
[details=Summary]Setsuki Hiruki is a Ninja student at the Fox’s Den. She must be at the top of her class because Setsuki is an extremely fast fighter. The speeds on her attacks and throws are faster then average. On top of this her innate allows her to start her offense faster then any one else.
Setsuki’s innate allows her to draw up to five cards is she starts the draw phase with one or two cards in hand. In addition when she does this if she dodges an attack that turn she can hit back with a full combo (with her 6 combo points!). This allows Setsuki to not care about the hand management that other characters have to deal with. She can start her rushdown offense right from the get go and keep on rushing down until the end of the game.


Both Setsuki’s normal attacks and throw speeds end in .2 which is fast. Setsuki will often be able to out throw the opponent and her normals will beat almost every one else’s normals. Setsuki’s two normal will even beat many face cards, wowow such a fast ninja.

Setsuki doesn’t stop the fast speeds at her normal moves. Her face cards are also faster then average. Her Esper Dash here is speed 1.4 that’s well below the typical 2.4 speed for Jacks. It is a 1cp linker meaning Setsuki can place this any where in her combo. This card is very helpful in emptying Setsuki’s hand (something she wants to do as often as possible) because it can string together normals that she wouldn’t have been able to get out of her hand otherwise.
Just because it is a linker don’t neglect playing this as a combat card. The speed of this card will beat out a lot of the opponent’s options.

Behold! the only speed 0.0 starter in the game. All other speed 0.0 moves are either enders or can’t combo. Having a 0.0 starter is something that is 100% unique to Setsuki.
This is one of Setsuki’s scariest cards in her deck. It kicks off her combo at the fastest speed possible. Even though it takes up 3cp Setsuki can still get a lot of damage out of the remaining 3cp.
Ninpo Flash only does 1 damage by itself but it can be pumped twice (discard two cards) for +4 damage per pump making this card top out at 9 damage. Now this kind of damage and pump inefficiency would be horrible for any one else but for the blindingly fast Setsuki it is actually a huge help. Remember since Setsuki’s innate triggers when she has 0 or 1 card in hand anything that helps her get more cards out of her hand (especially ones that won’t fit into her combo any way) is a good thing.

Setsuki’s K is an interesting and versatile card, it has two very different sides to it. The attack side is one of Setsuki’s most damaging cards at 2cp, it can do 11 damage. It does 5 damage to start and then can be pumped up to two times for 3 damage each. Again this would be bad for any other character but this is fantastic for Setsuki. The card is also a linker so it can help connect normal attacks. Starlight Kick is an all around great combo card for Setsuki, it does some of her best damage and it helps her get rid of her hand very efficiently.
Starlight Tumbler might not be as exciting but it has it’s uses. It is mainly used when Setsuki wants to Knock Down the opponent and set up a strong mix up next turn.

Setsuki would have had trouble dealing the high damage she needs to if it weren’t for her ace. The two attacks on this card have very different uses.
Surprise Gift is Setsuki’s most damage efficient move she will be using in a combo. It does 17 damage for two aces and only 2 of her 6cp. When Setsuki has two aces she because a lot more scary and any combat win off her fast throws and attacks will result in large damage. Setsuki can start a combat with Ninpo Flash into her 6 normal then finish with Surprise Gift for a total of 32 damage and this is starting off a speed 0.0 attack!! This is just the kind of super fast damage Setsuki can sneak in.
Shuriken Hail is a solid poke at the important speed of 1.0 it can be pumped with three more aces capping out at 36 damage. Since it is a single attack it makes it her best dodge follow up as well.

Setsuki always has tricks up her sleeve. When Bag of Tricks is the only card in her hand during the draw phase she can put any three non-joker cards from the discard on top of the deck, then she discards Bag of Tricks. Wow does this open up a lot of possibilities for Setsuki. Does she want damage? Put two aces and anything else on the top of the deck. Does she want a really scary mix up? Put a 7, Ninpo Flash, and Starlight Kick on top of the Deck. Bag of Tricks allows Setsuki to get the tools she needs to handle any game state.
The only downside of this card is that it’s on her 7 throw which is her fastest throw.

Setsuki can’t be caught off guard when she has her Smoke Bombs. This card allows Setsuki to counter an ability (not ones that appear on innates or aces though) at the cost of two cards. This is another card that would be bad for any one else but Setsuki. Getting to counter an opponents ability (a strong effect) and forcing Setsuki get rid of cards will get her closer to that important goal of ending as many turns as possible with 0 or 1 card in hand.
Just like every other character Setsuki does have weaknesses. For starters she only has 70 health, that’s as low as health starts in Yomi. Another weakness is since she is never building and managing a hand she’s always just trying to draw a new hand. This opens up more possibilities for drawing bad hands. But just like every character Setsuki has ways to mitigate these draw backs with smart play.
There’s Setsuki Hiruki, she’s a very fast Ninja Student, I’d hate to see what she’s like once she graduates.
If you want to play a rushdown character that doesn’t care about the usual hand management and just want’s to go on the offensive all day then you should check out Setsuki.[/details]