Ultra Street Fighter IV/Seth/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Seth

SSFIV-Seth Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Walk speed significantly increased (Forward 0.025 > 0.045, Back 0.020 > 0.035)
    • Forward Dash: 3f faster (18f > 15f), much shorter distance
    • Back Dash: slightly longer distance
    • HP: 50 less (850 > 800)
    • Throw: range unchanged


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5LK, 5HK; Far 5LP, 5LK; 2LP, 2LK; Scythe Kick (Held cl.5HK)
    • EX Sonic Boom (236PP), EX Chariot Tackle (236KK), Tanden Engine (421P, meterless only), Focus Attack + Forward Dash

Character Specific Data

Seth

VITALS
Health: 800 Stun: 900
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 2.275 Forward, 2.10 Back
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.05
Back Dash Frames: 25 Back Dash Distance: 1.34
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 19
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-15 FA + Back Dash Airborne: 6-11
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -4
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +2

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png s a r B H 75 100 M Sp Su -
5HP (Close) cl. Hp.png s a r B H 90 200 M Sp Su -
5LK (Close) cl. Lk.png s a r B H 35 50 M - -
5MK (Close) cl. Mk.png s a r B H 70 100 M Sp Su -
5HK (Close) cl. Hk.png s a r B H 40*70 125*75 M Su / - 2 hits, only 1st is cancellable; charge HK to become Scythe Kick overhead
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 30 50 M TC Ch Sp Su -
5MP (Far) far. Mp.png s a r B H 60 100 M Sp Su -
5HP (Far) far. Hp.png s a r B H 90 200 M Su -
5LK (Far) far. Lk.png s a r B H 40 50 M - -
5MK (Far) far. Mk.png s a r B H 60 100 M - -
5HK (Far) far. Hk.png s a r B H 90 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 20 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 70 100 M Sp Su -
2HP Down.gifHp.png s a r B KD 60*30 100x2 M Sp Su 2 hits, both cancellable; launches for juggle
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png s a r B H 75 100 L Sp Su -
2HK Down.gifHk.png s a r B KD 100 150 L - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Scythe Kick
(Overhead)
cl.Hk.png (hold) s a r B H 40*70 125*75 H Su / - 2 hits, only 1st is cancellable
Double Zoom Punch Right.gifHp.png s a r B H 80 200 M - -
Target Combo far.Lp.png>Mp.png - - - B H 30*60 50*100 M Sp Su Doesn't work from Close 5LP; the Far 5LP starter can whiff on crouching characters
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 50*30 50x2 H - Puts airborne opponent into limited juggle state (free juggle if only 1 hit connects)
j.HP (angled) Upright.gifHp.png s a - - - 80 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 45 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 90 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 80 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 45 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 80 100 H - The "Flying Squirrel"; pauses mid-air, can steer left/right; no minimum height requirement, very useful for dodging projectiles and baiting normal AAs; can crossup
j.HK (neutral) Up.gifHk.png s a - - - 100 200 H - -
Jump Double Zoom Punch Air Downright.gifHp.png
(Neutral Jump)
s a r - - 60 100 H - -
Yosokyaku
(Headstomps)
Air Down.gifMk.png
(x1 to x3)
s a r - H 50*30*35 50*50*50 M*H*H Self The first stomp hits mid, any chained followup stomps hit overhead
Tenmakujinkyaku
(Divekick)
Air Down.gifHk.png s a r - H 60 100 H - Forward jump only; knocks down vs. airborne opponents
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 85 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 150 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Genocide Shot
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Death Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Sonic Boom
(Fireball)
Qcf.pngLp.png
236+LP
s a r B H 60 50 M Su -
MP Sonic Boom
(Fireball)
Qcf.pngMp.png
236+MP
s a r B H 60 50 M Su -
HP Sonic Boom
(Fireball)
Qcf.pngHp.png
236+HP
s a r B H 60 50 M Su -
Ex.png Sonic Boom
(Fireball)
Qcf.png2p.png
236+PP
s a r B H 45x2 50x2 M FA Initial hitbox has very short range; stays in place for a short time, then moves forward, allowing time for jump, teleport, or throw mixups; whiffs on many crouching characters, and many crouching attacks can low profile under the fireball
LP Shoryuken
(Uppercut)
Dp.pngLp.png
623+LP
s a r B KD 80 100 M Su* Su/FA cancel on hit only; hits twice on block or when armor absorbed
MP Shoryuken
(Uppercut)
Dp.pngMp.png
623+MP
s a r B KD 90 100 M Su* Su/FA cancel on hit only; hits twice on block or when armor absorbed
HP Shoryuken
(Uppercut)
Dp.pngHp.png
623+HP
s a r B KD 100 100 M Su* Su/FA cancel on hit only; hits twice on block or when armor absorbed
+ 2nd Shoryuken + Dp.pngP.png
+ 623+P
- - - B KD 40 25 M - -
+ 3rd Shoryuken + Dp.pngP.png
+ 623+P
- - - B KD 30 10 M - -
Ex.png Shoryuken
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD D S M FA Hits twice on block or when armor absorbed, both hits FA cancellable
+ EX 2nd Shoryuken + Dp.pngP.png
+ 623+P
- - - B KD 40 25 M - -
+ EX 3rd Shoryuken + Dp.pngP.png
+ 623+P
- - - B KD 60 30 M - -
LK Chariot Tackle
(Shoulder)
Qcf.pngLk.png
236+LK
s a r B KD 120 150 M Su -
MK Chariot Tackle
(Shoulder)
Qcf.pngMk.png
236+MK
s a r B KD 130 150 M Su -
HK Chariot Tackle
(Shoulder)
Qcf.pngHk.png
236+HK
s a r B KD 150 180 M Su -
Ex.png Chariot Tackle
(Shoulder)
Qcf.png2k.png
236+KK
s a r B KD 50*100 50*150 M FA 2 hits, only 2nd hit knocks down; both hits FA cancellable but no combo after 1st hit FADC
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Hyakuretsukyaku
(Spin Kick)
Qcb.pngLk.png
214+LK
s a r B KD 160 200 M Su* -
MK Hyakuretsukyaku
(Spin Kick)
Qcb.pngMk.png
214+MK
s a r B KD 170 200 M Su* -
HK Hyakuretsukyaku
(Spin Kick)
Qcb.pngHk.png
214+HK
s a r B KD 180 200 M Su* -
Ex.png Hyakuretsukyaku
(Spin Kick)
Qcb.png2k.png
214+KK
s a r B KD 150 250 M - Can juggle afterward in the corner
LP Spinning Piledriver
(Command Grab)
360.pngLp.png
360+LP
s a r - KD 170 200 T - -
MP Spinning Piledriver
(Command Grab)
360.pngMp.png
360+MP
s a r - KD 180 200 T - -
HP Spinning Piledriver
(Command Grab)
360.pngHp.png
360+HP
s a r - KD 190 200 T - -
Ex.png Spinning Piledriver
(Command Grab)
360.png2p.png
360+PP
s a r - KD 200 200 T - -
LP Tanden Engine
(Vacuum)
Rdp.pngLp.png
421+LP
s a r B H - - M - -
MP Tanden Engine
(Vacuum)
Rdp.pngMp.png
421+MP
s a r B H - - M - -
HP Tanden Engine
(Vacuum)
Rdp.pngHp.png
421+HP
s a r B H - - M - -
Ex.pngEx.png Tanden Engine
(Vacuum)
Rdp.png2p.png
421+PP
s a r B H - - M - Costs 2 bars; restands airborne opponents
P Yoga Teleport Dp.png/Rdp.png + 3p.png
623 or 421+PPP
- - r - - - - - - Forward version switches sides with opponent
K Yoga Teleport Dp.png/Rdp.png + 3k.png
623 or 421+KKK
- - r - - - - - - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Tanden Storm
(Super)
Qcb.pngQcb.pngP.png
214214+P
s a r B KD 320 - M - -
Tanden Stream
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 340 - M - -
Tanden Typhoon
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+P
s a r B KD 372 - M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes


EX Sonic Boom vs. Crouching Opponents
Whiffs Entirely: Adon, C. Viper, Cammy, Chun-Li, Decapre, Dhalsim, El Fuerte, Elena, Guile, Guy, Ibuki, Juri, M. Bison, Makoto, Poison, Rolento, Rufus, Sakura, Vega
Both Hits Connect: Abel, Gen (Crane), Gouken, Hakan, Hugo, *Sagat, *T.Hawk, Zangief
   *Long gap between 2 hits, allowing more time to combo
Unique Cases: EX Boom can hit once while the 2nd hit whiffs, or hit inconsistently in certain crouch animations

Character Crouching Crouch Block
Dan 1st Hit Only
Dudley 1st Hit Only
Oni 1st Hit Only
Yang 1st Hit Only
Dee Jay 1st Hit Only Whiffs
Evil Ryu 1st Hit Only Whiffs
Ken 1st Hit Only Whiffs
Rose 1st Hit Only Whiffs
Ryu 1st Hit Only Whiffs
Akuma Both Hits 1st Hit Only
Yun Both Hits 1st Hit Only
E. Honda Whiffs Both Hits
Gen (Mantis) Whiffs Both Hits
Cody Whiffs 1st Hit Only
Balrog 1st Hit Only Both Hits
Fei Long *1st Hit Only Both Hits
Blanka *Random Whiffs

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief