Setsuki Hiruki is a ninja student
at the Fox's Den School. She's eager to learn, especially from Grave,
and she's incredibly fast, agile, and stealthy. Setsuki is a rushdown character. She has only 5 hit points, tied for least in the game, but she makes up for it with her ability to
overwhelm the opponent with speed and tricks. Let's start with her air moves. Her air A, B, and C are divekick,
Kunai Toss, and Flying Fox. Her Flying Fox can be done
toward the opponent or away, and she can do it tw
o times before landing. On hit or on block, she can also cancel it
into her Divekick or her kunai. Her bread-and-butter combo is Flying Fox,
divekick, normal attack, then super. That's 4 damage, and it's one of the
most practical 4-damage combos to land in real matches in the whole game. There's two drawbacks to be aware of here, though. She can only do this combo if she has super meter,
and the Flying Fox move has pretty low priority, so if you really need a high-priority attack, it's best
to s
tart with divekick and only do 3 damage total. Her kunai is a great help here, though. When she's far, she can throw it
pretty safely, and use it as cover. This lets her do Flying Fox more safely,
and it can lead to a whopping 5-damage combo if the opponent somehow happens
to get hit by the kunai. It's possible for opponents to hit the kunai
out of the air to avoid damage, but it's still a great way to fish for an opening. Now for her ground moves. Her slide is safe on block,
and it gives plenty
of frame advantage, meaning she recovers before the opponent. Her neutral A, A is a two-hit series
of knee then elbow. Her knee is one of the fastest moves in the game. Though it doesn't normally combo to elbow,
it's still a good pressure sequence, and if you counter-hit with the knee, meaning
you hit the opponent out of the start of a move, then it really does combo to the elbow. For example, if someone tries to throw you, and you hit them out of their throw attempt with A, A, it will be a tru
e combo for 2 damage. Her double palm, which she learned from Grave,
reaches a bit farther than her knee. Characters can't usually cancel normal moves to super, but Setsuki's knee, elbow, and double palm
can all cancel to super. Her slide doesn't cancel into her super,
but it can still combo to super anyway after the slide recovers, if you hit with it just right. Her ground super, Esper Dash,
has come up a lot already. Unlike most supers in Fantasy Strike,
this one is mostly for combos. It's not
invulnerable at the start, and one of
Setsuki's weaknesses is that she has no true reversal. That said, her super does become invulnerable
after it travels a bit, so you can go through projectiles if you plan ahead. Setsuki's B is her Ninja-port. She dashes forward and hits as she
flickers into an invulnerable state, then she ends with a very high-priority kick
with a huge hitbox. It's kind of like a dragon punch from other games,
but she can only do it after the Ninja-port. Her Double Palm com
bos to the first hit of the
Ninja-port kick, for a true 2-damage combo, but it's a bit risky to do, because she's then committed
to do the big kick at the end, which they might punish. The two hits of her Ninja-port kick don't usually combo, but if you space yourself correctly at the max range
of the move, they do combo. The Ninja-port kick is great at hitting jumpers,
and if the opponent doesn't jump, she can hold the B button down to end
with a special throw, instead. She can generally use thi
s move
to cause a lot of confusion, and make the opponent question whether they should
jump, and which direction they should try to block. Setsuki's C button special is Starlight Tumbler. If you hold the C button down, she does a special throw that the opponent has to jump to avoid. Remember, jumps always beat special throws. If you press C instead of holding it, then
you can end with either A, B, C, or super. You basically get the same moves
as if you were jumping. Ending with A, the divekick,
allows you to keep up your pressure. Ending with B can be useful to change your trajectory, allowing you to avoid things like Rook's C throw. Ending with C is great to hit jumpers who are
trying to avoid your special throw. Ending with super is kind of a trickshot,
but it means the opponent can't simply react with a reversal every
time they see your Starlight Tumbler. Setsuki's air super is a parry move,
sort of like Grave's, but with Setsuki's own flair. After she parries an attack,
she disappe
ars, leaving a log in her place. The log can hit the opponent,
depending on the spacing. Also, Setsuki teleports to the ground
and becomes invisible. You can actually control which side
she teleports to, by holding left or right. Sometimes she can juggle the
opponent for a second damage, but in any case, she can use
her few seconds of invisibility to confuse the opponent into taking
even more damage. Unlike Grave's air parry super,
Setsuki's works even against projectiles. You can even use it wh
en you're full-screen from the
opponent, in order to turn invisible, if you want. When you put all these pieces together,
Setsuki can take control of a match. She can throw kunais, looking for an
opportunity to start her pressure, then she can go in with Flying Fox,
threatening a 4-damage combo. She can also pressure with Starlight Tumbler
and with her Ninja-port moves, making the opponent feel like she's all over the place. She takes more inputs per second to play
than any other character, whic
h is fitting for a character all about speed. Keep practicing, and
make the Fox's Den School proud.
Comments
Ibuki is my street fighter main so Setsuki is gonna be pretty fun
I decided to pick up fighting games and this was the first one I thought I’d play I’m. Exited
Just downloaded the game and already she's looking to be my main because of her speed and playstyle.
Not my archetype but easily the most fun character to play.
Ahh my main
Nerd Setsuki pls