Ultra Street Fighter IV/Seth/Omega: Difference between revisions

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(Created page with "{{OSFIVHeader}} {{USFIVCharacterHeader|Seth|Seth| | }} (Intro paragraph to describe overall gameplay) Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_...")
 
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{{OSFIVFrameDataRow|Scythe Kick<br>(Overhead)|cl.{{hk}} (hold)|s|a|r|B|H|40*70|125*75|H|Su / -|2 hits, only 1st is cancellable|}}
{{OSFIVFrameDataRow|Scythe Kick<br>(Overhead)|cl.{{hk}} (hold)|s|a|r|B|H|40*70|125*75|H|Su / -|2 hits, only 1st is cancellable|}}
{{OSFIVFrameDataRow|Double Zoom Punch|{{Right}}{{hp}}|s|a|r|B|H|80|200|M|-|-|}}
{{OSFIVFrameDataRow|Double Zoom Punch|{{Right}}{{hp}}|s|a|r|B|H|80|200|M|-|-|}}
{{OSFIVFrameDataRow|Target Combo|far.{{lp}}>{{mp}}|-|-|-|B|H|30*60|50*100|M|Sp Su|Doesn't work from Close 5LP; the Far 5LP starter can whiff on crouching characters|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Target Combo|far.{{lp}}>{{mp}}|-|-|-|B|H|D|S|M|c|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|s|a|-|-|-|50|50|H|-|-|}}
 
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|s|a|-|-|-|50*30|50x2|H|-|Puts airborne opponent into limited juggle state (free juggle if only 1 hit connects)|}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|s|a|-|-|-|80|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|s|a|-|-|-|D|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|s|a|-|-|-|45|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|s|a|-|-|-|D|100|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|s|a|-|-|-|70|100|H|-|Crossup|}}
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|s|a|-|-|-|D|200|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|s|a|-|-|-|90|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|s|a|-|-|-|D|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|s|a|-|-|-|50|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|s|a|-|-|-|D|100|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|s|a|-|-|-|80|100|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|s|a|-|-|-|D|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|s|a|-|-|-|80|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|s|a|-|-|-|D|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|s|a|-|-|-|45|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|s|a|-|-|-|D|100|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|s|a|-|-|-|D|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|s|a|-|-|-|D|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|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|}}
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|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|}}
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|s|a|-|-|-|D|200|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|s|a|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|Jump Double Zoom Punch|Air {{Downright}}{{hp}}<br>(Neutral Jump)|s|a|r|-|-|60|100|H|-|-|}}
{{OSFIVFrameDataRow|Yosokyaku<br>(Headstomps)|Air {{Down}}{{mk}}<br>(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|}}
{{OSFIVFrameDataRow|Yosokyaku<br>(Headstomps)|Air {{Down}}{{mk}}<br>(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|}}
{{OSFIVFrameDataRow|Tenmakujinkyaku<br>(Divekick)|Air {{Down}}{{hk}}|s|a|r|-|H|60|100|H|-|-|}}
{{OSFIVFrameDataRow|Tenmakujinkyaku<br>(Divekick)|Air {{Down}}{{hk}}|s|a|r|-|H|60|100|H|-|Forward jump only; knocks down vs. airborne opponents|}}
{{OSFIVFrameDataRow|Jump Double Zoom Punch|Air {{Downright}}{{hp}}<br>(Neutral Jump)|s|a|r|-|-|60|100|H|-|-|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|21|2|35|-21|KD|D|S|M|Dash|KD Adv: +x; +x after Forward Dash, +x after Back Dash|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|21|2|35|-21|KD|100|150|M|Dash|KD Adv: +x; +x after Forward Dash, +x after Back Dash|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|s|2|35|-15|crumple|D|S|M|Dash|-|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|s|2|35|-15|crumple|85|150|M|Dash|-|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|s|2|35|crumple|crumple|D|S|-|Dash|Unblockable|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|s|2|35|crumple|crumple|150|200|-|Dash|Unblockable|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
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== Combos ==
== Combos ==

Revision as of 02:41, 27 April 2022

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

  • HP: 50 less (850 > 800)
  • Throw: slightly shorter range
  • 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
  • Normal Move Changes:
  • Command Normal Changes:
  • Special Move Changes:
  • Super/Ultra Changes:

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 21 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 s 2 35 -15 crumple 85 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s 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 notes
MP Sonic Boom
(Fireball)
Qcf.pngMp.png
236+MP
s a r B H 60 50 M Su notes
HP Sonic Boom
(Fireball)
Qcf.pngHp.png
236+HP
s a r B H 60 50 M Su notes
Ex.png Sonic Boom
(Fireball)
Qcf.png2p.png
236+PP
s a r B H 45x2 50x2 M FA notes
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

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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