214C
  • 5B>2B>5CC>214C>Hold C>6C>Dash C>41236D
  • Dash C>623B>j.A>j.B>j.C>j.214A>214B>Hold B>j.214C


5A Starter

  • 5A>j.A>j.C>JB>3C>214B>Hold B and 4>22>j.A>j.C>j.B>j.214A>214B
  • 5A>5B>2B>5C>214C>Hold C>6C>j.236B>j.214A>214B>Hold B and 4>22>2C(1)>623A>j.6C>236B

2A Starter

  • 2A>2A>5B>5C (1HIT)>214C>Hold C>DashC>623B>j.C>j.B>j.214A>214B>B>j.236B
  • 2A>5C>214C>6C>j.236B>j.214A>214B>22>DashC>6C
  • 2A>2B>2C(1)>5C>j.A>j.B>j.C>5B>214B>Hold B and 4>22>5B>3C>214B>Hold B and 4>236A
  • 2A>5B>2B>5C>214C>Hold C>DashC>623B>j.C>j.B>214A>214B>Hold B and 4>22

5B Starter

  • 5B>2B>5C>214C>Hold C>6C>j.236B>214A>214B>Hold B and 4>2C(1)>623A>j.6C>j.236B
  • 5B>2B>5CC>214C>Hold C>6C>j.236B>j.214A>214B>Hold B>(Back Dash)>j.C>j.2C>j.236A>j.214A>623A>(623C) or (214C) or (214A>Hold A) or (Something else...)
  • 5B>5C>5C>214C>236C>CS>6C>j.236B>j.214A>623B>VO>214B>22>632146C>j.214A>41236D

2B Starter

  • 2B>5B>5C>5C>214C>6C>j.236B>j.214A>214B>22>DashC>6C
  • 2B>5B>5C>5C>214C>6C>j.236B>j.214A>214B>Hold B and 4>44>j.214A>6C

3B Starter

  • 3B>j.B>j.C>2C>214C>6C>j.236B>j.214A>214B>22>DashC>6C

5C Starter

  • 5C>2C (2HIT)>623A>5B>623B>214AC>6C>j.236B>j.214A>214B>22>DashC>6C
  • 5C>623B>DashC>623A>2C>214C>6C>j.236B>j.214A>214B>22>623A>6C
  • 5C>3C>Delay 623A>5B>Delay 623A>5B>214B>Hold B and 4>214C

2C Starter

  • 2C (2HIT)>623A>5B>623B>214A>C>6C>j.236B>j.214A>214B>22>DashC>6C

3C Starter

  • 3C>2A (Whiff)>5B>623B>623A>2C>214C>6C>j.236B>j.214A>236B>22>DashC>6C

Dash C Starter

  • DashC>5B>623B>214AC>6C>j.236B>j.214A>214B4>44>j.214A>6C
  • DashC>623B>623A>2C>214C>6C>j.236B>j.214A>214B>22>DashC>6C

j.C Starter

  • Assault j.C>2B>2C>623B>236C>CS>214AC4>VO>214B>Hold B and 4>22>632146C>j.214A>41236D

"Segment of Stitch Binding" Starter

  • 236A>2C>214C>6C>j.236B>j.214A>214B4>22>2C (2HIT)>6C
  • 236A>2C(1)>214C>Hold C>j.6C>j.236B>j.214A>214B>Hold B and 4>22>2C>6C>j.236B
  • j.236B>214C>6C>j.236B>j.214A>214B4>22>5B>j.B>j.6C
  • (Veil Off active)j.236A>j.214C>6C>j.236B>j.214A>214C>623C>CS>623A>41236D

"Vengeance of Twin Hooks" Starter

  • 623A>CS>2B>5B>j.B>j.C>2C>214C>6C>j.236B>j.214A>214B>22>DashC>6C
  • 623B>DashC>623A>5C>214AC>j.6C>j.236B>j.214A>214B>22>623A>6C
  • 623C>CS>DashC>623B>214C>6C>j.236B>j.214A>214B>Hold B and 4>44>j.214A>6C
  • 623C>CS>j.236B>j.214A>214C>Hold C and 4>VO>214B>22>632146C>j.214A>41236D

"Penetrate of Piercing" Starter

  • j.236B>214C>6C>j.236B>j.214A>214B4>22>5B>j.B>j.6C
  • j.214A>214B>22>2C>214C>6C>j.236B>j.214A>623B>DashC>6C
  • j.214A>623A>2B>214AC>6C>j.236B>j.214A>214B>22>DashC>6C
  • j.214A>5B>623B>214AC>6C>j.236B>j.214A>214B>22>DashC>6C
  • j.214B>CS>Assault j.A>j.C>2C>214C>6C>j.236B>j.214A>214B>22>DashC>6C
  • j.214C>CS>j.6C>j.214A>214C>j.6C>j.236B>j.214A>214B>Hold B and 4>44>j.214A>6C
  • j.214B>CS>Assault j.A>j.B>2C(1)>214C>Hold C>6C>j.236B>j.214A>214B>Hold B and 4>2C>6C>j.236B

"Convict of Sinful Blame" Starter

  • 632146A>CS>DashC>623B>214C>6C>j.236B>j.214A>214B>Hold B and 4>44>j.214A>6C
  • 632146A>CS>j.236A>j.214A>623B>VO>214B>Hold B and 4>22>632146C>j.214A>41236D
  • 632146A>CS>22>214C>Hold C and 6>j.236B>j.214A>214B>Hold B and 4>2C(1)>623A>6C>j.236B
  • 632146C>j.214A>5B>623B>214A>Hold C>6C>j.236B>j.214A>214B>22>DashC>6C
  • 632146C>j.214A>214C>Hold C>j.6C>j.236B>j.214A>214B>Hold B and 4>2C>6C>j.236B


2A Starter

  • 2A>2A>2B>5C>214C>j.A>j.C>j.B>j.214A>214B

5A Starter

  • 5A>5A>5A>5A>214C>6C>j.236B>j.214A>214B>22>623A>6C
  • 5A>5A>5A>5A>214C>6C>j.236B>j.214A>623B>623A>6C
  • 5A>3C>214B>Hold B and 4>j.A>j.C>j.B>j.214A>214B
  • 5A>j.A>j.C>j.B>2C>214C>j.6C>j.236B>j.214A>214B>>Hold B and 4>44>j.214A>6C

5C Starter

  • 5C>3C>623B>623A>2C>214C>6C>j.236B>j.214A>214B>22>623A>6C

"Vengeance of Twin Hooks" Starter

  • 623C>CS>236A>2C>623B>VO>5B>214B4>22>632146C>j.214A>41236D

"Penetrate of Piercing" Starter

  • j.214A>214B>Hold B and 4>22>2C>214C>6C>j.236B>j.214A>623B>623A>6C
  • j.214B>CS>j.6C>2C>214C>6C>j.236B>j.214A>214B>Hold B and 4>44>j.214A>6C

"Convict of Sinful Blame" Starter

  • 632146A>CS>j.2C (Whiff)>214C>6C>j.236B>j.214A>214B>Hold B and 4>44>j.214A>6C

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Move Sets

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