Super Street Fighter IV AE/Seth

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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.

Players to Watch

Poongko, OnlineTony, Dashio, Problem X

Moves

Unique Attacks

Name
Command
Notes
Yosokyaku
(in air) D.png + Mk.png
Can be performed three times in a sequence; High.png
Tenmakujinkyaku
(at top of jump arc) D.png + Hk.png
High.png
Wall Jump
(in air, near wall) Uf.png

Throws

Name
Command
Notes
Genocide Shot
F.png or N.png + Lp.png + Lk.png
Throw.png
Death Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Sonic Boom
Qcf.png + P.png
Ex.png
Shoryuken
Dp.png + P.png
Ex.png
Can be performed three times in sequence
Hyakuretsukyaku
Qcb.png + K.png
Ex.png
Armorbreak.png
Tanden Engine
Qcb.png + P.png
Ex.png
Ex.png version consumes two blocks of Super Combo Gauge
Armorbreak.png only during Ex.png
Spinning Piledriver
360.png + P.png
Yoga Teleport
Dp.png or Rdp.png + 3p.png or 3k.png
Dp.png + 3p.png will appear next to opponent in back
Dp.png + 3k.png will appear next to opponent in front
Rdp.png versions are identical and will go as far backwards as the screen allows

Super Combo

Name
Command
Notes
Tanden Storm
Qcf.png qcf + P.png

Ultra Combos

Name
Command
Notes
Tanden Stream
Qcf.png qcf + 3p.png
Armorbreak.png
Tanden Typhoon
Qcb.png qcb + 3p.png
Armorbreak.png


AE ver. 2012 Changes

Jumping Heavy Punch

Changed hitbox active time from 2F to 4F.


Forward Jumping Medium Kick

Made foot region invincible to projectiles from end of active period to landing.


Shoryuken

Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus→Dash. No change to first hit’s block stun.


Tanden Stream

Made Seth become totally invincible at a certain point in the attack. Made fully hit when combo launched from crouching heavy punch. Changed damage from 380 to 340.


AE Changes

  • His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
  • Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
  • Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
  • Crouching Hard Punch's start up is slightly faster.
  • Crouching Medium Kick has slightly more active frames.
  • Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
  • His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
  • All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
  • Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
  • His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
  • Super's invincibility window was lengthened, and "the pursuit priority is increased" (connect more hits against airborne opponents).
  • Ultra 2's recovery was shortened. Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames.
  • Ultra 1 deals more damage, but has a longer recovery time.
  • Stamina increased to 800, stun increased to 900.


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 Strong.gif HL 75 100 40 sp/su 5 2 10 +2 +5
Close Fierce.gif HL 90[80] 200[150] 60 sp/su 4 5 20 -7 -2 Forces stand, [] refers to active frames 3~5f
Close Short.gif HL 35 50 20 - 4 2 6 +3 +6
Close Forward.gif HL 70 100 40 sp/su 7 2 12 0 +3
Close Roundhouse.gif HL 40*70 125*75 60*20 su*- 7 2*2 16 0 +5 Only +4 hit advantage vs crouching opponents
Far Jab.gif HL 30 50 20 ch/sp/su 5 2 5 +4 +7
Far Strong.gif HL 60 100 40 su 6 2 13 -1 +2
Far Fierce.gif HL 80 200 60 - 13 3 30 -15 -11
Far Short.gif HL 40 50 20 - 4 2 8 +1 +4
Far Forward.gif HL 60 100 40 - 8 3 12 -1 +2
Far Roundhouse.gif 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 Strong.gif HL 50 100 40 sp/su 5 2 11 -1 +3
Crouch Fierce.gif HL 60*30 100*100 60*20 sp/su 10 2(2)2 19 -3 - 1st hit forces stand, 2nd hit floats opponent
Crouch Short.gif L 20 50 20 ch/sp/su 5 2 8 +1 +4
Crouch Forward.gif L 50 100 40 sp/su 7 3 14 -5 -1
Crouch Roundhouse.gif L 80 100 60 - 8 2 25 -9 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 5 5 - - -
Jump Up Strong.gif H 80 100 40 - 6 4 - - -
Jump Up Fierce.gif H 80 200 60 - 4 4 - - -
Jump Up Short.gif H 45 50 20 - 5 6 - - -
Jump Up Forward.gif H 80 100 40 - 6 9 - - - Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible
Jump Up Roundhouse.gif H 100 200 60 - 7 4 - - -
Jump Forward Jab.gif H 50 50 20 - 4 10 - - -
Jump Forward Strong.gif H 50*30 50*50 40*20 - 4 2*3 - - - 1st hit floats opponent, [2nd air hit] limited juggle, pursuit property
Jump Forward Fierce.gif H 80 200 60 - 4 4 - - -
Jump Forward Short.gif H 45 50 20 - 6 8 - - -
Jump Forward Forward.gif H 70 100 40 - 6 5 - - -
Jump Forward Roundhouse.gif H 90 200 60 - 6 8 - - -
Head Stomp (1) H 50 50 40 - 3 3 After landing 7 - - Pursuit property
Head Stomp (2) H 30 50 40 - 4 3 After landing 7 - - Pursuit property
Head Stomp (3) H 35 50 40 - 5 3 After landing 7 - - Pursuit property
Dive Kick H 60 100 60 - 12 Until ground - - - Pursuit property
Triangle Jump - - - - - - - - - - Can perform until 27f of jump
Focus Attack LVL 1 HL 65 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 85 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.9 130 150 40 - 3 2 20 - - Hard knockdown
Back Throw 0.9 130 150 40 - 3 2 20 - - Hard knockdown
Sonic Boom (all) HL 60 50 10/20 su 14 - Total 47 -5 -1 17~18f cancellable
Sonic Boom EX.gif HL 45*45 50*50 -250/0 su 14 - Total 58 -3 +1 30~31f cancellable, 2nd hit starts on 27f
Shoryuken Jab.gif HL 80*60 100*50 30/40*10 su*su 5 2*16 11+13 -21 - 1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne
Shoryuken Strong.gif HL 90*60 100*50 30/40*10 su*su 5 2*16 21+13 -31 - 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
Shoryuken Fierce.gif HL 100*80 100*50 30/40*10 su*su 5 2*16 24+13 -34 - 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
Shoryuken EX.gif HL 100*50 100*50 -250/0 su*su 5 2*16 26+13 -34 - 1~22f invincible, 8f~ airborne,
Shoryuken (2nd) HL 40 25 0/10 - 4 8 After landing 13 - - Pursuit property, EX version does not gain meter
Shoryuken (3rd) HL 10[20x5] 10[10x5] 0/10[0] - 4 20[4x5] After landing 13 - - Pursuit property, [] refers to EX version
Hyakuretsu Short.gif HL 10*110 0*100 20/10*35 - 12 2 36 -24 - Armor break, 1st hit goes into animation
Hyakuretsu Forward.gif HL 10*120 0*150 20/10*35 - 14 2 36 -24 - Armor break, 1st hit goes into animation
Hyakuretsu Roundhouse.gif HL 20*130 0*200 20/10*35 - 16 2 36 -24 - Armor break, 1st hit goes into animation
Hyakuretsu EX.gif HL 20*100 0*250 -250/0 - 16 2 36 -24 - 1~15f strike and projectile invincible, armor break, 1st hit goes into animation
Tanden Engine Jab.gif 2.50 0 0 10/1 - 21 24 25 +19 +23 21~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
Tanden Engine Strong.gif 3.50 0 0 10/1 - 24 25 25 +19 +23 24~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
Tanden Engine Fierce.gif 4.50 0 0 10/1 - 26 25 25 +19 +23 26~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
Tanden Engine EX.gif HL 0 0 -500/0 - 23 24 25 +19 +23 23~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property
Spinning Pile Driver Jab.gif 1.18 130 200 30/80 - 3 2 49 - - Hard knockdown
Spinning Pile Driver Strong.gif 1.08 140 200 30/80 - 3 2 53 - - Hard knockdown
Spinning Pile Driver Fierce.gif 0.98 150 200 30/80 - 3 2 56 - - Hard knockdown
Spinning Pile Driver EX.gif 1.13 170 200 -250/0 - 3 2 49 - - 1~4f strike and projectile invincible, Hard knockdown
Yoga Teleport - 0 0 - - - - 48 - - 1~31f invincible, teleport complete on 19f
Super Combo Jab.gif HL 10x20*120 0 -1000/0 - 1+5 80 81 -45 - 1~6f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
Super Combo Strong.gif HL 10x20*120 0 -1000/0 - 1+10 80 81 -45 - 1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
Super Combo Fierce.gif HL 10x20*120 0 -1000/0 - 1+15 80 81 -45 - 1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
Ultra Combo 1 HL 340 0 0/0 - 0+10 - Total 66 -25 - 1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox
Ultra Combo 2 HL 0*24x13*60 0 0/0 - 0+10 80 104 -89 - 1~11f Invincible, 12~89f projectile invincible, Untechable limited juggle knockdown, armor break, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, can juggle
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes