GBVS/Seox

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Overview
Overview



Lore:One of the Eternals—they who stand astride the skies and across the path of any would-be calamity. Seox's power is unrivaled, for he bears the mark of destiny. His emotional instability is just part of his mask—his love is hidden deeper. He seeks to reach beyond the sky, where the one he holds dear travels.
Playstyle
GBVS Seox Icon.png 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.


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

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
236L 400 Mid 13・19 - - -14 -10 -
236M 600 Mid 21 - - -10 -6 -
236H 800 Mid 16・19・22・25 - - -4 0 -

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

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
236X > 6L or 6H 300 Mid 9 - - -4 0 -
236X > 6M 300 Mid 16 - - -7 KD -
236X > 4L 600 Mid 9 - - -8 KD -
236X > 4M or 4H 1100 Mid 21 - - -8 KD -
236X > 8L 800 Mid 23 - - +1 +5 -
236X > 8M or 8H 900 Mid 30 - - +2 +6 -
236X > 6U or 4U - - - - - - - -

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

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
623L 1000 - 4 - - -8 KD -
623M 1000 - 4 - - -8 KD -
623H 1000 - 1 - - -8 HKD -

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

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 600 All 34 - - -4 0 -
214M 800 Mid 29 - - -1 KD -
214H 1200 All 21 - - +3 +7 -
j.214L 800 All 9 - - - - -
j.214M 800 All 15 - - -1 KD -
j.214H 1200 All 9 - - - - -

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

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
[2]8L 1000 All 36 - - -4 ~ +3 KD -
[2]8M 1000 All 36 - - -4 ~ +3 KD -
[2]8H 1000 All 32 - - -4 ~ +2 HKD -

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
GBVS Seox Color 17.png
GBVS Seox Color 18.png
GBVS Seox Color 19.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

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