Overview
Seox, also called Six, is a rushdown character focusing on strike/throw mixups thanks to a great arsenal of close range normals, plus on block special moves, and unique movement options that allow him to gain up on the opponent and also crush their defensive options.
Seox's kit allows him to blitz through neutral with his mobility and enhanced movement speed compared to other characters. Demon Step and Empty Hand provide straightforward ways of getting into his effective range, while pokes against him can be negated by his diverse-followup Thunderflash parry. His approach can also be covered by the iconic H Gate of Demons, a descending projectile that can be even be used to thwart defensive throws and Brave Counter.
Seox's toll for these diverse options is his low vitality, boasting only 14,000 HP instead of the average 16,000. The makes mistakes and overextensions as Seox feel extremely punishing, something that is further exacerbated by the short range of his normals.
If your mind is all about speed and eluding the opponent's grasp, Seox will not disappoint.![]() |
Health |
14000 |
Prejump |
4f |
Backdash |
18f |
Walk Speed |
131%Raw Value: 11 |
Backwalk Speed |
117.7%Raw Value: 7.3 |
Dash Initial Speed |
134.3%Raw Value: 14.5 |
Dash Acceleration Speed |
138.9%Raw Value: 0.750 |
Unique Movement Options |
Empty Hand, Demon Step/New Perspective, Shadow Trace |
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.
- Strong Pressure: Seox's offensive toolkit such as 5U, H-Gate of Demons , and the rekka followup Snake Bite give Seox a lot of throw situations to force mistakes out of his opponent.
- High Mobility: Seox has the fastest walk and run speed in the game, alongside multiple movement specials such as his projectile invincible Empty Hand wall dive, 5U teleport, advancing H-Six Claw Execution and air fireball H-Gate of Demons to quickly take over screen space.
- Fast Normals: Lots of Seox's normals start up and recover faster than average, accentuating his pressure and giving him some unique counterhit links.
- Stubby Normals: In exchange for being faster than average, Seox's normals have noticeably poor range.
- Low Health: Seox is tied with
Avatar Belial for having the lowest health in the game at 14K.
- Brave Counter: While Seox has ways to circumvent and punish a hasty Brave Counter, the long animation of his specials on block means he is particularly vulnerable to getting knocked down by Brave Counter. From there, volatility can quickly ramp due to his low HP.
Normal Moves
Ground Normals
c.L
- Seox's fastest normal.
Basic, +4 on block c.L. Useful for abare due to its speed as well as pressure due to its frame advantage.
c.L is a great starting point for Seox's offense up close, especially on okizeme, as the plus frames and low pushblock makes for a great foundation that lets him structure freely his strings, frametraps and throw game. As it is +8 on hit, it can link into c.H for high-damage combos.
c.M
- Great frametrap button, but frametraps after are difficult.
- Links into c.L on crouching.
- Links into c.H on counterhit.
c.H
- 2-hit claw swipe. Both hits can be canceled into autocombo or specials.
- Only normal to combo into 236M and 214H without counterhit or crouch confirm.
High hitstun c.H that allows for combos not possible from Seox's autocombo without a crouch confirm. Quite safe on block and makes for a high damage combo starter, making it the go-to button for DP and SBA/SSBA punishes.
66L into c.H will frame trap 6-frame buttons, and c.L into c.H will frame trap any buttons, but keep in mind that these will leave you minus. Overall, Seox's other close normals are generally preferred for pressuring safely.
Situationally, such as against
Triple Attack
c.XX
Second hit of a Triple Attack.
c.XXX
Mid Triple Attack ender. It's safe on block, and usually cancelled into Skills for combos. Occasionally used to set up safejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s in the corner with [2]8[H].
c.XX6M
Low Triple Attack ender that knocks down on hit. It's safe on block at all ranges, and can be used to close out rounds on low health opponents. With Six-Ruin's Enlightenment active, Seox can combo off of this with c.L.
- Not cancellable into other moves.
- Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on Counter Hit.
c.XX6H
Overhead Triple Attack ender. With Six-Ruin's Enlightenment active, Seox can combo off of this with 2M.
Can be used as an ender midscreen on airborne opponents to leave them slightly closer than c.XXX.
- Not cancellable into other moves.
- 3f gap after c.XX, meaning it is a autotimed frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own..
- Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on Counter Hit.
f.L
- Classic Granblue f.L, making it a fast and safe poke with small range.
Fast claw swipe usable in neutral to whiff punish or at the end of some strings when Seox gets pushed out too much for his close buttons. Combos into 236L on normal hit.
As Seox likes to stay close to enforce his mixups, f.L is mostly used as a punish tool for quick-recovering moves or to mash out of pressure, as it doesn't offer much in strings.
f.M
- A bit outshined by f.H, even though it recovers faster.
Seox's second-longest poke, very slightly behind f.H. Can cancel into rekkas for pressure and combos, but rekka confirms tend to miss when f.M hits at max range during whiff punishes.
Usually not worth using over f.H, the latter having better priority, better damage, better hitstun and blockstun, and the same startup, making it a better poke and whiff punish tool.
f.H
- Exceptional counterpoke and whiff punish tool.
- Below average range for a f.H when compared to the rest of the cast.
- Same startup as f.M.
2L
- Excellent low-hitting pressure tool.
- Gatlings into itself once, as well as into c.L and f.L.
Fast low that allows Seox to apply pressure while keeping people grounded. Great normal to lock people down during pressure along with c.L, setting up tick throw situations and frame traps.
At point blank range, 2L into c.L will still allow for a link into c.H, allowing for relatively high-damage conversions.- Cancellable into itself, c.L, or f.L on frames 11~19, even on whiff, once each per string.
2M
- Great poke with a good combination of speed and recovery.
- Slightly slower than f.L, but with more reach.
2H
- Seox's main anti-air.
- Unlike most characters, can convert into full combos even on normal hit thanks to 214H.
Big anti-air claw swipe above Seox. Reliable hitbox that goes high, but doesn't hit behind him as much as the blue claw trail suggests. Converts into good damage on both normal and counter hit, while giving enormous amounts of corner carry thanks to rekkas.
Most rewarding anti-air option for Seox and thus the preferred one. Hitting it will always lead into great advantage and some combo routes can even give corner-to-corner scenarios. Anti-air combos can be height-specific though, and recognizing at which height 2H hits is necessary to get into the proper route.
2U
- Low attack inflicting a hard knockdown.
- Fast, but slower than 2M while also having less reach, making its use in neutral questionable.
2U is a sweep kick that knocks down opponents and sets up safejumps both midscreen and in the corner. Does not see much use due to its long recovery and high disadvantage on block, but does allow for specific combo routes that require the opponent to be aerial to work. Can sometimes crouch under moves with high hitboxes not covering the ground.
One frame slower than 2M and the same speed as f.M and f.H, giving 2U a lot of competition as a poke.
Dash Normals
66L
- Reaches further than any of Seox's normal pokes.
- Links into f.L or c.M on a close hit.
- Frame data in brackets refers to when move whiffs.\Clash Level 1\Seox cannot dash for 4 frames after recovery ends.
66M
66H
- Special cancellable on hit.
- Seox's most damaging normal.
- Launches on hit.
Poor start-up, punishable on block, and less range than 66L means that this move does not see much use in neutral. Primarily used as combo filler in anti-air and long distance wall bounce combos.
Launches higher on counter hit than on normal hit, allowing for better combos.
Air Normals
j.L
- Active until landing.
- Great horizontal reach.
Light kick with little blockstun and hitstun. There's no hitbox under Seox but it has a great horizontal one, making it a good button for air-to-air when far from jumping opponents.
The "active until landing" property makes j.L incredibly easy to use as a safejump button after hard knockdowns like forward throw or 2U. Just press the button and it will automatically land the kick during Seox's fall.
j.M
- Seox's crossup jump-in button.
- Poor horizontal reach.
Fast claw swipe hitting under and behind Seox, allowing him to attack an opponent's back during a jump. However, its poor horizontal range in front of him makes this move a terrible air-to-air.
Instant j.M can hit taller standing characters like

j.H
- Seox's primary jump-in.
Big downward attack with good damage, blockstun and hitstun. Seox's j.H is his best attack when aiming for someone grounded, and can be mixed with j.U and the j.214X series to alter his fall.
j.H has the most downwards reach of all of Seox's air normals and has decent horizontal range too, making it a great tool for fireball punishes or regular jump-ins.
j.U
- Great airstall button to mix his jump-ins and throw off anti-air timings
- Can be advantageous if it hits an opponent's foot area.
Pretty slow but serves its purpose quite well, that being making Seox's jump-in timings unpredictable. Leads to a combo if it connects late on a crouching opponent or as a counter hit. Part of what makes Seox's approach so good.
However, some characters with high-hitting 2Hs like



Unique Action
Demon Step/New Perspective
5U or 5[U]
Seox cannot cancel normals into 5U.
- Clone projectile thrown fullscreen that can be teleported to by holding the button.
- Teleporting converts into combo on hit and is plus on block.
- The clone can pass over downed opponents, leading to tricky cross-ups in the corner.
- 5U will cause a soft knockdown on hit. 5[U] will leave the opponent standing on hit, allowing seox to combo.
Seox sends out a shadow clone of himself as a projectile. Unlike other projectiles in the game, this projectile can be attacked and will disappear if hit. Holding the button will make Seox teleport to wherever the fireball connects, but will also make him take damage and warp immediately if the fireball is hit by an attack. The held version combos into c.L and c.M.
5U has a lot of startup and recovery, as the clone needs to either hit something or go fullscreen for the recovery to start. Thus, it's not recommended as a zoning tool.
In some situations like after autocombos, 5U can be used as a meaty in the corner, but teleporting is susceptible to reversals.
Universal Mechanics
Ground Throw
L+U or L+M
Forward throw sends the opponent just over half a screen away, but Seox's run speed allows him to close the gap fast enough for a meaty normal like c.L or 2L. In the corner, you can set up a safejump by holding 9 and hitting the opponent with an aerial normal on the way down. Alternatively, framekill with 2L c.L and safejab with 4L.
Back throw switches sides, leaving opponents close to Seox. Allows for a meaty normal just like forward throw, and allows for a safejump anywhere on the screen. Useful when you want to switch positions with the opponent, especially when your back is against the corner.
Seox's strike/throw game is the cornerstone of his pressure, thanks to multiple options in his kit achieving plus frames and tick throw opportunities. Thus, getting close enough to enforce these situations is Seox's primary goal in neutral.
Air Throw
j.L+U or j.L+M
Unblockable generic airthrow that knocks opponents back down to the ground, allowing Seox to run up and start his turn.
Hard callout option for someone jumping, but as Seox gets great reward off of 2H conversions and air-to-airs, this option isn't seen much.
Raging Strike
M+H
23-36 Low
22-35 Airborne
Costs 1 Bravery Point • ⓘClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun
Raging Chain
M+H after successful Raging Strike
Costs 25% Skybound Gauge • ⓘClick for more information on Raging Chain
Guaranteed follow-up after a Raging Strike hits or against a foe in Guard Crush • Moves close enough for c.HGuardMidStartup8Recovery18Advantage-3 to link
Brave Counter
M+H during Blockstun or Guard Crush
Costs 1 Bravery Point • Requires being in blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. • ⓘClick for more information on Brave Counter
Universal guard cancelAn attack which can be performed while the user is in blockstun. • Deals no damage when opponent has less than 500 health • Uses Seox's f.HGuardMidStartup8Recovery21Advantage-7 animation
Skills
Six-Claw Execution
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 236H's cooldown.
- 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. Cancelling from normals into 236L will generally be a true blockstring, except when done just outside of the range of the first claw swipe, the second hitting after the gap left by the whiffing.
- 236M
- Hits once with a red trail.
Situational combo extender and frametrap tool. Combos from autocombo on crouching opponents and always after using c.H. The 6M follow-up is guaranteed on hit.
- 236H
- Yellow effect makes it easy to distinguish.
Six-Claw Execution Followups
After 236L or 236M, Seox can use both L and M followups. After 236H Seox can only use H followups.
An updated chart detailing the different possible routes and how to respond to them in Rising can be found in Seox's "Resources" page.
- Archdemon Kick (6X)
- L version keeps opponent grounded. Blue trail. Never leaves a gap before it. Notably, this, alongside the near-identical H version, is the only truly safe ender Seox can go for, as all other options can either be punished or interrupted with a normal.
- M version launches on hit. Red trail. Frametrap unmashable by 5 frame normals, so most of the cast's fastest attack. However, can be reversaled through.
- H version will always behave similarly to the L version, meaning you can't frametrap with it.
- Cancels into any other follow-up.
Seox's rekka extender. The M version always combos from 236M but only combos from 236L on crouching opponents. 236H will always combo into the H-version.
- Wolf's Howl (4X)
- L version combos from anything.
- M version combos from M Archdemon kick and wallbounces on counterhit.
- H version will always combo from anything. Causes a wallbounce.
A thrusting attack that sends the opponent flying. L version is your standard ground combo ender. M version is another crouch confirm point that theoretically works as a frametrap. However, going for a frametrap with the M version is very dangerous, as there is a 7-frame gap, meaning the entirety of the cast can mash out of it it. The H version causes a wallbounce, allowing Seox to extend his combos should you be able to cause the opponent to hit the wall.
- Snake Bite (8X)
- L version has a blue trail, is a little faster but provides less advantage on block. Links into c.L and c.M.
- M version has a red trail, is slower, but provides good frame advantage on block. Links into c.M.
- H works just like the L version.
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 4M on opponents launched from 6M at the cost of damage. Opponents can mash out of this with a c.L, so avoid using predictably.
Airborne during the majority of its duration, meaning it dodges grounded throws.
- Shadow Trace (4U/6U)
- Command dash, can phase through opponents.
Thunderflash
Seox goes into a parry stance, catching any attack be it projectile, low, mid, overhead or crossup. Upon successful parry, Seox unleashes a counter. If you hold the button while parrying an attack, Seox will reposition himself instead of countering. The repositioning will depend on which version of 623X was used. All versions lose to throws and command grabs. Also, if Seox counters something like projectiles and the opponent blocks the counter strike, Seox is -8 and therefore punishable.
- 623L/623M
- L version moves forward if held. Sideswitches at 1~ Seox distance
- M version moves up if held.
Not instant but useful to get around predictable things in neutral like fireballs. Dangerous during tight pressure as you can get hit before it activates.
- 623H
- Moves forward fullscreen if held. Sideswitches from round start distance.
- Active from frame 1, but shorter active time than L- and M-versions.
Gate of Demons
214L/M/H (Air OK) or 4S/S+M/S+H (Air OK)
- 214L
- Jump slowly before firing a projectile to the ground.
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.
- -1 point blank, even on block at a medium range and +3 at absolute max range. Useful for bullying characters without a 5f button. Can be used in some anti-air conversions. Useful for closing distance whilst going over certain medium and low buttons. Can lead to a combo on counterhit with f.L, or 2m/c.H if it hits low and close to the opponent.
- 214H
- Throws a projectile projectile like 214L while having a close hit like 214M.
- Combo extender from c.H.
- Almost always consistent AA combo from 2H even on normal hit.
One of Seox's most useful moves, it being a great neutral tool, throw bait, pressure reset, and combo fodder. Good move to pressure on block and extend combos even miscreen. Useful in anti-air conversions even on normal hit thanks to its great hitstun. For neutral, j.214H tends to be easier to use.
- j.214L
- Claw strike, bounces back on hit/block.
- j.214M
- Claw strike bouncing forward on hit/block, allowing for a sneaky j.M crossup after a jump-in.
- Retains air options upon connect, allowing for a followup.
- Opens up combo extensions in the air.
- j.214H
- Air fireball that hits twice if close to the opponent, just like the ground version.
- Can convert into combos after falling back to the ground if the opponent tries to 2H it.
Excellent swiss army knife of a move, usable during the entirety of Seox's jump to best chose where and when to use it. Great way to get an annoying fireball on the screen to win neutral. Plus on block for pressure and allows for combo extensions even midscreen. Can be Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.'d to throw the fireball close to the ground.
Probably Seox's most versatile special move overall. Basically lets him play the neutral game for him and allowing him to approach freely. The angle can also be difficult to get around, reducing the amount of counterplay possible to avoid it. Abuse it whenever you can, but be mindful of the cooldown you put it on.
Empty Hand
Seox's walldive attack. Has some projectile invulnerability and can be used to read and punish fireballs, but using it on reaction is a tall order. Framedata on block varies depending on the height it hits the opponent. The lower it hits the more plus it becomes. While difficult for the opponent to anti-air, it can be evaded and punished.
- [2]8L
- Dives at a sharp, downwards angle.
Mostly useful as a fakeout to make your opponent whiff an AA. Will never hit unless already in their face in the corner.
- [2]8M
- Dives and travels about halfscreen.
This is the best non-H version to go over fireballs in neutral, but its speed and input makes this difficult to do on reaction. The special button can help.
- [2]8H
- Dives to opponent.
- Can be held.
Ultimate Skills
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancelTo bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623U
GuardMidStartup1Recovery14Advantage-, which never refunds gauge).
Ultimate Six-Claw Execution
- Primarily a neutral tool, dramatically increasing Seox's threat range.
Quick, flashy combo ender, reaching about two-thirds of the screen. When any hit of the first series of strikes connects, transitions into a cinematic flurry before knocking the opponent to the ground, leading to a safejump with a superjump forward.
If this hits an opponent high above the ground, it will enter a cinematic in the air, where the knockdown advantage is slightly worse (+44 vs +46) but still allows for a superjump safejump.- Data in brackets refers to high air hit alternate ender.
Ultimate Thunderflash
Ultimate Gate of Demons
214U (Air OK) or 4S+U (Air OK)
A fast descending strike. Instead of a fireball, this version of Gate of Demons essentially acts as a divekick. Can be used to bait throw techs from the opponent with its airborne frames or bait anti-air attempts.
j.214U is useful for punishing certain moves such as fireballs when already airborne. j.214U is usually plus on block, however, if your opponent spot dodges this early enough or it whiffs, Seox will often be minus enough for them to punish, making this a risky move against a knowledgeable opponent. Can be used in air-to-air conversions from j.H to squeeze out extra damage, but isn't advised due to high meter cost and poor scaling.
Can combo into c.H on hit or 66H on air hit.214U
- [] recovery on whiff
j.214U
- Clash Level 4\ [] recovery on whiff
Ultimate Empty Hand
- Data in brackets refers to high air hit alternate ender.
Skybound Arts
Void Claws: Terminus
236236H or 236S or 5S+Throw
Two claw strikes with invulnerability. If it hits close, Seox will follow up with a series of cinematic attacks. The range of this super is short compared to other thrust supers and the range that will activate his cinematic is even smaller, around f.M range.
Can be used to finish combos or as a reversal, but the clean hit range is hard to get if Seox is not in throw range. The hard knockdown it provides can also lead to meaty close normals like c.L to keep up the pressure if the super didn't kill, as well as a safejump anywhere on the screen.
The knockdown gives enough time to switch sides with 5[U] for a cheeky crossup in the corner, but don't rely on this as you're -2 after the teleport.
- Recovers 1 Bravery Point for Seox during superflash.
- Removes 1 Bravery Point from the opponent on close hit only.
- Total base damage: 4500 [3500]\Transitions to cinematic when hitting on frames 13-15. Data in brackets refers to non-cinematic far hit.
Six-Ruin's Enlightenment
214214H or 214S or 4S+Throw
- Install modifying Seox's frame data, giving him more hitstun and blockstun on everything.
- Lasts 480 frames (8 seconds)
Install super in which Seox creates two shadow clones who will mimic his actions and attack with him. While the Skybound Art is active, Seox's attacks will hit multiple times, changing his frame data on block and on hit and allowing for new blockstrings, pressure and combos.
It's best used as a way to mixup opponents by changing Seox's frame data, making most of his normals and specials plus on block and making his pressure game a lot more annoying to deal with. As the clones can mimic his specials, Seox has access to a lot of chip damage during this install by using the 236XGuardMidStartup13・19Recovery25Advantage-14 series. It can also be used to cycle more easily through his cooldowns thanks to the longer blockstrings allowed by the clones.
- Install lasts 480F. Seox's attacks deal only 60% of their usual damage while install is active.
Super Skybound Art
Three Thousand and One Talons
236236U or 236S+U or 5S+U+Throw
An advancing attack with invulnerability, travelling over 3/4th of the screen. On a close hit, Seox brings out the shadow clones and unleashes a cinematic beatdown, sending the opponent in the opposite direction that he was facing and enforcing a hard knockdown that can lead to a safejump with a crossup j.MGuardHighStartup6RecoveryUntil LAdvantage. Be aware that if this move hits while Seox is in the corner, then a safejump j.M
GuardHighStartup6RecoveryUntil LAdvantage afterwards will put Seox back in the corner.
As the move is invincible on startup and travels fast over a long distance, Seox can punish zoning with his SSBA if timed correctly. This gives him an instant 4000 damage punish against people using projectiles carelessly. However, using the move this way can be quite tricky as Seox loses the invincibility partway through the charge, and he will not drain the opponent's Bravery Points on too far of a hit.
- Recovers 1 Bravery Point for Seox during superflash.
- Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
- Total base damage: 6000
Colors

29% complete | ||
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Overview |
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Combos |
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9/10 |
Strategy | ?/20 | ||
Matchups |
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0/20 |
Frame Data |
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20/30 |
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