The King of Fighters 2002/Seth

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Movelist

Command Moves:
1. Tackle - f+A
- Seth rams the opponent with his shoulder
- free cancellable out of

2. Mae Age Geri - f+B
- Seth kicks the opponent's shins with the tip of his shoes
- cancellable into the Tackle f+A
- free cancellable out of

3. Back Blow - b+A
- Seth spins, hitting the opponent with the back of his fist
- cancellable
- whiffs against some crouching opponents

4. Sobat - b+B
- Seth does a hop kick forward
- overhead
- evades low attack
- free cancellable out of

5. Sliding - df+B
- Seth does a quick and short ranged slide
- cancellable if cancelled into
- low attack, even if cancelled into
- free cancellable out of

Special Moves:
1. Sho-Yoh - qcf+P
- Seth waves his hand low to the ground, causing dust(?) to appear. qcf+A does two hits and comes out alot faster than his qcf+C, while qcf+C is only one hit
- supercancellable on all hits. Supercancelling qcf+C when it doesn't counterhit, will result in any DM whiffing. Since the second hit of qcf+A sends the opponent off the ground, it is best to supercancel from the first hit
- qcf+C is a counterwire and hard knockdown
- free cancellable into
- free cancellable out of on all hits

2. Doh-Kuzushi - hcf+K
- Seth goes into a counter stance
- hcf+B reverses air and high attacks, as well as special moves and DMs, causing hard knockdown
- hcf+D reverses mid-level attacks, switching sides with the opponent and giving you enough time to run up and combo
- hcf+D builds some stock when the motion is done (regardless if the counter activates), while hcf+B (as well as his Ashi-Tori d d+P) do not build any stock

3. Ashi-Tori - d d+P
- Seth goes into a counter stance. During this stance, he will reverse low normals, including crouching punches, sending opponent into the air
- the opponent can be juggled after being sent into the air
- hard knockdown

4. An-Getsu - qcf+B(air)
- Seth comes down vertically, stomping on the opponent
- overhead
- hard knockdown
- free cancellable into

5. Raku-Getsu - qcf+D(air)
- Seth does a kick 45 degrees diagonally downwards
- if you jump over the opponent and do the move with the reversed input, he will attack towards the opponent
- free cancellable into

6. Kyu-Getsu - hcb+K
- Seth dashes forward and knees the opponent
- hcb+B comes out faster and does slightly more damage than hcb+D, but takes longer to recover
- if this move makes contact with the opponent, it can be followed up by the Ya-Getsu f+K or Gen-Getsu d+K
- it is possible to juggle the opponent after this move
- free cancellable into
- free cancellable out of

6a. Ya-Getsu - f+K (after Kyu-Getsu hcb+K)
- Seth follows up with another kick that has good recovery and comes out immediately
- free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K

6b. Gen-Getsu - d+K (after Kyu-Getsu hcb+K)
- Seth slides on the ground, attempting to sweep his opponent. This move takes a while to come out, and has some recovery time
- low attack
- free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K

DMs:
1. "Morote"-Sho-Yoh - qcfx2+P
- Seth does one very quick punch. Then he waves his hand similar to how he does during his Sho-Yoh qcf+P, causing dust to appear
- stuns the opponent on the first hit. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo while opponent is stunned
- impossible for the opponent to punish this on block, but they can guard roll behind Seth after the first hit, and punish him

2. Irimi-Nadazuki - qcf hcb+K
- Seth slides forward. If this move hits or is blocked, he will do 6 more kicks, the last one sending the opponent vertically into the air for a juggle. If the move whiffs, Seth does not do any kicks
- qcf hcb+D comes out slower and goes *slightly* further than qcf hcb+B
- low attack on the first hit
- difficult to punish this move on block unless the opponent guard rolls behind Seth as he is kicking, and combos him from behind. The last kick is able to hit opponents from behind Seth

SDMs:
1. Doh-Tori-Shichimonsatsu - qcf hcb+AC
- Seth goes into a counter stance. During this stance, he will reverse all air, high, mid and low attacks, as well as specials and most DMs

HSDM:
Sigure-Rangiku - f hcf+AC
- unblockable
- hard knockdown
- reverses directions of the opponent. This means that up becomes down, down becomes up, etc. The directions stay reversed until Seth hits the opponent, throws them or the round ends.

Notes:
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C
-CD is cancellable into command moves, specials and DMs and has autoguard near the beginning
-close D is a low attack
-vertical jump B is an instant overhead


Combos

Anywhere:
1. Close C(1), f+B, f+A - 25%
2. Close D, b+A, hcb+K, f+B - 40%
3. Close D, b+A, qcf hcb+B - 70%
4. Close D, b+A, qcf+A(1), (S)qcf hcb+B(Buffer:qcb+B), qcfx2+P - 80%
5. Crouch A, df+B, qcf+A(1), (S)qcf hcb+B(Buffer:qcb+B), qcfx2+P - 70%

Corner:
1. d d+P(counter), hcb+B, qcfx2+P - 42%
2. Close D, b+A, hcb+D, f+A/qcfx2+P - 38%/43%
3. Close D, df+B, hcb+B, qcfx2+P - 43%

Maxmode:
1. Close C(1), b+A, BC, run Close D, b+A, qcf+A(1), (S)qcf hcb+B(Buffer:qcb+B), qcfx2+P - 85%

Attack Strings:
1. Jump A, qcf+B (Corner)
2. Crouch AA, df+B, hcb+B

Move Properties:
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C
-CD is cancellable into command moves, specials and DMs and has autoguard
-free cancellable into moves are qcf+P, hcb+K, qcf+K(air), hcf+K
-free cancellable out-of moves are f+B, df+B, b+B, qcf+P, hcb+K, f+K followup of hcb+K and d+K followup of hcb+K
-b+A is cancellable, df+B is cancellable if cancelled into
-close D, df+B and d+K followup of hcb+K, are low attacks
-qcf+B in air and b+B are overheads
-qcf+P is supercancellable
-qcf+B(air), qcf+C and d d+P(counter) are hard knockdowns
-qcfx2+P on the first hit, stuns the opponent. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo

Strategies:

Notes:
-b+A whiffs against most crouching opponents