GBVS/Seox

From Dustloop Wiki
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

5U

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

No results
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 up 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, retains momentum.

j.214M
  • Claw strike, bounces back on hit/block.
  • Retains air options upon connect.

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

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

External References

Navigation

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