Advaith Cheerla

Sett joins the fight

Sett is a Brawler that has immense pressure at mid to close range with his arsenal of command grabs and armoured moves, most importantly his armoured command walk.

He has a unique resource called grit that Sett can use to output extremely high damage or use for combo extensions.

Sett gains grit when he armours through a move. Grit is gained in 4 steps. He also gains grit on landing a command grab.(Grit decays after 2.5 seconds. Grit doesn’t decay when not on point)

While Sett excels at mid-close range, he struggles to close the distance due to his lack of air and mobility options, he can however use his command walk to shrug off ranged attacks while advancing, slowly but surely.

 

Normals &Command Normals

Sett has strong long reaching normals that help him control space in the close to mid range. His normals are on par with the slowest characters in the game like Blitzcrank or Braum to make up for range.

Sett controls space with 5S2(Haymaker) due to its range and armoured property.

His M buttons have good range and come out fast enough to contest space in neutral, while heavies(St.H) are used mainly as  a whiff punish tool outside of combos

Sett has a overhead to add threat to his block pressure over the traditional grappler strike throw mix. 

Specials

5S1 Where are you going? : Hit grab – while under 50% grit grabs the opponent and does a canned followup. Add 1 step towards 100% grit.
When Sett has over 50% grit, Sett restands the opponent being +6 which can be followed up with a combo.

6S1 I almost felt that one! : command walk that has armour, builds grit. (4 hits while armored gives 100% grit). Grit only gets consumed when it results in an extension.(dmg increaces dont deplete it)

 2S1 FaceBreaker : +2 on block special that places opponents at the perfect range for command grab.

5S2 Haymaker (Hold Ok) : Increases dmg based on grit, at 3 stocks of grit or higher will wall bounce. Armoured on charge at any %.

Charged haymaker will only wallbounce at 100% grit but always deals increased damage + grit damage if available.

6S2 Everyone has a plan (Air OK) : Command Grab Both versions add 1 step towards 100% grit 

Air Grab puts opponent in OTG state

2S2 : Command Grab works against opponents in the air, has no air invulnerability

Ground bounces on counter/punish counter. Adds 1 step towards 100% grit, sideswaps.

Air S1 – Sideswitch command grab, puts opponent in OTG state

Assists

4T: Hit grab – forced canned followup. Add 1 step towards 100% grit.

 5T: +2 on block special that pulls the opponents in and can be used to setup sandwich situations

2T : Haymaker – Wall bounces, Armoured

Supers

S1 Super : Install that applies 100% Grit modifier with reduced grit dmg on the next 3 moves

Normal + S2 = Armoured Dash, used to gain space quickly

S1+S2 Showstopper : Level 3 forward advancing armoured command grab, the hits while armoured convert into grit post cinematic

Combo Theory

Sett’s combos are heavily dependent on how much grit he has accumulated, as he has access to 5S1(where are you going?) and 6S2(Haymaker) as strong combo extenders. 

Without Grit Sett prefers to end in a command grab to gain grit and gain a knockdown at close range.  

Frame Data

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