Super Street Fighter IV AE/Seth

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Moves

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 MP HL 75 100 40 sp/su 5 2 10 +2 +5
Close HP HL 90[80] 200[150] 60 sp/su 4 5 20 -7 -2
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
Far Jab.gif 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 3 12 -1 +2
Far HK 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 MP HL 50 100 40 sp/su 5 2 11 -1 +3
crouch HP HL 60*30 100*100 60*20 sp/su 10 2(2)2 19 -3 -
crouch LK L 20 50 20 ch/sp/su 5 2 8 +1 +4
crouch MK L 50 100 40 sp/su 7 3 14 -5 -1
crouch HK L 80 100 60 - 8 2 25 -9 -
Jump up Jab.gif H 50 50 20 - 5 5 - - -
Jump up MP H 80 100 40 - 6 4 - - -
Jump up HP H 80 200 60 - 4 2 - - -
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 Jab.gif H 50 50 20 - 4 10 - - -
Jump forward MP H 50*30 50*50 40*20 - 4 2*3 - - -
Jump forward HP H 80 200 60 - 4 4 - - -
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 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 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 MP HL 90*60 100*50 30/40*10*10 su 5 2*16 21+13 -29 -
Shoryuken HP HL 100*80 100*50 30/40*10*10 su 5 2*16 24+13 -32 -
Shoryuken EX 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 LK HL 10*110 0*100 20/10*35 - 12 2 36 -24 -
Hyakuretsu MK HL 10*120 0*150 20/10*35 - 14 2 36 -24 -
Hyakuretsu HK HL 20*130 0*200 20/10*35 - 16 2 36 -24 -
Hyakuretsu EX 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 MP 3.50 0 0 10/1 - 24 25 25 +19 +23
Tandem Engine HP 4.50 0 0 10/1 - 26 25 25 +19 +23
Tandem Engine EX HL 0 0 -500/0 - 23 24 25 +19 +23
Spinning Pile Driver ??? 130 200 30/80 - 3 2 49 - -
Spinning Pile Driver EX 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: