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

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{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LP Sonic Boom<br>(Fireball)|{{Qcf}}{{lp}}<br>236+LP|s|a|r|B|H|60|50|M|Su|notes|}}
{{OSFIVFrameDataRow|LP Sonic Boom<br>(Fireball)|{{Qcf}}{{lp}}<br>236+LP|s|a|r|B|H|60|50|M|Su|-|}}
{{OSFIVFrameDataRow|MP Sonic Boom<br>(Fireball)|{{Qcf}}{{mp}}<br>236+MP|s|a|r|B|H|60|50|M|Su|notes|}}
{{OSFIVFrameDataRow|MP Sonic Boom<br>(Fireball)|{{Qcf}}{{mp}}<br>236+MP|s|a|r|B|H|60|50|M|Su|-|}}
{{OSFIVFrameDataRow|HP Sonic Boom<br>(Fireball)|{{Qcf}}{{hp}}<br>236+HP|s|a|r|B|H|60|50|M|Su|notes|}}
{{OSFIVFrameDataRow|HP Sonic Boom<br>(Fireball)|{{Qcf}}{{hp}}<br>236+HP|s|a|r|B|H|60|50|M|Su|-|}}
{{OSFIVFrameDataRow2|{{ex}} Sonic Boom<br>(Fireball)|{{Qcf}}{{2p}}<br>236+PP|s|a|r|B|H|45x2|50x2|M|FA|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Sonic Boom<br>(Fireball)|{{Qcf}}{{2p}}<br>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|}}
 
{{OSFIVFrameDataRow|LP Shoryuken<br>(Uppercut)|{{Dp}}{{lp}}<br>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|}}
{{OSFIVFrameDataRow|MP Shoryuken<br>(Uppercut)|{{Dp}}{{mp}}<br>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|}}
{{OSFIVFrameDataRow|HP Shoryuken<br>(Uppercut)|{{Dp}}{{hp}}<br>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|}}
{{OSFIVFrameDataRow| + 2nd Shoryuken|+ {{Dp}}{{P}}<br>+ 623+P|-|-|-|B|KD|40|25|M|-|-|}}
{{OSFIVFrameDataRow| + 3rd Shoryuken|+ {{Dp}}{{P}}<br>+ 623+P|-|-|-|B|KD|30|10|M|-|-|}}
{{OSFIVFrameDataRow|{{ex}} Shoryuken<br>(Uppercut)|{{Dp}}{{2p}}<br>623+PP|s|a|r|B|KD|D|S|M|FA|Hits twice on block or when armor absorbed, both hits FA cancellable|}}
{{OSFIVFrameDataRow| + EX 2nd Shoryuken|+ {{Dp}}{{P}}<br>+ 623+P|-|-|-|B|KD|40|25|M|-|-|}}
{{OSFIVFrameDataRow2| + EX 3rd Shoryuken|+ {{Dp}}{{P}}<br>+ 623+P|-|-|-|B|KD|60|30|M|-|-|}}
 
{{OSFIVFrameDataRow|LK Chariot Tackle<br>(Shoulder)|{{Qcf}}{{lk}}<br>236+LK|s|a|r|B|KD|120|150|M|Su|-|}}
{{OSFIVFrameDataRow|MK Chariot Tackle<br>(Shoulder)|{{Qcf}}{{mk}}<br>236+MK|s|a|r|B|KD|130|150|M|Su|-|}}
{{OSFIVFrameDataRow|HK Chariot Tackle<br>(Shoulder)|{{Qcf}}{{hk}}<br>236+HK|s|a|r|B|KD|150|180|M|Su|-|}}
{{OSFIVFrameDataRow2|{{ex}} Chariot Tackle<br>(Shoulder)|{{Qcf}}{{2k}}<br>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|}}
 
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LK Hyakuretsukyaku<br>(Spin Kick)|{{Qcb}}{{lk}}<br>214+LK|s|a|r|B|KD|160|200|M|Su*|-|}}
{{OSFIVFrameDataRow|MK Hyakuretsukyaku<br>(Spin Kick)|{{Qcb}}{{mk}}<br>214+MK|s|a|r|B|KD|170|200|M|Su*|-|}}
{{OSFIVFrameDataRow|HK Hyakuretsukyaku<br>(Spin Kick)|{{Qcb}}{{hk}}<br>214+HK|s|a|r|B|KD|180|200|M|Su*|-|}}
{{OSFIVFrameDataRow2|{{ex}} Hyakuretsukyaku<br>(Spin Kick)|{{Qcb}}{{2k}}<br>214+KK|s|a|r|B|KD|150|250|M|-|Can juggle afterward in the corner|}}
 
{{OSFIVFrameDataRow|LP Spinning Piledriver<br>(Command Grab)|{{360}}{{lp}}<br>360+LP|s|a|r|-|KD|170|200|T|-|-|}}
{{OSFIVFrameDataRow|MP Spinning Piledriver<br>(Command Grab)|{{360}}{{mp}}<br>360+MP|s|a|r|-|KD|180|200|T|-|-|}}
{{OSFIVFrameDataRow|HP Spinning Piledriver<br>(Command Grab)|{{360}}{{hp}}<br>360+HP|s|a|r|-|KD|190|200|T|-|-|}}
{{OSFIVFrameDataRow2|{{ex}} Spinning Piledriver<br>(Command Grab)|{{360}}{{2p}}<br>360+PP|s|a|r|-|KD|200|200|T|-|-|}}
 
{{OSFIVFrameDataRow|LP Tanden Engine<br>(Vacuum)|{{Rdp}}{{lp}}<br>421+LP|s|a|r|B|H|-|-|M|-|-|}}
{{OSFIVFrameDataRow|MP Tanden Engine<br>(Vacuum)|{{Rdp}}{{mp}}<br>421+MP|s|a|r|B|H|-|-|M|-|-|}}
{{OSFIVFrameDataRow|HP Tanden Engine<br>(Vacuum)|{{Rdp}}{{hp}}<br>421+HP|s|a|r|B|H|-|-|M|-|-|}}
{{OSFIVFrameDataRow2|{{ex}}{{ex}} Tanden Engine<br>(Vacuum)|{{Rdp}}{{2p}}<br>421+PP|s|a|r|B|H|-|-|M|-|Costs 2 bars; restands airborne opponents|}}
 
{{OSFIVFrameDataRow|P Yoga Teleport|{{Dp}}/{{Rdp}} + {{3p}}<br>623 or 421+PPP|-|-|r|-|-|-|-|-|-|Forward version switches sides with opponent|}}
{{OSFIVFrameDataRow|K Yoga Teleport|{{Dp}}/{{Rdp}} + {{3k}}<br>623 or 421+KKK|-|-|r|-|-|-|-|-|-|-|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}

Revision as of 19:45, 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 -
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

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
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