Street Fighter V/Seth/Strategy

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V-System

V-Reversal

Standard 17 frame strike reversal.

V-Skill 1

Seth's VS1 is his signature Tanden Engine. When used, it sucks the opponent to Seth. This vacuum effect is +2 on hit and -2 on block. You can't cancel into it like a special move, but it does have a target combo associated with it, 5MP > 5HP > VS1. The range makes it a great whiff punish tool, and it has brief fireball invincibility too. You can perform a followup attack by pressing punch, but it's -16 on block. However, if it hits, Seth violently grabs the opponent with his Tanden Install, and gains access to a one use special move stolen from the opponent. The knockdown he gets from this also grants him great oki. By pressing V-Skill again, Seth does his stolen Install Art. After using it, you'll need to land another Tanden Install to use it again. This special obviously varies depending on what character you're up against. The Install Art can be cancelled from all of his specials and most normals, increasing his combo potential exponentially. The Install Arts can also be combined with his VT1 for even more combo potential. Each move has it's own combo routes and knockdown setups, so you'll have to experiment to find what's viable.

V-Skill 2

Seth's VS2 is Tanden Booster. It's a command dash that enhances all his specials. You can stop during the dash by pressing V-Skill again. You can cancel into it like a special. Hecatoncheires (214P) turns into an advancing storm of punches. Its -2 on block and leaves you with a solid mixup on hit. It's slow, and will only combo his his 5MP > 5HP target combo, or a raw st.HP. It travels a good distance, and because it's safe, it's not a terrible idea to throw it out raw every once in a while. Mad Cradle (623P) is a more forward advancing spinning body strike. It's faster than his hands special, and can combo from his medium punches. It's not good as a reversal, and as such, you aren't crush counter punishable if it's blocked. It's decent as a far out, preemptive anti air. Cruel Distaster (214P) is a similar spinning body strike, but ends with a launching kick. It's his fastest VS2 special, and can combo from any special cancellable normal except 2MK. This gives Seth decent corner carry and oki, but not remarkable damage. You can cancel all of these specials into a VT1 followup as well.

V-Trigger 1

Seth's VT1 is Tanden Ignition. It's 3 bars, and let's Seth get a new teleport followup for each of his specials, including Install Arts and VS2 specials. These can be done on hit to extend a combo or on block to make certain specials more safe. Each special takes up about 1/4 of your gauge, and due to how slowly it drains, you'll functionally get 4 uses out of it. The followup from Hecatoncheires is Titanomachy, a short dash punch. It's +2 on block and leads to a knockdown with good oki on hit. Cyclone Disaster is similar, done from Cruel Disaster, as its relatively safe at -4 with big pushback and good oki on hit. Hell's Gate is performed from his aerial dive kick, Annihilate Sword. It's a launcher that can be juggled into numerous specials. It's -4 on block, but the dive kick is already only -2, so try to hit confirm it if done raw. Mad Spin is the last one, done from Mad Cradle. It's a multihitting spiral, not stopping until you hit the ground, meaning if cancelled into at a high point of your dp, then you'll get more damage and hits from it. VT1, in combination with VS1, can be very threatening and lead to big damage if you can open your opponent up.

V-Trigger 2

Seth's VT2 is Tanden Maneuver. It's only 2 bars, and quite strong for a 2 bar trigger. On activation, Seth pulls out a glowing silver orb. Seth can guide this orb manually in 8 directions: up, down, left right, and diagonally in between those directions by pressing HP + direction. The number of hits varies because of how you can guide it, but it's usually around 6. By pressing VT again, Seth can blow the orb up, launching the opponent skyward. The damage you get from this isn't amazing due to scaling and the limited followups, but you mixup potential you can get from it is exponential, in some cases you'd rather have the opponent block it rather than get hit. You're still able to move freely while the orb is out, meaning you can crossup or get an overhead/low mixup. The one downside is that it's very weak to V-Reversals, as you'll likely get hit upon activation, causing the orb to disappear. In some cases, you can act before the V-Reversal to avoid it. This is a very strong setup VT, and it's best if you learn many different setups in order to utilize it to it's fullest extent.


Matchups

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Abigail
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Abigail[No Data]
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Akira
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Akira[No Data]
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Akuma
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Akuma[No Data]
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Alex
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Alex[No Data]
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Balrog
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Balrog[No Data]
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Birdie
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Birdie[No Data]
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Blanka
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Blanka[No Data]
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Cammy
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Cammy[No Data]
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Chun-Li
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Chun-Li[No Data]
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Cody
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Cody[No Data]
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Dan
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Dan[No Data]
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Dhalsim
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Dhalsim[No Data]
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Ed
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Ed[No Data]
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E. Honda
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E.Honda[No Data]
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Falke
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Falke[No Data]
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F.A.N.G
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F.A.N.G[No Data]
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G
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G[No Data]
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Gill
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Gill[No Data]
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Guile
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Guile[No Data]
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Ibuki
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Ibuki[No Data]
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Juri
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Juri[No Data]
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Kage
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Kage[No Data]
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Karin
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Karin[No Data]
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Ken
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Ken[No Data]
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Kolin
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Kolin[No Data]
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Laura
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Laura[No Data]
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Lucia
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Lucia[No Data]
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Luke
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Luke[No Data]
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M. Bison
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M.Bison[No Data]
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Menat
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Menat[No Data]
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Nash
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Nash[No Data]
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Necalli
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Necalli[No Data]
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Oro
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Oro[No Data]
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Poison
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Poison[No Data]
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Rashid
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Rashid[No Data]
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Rose
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Rose[No Data]
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R. Mika
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R.Mika[No Data]
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Ryu
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Ryu[No Data]
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Sagat
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Sagat[No Data]
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Sakura
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Sakura[No Data]
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Seth
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Seth[No Data]
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Urien
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Urien[No Data]
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Vega
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Vega[No Data]
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Zangief
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Zangief[No Data]
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Zeku (Old)
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Zeku (Old)[No Data]
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Zeku (Young)
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Zeku (Young)[No Data]
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External Resources

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