Normals
Standing
5A
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
7
|
2,2
|
23
|
-
|
P -7/-8 S -6/-21
|
-
|
-
|
-
|
-
|
2 hitboxes, but will only hit once. Your primary poke and serves as anti air and anti jump. Fastest button for a punish. Confirms into 236A for a DM conversion you need to learn if you play him in power mode. Rebounds on block in power
|
|
4A
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
7
|
2
|
21
|
-
|
P -1/-16 S -1/-16
|
-
|
-
|
Speed/ex
|
-
|
Has some use in chain combos in speed/ex, no real use in power, can’t be canceled in power
|
|
5B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
15
|
2,(10) 3,1
|
33
|
-
|
P -1/-10 S -9/-30
|
-
|
-
|
All
|
-
|
3 hitboxes but hits twice. Both hits are cancelable, depending on distance you may need to cancel out of the first hit for some combos to work. Rebounds on block as a single hit in power. 10F gap between 1st and 2nd hit boxes, in speed/ex this is enough to get deflected in between if the opponent switch guards so be careful. Frame data listed is for the 2nd hit connecting or being blocked.
|
|
6B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
21
|
4,(10) 2
|
-
|
-
|
P -18/-15 S -18/-39
|
-
|
-
|
None
|
-
|
Slow long range poke that has a decent disjoint. Rebounds on block in power, 10F gap between hitboxes.
|
|
5C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Any
|
-
|
|
|
6C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
13
|
7
|
30
|
-
|
-/-31
|
-
|
-
|
Power
|
-
|
Wall bounces on hit allowing for followups in power mode. Lots of active frames. Horribly unsafe on block.
|
|
3B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits OTG. This move is not safe on hit unless it kills, use 5C for otg instead
|
|
- A, B, and C can cancel in both Power Mode and Speed Mode
- back + A is not cancellable
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Dashing normals
Check System if you can't get this to come out
Dashing High
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Any
|
-
|
|
Dashing Low
Knockdown
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Speed Chain
A>A
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Chain combo filler normal
|
|
C of A>B>C
Isn't that P.BC?
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Crouching
d+A
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A low hitting normal that will see use just for that reason.
|
|
d+B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Interchangeable with 5B for a lot of combos. Rebounds on block in power.
|
|
d+C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
It’s a low. leads to a dm confirm in ex mode but that’s about all it has going for it.
|
|
df+C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Sees more use in speed than power thanks to chain combos.
|
|
- all but low A (Power and Speed) and low C in Power mode can cancel when crouching
Air
jA
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
7
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
An upward slash. While on the more slow side compared to other jA's in the game, is perfectly serviceable as an air to air tool and combos into 5a while jumping in, but is all in all overshadowed by jB as a jump in.
|
|
jB
The almighty jeybi
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
17
|
2,(10) 2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Don’t let the startup fool you, this is Setsuna’s best jump in. Huge range with a huge hitbox, can cross up (though not reliably) combos into the rest of his normals. Learning how to short hop with this is invaluable, although avoid overusing it as Set has a large hurtbox extension while using this move. It’s possible for an opponent to deflect the 2nd hit with good timing even if they block initially, however it’s not the easiest thing to pull off. Be wary of opponents with full meter as it’s one of the easiest normals to guard cancel against. Air to air use is decent if the opponent is a bit below you.
|
|
jC
the longest crossup
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Decent air to air, with a large enough hitbox to cross up more reliably than jB, so it can see use as that in certain scenarios
|
|
Universal Mechanics
Throw C+D
Ahahahaha...
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Just a standard throw but you will be using it a lot since it gives you a favorable position for tech chasing and Set's weak mixups.
|
|
5B+C
Power Version Speed/EX Version
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
-
|
52-72
|
2
|
58
|
-
|
-
|
-
|
-
|
-
|
-
|
- Setsuna thrust his sword, unblockable.
- You can hold it for a while.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Speed/EX
|
-
|
24
|
2,1
|
23
|
-
|
-
|
-
|
-
|
-
|
-
|
- Setsuna take one step and slashes upwards, overhead.
- Guaranteed not able combo after it.
- worst universal overhead in the game
- at least it’s safe when it hits.
|
|
Special Moves
Anonymity - One 236A/B
A version B version
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
A
|
P 10/1 S 9/1
|
17
|
2
|
-
|
-
|
(-15)/(-30)
|
P 2/6/3 S 1/2/1
|
M
|
P ○
|
Air
|
A
|
P 19/2 S 14/1
|
- (19 in total)
|
2
|
34
|
-
|
-6/-26
|
P 0/6/3 S 0/3/1
|
M
|
P ○
|
Air
|
- Setsuna raises his sword and makes a forward strike down. Both versions can negate non dm projectiles. Quick enough to combo from anything cancelable. Super cancel.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
B
|
P 17/2 S 14/1
|
40
|
2
|
-
|
-
|
(-)/(-14)
|
P 2/6/3 S 1/3/1
|
M
|
P ○
|
Air
|
B
|
P 30/3 S 23/2
|
- (42 in total)
|
2
|
19
|
-
|
-/-12
|
P 0/6/3 S 0/4/2
|
M
|
P ○
|
Air
|
- B version moves slower, but deals more damage. With only combo from 6C or 41236C (after armor is active) launches opponent on hit allowing for a juggle. In speed mode the 2nd hit doesn’t juggle an airborne opponent, instead resetting the opponent and leaving you open to punishment. Super cancel.
|
|
Anonymity - Two 623A/B
A version B version
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
A
|
-
|
14
|
2,3
|
28
|
-
|
-/-26
|
-
|
-
|
-
|
-
|
- Setsuna's uppercut. Decent for an anti air, hits behind him at its apex.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
B
|
-
|
20
|
2,(3)1,1,1,1,1,1
|
38
|
-
|
-/-38
|
-
|
-
|
-
|
-
|
- B version has a slower start up, and is better for hitting opponents at a distance. Best damage ender for non metered combos, and still fast enough to combo from 5A. 2nd hit has 6 separate hitboxes, but only one hit can occur.
|
|
Anonymity - Three 214B
EEEAAAARRGHHH!
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
P 13/1 S 9/1
|
17
|
2
|
-
|
-
|
連/連
|
P 4/6/3 S 2/2/1
|
H
|
P ×
|
Air
|
P 15/1 S 9/1
|
- (19 in total)
|
2
|
-
|
-
|
連(-12)/連(-27)
|
P 0/6/3 S 0/2/1
|
M
|
P ×
|
Air
|
P 24/3 S 16/2
|
- (21 in total)
|
2
|
31
|
-
|
-/-25
|
P 0/8/4 S 0/3/1
|
M
|
P ×
|
Air
|
- Setsuna lauches himself forward to deliver a swipe attack. Hits over head. Unfortunately opponents can air tech making it -22 on hit, and you can essentially take a full jump in combo for using it if they do.
|
|
Anonymity - Four 623C
You're an eyesore!
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
18
|
4
|
34
|
-
|
-
|
-
|
-
|
-
|
-
|
- Setsuna reaches for airborne opponent. Will slam opponent into ground if it connects
- Setsuna's opponent must be airborne to connect.
- unblockable and cannot be deflected.
|
|
Anonymity - Five 63214C
I'm ready for action...
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
57
|
-
|
15
|
-
|
-
|
-
|
-
|
-
|
-
|
- Setsuna charges himself with electricity, giving him a temporary armor. Armor is active 58F after input. Setsuna is actionable 72F after input.
- Follow up with Anonymity - Five Continuation (hcf + C) to perform a mid stun punch
|
|
Anonymity - Five Continuation 41236C
OTOME!
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
30
|
2,2,2,2,2
|
38
|
-
|
+58/-33
|
-
|
-
|
All
|
-
|
On hit this puts the opponent into a lengthy hitstun allowing you to connect whatever you like after. Multiple hit boxes but only one will ever connect. The attack itself is cancelable into any special/dm/fandango or sdm on hit. Acts as another super cancel in power/ex (complete with the red starfield animation) can be activated as long as you have armor active, and holds the armor properties for a bit after using.
|
|
Desperation Moves
Anonymity - Severance 236236AB
CAPTAIN SWORD!
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
P 21/2, 21/2, 21/2, 21/2, 32/4 S 14/1, 14/1, 14/1, 14/1, 38/4
|
24~74
|
2, 2, 2, 2, 2
|
52
|
-
|
連(-33)/連(-53), 連(-31)/連(-51), 連(-29)/連(-49), 連(-27)/連(-47), -/-45
|
-
|
M
|
-
|
Air
|
- Setsuna performs an Anonymity - One that deals more damage and has more range
- Chargeable
- can negate non dm projectiles
|
|
Super Desperation Moves
Anonymity - Ultimate 6321463214B
Nightmare begins...
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
23
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Setsuna call lighting to empower him with a Anonymity - Five that lasts 10 seconds
Setsuna upgrade body armor effect which grants armor that can only last against 3 normal attacks or 10 seconds. The main weaknesses is a throw or command grab can instantly taking away its effect. From this state, you have access to 3 (and sometimes 4 if you’re fast enough)Anonymity- Five Continuation(41236C) or a Super Desperation Move followup. The initial lighting animation can hit opponents in the air or otg.
|
|
Anonymity - Ultimate Continuation 41236AB
Let this be the end for you...
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
41
|
5
|
40
|
-
|
-
|
-
|
-
|
-
|
-
|
- Follow up from Anonymity - Ultimate for a dramatic animation of Setsuna symbolically shattering your opponents soul . Require all hits of armor to be able to activate. Can only combo normally from 6C in power mode. It can connect from one 41336C as a juggle if the sdm activates at the same time 41236C hits, tricking the game into thinking you still have all hits of armor active.
|
|
Combos
Any Mode
Dash A/B, qcf A
Dash A/B, dp B
j B, d B, dp B
j B, d B, qcf, qcf A
Armor active 41236C 236236AB
Power Mode
jB 6C 236B 236236AB delay the dm a bit for more hits, does not work in a corner
5A 236A 236236AB 63214C main confirm into dm and one every power setsuna player should learn. If you’re having trouble canceling 5A quickly you can input this as 236A+B~A/236A+C~A. Either input will give you 5A cancelled immediately into 236A. It is safe to activate armor after a dm connects.
J.B 6C 41236AB with sdm armor active. Does not work in a corner
jB, 5A/5B/2B 623B
j.B 6C 41336C 236B 623A/C or 236236AB with armor active. Corner. To cancel 6C into 41236C hold 4 for a short time immediately after pressing 6C to clear the input buffer.
236B 623C
J.B 6C 41236C 41236AB with sdm armor active. Corner. Input the sdm follow up immediately after inputting 41236C. If done correctly it will activate at the same time 41236C connects.
J.B 6C 41236Cx4 623C 6321463214B with sdm armor active, corner. You,re cancelling each 41236C into the next. Builds enough meter to reactivate sdm armor. Stylish combo that hits the damage cap.
EX Mode Only
Dash A/B 2B 236A 236236AB 41236C
j.B 4A 5A 2A 2B 236A 236236AB 41236C you can always setup armor safely after dm connects.
5A 2A 2B 3C 6321463214B
22A/B 5A 5B 5C 2C 2C 6BC 236B 236236AB delay the dm for more hits
22A/B 5A 5B 5C 2C 2C 6BC 236B 623A/C 5C otg. corner.
Power and EX Mode
Dash A/B 236A 236236AB
j B 2B 236A 236236AB
j B 3C 6321463214B
j C 5C 236A 236236AB.
Speed and EX Mode
4A 5A 2A 2B 623B
5A 2A 3C 214B gimmicky sweep into overhead. Can catch people blocking low occasionally but it’s not safe on hit. Opponents can air tech after 214B and punish you for using it.
5A 5A 5B 6C 63214C armor setup
Dash A/B, 2B 623B
4A 5A 2A 5B/2B 236236AB depending on distance you may need to cancel at the first hit of 5B/2B.
22A/B 5A 5B 5C 2C 2C 6BC 623Ax2 (corner)
22A/B 5A 5B 5C 2C 2C 6BC 236236AB release late for more hits. Works anywhere, requires desperation.
Armor active 41236C 22A/B 5A 5B 5C 2C BC 236B. Use this fandango outside of a corner when not in desperation. The 2nd one listed below does more damage but opponent can air tech and punish you at the end. This one causes a hard knockdown
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B