#02 · Heavy body
Sett
The Boss
A huge brawler who walks through buttons on armor, banks Grit from everything he touches (and everything that touches him), then cashes it on unbreakable grabs, dash-cancelled haymakers, and a super that empties the bar for damage. Pick him if you like armor, command grabs, and managing a second resource.
Strengths
- +Armor on his key buttons (5U, 6U, most 236 / 22 moves, 623H/EX, Skybound)
- +Unbreakable command grabs (214H/EX, every 623, Skybound)
- +The U rekka is a free, resource-less confirm and a mid / overhead / low blockstring
- +Grit dash-cancels turn any landed special into a second combo that hits harder
- +Builds Grit from getting hit, and slowly regenerates health while he has any
- +22H / 22EX are strongly plus on block and raise a hit-absorbing shield
Weaknesses
- −His armor loses to lows and throws
- −No invincible reversal; 623 is a grab, not a strike DP
- −Midscreen, strike specials blast the opponent out of range unless he pays Grit to follow up
- −Huge body, slow walk, short jump, slow air dash
- −Most specials are very minus on block, and whiffed lunge grabs are slow to recover
Unique mechanic
Grit
A 0-100 personal bar built by landing, blocking, and taking hits and by the 22 plants; spent for bonus damage on his heavy moves and supers, and to dash-cancel landed specials into a harder-hitting second string.
Overview
Sett is the roster's grappler, and the biggest body in it. He moves slowly, but his buttons have armor, his grabs cannot be broken, and his Grit bar turns every exchange, won or lost, into fuel. His signature is the U rekka (5U, 6U, 2U chained into each other), which is both a hard-hitting confirm and a high/low blockstring.
The catch is that his strike specials knock the opponent far away. Midscreen, a Haymaker or Facebreaker ends the combo unless Sett pays Grit to dash-cancel it and run them down. Learning when to spend Grit on damage and when to spend it on movement is the character.
Gameplan
Neutral
- 5U is the armored step-in punch: it takes space, armors through mids and overheads, and banks Grit whether it hits or is blocked. It loses to lows and throws.
- 236L is a fast advancing poke with no armor; the cheapest move to dash-cancel.
- 214M is the anti-air: airborne targets bounce and stay up long enough to chase.
- At range, 22H banks a big chunk of Grit, raises a Grit shield, and leaves a delayed shockwave in front of him.
Offense
- The rekka on block is a real mix: 5U (mid) → 6U (overhead) → 2U (low), in any order, up to three hits per chain. Guard push eventually spaces it out.
- 2U can cancel into specials on block, so 2U → 214H is the tick into an unbreakable grab. 6U cancels straight into a Show Stopper lunge or a super.
- 22H and 22EX are strongly plus on block (+13 / +15 point blank) thanks to the delayed eruption, and both put the Grit shield up while you press.
- Command grabs beat anyone blocking, and the universal throw still exists; mix strikes with 214H / 623 once they respect the armor.
Defense
- There is no invincible reversal. Armor moves (5U, 236M, 22L/22M) beat a strike, but lows and throws go through.
- Taking hits and Instant Blocking both give Grit, so a bad round still loads the bar for the comeback.
- With any Grit in the bar he slowly regenerates health.
- The Grit shield (from 22M/22H/22EX) absorbs one strike completely and turns it into more Grit.
Unique Mechanic
Grit (the GRIT gauge, 0-100) is a personal bar, separate from Style. It resets every round.
Building Grit
- Any landed hit gives Grit; 5U and the 236 Haymakers give extra.
- Any blocked hit gives a little (more if they Instant Blocked it).
- Getting hit gives Grit, more for bigger hits. Instant Blocking gives Grit too.
- The 22 family banks on startup, before anything connects: 22L a little, 22M more, 22H/22EX the most.
Spending Grit on damage. 6U (up to 20), 236M (25), 236EX (25), 623H (30), and 236H (50) spend Grit when they hit for bonus damage (the more spent, the bigger the bonus). The supers empty the whole bar for up to +40%. Grit also changes what some moves do:
- A funded 6U launches instead of just hitting.
- 236M with 50 or more Grit pops the target up instead of a plain wallstick.
Grit dash-cancel. After 236 (any), 623 (any), 214L, 214M, or 22M connects (hit or block), press a dash (66) from the active frames on to cancel it. It costs 15 Grit for L versions, 25 for M, 35 for H/EX (or whatever you have, if you have at least 15). Every point paid is +1% damage and +1% Style gain on the rest of that combo, stacking to +50%. On block the Grit is still paid but the bonus is lost with the combo. Once per move.
Grit shield. 22M shields him during its own startup and active frames, 22H for about 3 seconds, 22EX for about 2. It soaks one incoming strike completely (throws ignore it) and converts it into Grit. The gauge lamp lights while it is up.
Health regen. While he has any Grit, Sett slowly regains health.
The rekka. 5U, 6U, 2U link into each other on hit or block, up to three per chain, with extra hitstun so the links connect. It spends none of the once-per-combo resources. If 5U's armor absorbs a hit, his next rekka hit pops the opponent up.
Combo Notes
- Autocombo: mashing 5L (or 5M) walks
5L 5M 5H 236M; the next tap spends Skybound at 100 Style or 623EX at 50. - No Grit:
5L 5M 5U 2U 6Uis the rekka confirm.5L 5M 5U 6U 2U 236Mends on a special because 2U keeps the special cancel. In the corner, 236M links into5L 5M 5H. - Grit dash-cancel: land a special,
66, and run a second string that hits harder by the Grit you paid.5L 5M 5H 236M 66 5L 5M 5U 2U 6Uis the core route; 236L, 214L, 214M, and 22M are cheaper or situational entries. - Grabs into combos:
623H 66 5L 5M 5Hdash-cancels the grab's recovery into an OTG leg; end on Skybound or Awakening with a full bar. - Stack the bonus: two dash-cancels in one combo (
623H 66 ... 236M 66 ...) reach the +50% cap; that into Awakening is his highest-damage route. - Rekka + grab: run the rekka at 0 Grit into 214H; a funded 6U would launch them out of grab range.
- Style Dash:
5L 5M 5U 6U 2U SDC8 j.H 5L 5M 5H 236Mchases the rekka pop into the air without Grit. - Repeating
5L 5M 5Hin one combo costs damage each time; the rekka's U hits don't pay that tax, so reach for them in the second string.
Key Moves
Generated from the kit data.
| Fastest button | 5L 5f |
| Lows | 2L 6f2M 9f2U 10f3H 13f214L 8f |
| Overheads | 6U 20f |
| Safest specials on block | 22H 16f · +13236L 9f · -8214L 8f · -8 |