Seth (SSFIV)

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

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 LP HL 30 50 20 ch/sp/su 4 2 5 +4 +7
Close MP HL 75 100 40 sp/su 7 2 10 0 +3
Close HP HL 90[80] 200[150] 60 sp/su 4 5 20 -7 -2 Forces stand
Close LK HL 35 50 20 - 4 2 6 +3 +6
Close MK HL 70 100 40 sp/su 7 2 12 0 +3
Close HK HL 40*70 125*75 60*20 su 7 2*2 16 0 +5 1st hit can be cancelled
Far LP HL 30 50 20 ch/sp/su 5 2 5 +4 +7
Far MP HL 60 100 40 su 6 2 13 -1 +2
Far HP HL 80 200 60 - 13 3 30 -15 -11
Far LK HL 40 50 20 - 4 2 8 +1 +4
Far MK HL 60 100 40 - 8 2 13 -1 +2
Far HK HL 90 200 60 - 10 3 18 -3 +1
crouch LP HL 20 50 20 ch/sp/su 4 2 6 +3 +6
crouch MP HL 50 100 40 sp/su 5 2 11 -1 +3
crouch HP HL 60*30 100*100 60*20 sp/su 11 2(2)2 18 -2 - 1st hit forces stand
crouch LK L 20 50 20 ch/sp/su 5 2 8 +1 +4 Low attack
crouch MK L 50 100 40 sp/su 7 2 14 -4 0 Low attack
crouch HK L 80 100 60 - 8 2 25 -9 - cannot fast recover
Jump up LP H 50 50 20 - 5 5 - - -
Jump up MP H 80 100 40 - 6 4 - - -
Jump up HP H 60 200 60 - 9 4 - - -
Jump up LK H 45 50 20 - 5 6 - - -
Jump up MK H 80 100 40 - 6 9 - - -
Jump up HK H 100 200 60 - 7 4 - - -
Jump forward LP H 50 50 20 - 4 10 - - -
Jump forward MP H 50*30 50*50 40*20 - 4 2*3 - - - Pursuit property
Jump forward HP H 80 200 60 - 4 2 - - -
Jump forward LK H 45 50 20 - 6 8 - - -
Jump forward MK H 70 100 40 - 6 5 - - -
Jump forward HK H 90 200 60 - 6 8 - - -
Head Stomp (1) H 50 50 40 - 3 Until ground 7 - -
Head Stomp (2) H 30 50 40 - 4 Until ground 7 - -
Head Stomp (3) H 35 50 40 - 5 Until ground 7 - -
Dive Kick H 60 100 60 - 12 Until ground - - - Pursuit property
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 - 48 -6 -2
Sonic Boom EX HL 45*45 50*50 -250/0 su 14 - 61 -6 -2
Shoryuken LP HL 80*60 100*50 30/40*10*10 su 5 2*16 11+13 -19 - 1~7f cannot be thrown, 1st hit cancellable
Shoryuken MP HL 90*60 100*50 30/40*10*10 su 5 2*16 21+13 -29 - 1~7f invincible, 1st hit cancellable
Shoryuken HP HL 100*80 100*50 30/40*10*10 su 5 2*16 24+13 -32 - 1~7f invincible
Shoryuken EX HL 100*50 100*50 -250/0 su 5 2*16 26+13 -34 - 1~22f invincible
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 LK HL 10*100 0*200 20/10*35 - 12 2 36 -24 - Armor break
Hyakuretsu MK HL 10*100 0*200 20/10*35 - 14 2 36 -24 - Armor break
Hyakuretsu HK HL 10*100 0*200 20/10*35 - 16 2 36 -24 - Armor break
Hyakuretsu EX HL 20*100 0*250 -250/0 - 16 2 36 -24 - Armor break
Tandem Engine LP 2.5 0 0 10/1 - 21 24 25 +19 +23
Tandem Engine MP 3.5 0 0 10/1 - 24 25 25 +19 +23
Tandem Engine HP 4.5 0 0 10/1 - 26 26 25 +19 +23
Tandem Engine EX HL 0 0 -500/0 - 23 24 25 +19 +23
Spinning Pile Driver LP 1.1 130 50*150 30/40*40 - 3 2 49 - -
Spinning Pile Driver MP 1.0 140 50*150 30/40*40 - 3 2 49 - -
Spinning Pile Driver HP 0.9 150 50*150 30/40*40 - 3 2 49 - -
Spinning Pile Driver EX 1.1 170 50*150 -250/0 - 3 2 49 - - 1~4f invincible
Yoga Teleport - 0 0 - - - - 48 - - 1~32f invincible
Super Combo LP HL 10x20*150 0 -1000/0 - 6 80 81 -50 - 1f invincible, Pursuit property
Super Combo MP HL 10x20*150 0 -1000/0 - 11 80 81 -50 - 1f invincible, Pursuit property
Super Combo HP HL 10x20*150 0 -1000/0 - 16 80 81 -50 - 1f invincible, Pursuit property
Ultra Combo 1 HL 340 0 0/0 - 1+9 - 55 -15 1~23f invincible
Ultra Combo 2 HL 0*24x13*60 0 0/0 - 1+9 80 112 -97 1~88f invincible
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes