Shanks his dagger right beside him at a high angle.
Smart Steer: 5A>5B>5(C) x2>623A>5AB>41236D
Input
Damage
Guard
Cancel
140
Crouch
SP/JC/EX/CS
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
455
Crouch/Stand
SP/JC/EX/CS
Small slash on the height of his face via a backhand turn slash. Decent hitbox.
Input
Damage
Guard
Cancel
550
Crouch
SP/JC/EX/CS
Crouches and wide-shanks low with the dagger. A very fast 6-frame low attack.
Input
Damage
Guard
Cancel
Dash
455
Crouch/Stand
SP/EX/CS
A following knee kick instantly followed up with same motion as 5B.
Input
Damage
Guard
Cancel
350
Crouch/Stand
SP/JC/EX/CS
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
280 (330)
Crouch
SP/JC/EX/CS
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
960
Crouch/Stand
SP/EX/CS
Really wide turning inward slash that punches the opponent towards the edge of screen and wall-bounces. Great combo tool with very solid coverage. Goes through the opponent on hit or block, thus on the latter case it switches sides akin to Hyde's Dashing C.
Input
Damage
Guard
Cancel
j.
140
Stand
SP/EX/CS
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.
444
Stand
SP/EX/CS
Horizontal outward-shred slash with both daggers. Good for cross-ups.
Input
Damage
Guard
Cancel
j.
580
Stand
SP/EX/CS
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.
Throw[]
Input
Damage
Guard
Cancel
+
1940
Holds foe then does a leaping uppercut-slash while rising into the air.
Force Function[]
Input
English Name
Japanese Name
Damage
Guard
Cancel
(+) (Hold to charge)
Abyssal Geometric (Geometry of Depth Advance)
淵侵のジオメトリー
Cowers down and clenches his fist to focus. Causes his next Segment of Stitch Binding projectile to be set further away from Seth's position, but most of all removes much of the delay which causes it to fire its projectile sooner. The more the move is charged, the less delay the next Segment of Stitch Binding projectile fired out will have.
Also causes said orbs to be indestructible by attacks, though Seth himself can still be hit.
The powered-up orbs also possess a different move proration-calculation different from a normal Segment of Stitch Binding, allowing for some intricate-extended combos.
Seth teleport behind his opponent to perform triple slash attacks from double slashes to dive downward slash.
Command Normals/Unique Arts[]
Input
Damage
Guard
Cancel
>
Crouch/Stand
SP/CS
Follow-up input. Wide slash that is the same as his Dash C. However, it has some notable frame disadvantage if not cancelled properly, which makes this risky to just haphazardly toss out.
Input
Damage
Guard
Cancel
500
Crouch/Stand
SP/JC/CS
Crouches and slashes upwards with a backhand turning slash. Short reach. Has too small of a hitbox to be used as anti-air as it also does not give Seth any head-level invincibility. However, it has some decent proration to be used as a combo extender, as well as being useful in situations where usage of 3C will either cross-up or whiff.
Input
Damage
Guard
Cancel
810
Crouch/Stand
SP/JC/CS
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. Unlike his 3B however, the move is a bit more laggy on hit or block.
Input
Damage
Guard
Cancel
(Air OK)
410
Stand/Air
SP/CS
Ground version
Air version
Turning forward heel drop kick that can go over most low attacks. Hits overhead and is one of Seth's mixup tools, as well as serving as his primary knockdown finisher during combos. Can be followed into midair movements for some gimmicks, or can be used as a slam-down combo extender. Fairly safe on block, but has notable startup which makes it a risky pressure tool.
Input
Damage
Guard
Cancel
j.
427
Crouch/Stand
SP/CS
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. Upon bouncing off, any aerial actions can be performed, including another j.2C.
Input
English Name
Japanese Name
Damage
Guard
Cancel
j. / +
Rapid Descent (Nosedive)
急降下
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 or to bait the opponent, though it has some notable landing recovery that cannot be cancelled in any way.
Input
Damage
Guard
Cancel
j. / +>//
New move in Exe: Late[st], where Seth upon landing from his fast fall, dashes forward past his target and performs a high-standing kick that launches right from behind them (used during his Infinite Worth).
Jump cancel-able on hit, and special/super cancel-able on both hit and/or block. Has increased maximum tracking distance when in Vorpal state. Can also be used during combos as an extender if one's execution is solid enough.
However, if predicted well enough, this move can easily be ducked under which will cause it to whiff very easily, allowing Seth to be punished.
Input
English Name
Japanese Name
Damage
Guard
Cancel
j. / +
Air Backdash (Midair Backstep)
空中バックダッシュ
Seth's unique midair backstep that merely works as a backward Assault. 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
// (Air OK)
Captive Segment (Segment of Stitch Binding)
縫縛のセグメント
Crouch/Stand/Air
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. When hit by the projectile, the opponent will drop down to the ground.
Input
English Name
Japanese Name
Damage
Guard
Cancel
//
Dual Piercing Vengeance (Vengeance of Twin Hooks)
双鈎のヴェンジェンス
Crouch/Stand/Air
(EX)/(CS)
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. EX version makes him rush past multiple times.
Input
English Name
Japanese Name
Damage
Guard
Cancel
//
Dead Space of Intrusion (Narrow Gap of Intrude)
双鈎のヴェンジェンス
Crouch/Stand/Air
(EX)/(CS)
Added in Exe:Late [cl-r]> An air version of Dual Piercing Vengeance, but slightly upward angle.
A: Fast startup and Seth turn around to his opponent.
B: Slow startup and Seth does not turn around to his opponent.
EX: Air Unblockable and Invisible Startup. Upon hit, Seth slashes the opponent a number of times before leaping away. It can still cancel to CS for a full conversion.
Input
English Name
Japanese Name
Damage
Guard
Cancel
//
Vanishing Doubt (Confusion of Vanishing)
消失のコンフュージョン
A teleport ability where Seth fades away while running before reappearing again. Depending on the button pressed, Seth will appear either above, or right behind the opponent.
Can be followed up with different inputs mid-run (either pressed or held; the latter will allow for the respective followup to be performed ASAP):
A: Causes Seth to warp past his opponent with a dark flash, and counts as a counter/reversal. If triggered by an attack, Seth with latch on behind his foe with the A version of Convict of Sinful Blame. Can hold left or right to change to the respective direction for the teleport.
B: Same as before, but instead warps at a diagonal angle above past his opponent. Not a counterattack, and instead is more of an anti-air since it acts as a direct attack (and is normally used during knockdown combos). Can hold left or right to change to the respective direction for the teleport. Seth while airborne cannot perform any midair actions, but can instead follow up with any midair special moves.
C: Same as the A version, only it automatically has Seth perform a version of one of his Vengeance of Twin Hooks to strike his foe from behind, inflicting a pseudo-crumpling hit effect akin to his Segment of Stitch Binding. Can hold left or right to change to the respective direction for the teleport, and if timed right during certain moves, the initial teleport before the dashing strike can have its hitbox connect to make use of it as a combo extender.
8A/B/C: New followup in Exe:Late[st]. Seth warps above his opponent to deliver a dropping heel slam from behind that knocks down via a minor ground bounce. Hits overhead and can be cancelled into other specials, but is unsafe on block.
All versions during the initial warp possess no hitboxes that damage the opponent in neutral state, but they will only be active they opponent is in hitstun (which allows each of the teleports if used properly, to act as combo extenders).
Input
English Name
Japanese Name
Damage
Guard
Cancel
j. //
Penetrate (Penetrate of Drill Passing)
穿通のペネトレイト
Crouch/Stand/Air
CS
A quick dive attack. The A and EX versions will cause Seth to slash the opponent while rising into the air; the latter version slashes with another attack from behind while in midair, and counts as a throw that can be cancelled via Chain Shift on hit.
Can be Tiger Knee'd close to the ground via 2147A/B/C which prevents Confusion of Vanishing from being performed, but only the A and EX versions' hitboxes will come out at close range; EX version will not activate the throw animation in this case.
B version when utilized properly during certain blockstrings, can easily lead to free unblockable setups if the opponent does not watch out for it. However, it still as its startup and it must be performed at an optimal height without it failing to have the hitbox come out.
Input
English Name
Japanese Name
Damage
Guard
Cancel
//
Convict (Convict of Sinful Blame)
罪咎のコンビクト
CS
A command throw; Seth latches onto the opponent and cuts their throat before leaping off of them.
A version can only grab grounded opponents and forces them into crumple. B version can only grab airborne opponents (also applies to comboing into it from a knockdown) and launches them. EX version instead inflicts normal hitstun with the chance to combo right into any aerial action (save for j.A) while landing.
A version can only be chained into Chain Shift on hit.
Steer Ender[]
Input
Damage
Guard
Cancel
Normal: + after normal attacks Smart Steer: after the 4th -string
A stronger version of Massacring Instinct, with two times of double slash equals four hits before dive landing attack.
Infinite Worth[]
Input
English Name
Japanese Name
Damage
Guard
Cancel
Chained Nefarity (Nefarious of Linked Chains)
連鎖のネファリウス
Crouch/Stand
Seth rushes forward and slashes the opponent multiple times, then launches them into the air with a high-standing kick. He then shreds them as they are airborne, finishing with both him and a shadow doppelganger of himself cross-slashing his foe with the A version of Penetrate of Drill Passing.
Infinite Worth EXS[]
Input
English Name
Japanese Name
Damage
Guard
Cancel
+++
Distant Frontier (Distant of Boundary)
境界のディスタント
3690
Usable only when your own health is under 30 %
Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.
Animation - Seth jumps to the wall behind him and quickly rushes through his opponent, repeatedly slashing and slicing them, before finishing with a Zantetsuken-style final blow that causes a small dark shredding explosion.
Combos[]
Basic Combos[]
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
Midscreen[]
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