Seth 02

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Seth02 stance.gif

General Info

Crouch height: High


Snka.gif Snkb.gif Snkc.gif Snkd.gif
Seth02 colorA.png Seth02 colorB.png Seth02 colorC.png Seth02 colorD.png


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/3/6 +3/+1 C,S,Su HL
Seth02 clA.png
Snkb.gif 2/5/7 0/-2 HL
Seth02 clB.png
Snkc.gif 7/3(4)3/13 +4/+2 C,S,Su HL
Seth02 clC1.png
Seth02 clC2.png
Snkd.gif 6/6/11 +3/+1 C,S,Su L
Seth02 clD.png
Standing Far
Snka.gif 5/3/7 +2/0 HL
Seth02 stA.png
Snkb.gif 5/5/5 +2/0 HL
Seth02 stB.png
Snkc.gif 8/8/19 -7/-9 HL
Seth02 stC.png
Snkd.gif 9/7/17 -4/-6 HL
Seth02 stD.png
Snkc.gif+Snkd.gif 20/5/23 KD/-6 C,S,Su HL
Seth02 stCD1.png
Seth02 stCD2.png
Guard point: Frame 6-7.
Snka.gif 3/5/5 +2/0 R,C,S,Su HL
Seth02 crA1.png
Seth02 crA2.png
Snkb.gif 4/6/6 0/-2 L
Seth02 crB.png
Snkc.gif 6/2(0)3/18 +12/-3 C,S,Su HL
Seth02 crC1.png
Seth02 crC2.png
Air resets the opponent on second hit.
Snkd.gif 9/7/15 KD/-4 L
Seth02 crD.png
Snka.gif 4/4+7/- -/- S H
Seth02 jA1.png
Seth02 jA2.png
Snkb.gif 7/4/- -/- H
Seth02 jB.png
Snkc.gif 8/3/- -/- S H
Seth02 jC.png
Snkd.gif 11/6/- -/- H
Seth02 jD.png
Snkc.gif+Snkd.gif 17/6/- KD/- S HL
Seth02 jCD.png
Neutral Jump
Snka.gif 4/3+7/- -/- S H
Seth02 juA1.png
Seth02 juA2.png
Snkb.gif 2/5/- -/- H
Seth02 juB.png
Snkc.gif 8/11/- -/- S H
Seth02 juC.png
Snkd.gif 8/3/- -/- H
Seth02 juD.png
Snka.gif 4/10/- -/- S H
Seth02 hA.png
Snkb.gif 7/4/- -/- H
Seth02 hB.png
Snkc.gif 8/11/- -/- S H
Seth02 hC.png
Snkd.gif 11/6/- -/- H
Seth02 hD.png
Snkc.gif+Snkd.gif 17/8/- KD/- S HL
Seth02 hCD.png
Command Normals
f+Snka.gif 9/4(4)5/15 0/-2 C,S,Su HL
Seth02 fA.png
b+Snka.gif 9/4(4)5/15 0/-2 C,S,Su HL
Seth02 bA.png
f+Snkb.gif 9/4(4)5/15 0/-2 C,S,Su HL
Seth02 fB.png
df+Snkb.gif 9/4(4)5/15 0/-2 C,S,Su HL
Seth02 dfB.png
b+Snkb.gif 9/4(4)5/15 0/-2 C,S,Su HL
Seth02 bB.png

Command Normals

1. Tackle - f+A

  • Seth does a quick ram of the opponent with his shoulder, knocking them down

2. Mae Age Geri - f+B

  • Seth kicks the opponent's shins with the tip of his shoes
  • cancellable into f+A
  • fairly useless move, not much practical application

3. Back Blow - b+A

  • Seth performs a spinning backhand attack that comes out slow but does good damage
  • cancellable
  • whiffs against all low crouching opponents, such as Iori, Athena
  • has no practical usage outside of combos

4. Sobat - b+B

  • Seth does a hop kick forward
  • overhead
  • evades low attack and Seth is considered airborn
  • seems to have more recovery if cancelled into as opposed to done by itself or late cancelled

5. Sliding - df+B

  • Seth does a quick, short ranged slide
  • very safe on block even if done at the closest range possible
  • cancellable if cancelled into
  • low attack, even if cancelled into

Special Moves

1. Sho-Yoh - qcf+P

  • Seth his arm around, causing dust(?) to appear qcf+A does two hits and comes out alot faster than his qcf+C, while qcf+C is only one hit
  • supercancellable on all hits. Supercancelling qcf+C when it doesn't counterhit, will result in the DM whiffing. Since the second hit of qcf+A sends the opponent off the ground, it is best to supercancel from the first hit
  • qcf+C is a counterwire and hard knockdown
  • free cancellable into
  • free cancellable out of on all hits

2. Doh-Kuzushi - hcf+K

  • Seth goes into a counter stance
  • hcf+B reverses air attacks, as well as special moves and DMs, causing hard knockdown
  • hcf+D reverses mid-level attacks, switching sides with the opponent and giving you enough time to run up and combo
  • hcf+D builds some stock when the motion is done (regardless if the counter activates), while hcf+B (as well as his d d+P) do not build meter

3. Ashi-Tori - d d+P

  • Seth goes into a counter stance. During this stance, he will reverse low normals, knocking the opponent into the air to be juggled
  • hard knockdown

4. An-Getsu - qcf+B(air)

  • Seth comes down vertically, stomping on the opponent
  • very useful attack as it's safe on block and can be done immediately before/after crossing up for mixups
  • overhead
  • hard knockdown
  • free cancellable into

5. Raku-Getsu - qcf+D(air)

  • Seth does a kick 45 degrees diagonally downwards
  • if you jump over the opponent and do the move with the reversed input, he will attack towards the opponent
  • free cancellable into

6. Kyu-Getsu - hcb+K

  • Seth dashes forward and performs a knee attack
  • hcb+B comes out faster and does slightly more damage than hcb+D, but takes longer to recover
  • if this move makes contact with the opponent, it can be followed up by f+K or d+K
  • it is possible to juggle the opponent after this move
  • free cancellable into
  • free cancellable out of

6a. Ya-Getsu - f+K (after hcb+K)

  • Seth follows up with another kick that has good recovery and comes out quickly
  • free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K

6b. Gen-Getsu - d+K (after hcb+K)

  • Seth slides on the ground, attempting to sweep his opponent. This move takes a while to come out, and has some recovery time
  • low attack
  • not particularly useful since it is slow and easy to see, and Seth does not have an overhead followup for mixup
  • free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K


1. "Morote"-Sho-Yoh - qcfx2+P

  • Seth does one very quick punch. Then he swings his arm similar to how he does during his qcf+P, doing about 5 extra hits and knocking the opponent back
  • stuns the opponent on the first hit. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo while opponent is stunned*
  • impossible for the opponent to punish this on block except by guard rolling after blocking first hit or doing an invincible move after it

2. Irimi-Nadazuki - qcf hcb+K

  • Seth does a sliding attack. If this move hits or is blocked, he will do 6 more kicks, the last one sending the opponent vertically into the air for a juggle. If the move whiffs, Seth does not do any kicks
  • qcf hcb+D comes out slower and goes slightly further than qcf hcb+B
  • low attack on the first hit
  • difficult to punish this move on block unless the opponent guard rolls behind Seth as he is kicking, and combos him from behind. The last kick is able to hit opponents from behind Seth which was likely not intended
  • not useful outside of combos


1. Doh-Tori-Shichimonsatsu - qcf hcb+AC

  • Seth goes into a counter stance. During this stance, he will reverse all air, high, mid and low attacks, as well as specials and most DMs


1. Sigure-Rangiku - f hcf+AC

  • Seth performs an unblockable grab
  • hard knockdown
  • this move reverses the directions of the opponent's inputs. This means that up becomes down, down becomes up, downright becomes upleft, etc. The directions stay reversed until Seth hits the opponent, throws them or the round ends
  • can OTG after certain moves such as his hcf+B counter


  • cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C
  • CD is cancellable into command normals, specials and DMs and has autoguard near the beginning
  • close D is a low attack
  • C throw is mashable
  • D throw is a backturned soft knockdown