Super Street Fighter IV AE/Seth

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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


AE Changes

  • His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
  • Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
  • Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
  • Crouching Hard Punch's start up is slightly faster.
  • Crouching Medium Kick has slightly more active frames.
  • Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
  • His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
  • All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
  • Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
  • His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
  • Super's invincibility window was lengthened, and "the pursuit priority is increased" (connect more hits against airborne opponents).
  • Ultra 2's recovery was shortened. Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames.
  • Ultra 1 deals more damage, but has a longer recovery time.
  • Stamina increased to 800, stun increased to 900.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 2 5 +4 +7
Close Strong.gif HL 75 100 40 sp/su 5 2 10 +2 +5
Close Fierce.gif HL 90[80] 200[150] 60 sp/su 4 5 20 -7 -2
Close Short.gif HL 35 50 20 - 4 2 6 +3 +6
Close Forward.gif HL 70 100 40 sp/su 7 2 12 0 +3
Close Roundhouse.gif HL 40*70 125*75 60*20 su 7 2*2 16 0 +5
Far Jab.gif HL 30 50 20 ch/sp/su 5 2 5 +4 +7
Far Strong.gif HL 60 100 40 su 6 2 13 -1 +2
Far Fierce.gif HL 80 200 60 - 13 3 30 -15 -11
Far Short.gif HL 40 50 20 - 4 2 8 +1 +4
Far Forward.gif HL 60 100 40 - 8 3 12 -1 +2
Far Roundhouse.gif HL 90 200 60 - 10 3 18 -3 +1
crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6
crouch Strong.gif HL 50 100 40 sp/su 5 2 11 -1 +3
crouch Fierce.gif HL 60*30 100*100 60*20 sp/su 10 2(2)2 19 -3 -
crouch Short.gif L 20 50 20 ch/sp/su 5 2 8 +1 +4
crouch Forward.gif L 50 100 40 sp/su 7 3 14 -5 -1
crouch Roundhouse.gif L 80 100 60 - 8 2 25 -9 -
Jump up Jab.gif H 50 50 20 - 5 5 - - -
Jump up Strong.gif H 80 100 40 - 6 4 - - -
Jump up Fierce.gif H 80 200 60 - 4 2 - - -
Jump up Short.gif H 45 50 20 - 5 6 - - -
Jump up Forward.gif H 80 100 40 - 6 9 - - -
Jump up Roundhouse.gif H 100 200 60 - 7 4 - - -
Jump forward Jab.gif H 50 50 20 - 4 10 - - -
Jump forward Strong.gif H 50*30 50*50 40*20 - 4 2*3 - - -
Jump forward Fierce.gif H 80 200 60 - 4 4 - - -
Jump forward Short.gif H 45 50 20 - 6 8 - - -
Jump forward Forward.gif H 70 100 40 - 6 5 - - -
Jump forward Roundhouse.gif H 90 200 60 - 6 8 - - -
Head Stomp (1) H 50 50 40 - 3 3 7 - -
Head Stomp (2) H 30 50 40 - 4 3 7 - -
Head Stomp (3) H 35 50 40 - 5 3 7 - -
Dive Kick H 60 100 60 - 12 Until ground - - -
Triangle Jump - - - - - - - - - -
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 - -
Forward Throw 0.9 130 150 40 - 3 2 20 - -
Back throw 0.9 130 150 40 - 3 2 20 - -
Sonic Boom (all) HL 60 50 10/20 su 14 - 47 -5 -1
Sonic Boom EX.gif HL 45*45 50*50 -250/0 su 14 - 58 -3 +1
Shoryuken Jab.gif HL 80*60 100*50 30/40*10*10 su 5 2*16 11+13 -19 -
Shoryuken Strong.gif HL 90*60 100*50 30/40*10*10 su 5 2*16 21+13 -29 -
Shoryuken Fierce.gif HL 100*80 100*50 30/40*10*10 su 5 2*16 24+13 -32 -
Shoryuken EX.gif HL 100*50 100*50 -250/0 su 5 2*16 26+13 -34 -
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*110 0*100 20/10*35 - 12 2 36 -24 -
Hyakuretsu Forward.gif HL 10*120 0*150 20/10*35 - 14 2 36 -24 -
Hyakuretsu Roundhouse.gif HL 20*130 0*200 20/10*35 - 16 2 36 -24 -
Hyakuretsu EX.gif HL 20*100 0*250 -250/0 - 16 2 36 -24 -
Tandem Engine Jab.gif 2.50 0 0 10/1 - 21 24 25 +19 +23
Tandem Engine Strong.gif 3.50 0 0 10/1 - 24 25 25 +19 +23
Tandem Engine Fierce.gif 4.50 0 0 10/1 - 26 25 25 +19 +23
Tandem Engine EX.gif HL 0 0 -500/0 - 23 24 25 +19 +23
Spinning Pile Driver ??? 130 200 30/80 - 3 2 49 - -
Spinning Pile Driver EX.gif 1.13 170 200 -250/0 - 3 2 49 - -
Yoga Teleport - 0 0 - - - - 48 - -
Super Combo HL 10x20*120 0 -1000/0 - 1+5 80 81 -45 -
Ultra Combo 1 HL 380 0 0/0 - 1+10 - 66 -25 -
Ultra Combo 2 HL 0*24x13*60 0 0/0 - 1+10 80 104 -89 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: