
After Knee you can reset the mixup situation, cancel into Elbow to keep up pressure or if you think you'll score a Counter Hit.
Setsuki blackwind free#
After Divekick, if you landed a hit then finish the combo otherwise you are free to do whatever you want, keeping in mind how much advantage you got. Slower options have more risk because options can press buttons or jump out but they open up greater rewards. Knee or Throw as fast options, Divekick or Starlight Tumbler as slower options. This is not an exhaustive list but basic options in close neutral are often as follows: Setsuki has enough branching options to cycle through that she can overload the opponent's mental stack better than anyone. If you have the spacing and reaction use it to punish mid-range projectiles.īe sure to consider multiple options to keep the opponent guessing what the next move is. While you are learning Setsuki, do not rely on Ninja Port, the risk reward skews in your opponents favor if they punish properly. Setsuki will have to guess right more than the opponent but she also has more options in her arsenal to cycle through. Learning to approach safely is crucial because Setsuki's defense is quite weak and taking a strike while closing is a major setback. Ideally resulting in a knockdown for strong oki.
Once she gets close and gains advantage, for instance with a divekick or the more passive Kunai, use her mixups to pressure the opponent.
Getting comfortable with intentional movement and striking at the right time are key to mastering Setsuki. Esper Dash and Ninja Port can use invincibility to go through moves. She can use Starlight Tumbler and Divekicks to move around projectiles, Kunai and Flying Fox and even parry super can be used to maneuver in the air. In addition to fastest walk speed, almost all of her moves grant some bonus movement option. Setsuki's basic strategy is to quickly enter close range with her mobility.
Kunai can be added at the start of most jump in combos for extra damage. Note that can replace in any Combo for a safer combo and a Knockdown. After a successful counter, setsuki may hold back or forward to appear on that side of the opponent.Ī bit of a trickshot super, also useful for doing swag combos and getting an invisible win screen pose. Threatens big damage on a clean jump-in, but most hits end up doing lower damageĬounters strikes and tiles, puts Setsuki in invisible state for 5s or until she is hit. Very quick moves that create big combos. Moves past projectiles effortlessly with mobility or projectile invincibility. Normals cancel into her Esper Dash super. Multiple mobility tools for approach and changing up momentum. She is a high risk/ high reward glass cannon that overwhelms opponents with her many speedy options. Setsuki has the best mobility in the game as well as the most varied mixups but has bad defensive options, especially against jump ins.
Setsuki is a diligent student and excels at one of the key virtues of the Fox's Den: speed.