Super Street Fighter IV/Seth

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Super Street Fighter IVSSFIVLogo.png



Seth

SSFIV-Seth Face.jpg

Seth is actually one of many bodies produced by the Living Incubator program, but was giving the assignment of overseeing the S.I.N. corporation by M. Bison. Seth developed the Tanden Engine, which allowed Seth to instantly mimic the fighting techniques of opponents he has fought. Ever ambitious, Seth decided to rebel against Shadaloo and took S.I.N. for himself. He has no intention of stopping there, however, and plans to defeat Shadaloo's leader, M. Bison, and take over everything M. Bison has created utilizing the ultimate weapon he has created within S.I.N.: the device known as BLECE.


In a nutshell

The ultimate glass cannon, Seth's offense is unparalelled in the history of usable characters in Street Fighter. And what makes him even scarier is that his defense is also incredible, with great keepaway jump attacks, a quality anti-air DP, easy ways to run away. However, he's incredibly brittle, and one mistake can easily cost you the entire round. He also does very low damage compared to most characters. Thus, the key to using Seth is to be flawless and play almost perfectly. But when you do, your opponent oftentimes is as helpless as the Training Mode dummy, falling prey to Seth's incredible lockdown game.


Moves

Unique Attacks

Name
Command
Notes
Yosokyaku
(in air) D.png + Mk.png
Can be performed three times in a sequence; High.png
Tenmakujinkyaku
(at top of jump arc) D.png + Hk.png
High.png
Wall Jump
(in air, near wall) Uf.png

Throws

Name
Command
Notes
Genocide Shot
F.png or N.png + Lp.png + Lk.png
Throw.png
Death Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Sonic Boom
Qcf.png + P.png
Ex.png
Shoryuken
Dp.png + P.png
Can be performed three times in sequence; Ex.png
Hyakuretsukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Tanden Engine
Qcb.png + P.png
Ex.png version consumes two blocks of Super Combo Gauge; Armorbreak.png only during ex; Ex.png
Spinning Piledrive
360.png + P.png
Yoga Teleport
Dp.png or Rdp.png + 3p.png or 3k.png
Dp.png + 3p.png will appear next to opponent in back. Dp.png + 3k.png will appear next to opponent in front. Rdp.png versions are identical and will go as far backwards as the screen allows

Super Combo

Name
Command
Notes
Tanden Storm
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Tanden Stream
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Tanden Typhoon
Qcb.png Qcb.png + 3p.png
Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 2 5 +4 +7 - -
Strong.gif HL 75 100 40 sp/su 7 2 10 0 +3 - -
Fierce.gif HL 90[80] 200[150] 60 sp/su 4 5 20 -7 -2 - - Forces stand
Short.gif HL 35 50 20 - 4 2 6 +3 +6 - -
Forward.gif HL 70 100 40 sp/su 7 2 12 0 +3 - -
Roundhouse.gif HL 40*70 125*75 60*20 su 7 2*2 16 0 +5 - - 1st hit can be cancelled
Standing Far Attacks
Jab.gif HL 30 50 20 ch/sp/su 5 2 5 +4 +7 - -
Strong.gif HL 60 100 40 su 6 2 13 -1 +2 - -
Fierce.gif HL 80 200 60 - 13 3 30 -15 -11 - -
Short.gif HL 40 50 20 - 4 2 8 +1 +4 - -
Forward.gif HL 60 100 40 - 8 2 13 -1 +2 - -
Roundhouse.gif HL 90 200 60 - 10 3 18 -3 +1 - -
Crouching Attacks
Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6 - -
Strong.gif HL 50 100 40 sp/su 5 2 11 -1 +3 - -
Fierce.gif HL 60*30 100*100 60*20 sp/su 11 2(2)2 18 -2 - - - 1st hit forces stand
Short.gif L 20 50 20 ch/sp/su 5 2 8 +1 +4 - - Low attack
Forward.gif L 50 100 40 sp/su 7 2 14 -4 0 - - Low attack
Roundhouse.gif L 80 100 60 - 8 2 25 -9 - - - cannot fast recover
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 5 - - - - -
Strong.gif H 80 100 40 - 6 4 - - - - -
Fierce.gif H 60 200 60 - 9 4 - - - - -
Short.gif H 45 50 20 - 5 6 - - - - -
Forward.gif H 80 100 40 - 6 9 - - - - -
Roundhouse.gif H 100 200 60 - 7 4 - - - - -
Angled Jump Attacks
Jab.gif H 50 50 20 - 4 10 - - - - -
Strong.gif H 50*30 50*50 40*20 - 4 2*3 - - - - - Pursuit property
Fierce.gif H 80 200 60 - 4 2 - - - - -
Short.gif H 45 50 20 - 6 8 - - - - -
Forward.gif H 70 100 40 - 6 5 - - - - -
Roundhouse.gif H 90 200 60 - 6 8 - - - - -
Unique Attacks
Head Stomp (1) H 50 50 40 - 3 Until ground 7 - - - -
Head Stomp (2) H 30 50 40 - 4 Until ground 7 - - - -
Head Stomp (3) H 35 50 40 - 5 Until ground 7 - - - -
Down.gif + Roundhouse.gif (air) H 60 100 60 - 12 Until ground - - - - - Pursuit property
Triangle Jump - - - - - - - - - - - -
Focus Attacks
Focus Attack LVL 1 HL 65 100 20 - 21 2 35 -21 -21 - -
Focus attack LVL 2 HL 85 150 40 - 17+12 2 35 -15 - - -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - - - -
Throws
Forward Throw 0.9 130 150 40 - 3 2 20 - - - -
Back throw 0.9 130 150 40 - 3 2 20 - - - -
Special Moves
Sonic Boom HL 60 50 10/20 su 14 - 48 (total duration) -6 -2 - -
Sonic Boom EX.gif HL 45*45 50*50 -250/0 su 14 - 61 (total duration) -6 -2 - -
Shoryuken Jab.gif HL 80*60 100*50 30/40*10*10 su 5 2*16 11+13 -19 - - - 1~7f cannot be thrown, 1st hit cancellable
Shoryuken Strong.gif HL 90*60 100*50 30/40*10*10 su 5 2*16 21+13 -29 - - - 1~7f invincible, 1st hit cancellable
Shoryuken Fierce.gif HL 100*80 100*50 30/40*10*10 su 5 2*16 24+13 -32 - - - 1~7f invincible
Shoryuken EX.gif HL 100*50 100*50 -250/0 su 5 2*16 26+13 -34 - - - 1~22f invincible
Shoryuken (2nd) HL 40 25 0/10 - 4 8 13 - - - -
Shoryuken (3rd) HL 10[20x5] 10[10x5] 0/10[0] - 4 20[4x5] 13 - - - -
Hyakuretsu Short.gif HL 10*100 0*200 20/10*35 - 12 2 36 -24 - - - Armor break
Hyakuretsu Forward.gif HL 10*100 0*200 20/10*35 - 14 2 36 -24 - - - Armor break
Hyakuretsu Roundhouse.gif HL 10*100 0*200 20/10*35 - 16 2 36 -24 - - - Armor break
Hyakuretsu EX.gif HL 20*100 0*250 -250/0 - 16 2 36 -24 - - - Armor break
Tandem Engine Jab.gif 2.5 0 0 10/1 - 21 24 25 +19 +23 - -
Tandem Engine Strong.gif 3.5 0 0 10/1 - 24 25 25 +19 +23 - -
Tandem Engine Fierce.gif 4.5 0 0 10/1 - 26 26 25 +19 +23 - -
Tandem Engine EX.gif HL 0 0 -500/0 - 23 24 25 +19 +23 - -
Spinning Pile Driver Jab.gif 1.1 130 50*150 30/40*40 - 3 2 49 - - - -
Spinning Pile Driver Strong.gif 1.0 140 50*150 30/40*40 - 3 2 49 - - - -
Spinning Pile Driver Fierce.gif 0.9 150 50*150 30/40*40 - 3 2 49 - - - -
Spinning Pile Driver EX.gif 1.1 170 50*150 -250/0 - 3 2 49 - - - - 1~4f invincible
Yoga Teleport - 0 0 - - - - 48 - - - - 1~32f invincible
Super Combo
Super Combo Jab.gif HL 10x20*150 0 -1000/0 - 6 80 81 -50 - - - 1f invincible, Pursuit property
Super Combo Strong.gif HL 10x20*150 0 -1000/0 - 11 80 81 -50 - - - 1f invincible, Pursuit property
Super Combo Fierce.gif HL 10x20*150 0 -1000/0 - 16 80 81 -50 - - - 1f invincible, Pursuit property
Ultra Combos
Ultra Combo 1 HL 340 0 0/0 - 1+9 - 56 (total duration) -15 - - 1~23f invincible
Ultra Combo 2 HL 0*24x13*60 0 0/0 - 1+9 80 113 -97 - - 1~88f invincible
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Focus Attack

N/A


Special Moves

N/A


Super Combos

N/A


Ultra Combos

N/A


The Basics

  • Strengths

Seth is a versatile character with the ability to switch his play style at any given time. He has arguably the best mix-ups in the game: a command grab, a deep j.HK, a dive kick, and an instant air overhead to name a few. Seth also has some of the best space controlling tools available to him. Among these are his nj.HP and fst.HP which are essentially Dhalsim's long reaching limbs, a Hadouken-like Sonic Boom, an amazing nj.HK, projectile-invincible EX Hyakuretsukyaku, an above-average Shoryuken, and an incredibly safe (and relatively fast) Ultra 1 which can punish full screen fireballs. In addition, Seth has one of the best focus attacks in the game, with fast LV2 access and very nice range. Seth can force you to come to him and then make you guess what he's going to do to you once you finally close the distance.

  • Weaknesses

Seth has a few glaring weaknesses that prevent him from outright dominating the rest of the cast. To begin with, Seth has the worst health and stun in the game. One mistake can and often will cost Seth a match. He also deals little damage. Seth has terribly slow walk speed and terrible footsies. In addition, Seth does not have solid wake-up options. The best action for Seth is usually just to block, as his Shoryuken can be safe jumped and his teleports have awful recovery.

  • Basic plan

Seth can be played in a variety of ways. Keep that in mind.

At full screen, Seth will want to chip at his foes with Sonic Boom. As they advance, Seth will want to AA them with nj.HP, nj.HK, and MP/HP Shoryuken. He can push opponents back with fst.HP as well. If Seth cannot match or overpower a foe in a fireball war, sparingly use fst.HP to punish fireballs. Or you can opt to use a well-timed EX Hyakuretsukyaku to go through their fireball and push them back. Alternatively, shut down their fireball game by absorbing projectiles and stocking Ultra 1.Do not get predictable with Seth's limbs, they can be cleanly beat by many moves.

At close range, Seth has a couple of options. His primary goal should be one of two things. The first is to knock your opponent back out with Hyakuretsukyaku. The other is to score a knock down to begin Seth's sick mix-up game. Once your opponent is knocked down, Seth has a number of even the most basic options. He can dive kick into a Shoryuken or Hyakuretsukyaku. He can empty jump into a command grab. He can cross up his foe with j.HK and go into Shoryuken or Hyakuretsukyaku. Or he can opt to do nothing and punish a mash-happy opponent for trying to reversal him.

Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.LK, cr.LP, cr.MP xx MK Hyakuretsukyaku

Seth's basic hit confirm combo that will knock the opponent a fair distance away from him. Best used when you need a fast punish or want some quick damage.

  • (Mid-screen) cr.HP, LP Shoryuken (1 hit), Yosokyaku (3 times), Tenmakujinkyaku
  • (Corner) cr.HP, HK Hyakuretsukyaku, Yosokyaku (3 times), Tenmakujinkyaku
  • (Alternate) cr.HP, LP Shoryuken (2 hits), Yosokyaku (2 times), Tenmakujinkyaku

The go to combo for punishing your opponents' mistakes which ends up in a reset. The mid-screen version of this combo does not work on Guile, Adon, Dudley, Hakan, or Cody. You will have to use the third version of this combo on them.

  • AA Shoryuken, Yosokyaku (3 times), Tenmakujinkyaku

This combo will often be available to you off of any anti-air Shoryuken, but landing it is not always realistic.

  • j.MP, Yosokyaku (3 times), Tenmakujinkyaku

Primary air to air combo that leads into a reset.

Hit Confirm Combos

  • cr.LK, cr.LP, cr.MP xx MK Hyakuretsukyaku

Seth's basic hit confirm combo that will knock the opponent a fair distance away from him. Best used when you need a fast punish or want some quick damage.

  • cr.LP, cr.LP, cr.LP, st.LP xx LK Hyakuretsukyaku

Easier hit confirm combo, but less damaging.

  • cr.LP, st.HP xx HK Hyakuretsukyaku

Harder but more damaging hit confirm combo.

Dizzy / Focus Crumple Combos

  • Focus Attack Lv. 3, LP Tanden Engine, BnB

The go-to combo for Seth when the opponent is dizzied. Engine helps set the opponent up and can reduce damage dampening to an extent.

FADC Combos

  • j.HK, st.HP, Sonic Boom FADC, BnB

Basic FADC combo. If the opponent blocks, substitute BnB for cr.LP, Piledriver or attempt a Yosokyaku to keep the opponent guessing.

Advanced Combos

  • (Corner) st.HK, cr.MP xx MK Hyakuretsukyaku, Yosokyaku (3 times), Tenmakujinkyaku

More damaging version of Seth's primary punish BnB. st.HK, cr.MP is a one frame link which must be hit consistently or Seth's 750HP will be given quite a dent.

  • Tenmakujinkyaku, cr.LP, st.HP xx HK Hyakuretsukyaku
  • Tenmakujinkyaku, cr.LP, st.HP xx HP Shoryuken

You will need to hit your opponent when they are crouching or as they stand up in order for this to connect. Use the first variation of this combo if you want your opponent away from you; the second if you want to go for mix-ups.

Combos Into Supers

  • N/A

Combos Into Ultras

  • j.HK, cr.HP, Ultra 1
  • (cr.HP, EX Tanden Engine x2), cr.HP, Ultra 1
  • Any BnB ending in Hyakuretsu, Ultra 2
  • EX Shoryuken, Ultra 2


Matchups

  • Vs. Abel

To Be Written (TBW)


  • Vs. Adon

TBW


  • Vs. Akuma

Suggested Ultra: 1

TBW


  • Vs. Balrog

TBW


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

Suggested Ultra: 1

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. El Fuerte

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

Suggested Ultra: 1

TBW


  • Vs. Guile

Suggested Ultra: 1

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. M. Bison

TBW


  • Vs. Makoto

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

Suggested Ultra: 1

Seth can do whatever he wants in this match-up as long as Rufus doesn't have meter. Once Rufus has meter, Seth should start playing keep away. EX Messiah Kick is a problematic move in that it will beat most of Seth's mix-ups and allow Rufus to start making Seth play guessing games. If Rufus has U2, be extremely careful as he can punish any Sonic Booms and catch predictable limbs.

  • Vs. Ryu

Suggested Ultra: 1

TBW


  • Vs. Sagat

Suggested Ultra: 1

This is a fairly even matchup for Seth, but it is one that must be played very patiently. Many Sagat players will attempt to wear Seth down by playing Projectile War. Any attempts to wall jump or escape can end in a very hard-hitting Tiger Uppercut. However, this is where Ultra 1 comes in. As soon as you build up meter for Ultra 1, your opponent will start getting scared to throw out Tiger Shots lest they themselves be punished by Tanden Stream. This is Seth's chance to go on the offensive. Players must still be very careful in getting in, though. One mistake and half or more of Seth's health will disappear before your eyes.

  • Vs. Sakura

TBW


  • Vs. Seth

Suggested Ultra: 1

TBW

  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Zangief

Suggested Ultra: 1

This is a match where patience is key. Zangief will be looking to get in as usual and Seth will have to keep him out. Zangief's headbutt is an instant stun on counter hit and Zangief will usually be looking to hit this if Seth gets too predictable with his nj.HP. Make no mistake, limbs are incredibly important in this match-up. Only throw Sonic Booms at Zangief if he is nearly full screen and AA him with Shoryuken or nj.HP. Green hand makes Sonic Booms unwise anywhere else. Otherwise, it is important to remain unpredictable with nj.HP and fst.HP. Empty jump often and don't be afraid to mix in nj.HK when Zangief is closer. If Zangief has U2, you will have to be extremely careful when he has it stocked otherwise Seth will probably end up dead. If Seth doesn't play perfectly, he will eventually end up in the corner. Look for an opening to wall jump - do not try to do so instantly as Zangief will be looking for it. Do not be tempted to rush Zangief down - lame is the way to go.