Super Street Fighter IV AE/Seth: Difference between revisions

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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.
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.
|
|
Before the advent of Arcade Edition, Seth was once a jack-of-all trades glass cannon.  He had weak defenses, but also had extremely powerful tools for just about everything under the sun: rushdown, zoning, you name itArcade Edition, however, has shifted the metagame towards aggressive playstylesFor this reason, Seth has been given numerous changes to work better in this environmentThe most notable change being the increase of his health and stun.  Changes aside, Seth is still very much the same as before.  Seth's overall playstyle is similar to Akuma in that he has a very strong mixup and wakeup game which is very technical, requiring a lot of time and practice to master.}}
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 ofHis speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priorityThe price he pays for all of these perks, unfortunately, is the worst defense in the gameWith 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 timeOnce mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.}}


=== Players to Watch ===
Poongko, OnlineTony, Dashio, Problem X


== Moves ==
== Moves ==
Line 11: Line 14:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Yosokyaku | (in air) d + mk | Can be performed three times in a sequence; high }}
{{SSFIVMoveListRow | Yosokyaku | (in air) {{d}} + {{mk}} | Can be performed three times in a sequence; {{high}} }}
{{SSFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) d + hk | high }}
{{SSFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) {{d}} + {{hk}} | {{high}} }}
{{SSFIVMoveListRow | Wall Jump | (in air, near wall) uf |  }}
{{SSFIVMoveListRow | Wall Jump | (in air, near wall) {{uf}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 19: Line 22:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Genocide Shot | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Genocide Shot | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Death Throw | b + lp + lk | throw }}
{{SSFIVMoveListRow | Death Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 26: Line 29:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Sonic Boom | qcf + p | ex }}
{{SSFIVMoveListRow | Sonic Boom | {{qcf}} + {{p}} | {{ex}} }}
{{SSFIVMoveListRow | Shoryuken | dp + p | Can be performed three times in sequence; ex }}
{{SSFIVMoveListRow | Shoryuken | {{dp}} + {{p}} | {{ex}} <br> Can be performed three times in sequence }}
{{SSFIVMoveListRow | Hyakuretsukyaku | qcb + k | ex armorbreak }}
{{SSFIVMoveListRow | Hyakuretsukyaku | {{qcb}} + {{k}} | {{ex}} <br> {{armorbreak}} }}
{{SSFIVMoveListRow | Tanden Engine | qcb + p | ex version consumes two blocks of Super Combo Gauge; armorbreak only during ex; ex }}
{{SSFIVMoveListRow | Tanden Engine | {{qcb}} + {{p}} | {{ex}} <br> {{ex}} version consumes two blocks of Super Combo Gauge <br> {{armorbreak}} only during {{ex}} }}
{{SSFIVMoveListRow | Spinning Piledriver | 360 + p |  }}
{{SSFIVMoveListRow | Spinning Piledriver | {{360}} + {{p}} |  }}
{{SSFIVMoveListRow | Yoga Teleport | dp or rdp + 3p or 3k | dp + 3p will appear next to opponent in back. dp + 3k will appear next to opponent in front. rdp versions are identical and will go as far backwards as the screen allows }}
{{SSFIVMoveListRow | Yoga Teleport | {{dp}} or {{rdp}} + {{3p}} or {{3k}} | {{dp}} + {{3p}} will appear next to opponent in back <br> {{dp}} + {{3k}} will appear next to opponent in <nowiki>front</nowiki> <br> {{rdp}} versions are identical and will go as far backwards as the screen allows }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Tanden Storm | qcf qcf + p |  }}
{{SSFIVMoveListRow | Tanden Storm | {{qcf}} qcf + {{p}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Tanden Stream | qcf qcf + 3p | armorbreak }}
{{SSFIVMoveListRow | Tanden Stream | {{qcf}} qcf + {{3p}} | {{armorbreak}} }}
{{SSFIVMoveListRow | Tanden Typhoon | qcb qcb + 3p | armorbreak }}
{{SSFIVMoveListRow | Tanden Typhoon | {{qcb}} qcb + {{3p}} | {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}
== AE ver. 2012 Changes ==
''Jumping Heavy Punch''
Changed hitbox active time from 2F to 4F.
''Forward Jumping Medium Kick''
Made foot region invincible to projectiles from end of active period to landing.
''Shoryuken''
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.
''Tanden Stream''
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.




Line 64: Line 91:




==The Basics==  
==The Basics==


==Combos==
==Combos==
Line 141: Line 168:
| align="center"  |-7
| align="center"  |-7
| align="center"  |-2
| align="center"  |-2
| align="center"  |
| align="center"  |Forces stand, [] refers to active frames 3~5f
|  |
|  |
|-
|-
Line 177: Line 204:
| align="center"  |125*75
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |60*20
| align="center"  |su
| align="center"  |su*-
| align="center"  |7
| align="center"  |7
| align="center"  |2*2
| align="center"  |2*2
Line 183: Line 210:
| align="center"  |0
| align="center"  |0
| align="center"  |+5
| align="center"  |+5
| align="center"  |
| align="center"  |Only +4 hit advantage vs crouching opponents
|  |
|  |
|-
|-
Line 270: Line 297:
|  |
|  |
|-
|-
|  |crouch [[File:Jab.gif]]
|  |Crouch [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |20
| align="center"  |20
Line 284: Line 311:
|  |
|  |
|-
|-
|  |crouch [[File:Strong.gif]]
|  |Crouch [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |50
| align="center"  |50
Line 298: Line 325:
|  |
|  |
|-
|-
|  |crouch [[File:Fierce.gif]]
|  |Crouch [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |60*30
| align="center"  |60*30
Line 309: Line 336:
| align="center"  |-3
| align="center"  |-3
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1st hit forces stand, 2nd hit floats opponent
|  |
|  |
|-
|-
|  |crouch [[File:Short.gif]]
|  |Crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |20
| align="center"  |20
Line 326: Line 353:
|  |
|  |
|-
|-
|  |crouch [[File:Forward.gif]]  
|  |Crouch [[File:Forward.gif]]  
| align="center"  |L
| align="center"  |L
| align="center"  |50
| align="center"  |50
Line 340: Line 367:
|  |
|  |
|-
|-
|  |crouch [[File:Roundhouse.gif]]
|  |Crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |80
| align="center"  |80
Line 351: Line 378:
| align="center"  |-9
| align="center"  |-9
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
|  |Jump up [[File:Jab.gif]]
|  |Jump Up [[File:Jab.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 368: Line 395:
|  |
|  |
|-
|-
|  |Jump up [[File:Strong.gif]]
|  |Jump Up [[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 382: Line 409:
|  |
|  |
|-
|-
|  |Jump up [[File:Fierce.gif]]
|  |Jump Up [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 389: Line 416:
| align="center"  |-
| align="center"  |-
| align="center"  |4
| align="center"  |4
| align="center"  |2
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 396: Line 423:
|  |
|  |
|-
|-
|  |Jump up [[File:Short.gif]]
|  |Jump Up [[File:Short.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |45
| align="center"  |45
Line 410: Line 437:
|  |
|  |
|-
|-
|  |Jump up [[File:Forward.gif]]  
|  |Jump Up [[File:Forward.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 421: Line 448:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible
|  |
|  |
|-
|-
|  |Jump up [[File:Roundhouse.gif]]
|  |Jump Up [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 438: Line 465:
|  |
|  |
|-
|-
|  |Jump forward [[File:Jab.gif]]
|  |Jump Forward [[File:Jab.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 452: Line 479:
|  |
|  |
|-
|-
|  |Jump forward [[File:Strong.gif]]
|  |Jump Forward [[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50*30
| align="center"  |50*30
Line 463: Line 490:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1st hit floats opponent, [2nd air hit] limited juggle, pursuit property
|  |
|  |
|-
|-
|  |Jump forward [[File:Fierce.gif]]
|  |Jump Forward [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 480: Line 507:
|  |
|  |
|-
|-
|  |Jump forward [[File:Short.gif]]
|  |Jump Forward [[File:Short.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |45
| align="center"  |45
Line 494: Line 521:
|  |
|  |
|-
|-
|  |Jump forward [[File:Forward.gif]]  
|  |Jump Forward [[File:Forward.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |70
| align="center"  |70
Line 508: Line 535:
|  |
|  |
|-
|-
|  |Jump forward [[File:Roundhouse.gif]]
|  |Jump Forward [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |90
| align="center"  |90
Line 530: Line 557:
| align="center"  |3
| align="center"  |3
| align="center"  |3
| align="center"  |3
| align="center"  |7
| align="center"  |After landing 7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property
|  |
|  |
|-
|-
Line 544: Line 571:
| align="center"  |4
| align="center"  |4
| align="center"  |3
| align="center"  |3
| align="center"  |7
| align="center"  |After landing 7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property
|  |
|  |
|-
|-
Line 558: Line 585:
| align="center"  |5
| align="center"  |5
| align="center"  |3
| align="center"  |3
| align="center"  |7
| align="center"  |After landing 7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property
|  |
|  |
|-
|-
Line 575: Line 602:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property
|  |
|  |
|-
|-
Line 589: Line 616:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Can perform until 27f of jump
|  |
|  |
|-
|-
Line 598: Line 625:
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |21
| align="center"  |10+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
Line 606: Line 633:
|  |
|  |
|-
|-
|  |Focus attack LVL 2
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |85
| align="center"  |85
Line 612: Line 639:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |17+12
| align="center"  |18+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
Line 620: Line 647:
|  |
|  |
|-
|-
|  |Focus attack LVL 3
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |-
| align="center"  |150
| align="center"  |150
Line 645: Line 672:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
|  |Back throw
|  |Back Throw
| align="center"  |0.9
| align="center"  |0.9
| align="center"  |130
| align="center"  |130
Line 659: Line 686:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 670: Line 697:
| align="center"  |14
| align="center"  |14
| align="center"  |-
| align="center"  |-
| align="center"  |47
| align="center"  |Total 47
| align="center"  |-5
| align="center"  |-5
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |17~18f cancellable
|  |
|  |
|-
|-
Line 684: Line 711:
| align="center"  |14
| align="center"  |14
| align="center"  |-
| align="center"  |-
| align="center"  |58
| align="center"  |Total 58
| align="center"  |-3
| align="center"  |-3
| align="center"  |+1
| align="center"  |+1
| align="center"  |
| align="center"  |30~31f cancellable, 2nd hit starts on 27f
|  |
|  |
|-
|-
Line 694: Line 721:
| align="center"  |80*60
| align="center"  |80*60
| align="center"  |100*50
| align="center"  |100*50
| align="center"  |30/40*10*10
| align="center"  |30/40*10
| align="center"  |su
| align="center"  |su*su
| align="center"  |5
| align="center"  |5
| align="center"  |2*16
| align="center"  |2*16
| align="center"  |11+13
| align="center"  |11+13
| align="center"  |-19
| align="center"  |-21
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne
|  |
|  |
|-
|-
Line 708: Line 735:
| align="center"  |90*60
| align="center"  |90*60
| align="center"  |100*50
| align="center"  |100*50
| align="center"  |30/40*10*10
| align="center"  |30/40*10
| align="center"  |su
| align="center"  |su*su
| align="center"  |5
| align="center"  |5
| align="center"  |2*16
| align="center"  |2*16
| align="center"  |21+13
| align="center"  |21+13
| align="center"  |-29
| align="center"  |-31
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
|  |
|  |
|-
|-
Line 722: Line 749:
| align="center"  |100*80
| align="center"  |100*80
| align="center"  |100*50
| align="center"  |100*50
| align="center"  |30/40*10*10
| align="center"  |30/40*10
| align="center"  |su
| align="center"  |su*su
| align="center"  |5
| align="center"  |5
| align="center"  |2*16
| align="center"  |2*16
| align="center"  |24+13
| align="center"  |24+13
| align="center"  |-32
| align="center"  |-34
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
|  |
|  |
|-
|-
Line 737: Line 764:
| align="center"  |100*50
| align="center"  |100*50
| align="center"  |-250/0
| align="center"  |-250/0
| align="center"  |su
| align="center"  |su*su
| align="center"  |5
| align="center"  |5
| align="center"  |2*16
| align="center"  |2*16
Line 743: Line 770:
| align="center"  |-34
| align="center"  |-34
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~22f invincible, 8f~ airborne, 
|  |
|  |
|-
|-
Line 754: Line 781:
| align="center"  |4
| align="center"  |4
| align="center"  |8
| align="center"  |8
| align="center"  |13
| align="center"  |After landing 13
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property, EX version does not gain meter
|  |
|  |
|-
|-
Line 768: Line 795:
| align="center"  |4
| align="center"  |4
| align="center"  |20[4x5]
| align="center"  |20[4x5]
| align="center"  |13
| align="center"  |After landing 13
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property, [] refers to EX version
|  |
|  |
|-
|-
Line 785: Line 812:
| align="center"  |-24
| align="center"  |-24
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Armor break, 1st hit goes into animation
|  |
|  |
|-
|-
Line 799: Line 826:
| align="center"  |-24
| align="center"  |-24
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Armor break, 1st hit goes into animation
|  |
|  |
|-
|-
Line 813: Line 840:
| align="center"  |-24
| align="center"  |-24
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Armor break, 1st hit goes into animation
|  |
|  |
|-
|-
Line 827: Line 854:
| align="center"  |-24
| align="center"  |-24
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~15f strike and projectile invincible, armor break, 1st hit goes into animation
|  |
|  |
|-
|-
|  |Tandem Engine [[File:Jab.gif]]
|  |Tanden Engine [[File:Jab.gif]]
| align="center"  |2.50
| align="center"  |2.50
| align="center"  |0
| align="center"  |0
Line 841: Line 868:
| align="center"  |+19
| align="center"  |+19
| align="center"  |+23
| align="center"  |+23
| align="center"  |
| align="center"  |21~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
|  |
|  |
|-
|-
|  |Tandem Engine [[File:Strong.gif]]
|  |Tanden Engine [[File:Strong.gif]]
| align="center"  |3.50
| align="center"  |3.50
| align="center"  |0
| align="center"  |0
Line 855: Line 882:
| align="center"  |+19
| align="center"  |+19
| align="center"  |+23
| align="center"  |+23
| align="center"  |
| align="center"  |24~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
|  |
|  |
|-
|-
|  |Tandem Engine [[File:Fierce.gif]]
|  |Tanden Engine [[File:Fierce.gif]]
| align="center"  |4.50
| align="center"  |4.50
| align="center"  |0
| align="center"  |0
Line 869: Line 896:
| align="center"  |+19
| align="center"  |+19
| align="center"  |+23
| align="center"  |+23
| align="center"  |
| align="center"  |26~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
|  |
|  |
|-
|-
|  |Tandem Engine [[File:EX.gif]]
|  |Tanden Engine [[File:EX.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |0
| align="center"  |0
Line 883: Line 910:
| align="center"  |+19
| align="center"  |+19
| align="center"  |+23
| align="center"  |+23
| align="center"  |
| align="center"  |23~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property
|  |
|  |
|-
|-
|  |Spinning Pile Driver
|  |Spinning Pile Driver [[File:Jab.gif]]
| align="center"  |???
| align="center"  |1.18
| align="center"  |130
| align="center"  |130
| align="center"  |200
| align="center"  |200
Line 897: Line 924:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|-
|  |Spinning Pile Driver [[File:Strong.gif]]
| align="center"  |1.08
| align="center"  |140
| align="center"  |200
| align="center"  |30/80
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |53
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|  |
|-
|  |Spinning Pile Driver [[File:Fierce.gif]]
| align="center"  |0.98
| align="center"  |150
| align="center"  |200
| align="center"  |30/80
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |56
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 911: Line 966:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~4f strike and projectile invincible, Hard knockdown
|  |
|  |
|-
|-
Line 925: Line 980:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~31f invincible, teleport complete on 19f
|  |
|  |
|-
|-
|  |Super Combo
|  |Super Combo [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |10x20*120
| align="center"  |10x20*120
Line 939: Line 994:
| align="center"  |-45
| align="center"  |-45
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |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)
|  |
|-
|  |Super Combo [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |10x20*120
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+10
| align="center"  |80
| align="center"  |81
| align="center"  |-45
| align="center"  |-
| align="center"  |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)
|  |
|-
|  |Super Combo [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |10x20*120
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+15
| align="center"  |80
| align="center"  |81
| align="center"  |-45
| align="center"  |-
| align="center"  |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)
|  |
|  |
|-
|-
|  |Ultra Combo 1
|  |Ultra Combo 1
| align="center"  |HL
| align="center"  |HL
| align="center"  |380
| align="center"  |340
| align="center"  |0
| align="center"  |0
| align="center"  |0/0
| align="center"  |0/0
| align="center"  |-
| align="center"  |-
| align="center"  |1+10
| align="center"  |0+10
| align="center"  |-
| align="center"  |-
| align="center"  |66
| align="center"  |Total 66
| align="center"  |-25
| align="center"  |-25
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox
|  |
|  |
|-
|-
Line 962: Line 1,045:
| align="center"  |0/0
| align="center"  |0/0
| align="center"  |-
| align="center"  |-
| align="center"  |1+10
| align="center"  |0+10
| align="center"  |80
| align="center"  |80
| align="center"  |104
| align="center"  |104
| align="center"  |-89
| align="center"  |-89
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |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
|  |
|  |
|-  
|-  
Line 998: Line 1,081:
|}
|}


=====Notes:=====
=====Notes=====
 
[[Category:Super Street Fighter IV AE]]

Latest revision as of 02:25, 9 December 2020

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

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.

Players to Watch

Poongko, OnlineTony, Dashio, Problem X

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
Ex.png
Can be performed three times in sequence
Hyakuretsukyaku
Qcb.png + K.png
Ex.png
Armorbreak.png
Tanden Engine
Qcb.png + P.png
Ex.png
Ex.png version consumes two blocks of Super Combo Gauge
Armorbreak.png only during Ex.png
Spinning Piledriver
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 + P.png

Ultra Combos

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


AE ver. 2012 Changes

Jumping Heavy Punch

Changed hitbox active time from 2F to 4F.


Forward Jumping Medium Kick

Made foot region invincible to projectiles from end of active period to landing.


Shoryuken

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.


Tanden Stream

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.


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 Forces stand, [] refers to active frames 3~5f
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 Only +4 hit advantage vs crouching opponents
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 - 1st hit forces stand, 2nd hit floats opponent
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 - Hard knockdown
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 4 - - -
Jump Up Short.gif H 45 50 20 - 5 6 - - -
Jump Up Forward.gif H 80 100 40 - 6 9 - - - Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible
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 - - - 1st hit floats opponent, [2nd air hit] limited juggle, pursuit property
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 After landing 7 - - Pursuit property
Head Stomp (2) H 30 50 40 - 4 3 After landing 7 - - Pursuit property
Head Stomp (3) H 35 50 40 - 5 3 After landing 7 - - Pursuit property
Dive Kick H 60 100 60 - 12 Until ground - - - Pursuit property
Triangle Jump - - - - - - - - - - Can perform until 27f of jump
Focus Attack LVL 1 HL 65 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 85 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.9 130 150 40 - 3 2 20 - - Hard knockdown
Back Throw 0.9 130 150 40 - 3 2 20 - - Hard knockdown
Sonic Boom (all) HL 60 50 10/20 su 14 - Total 47 -5 -1 17~18f cancellable
Sonic Boom EX.gif HL 45*45 50*50 -250/0 su 14 - Total 58 -3 +1 30~31f cancellable, 2nd hit starts on 27f
Shoryuken Jab.gif 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
Shoryuken Strong.gif 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
Shoryuken Fierce.gif 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
Shoryuken EX.gif HL 100*50 100*50 -250/0 su*su 5 2*16 26+13 -34 - 1~22f invincible, 8f~ airborne,
Shoryuken (2nd) HL 40 25 0/10 - 4 8 After landing 13 - - Pursuit property, EX version does not gain meter
Shoryuken (3rd) HL 10[20x5] 10[10x5] 0/10[0] - 4 20[4x5] After landing 13 - - Pursuit property, [] refers to EX version
Hyakuretsu Short.gif HL 10*110 0*100 20/10*35 - 12 2 36 -24 - Armor break, 1st hit goes into animation
Hyakuretsu Forward.gif HL 10*120 0*150 20/10*35 - 14 2 36 -24 - Armor break, 1st hit goes into animation
Hyakuretsu Roundhouse.gif HL 20*130 0*200 20/10*35 - 16 2 36 -24 - Armor break, 1st hit goes into animation
Hyakuretsu EX.gif HL 20*100 0*250 -250/0 - 16 2 36 -24 - 1~15f strike and projectile invincible, armor break, 1st hit goes into animation
Tanden Engine Jab.gif 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
Tanden Engine Strong.gif 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
Tanden Engine Fierce.gif 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
Tanden Engine EX.gif 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
Spinning Pile Driver Jab.gif 1.18 130 200 30/80 - 3 2 49 - - Hard knockdown
Spinning Pile Driver Strong.gif 1.08 140 200 30/80 - 3 2 53 - - Hard knockdown
Spinning Pile Driver Fierce.gif 0.98 150 200 30/80 - 3 2 56 - - Hard knockdown
Spinning Pile Driver EX.gif 1.13 170 200 -250/0 - 3 2 49 - - 1~4f strike and projectile invincible, Hard knockdown
Yoga Teleport - 0 0 - - - - 48 - - 1~31f invincible, teleport complete on 19f
Super Combo Jab.gif 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)
Super Combo Strong.gif 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)
Super Combo Fierce.gif 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)
Ultra Combo 1 HL 340 0 0/0 - 0+10 - Total 66 -25 - 1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox
Ultra Combo 2 HL 0*24x13*60 0 0/0 - 0+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
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes