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.
A "glass cannon" in every sense of the word. Seth is a character who has a variety of tools at his disposal for just about everything you can think of. His speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priority. The price he pays for all of these perks, unfortunately, is the worst defense in the game. With the lowest health out of the entire cast, and his only reliable wakeup reversal being his Shoryuken, Seth must be played very carefully, because making one false move will cost you the round 99% of the time. Once mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.
Changed hitbox active time from 2F to 4F.
Made foot region invincible to projectiles from end of active period to landing.
Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus→Dash. No change to first hit’s block stun.
Made Seth become totally invincible at a certain point in the attack.
Made fully hit when combo launched from crouching heavy punch.
Changed damage from 380 to 340.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 2
| 5
| +4
| +7
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Close
| HL
| 75
| 100
| 40
| sp/su
| 5
| 2
| 10
| +2
| +5
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Close
| HL
| 90[80]
| 200[150]
| 60
| sp/su
| 4
| 5
| 20
| -7
| -2
| Forces stand, [] refers to active frames 3~5f
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Close
| HL
| 35
| 50
| 20
| -
| 4
| 2
| 6
| +3
| +6
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Close
| HL
| 70
| 100
| 40
| sp/su
| 7
| 2
| 12
| 0
| +3
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Close
| HL
| 40*70
| 125*75
| 60*20
| su*-
| 7
| 2*2
| 16
| 0
| +5
| Only +4 hit advantage vs crouching opponents
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Far
| HL
| 30
| 50
| 20
| ch/sp/su
| 5
| 2
| 5
| +4
| +7
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Far
| HL
| 60
| 100
| 40
| su
| 6
| 2
| 13
| -1
| +2
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Far
| HL
| 80
| 200
| 60
| -
| 13
| 3
| 30
| -15
| -11
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Far
| HL
| 40
| 50
| 20
| -
| 4
| 2
| 8
| +1
| +4
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Far
| HL
| 60
| 100
| 40
| -
| 8
| 3
| 12
| -1
| +2
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Far
| HL
| 90
| 200
| 60
| -
| 10
| 3
| 18
| -3
| +1
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crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 2
| 6
| +3
| +6
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crouch
| HL
| 50
| 100
| 40
| sp/su
| 5
| 2
| 11
| -1
| +3
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crouch
| HL
| 60*30
| 100*100
| 60*20
| sp/su
| 10
| 2(2)2
| 19
| -3
| -
| 1st hit forces stand, 2nd hit floats opponent
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crouch
| L
| 20
| 50
| 20
| ch/sp/su
| 5
| 2
| 8
| +1
| +4
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crouch
| L
| 50
| 100
| 40
| sp/su
| 7
| 3
| 14
| -5
| -1
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crouch
| L
| 80
| 100
| 60
| -
| 8
| 2
| 25
| -9
| -
| Hard knockdown
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Jump up
| H
| 50
| 50
| 20
| -
| 5
| 5
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 4
| -
| -
| -
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Jump up
| H
| 80
| 200
| 60
| -
| 4
| 4
| -
| -
| -
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Jump up
| H
| 45
| 50
| 20
| -
| 5
| 6
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 9
| -
| -
| -
| Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible
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Jump up
| H
| 100
| 200
| 60
| -
| 7
| 4
| -
| -
| -
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Jump forward
| H
| 50
| 50
| 20
| -
| 4
| 10
| -
| -
| -
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Jump forward
| H
| 50*30
| 50*50
| 40*20
| -
| 4
| 2*3
| -
| -
| -
| 1st hit floats opponent, [2nd air hit] limited juggle, pursuit property
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Jump forward
| H
| 80
| 200
| 60
| -
| 4
| 4
| -
| -
| -
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Jump forward
| H
| 45
| 50
| 20
| -
| 6
| 8
| -
| -
| -
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Jump forward
| H
| 70
| 100
| 40
| -
| 6
| 5
| -
| -
| -
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Jump forward
| H
| 90
| 200
| 60
| -
| 6
| 8
| -
| -
| -
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| Head Stomp (1)
| H
| 50
| 50
| 40
| -
| 3
| 3
| After landing 7
| -
| -
| Pursuit property
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| Head Stomp (2)
| H
| 30
| 50
| 40
| -
| 4
| 3
| After landing 7
| -
| -
| Pursuit property
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| Head Stomp (3)
| H
| 35
| 50
| 40
| -
| 5
| 3
| After landing 7
| -
| -
| Pursuit property
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| Dive Kick
| H
| 60
| 100
| 60
| -
| 12
| Until ground
| -
| -
| -
| Pursuit property
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| Triangle Jump
| -
| -
| -
| -
| -
| -
| -
| -
| -
| -
| Can perform until 27f of jump
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| Focus Attack LVL 1
| HL
| 65
| 100
| 20
| -
| 21
| 2
| 35
| -21
| -21
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| Focus attack LVL 2
| HL
| 85
| 150
| 40
| -
| 17+12
| 2
| 35
| -15
| -
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| Focus attack LVL 3
| -
| 150
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
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| Forward Throw
| 0.9
| 130
| 150
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Back throw
| 0.9
| 130
| 150
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Sonic Boom (all)
| HL
| 60
| 50
| 10/20
| su
| 14
| -
| Total 47
| -5
| -1
| 17~18f cancellable
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Sonic Boom
| HL
| 45*45
| 50*50
| -250/0
| su
| 14
| -
| Total 58
| -3
| +1
| 30~31f cancellable, 2nd hit starts on 27f
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Shoryuken
| HL
| 80*60
| 100*50
| 30/40*10
| su*su
| 5
| 2*16
| 11+13
| -21
| -
| 1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne
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Shoryuken
| HL
| 90*60
| 100*50
| 30/40*10
| su*su
| 5
| 2*16
| 21+13
| -31
| -
| 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
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Shoryuken
| HL
| 100*80
| 100*50
| 30/40*10
| su*su
| 5
| 2*16
| 24+13
| -34
| -
| 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
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Shoryuken
| HL
| 100*50
| 100*50
| -250/0
| su*su
| 5
| 2*16
| 26+13
| -34
| -
| 1~22f invincible, 8f~ airborne,
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| Shoryuken (2nd)
| HL
| 40
| 25
| 0/10
| -
| 4
| 8
| After landing 13
| -
| -
| Pursuit property, EX version does not gain meter
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| Shoryuken (3rd)
| HL
| 10[20x5]
| 10[10x5]
| 0/10[0]
| -
| 4
| 20[4x5]
| After landing 13
| -
| -
| Pursuit property, [] refers to EX version
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Hyakuretsu
| HL
| 10*110
| 0*100
| 20/10*35
| -
| 12
| 2
| 36
| -24
| -
| Armor break, 1st hit goes into animation
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Hyakuretsu
| HL
| 10*120
| 0*150
| 20/10*35
| -
| 14
| 2
| 36
| -24
| -
| Armor break, 1st hit goes into animation
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Hyakuretsu
| HL
| 20*130
| 0*200
| 20/10*35
| -
| 16
| 2
| 36
| -24
| -
| Armor break, 1st hit goes into animation
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Hyakuretsu
| HL
| 20*100
| 0*250
| -250/0
| -
| 16
| 2
| 36
| -24
| -
| 1~15f strike and projectile invincible, armor break, 1st hit goes into animation
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Tanden Engine
| 2.50
| 0
| 0
| 10/1
| -
| 21
| 24
| 25
| +19
| +23
| 21~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
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Tanden Engine
| 3.50
| 0
| 0
| 10/1
| -
| 24
| 25
| 25
| +19
| +23
| 24~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
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Tanden Engine
| 4.50
| 0
| 0
| 10/1
| -
| 26
| 25
| 25
| +19
| +23
| 26~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
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Tanden Engine
| HL
| 0
| 0
| -500/0
| -
| 23
| 24
| 25
| +19
| +23
| 23~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property
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Spinning Pile Driver
| 1.18
| 130
| 200
| 30/80
| -
| 3
| 2
| 49
| -
| -
| Hard knockdown
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Spinning Pile Driver
| 1.08
| 140
| 200
| 30/80
| -
| 3
| 2
| 53
| -
| -
| Hard knockdown
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Spinning Pile Driver
| 0.98
| 150
| 200
| 30/80
| -
| 3
| 2
| 56
| -
| -
| Hard knockdown
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Spinning Pile Driver
| 1.13
| 170
| 200
| -250/0
| -
| 3
| 2
| 49
| -
| -
| 1~4f strike and projectile invincible, Hard knockdown
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| Yoga Teleport
| -
| 0
| 0
| -
| -
| -
| -
| 48
| -
| -
| 1~31f invincible, teleport complete on 19f
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Super Combo
| HL
| 10x20*120
| 0
| -1000/0
| -
| 1+5
| 80
| 81
| -45
| -
| 1~6f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
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Super Combo
| HL
| 10x20*120
| 0
| -1000/0
| -
| 1+10
| 80
| 81
| -45
| -
| 1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
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Super Combo
| HL
| 10x20*120
| 0
| -1000/0
| -
| 1+15
| 80
| 81
| -45
| -
| 1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
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| Ultra Combo 1
| HL
| 340
| 0
| 0/0
| -
| 1+10
| -
| Total 66
| -25
| -
| 1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox
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| Ultra Combo 2
| HL
| 0*24x13*60
| 0
| 0/0
| -
| 1+10
| 80
| 104
| -89
| -
| 1~11f Invincible, 12~89f projectile invincible, Untechable limited juggle knockdown, armor break, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, can juggle
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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