Ultra Street Fighter IV/Seth

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.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.


Ultra SFIV Changes

TBW


Frame Data (Condensed)

Template:USFIVMoveListCollapseHeader

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 5 10 2
Close MP Close Strong.gif 75 100 40 HL sp/su 5 2 10 16 2
Close HP Close Fierce.gif 90[80] 200[150] 60 HL sp/su 4 5 20 28 5
Close LK Close Short.gif 35 50 20 HL - 4 2 6 11 2
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 12 20 2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 7 2*2 16 26 2
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 5 11 2
Far MP Far Strong.gif 60 100 40 HL su 6 2 13 20 2
Far HP Far Fierce.gif 80 200 60 HL - 13 3 30 45 3
Far LK Far Short.gif 40 50 20 HL - 4 2 8 13 2
Far MK Far Forward.gif 60 100 40 HL - 8 3 12 22 3
Far HK Far Roundhouse.gif 90 200 60 HL - 10 3 18 30 3
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 2
Crouch MP Crouch Strong.gif 50 100 40 HL sp/su 5 2 9 17 2
Crouch HP Crouch Fierce.gif 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 34 2
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 8 14 2
Crouch MK Crouch Forward.gif 50 100 40 L sp/su 7 3 14 23 3
Crouch HK Crouch Roundhouse.gif 80 100 60 L - 8 2 25 34 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 5 - 9 5
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 4 - 9 4
Neutral Jump HP Neutral Jump Fierce.gif 80 200 60 H - 4 4 - 7 4
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 5 6 - 10 6
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 9 - 14 9
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 4 - 10 4
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 10 - 13 10
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H - 4 2*3 - 8 3
Angled Jump HP Angled Jump Fierce.gif 80 200 60 H - 4 4 - 7 4
Angled Jump LK Angled Jump Short.gif 45 50 20 H - 6 8 - 13 8
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 5 - 10 5
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H - 6 8 - 13 8
Yosokyaku (1) Head Stomp (1) 50 50 40 H - 3 3 After landing 7 13 3
Yosokyaku (2) Head Stomp (2) 30 50 40 H - 4 3 After landing 7 14 3
Yosokyaku (3) Head Stomp (3) 35 50 40 H - 5 3 After landing 7 15 3
Tenmakujinkyaku Dive Kick 60 100 60 H - 12 Until ground - #VALUE! Until ground
Wall Jump Wall Jump - - - - - - - - #VALUE! -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 57 2
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 2
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Genocide Shot Forward Throw 130 150 40 0.9 - 3 2 20 24
Death Throw Back Throw 130 150 40 0.9 - 3 2 20 24
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - Total 47 61
EX Sonic Boom Sonic Boom EX.gif 45*45 50*50 -250/0 HL su 14 - Total 58 72
Shoryuken Shoryuken Jab.gif 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 46
Shoryuken Strong.gif 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 56
Shoryuken Fierce.gif 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 59
EX Shoryuken Shoryuken EX.gif 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 61
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 -
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 -
Hyakuretsukyaku Spin Kicks Short.gif 10*120 0*100 20/10*35 HL - 12 2 36 49
Spin Kicks Forward.gif 10*130 0*100 20/10*35 HL - 14 2 36 51
Spin Kicks Roundhouse.gif 20*140 0*150 20/10*35 HL - 16 2 36 53
EX Hyakuretsukyaku Spin Kicks EX.gif 20*110 0*250 -250/0 HL - 16 2 36 53
Tanden Engine Tanden Engine Jab.gif 0 0 10/1 2.5 - 21 24 25 69
Tanden Engine Strong.gif 0 0 10/1 3.5 - 24 25 25 73
Tanden Engine Fierce.gif 0 0 1-Oct 4.5 - 26 25 25 75
EX Tanden Engine Tanden Engine EX.gif 0 0 #DIV/0! HL - 23 24 25 71
Spinning Piledriver Spinning Pile Driver Jab.gif 130 150 30/80 1.18 - 3 2 49 53
Spinning Pile Driver Strong.gif 140 150 30/80 1.08 - 3 2 53 57
Spinning Pile Driver Fierce.gif 150 150 30/80 0.98 - 3 2 56 60
EX Spinning Piledriver Spinning Pile Driver EX.gif 170 150 #DIV/0! 1.13 - 3 2 49 53
Yoga Teleport Teleport 0 0 - - - - - 48 48
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Storm Super Combo Jab.gif 10x20*120 0 #DIV/0! HL - 1+5 80 81 166
Super Combo Strong.gif 10x20*120 0 #DIV/0! HL - 1+10 80 81 171
Super Combo Fierce.gif 10x20*120 0 #DIV/0! HL - 1+15 80 81 176
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Stream Ultra Combo 1 340 0 0/0 HL - 1+10 - Total 55 66
Tanden Typhoon Ultra Combo 2 0*24x13*60 0 0/0 HL - 1+10 80 104 194
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png Can be performed three times in a sequence; high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex
Can be performed three times in sequence
{{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex
armorbreak
{{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex
ex version consumes two blocks of Super Combo Gauge
armorbreak only during ex
{{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png 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
{{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 5 4 10 2 2 5 11 14 4 7 Reset Reset - - -
Close MP Close Strong.gif 75 100 40 HL sp/su 5 2 10 5 16 2 2 10 14 17 2 5 Reset Reset - - -
Close HP Close Fierce.gif 90[80] 200[150] 60 HL sp/su 4 5 20 4 28 5 5 20 18 23 -7 -2 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - -
Close LK Close Short.gif 35 50 20 HL - 4 2 6 4 11 2 2 6 11 14 3 6 Reset Reset - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 12 7 20 2 2 12 14 17 0 3 Reset Reset - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 7 2*2 16 7 26 2 4 16 18 23 0 5 Only +4 hit advantage vs crouching opponents Reset Reset - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 5 5 11 2 2 5 11 14 4 7 Reset Reset - - -
Far MP Far Strong.gif 60 100 40 HL su 6 2 13 6 20 2 2 13 14 17 -1 2 Reset Reset - - -
Far HP Far Fierce.gif 80 200 60 HL - 13 3 30 13 45 3 3 30 25 28 -8 -5 Reset Reset - - -
Far LK Far Short.gif 40 50 20 HL - 4 2 8 4 13 2 2 8 11 14 1 4 Reset Reset - - -
Far MK Far Forward.gif 60 100 40 HL - 8 3 12 8 22 3 3 12 14 17 -1 2 Reset Reset - - -
Far HK Far Roundhouse.gif 90 200 60 HL - 10 3 18 10 30 3 3 18 18 22 -3 1 Reset Reset - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 4 11 2 2 6 11 14 3 6 Reset Reset - - -
Crouch MP Crouch Strong.gif 50 100 40 HL sp/su 5 2 9 5 17 2 2 11 14 18 1 5 Reset Reset - - -
Crouch HP Crouch Fierce.gif 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 10 34 2 6 19 18 - -3 - 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Reset, 2nd Hit: Free Juggle 1st Hit: Reset, 2nd Hit: Free Juggle - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 8 5 14 2 2 8 11 14 1 4 Reset Reset - - -
Crouch MK Crouch Forward.gif 50 100 40 L sp/su 7 3 14 7 23 3 3 14 12 16 -5 -1 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 80 100 60 L - 8 2 25 8 34 2 2 25 18 - -9 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 4 - 6 9 4 4 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 80 200 60 H - 4 4 - 4 7 4 4 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 5 6 - 5 10 6 6 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 9 - 6 14 9 9 0 - - Until end of active frames can adjust left or right Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 4 - 7 10 4 4 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 10 - 4 13 10 10 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H - 4 2*3 - 4 8 3 5 0 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - -
Angled Jump HP Angled Jump Fierce.gif 80 200 60 H - 4 4 - 4 7 4 4 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 45 50 20 H - 6 8 - 6 13 8 8 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 5 - 6 10 5 5 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H - 6 8 - 6 13 8 8 0 - - Reset Reset - - -
Yosokyaku (1) Head Stomp (1) 50 50 40 H - 3 3 After landing 7 3 13 3 4 7 - - Soft Knockdown Soft Knockdown - - -
Yosokyaku (2) Head Stomp (2) 30 50 40 H - 4 3 After landing 7 4 14 3 4 7 - - Soft Knockdown Soft Knockdown - - -
Yosokyaku (3) Head Stomp (3) 35 50 40 H - 5 3 After landing 7 5 15 3 4 7 - - Soft Knockdown Soft Knockdown - - -
Tenmakujinkyaku Dive Kick 60 100 60 H - 12 Until ground - 12 #VALUE! Until ground Until ground 0 - - Reset Reset - - -
Wall Jump Wall Jump - - - - - - - - - #VALUE! - - - - - Can perform until 27f of jump - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 21 57 2 2 35 -21 -21 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 29 65 2 2 35 -15 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 65 101 2 2 35 - - X Crumple Crumple Free Juggle Free Juggle - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Genocide Shot Forward Throw 130 150 40 0.9 - 3 2 20 3 24 2 20 - - Hard knockdown X Hard Knockdown - - - - - -
Death Throw Back Throw 130 150 40 0.9 - 3 2 20 3 24 2 20 - - Hard knockdown X Hard Knockdown - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - Total 47 14 61 0 47 -5 -1 17~18f cancellable X Soft Knockdown Soft Knockdown - - -
EX Sonic Boom Sonic Boom EX.gif 45*45 50*50 -250/0 HL su 14 - Total 58 14 72 0 58 -3 1 30~31f cancellable, 2nd hit starts on 27f X Soft Knockdown Soft Knockdown - - -
Shoryuken Shoryuken Jab.gif 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 5 46 18 24 -21 - 1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne - - Lower body: 1~22f
Shoryuken Strong.gif 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 5 56 18 34 -31 - 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne - All: 1~5f Lower body: 8~22f
Shoryuken Fierce.gif 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 5 59 18 37 -34 - 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne - All: 1~5f Lower body: 8~22f
EX Shoryuken Shoryuken EX.gif 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 5 61 18 39 -34 - 1~22f invincible, 8f~ airborne, - All: 1~22f -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 4 - 8 After landing 13 - - EX version does not gain meter - - -
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 4 - 20[4x5] After landing 13 - - [] refers to EX version - - -
Hyakuretsukyaku Spin Kicks Short.gif 10*120 0*100 20/10*35 HL - 12 2 36 12 49 2 36 -24 - 1st hit goes into animation X - - -
Spin Kicks Forward.gif 10*130 0*100 20/10*35 HL - 14 2 36 14 51 2 36 -24 - 1st hit goes into animation X - - -
Spin Kicks Roundhouse.gif 20*140 0*150 20/10*35 HL - 16 2 36 16 53 2 36 -24 - 1st hit goes into animation X - - -
EX Hyakuretsukyaku Spin Kicks EX.gif 20*110 0*250 -250/0 HL - 16 2 36 16 53 2 36 -24 - 1st hit goes into animation X - - All: 1~15f
Tanden Engine Tanden Engine Jab.gif 0 0 10/1 2.5 - 21 24 25 21 69 24 25 19 23 Cannot be canceled into, cannot be countered X Forces stand, Vacuum effect Forces stand, Vacuum effect - - - - -
Tanden Engine Strong.gif 0 0 10/1 3.5 - 24 25 25 24 73 25 25 19 23 Cannot be canceled into, cannot be countered X Forces stand, Vacuum effect Forces stand, Vacuum effect - - - - -
Tanden Engine Fierce.gif 0 0 1-Oct 4.5 - 26 25 25 26 75 25 25 19 23 Cannot be canceled into, cannot be countered X Forces stand, Vacuum effect Forces stand, Vacuum effect - - - - -
EX Tanden Engine Tanden Engine EX.gif 0 0 #DIV/0! HL - 23 24 25 23 71 24 25 19 23 Cannot be countered X Forces stand, Vacuum effect Forces stand, Vacuum effect Forces stand, Vacuum effect Forces stand, Vacuum effect - - -
Spinning Piledriver Spinning Pile Driver Jab.gif 130 150 30/80 1.18 - 3 2 49 3 53 2 49 - - X Hard Knockdown - - - - - -
Spinning Pile Driver Strong.gif 140 150 30/80 1.08 - 3 2 53 3 57 2 53 - - X Hard Knockdown - - - - - -
Spinning Pile Driver Fierce.gif 150 150 30/80 0.98 - 3 2 56 3 60 2 56 - - X Hard Knockdown - - - - - -
EX Spinning Piledriver Spinning Pile Driver EX.gif 170 150 #DIV/0! 1.13 - 3 2 49 3 53 2 49 - - Hard Knockdown - - - - - All: 1~4f
Yoga Teleport Teleport 0 0 - - - - - 48 0 48 0 48 - - Teleport complete on 19f - - - - - All: 1~31f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Storm Super Combo Jab.gif 10x20*120 0 #DIV/0! HL - 1+5 80 81 6 166 80 81 -45 - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack X 1st Hit: Vacuum, 21st Hit: Hard Knockdown 1st Hit: Vacuum, 21st Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6f -
Super Combo Strong.gif 10x20*120 0 #DIV/0! HL - 1+10 80 81 11 171 80 81 -45 - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack X 1st Hit: Vacuum, 21st Hit: Hard Knockdown 1st Hit: Vacuum, 21st Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f -
Super Combo Fierce.gif 10x20*120 0 #DIV/0! HL - 1+15 80 81 16 176 80 81 -45 - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack X 1st Hit: Vacuum, 21st Hit: Hard Knockdown 1st Hit: Vacuum, 21st Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Stream Ultra Combo 1 340 0 0/0 HL - 1+10 - Total 55 11 66 0 55 -25 - Invincible on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f -
Tanden Typhoon Ultra Combo 2 0*24x13*60 0 0/0 HL - 1+10 80 104 11 194 80 104 -70 - Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: