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{{USFIV Char Subnav|chara=Seth}} | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
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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.}} | 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''' | |||
[http://www.youtube.com/results?search_query=Poongko+Seth+USF4 Poongko] (KR), [http://www.youtube.com/results?search_query=Dashio+Seth+USF4 Dashio] (JP), [http://www.youtube.com/results?search_query=Problem+X+Seth+USF4 Problem X] (UK) | |||
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Seth/Omega|Click for Omega SF4 version]] | |||
== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Seth Seth SF4 Changelist] | |||
== Character Specific Data == | == Character Specific Data == | ||
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{{USFIVFrameDataGlanceTableHeader}} | {{USFIVFrameDataGlanceTableHeader}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|4|2|5|10|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close | {{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|75|100|40|HL|sp/su|5|2|10|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|90[80]|200[150]|60|HL|sp/su|4|5|20|28|18|23|-7|-2|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|35|50|20|HL|-|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|70|100|40|HL|sp/su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|40*70|125*75|60*20|HL|su*-|7|2*2|16|26|18|23[22]|0|5[4]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|ch/sp/su|5|2|5|11|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|60|100|40|HL|su|6|2|13|20|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|80|200|60|HL|-|13|3|30|45|25|28|-8|-5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|-|4|2|8|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|60|100|40|HL|-|8|3|12|22|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|90|200|60|HL|-|10|3|18|30|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|50|100|40|HL|sp/su|5|2|9|17|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|60*30|100*100|60*20|HL|sp/su|10|2(2)2|19|34|18|-|-3|-|||||[1st Hit]: Forces stand, [2nd Hit]: Free Juggle|[1st Hit]: Forces stand, [2nd Hit]: Free Juggle|[1st Hit]: Reset, [2nd Hit]: Free Juggle|[1st Hit]: Reset, [2nd Hit]: Free Juggle|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|ch/sp/su|5|2|8|14|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|50|100|40|L|sp/su|7|3|14|23|12|16|-5|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|80|100|60|L|-|8|2|25|34|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|80|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|45|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|6|9|-|14|||-|-|6~14F can control air movement||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|4|10|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|50*30|50*50|40*20|H|-|4|2*3|-|8|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Lower body: 1~8F|-|-|JP: 0*1|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|80|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|45|50|20|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|90|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yosokyaku (1)|Head Stomp (1)|d + mk|| | {{USFIVFrameDataGlanceRow|Yosokyaku (1)|Head Stomp (1)|d + mk||Headstomp 1 {{Down}}+{{mk}}|50|50|40|H|-|3|3|After landing 7|13|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|Yosokyaku (2)|Head Stomp (2)||Perform after Yosokyaku (1)| | {{USFIVFrameDataGlanceRow|Yosokyaku (2)|Head Stomp (2)||Perform after Yosokyaku (1)|Headstomp 2 {{Down}}+{{mk}}|30|50|40|H|-|4|3|After landing 7|14|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataGlanceRow|Yosokyaku (3)|Head Stomp (3)||Perform after Yosokyaku (2)| | {{USFIVFrameDataGlanceRow|Yosokyaku (3)|Head Stomp (3)||Perform after Yosokyaku (2)|Headstomp 3 {{Down}}+{{mk}}|35|50|40|H|-|5|3|After landing 7|15|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 4|}} | ||
{{USFIVFrameDataGlanceRow|Tenmakujinkyaku|Dive Kick|d + hk||Dive Kick|60|100|60|H|-|12|Until ground|-|-|||-|-|||||||Reset|Reset|-|-|-|-|-|-|JP: 4|}} | {{USFIVFrameDataGlanceRow|Tenmakujinkyaku|Dive Kick|d + hk||Dive Kick<br>{{Down}}+{{hk}}|60|100|60|H|-|12|Until ground|-|-|||-|-|||||||Reset|Reset|-|-|-|-|-|-|JP: 4|}} | ||
{{USFIVFrameDataGlanceRow|Wall Jump|Wall Jump|(in air, near wall) uf|| | {{USFIVFrameDataGlanceRow|Wall Jump|Wall Jump|(in air, near wall) uf||{{Upright}} from wall|-|-|-|-|-|-|-|-|-|||-|-|Can perform until 27f of jump||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.261|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.261|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
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{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Sonic Boom|Fireball|qcf + {{p}} ex||Sonic Boom|60|50|10/20|HL|su|14|-|34|47|-|-|-5|-1|17~18f cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Sonic Boom|Fireball|qcf + {{p}} ex||Sonic Boom|60|50|10/20|HL|su|14|-|34|47|-|-|-5|-1|17~18f cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Sonic Boom|EX Fireball|||Sonic Boom | {{USFIVFrameDataGlanceRow|EX Sonic Boom|EX Fireball|||Sonic Boom {{ex}}|45*45|50*50|-250/0|HL|su|14|-|45|58|-|-|-3|1|30~31f cancellable, 2nd hit starts on 27f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Shoryuken|Uppercut|dp + {{p}} ex||Shoryuken | {{USFIVFrameDataGlanceRow|Shoryuken|Uppercut|dp + {{p}} ex||Shoryuken {{lp}}|80*60|100*50|30/40*10|HL|su*-|5|2*16|11+13|46|19|-|-21|-|||||||||-|-|Lower body: 1~22F|Lower body: 1~22F|1~7F|8F~|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Shoryuken | {{USFIVFrameDataGlanceRow|||||Shoryuken {{mp}}|90*60|100*50|30/40*10|HL|su*-|5|2*16|21+13|56|19|-|-31|-|||||||||-|All: 1~5F|Lower body: 8~22F|Lower body: 8~22F|-|8F~|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Shoryuken | {{USFIVFrameDataGlanceRow|||||Shoryuken {{hp}}|100*80|100*50|30/40*10|HL|su*-|5|2*16|24+13|59|19|-|-34|-|||||||||-|All: 1~5F|Lower body: 8~22F|Lower body: 8~22F|-|8F~|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Shoryuken|EX Uppercut|||Shoryuken | {{USFIVFrameDataGlanceRow|EX Shoryuken|EX Uppercut|||Shoryuken {{ex}}|100*50|100*50|-250/0|HL|su*-|5|2*16|26+13|61|21||-34|-|||||||||-|All: 1~22F|-|-|-|8F~|-|}} | ||
{{USFIVFrameDataGlanceRow|Shoryuken Followup 1|Shoryuken Followup 1|dp + p|Perform during Shoryuken|Shoryuken Followup 1|40|25|0/10|HL|-|4|8|After landing 13|-|-|-|-|-|EX version does not gain meter||||||||-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|Shoryuken Followup 1|Shoryuken Followup 1|dp + p|Perform during Shoryuken|Shoryuken Followup 1|40|25|0/10|HL|-|4|8|After landing 13|-|-|-|-|-|EX version does not gain meter||||||||-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Shoryuken Followup 2|Shoryuken Followup 2|dp + p|Perform during Shoryuken Followup 1|Shoryuken Followup 2|10[20x5]|10[10x5]|0/10[0]|HL|-|4|20[4x5]|After landing 13|-|-|-|-|-|[] refers to EX version||||||||-|-|-|-|-|-|JP: 2, [EX Version] JP: 2~6 sequentially|}} | {{USFIVFrameDataGlanceRow|Shoryuken Followup 2|Shoryuken Followup 2|dp + p|Perform during Shoryuken Followup 1|Shoryuken Followup 2|10[20x5]|10[10x5]|0/10[0]|HL|-|4|20[4x5]|After landing 13|-|-|-|-|-|[] refers to EX version||||||||-|-|-|-|-|-|JP: 2, [EX Version] JP: 2~6 sequentially|}} | ||
{{USFIVFrameDataGlanceRow|Hyakuretsukyaku|Spin Kick|qcb + {{k}} {{ex}} armorbreak||Spin Kicks | {{USFIVFrameDataGlanceRow|Hyakuretsukyaku|Spin Kick|qcb + {{k}} {{ex}} armorbreak||Spin Kicks {{lk}}|10*120|0*100|20/10*35|HL|-|12|2|36|49|14|-|-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Spin Kicks | {{USFIVFrameDataGlanceRow|||||Spin Kicks {{mk}}|10*130|0*100|20/10*35|HL|-|14|2|36|51|14|-|-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Spin Kicks | {{USFIVFrameDataGlanceRow|||||Spin Kicks {{hk}}|20*140|0*150|20/10*35|HL|-|16|2|36|53|14|-|-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Hyakuretsukyaku|EX Spin Kick|||Spin Kicks | {{USFIVFrameDataGlanceRow|EX Hyakuretsukyaku|EX Spin Kick|||Spin Kicks {{ex}}|20*110|0*250|-250/0|HL|-|16|2|36|53|14|-|-24|-|1st hit goes into animation|X|||||||-|-|All: 1~15F|All: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Tanden Engine|Vacuum|qcb + {{p}} ( {{ex}} version {{armorbreak}} )|ex version consumes 2 blocks of Super Meter|Tanden Engine | {{USFIVFrameDataGlanceRow|Tanden Engine|Vacuum|qcb + {{p}} ( {{ex}} version {{armorbreak}} )|ex version consumes 2 blocks of Super Meter|Tanden Engine {{lp}}|0|0|10/1|2.5|-|21|24|25|69|-|-|19|23|Cannot be canceled into, cannot be countered|||X|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|-|-|All: 21~68F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Tanden Engine | {{USFIVFrameDataGlanceRow|||||Tanden Engine {{mp}}|0|0|10/1|3.5|-|24|25|25|73|-|-|19|23|Cannot be canceled into, cannot be countered|||X|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|-|-|All: 24~72F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Tanden Engine | {{USFIVFrameDataGlanceRow|||||Tanden Engine {{hp}}|0|0|1-Oct|4.5|-|26|25|25|75|-|-|19|23|Cannot be canceled into, cannot be countered|||X|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|-|-|All: 26~74F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Tanden Engine|EX Vacuum|||Tanden Engine | {{USFIVFrameDataGlanceRow|EX Tanden Engine|EX Vacuum|||Tanden Engine {{ex}}|0|0|-500/0|HL|-|23|24|25|71|-|-|19|23|Cannot be countered, opponent gains 1 meter on hit|X|||Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|All: 23~70F|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataGlanceRow|Spinning Piledriver|Spinning Piledriver|360 + {{p}} ex||Spinning Pile Driver | {{USFIVFrameDataGlanceRow|Spinning Piledriver|Spinning Piledriver|360 + {{p}} ex||Spinning Pile Driver {{lp}}|130|150|30/80|1.181|-|3|2|49|53|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Spinning Pile Driver | {{USFIVFrameDataGlanceRow|||||Spinning Pile Driver {{mp}}|140|150|30/80|1.081|-|3|2|53|57|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Spinning Pile Driver | {{USFIVFrameDataGlanceRow|||||Spinning Pile Driver {{hp}}|150|150|30/80|0.981|-|3|2|56|60|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Spinning Piledriver|EX Spinning Piledriver|||Spinning Pile Driver | {{USFIVFrameDataGlanceRow|EX Spinning Piledriver|EX Spinning Piledriver|||Spinning Pile Driver {{ex}}|170|150|-250/0|1.131|-|3|2|49|53|-|-|-|-|||||Hard Knockdown|-|-|-|-|-|All: 1~4F|All: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go as far backwards as the screen allows|Teleport|0|0|-|-|-|-|-|48|48|-|-|-|-|Teleport complete on 19F||||-|-|-|-|-|All: 1~31F|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go as far backwards as the screen allows|Teleport|0|0|-|-|-|-|-|48|48|-|-|-|-|Teleport complete on 19F||||-|-|-|-|-|All: 1~31F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Tanden Storm|Super|qcf {{qcf}} + p||Super Combo | {{USFIVFrameDataGlanceRow|Tanden Storm|Super|qcf {{qcf}} + p||Super Combo {{lp}}|10x20*120|0|-1000/0|HL|-|1+5|80|81|166|-|-|-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters||X||[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: 127x21, JI:0x20*1|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{mp}}|10x20*120|0|-1000/0|HL|-|1+10|80|81|171|-|-|-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters||X||[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127x21, JI:0x20*1|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{hp}}|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|-|-|-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters||X||[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127x21, JI:0x20*1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Tanden Stream|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|340|0|0/0|HL|-|1+10|12|34|56|21||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Tanden Stream|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|340|0|0/0|HL|-|1+10|12|34|56|21||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Tanden Typhoon|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|0*24x13*60|0|0/0|HL|-|1+10|80|104|194|-|-|-70|-|Lower hitbox is a strike hitbox with vacuum effect, | {{USFIVFrameDataGlanceRow|Tanden Typhoon|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|0*24x13*60|0|0/0|HL|-|1+10|80|104|194|-|-|-70|-|Lower hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 12~89F|-|-|JP: 0x2*12x12*15, JI:1x14*12|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
Line 345: | Line 325: | ||
{{USFIVMoveListRow|Seth|ShoryukenFollowup1| | {{USFIVMoveListRow|Seth|ShoryukenFollowup1| | ||
Shoryuken Followup 1|Shoryuken Followup 1|dp + p|Perform during Shoryuken| | Shoryuken Followup 1|Shoryuken Followup 1|dp + p|Perform during Shoryuken| | ||
Seth performs another Shoryuken with his other arm. There's very little you can do other than the next followup Shoryuken; however, if you anti-aired your opponent, they might just be | Seth performs another Shoryuken with his other arm. There's very little you can do other than the next followup Shoryuken; however, if you anti-aired your opponent, they might just be high enough that you can just do the Yosokyakus instead, which leads to more damage and a reset. | ||
}} | }} | ||
{{USFIVMoveListRow|Seth|ShoryukenFollowup2| | {{USFIVMoveListRow|Seth|ShoryukenFollowup2| | ||
Line 394: | Line 374: | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
==Frame Data== | ==Frame Data== | ||
{{USFIVFrameDataTableHeader}} | {{USFIVFrameDataTableHeader}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|4|2|5|10|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close | {{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|75|100|40|HL|sp/su|5|2|10|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|90[80]|200[150]|60|HL|sp/su|4|5|20|28|18|23|-7|-2|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|35|50|20|HL|-|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|70|100|40|HL|sp/su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|40*70|125*75|60*20|HL|su*-|7|2*2|16|26|18|23[22]|0|5[4]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|ch/sp/su|5|2|5|11|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|60|100|40|HL|su|6|2|13|20|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|80|200|60|HL|-|13|3|30|45|25|28|-8|-5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|-|4|2|8|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|60|100|40|HL|-|8|3|12|22|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|90|200|60|HL|-|10|3|18|30|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|50|100|40|HL|sp/su|5|2|9|17|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|60*30|100*100|60*20|HL|sp/su|10|2(2)2|19|34|18|-|-3|-|||||[1st Hit]: Forces stand, [2nd Hit]: Free Juggle|[1st Hit]: Forces stand, [2nd Hit]: Free Juggle|[1st Hit]: Reset, [2nd Hit]: Free Juggle|[1st Hit]: Reset, [2nd Hit]: Free Juggle|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|ch/sp/su|5|2|8|14|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|50|100|40|L|sp/su|7|3|14|23|12|16|-5|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|80|100|60|L|-|8|2|25|34|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|80|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|45|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|6|9|-|14|||-|-|6~14F can control air movement||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|4|10|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|50*30|50*50|40*20|H|-|4|2*3|-|8|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Lower body: 1~8F|-|-|JP: 0*1|}} | ||
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|80|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|45|50|20|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|90|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Yosokyaku (1)|Head Stomp (1)|d + mk|| | {{USFIVFrameDataRow|Yosokyaku (1)|Head Stomp (1)|d + mk||Headstomp 1 {{Down}}+{{mk}}|50|50|40|H|-|3|3|After landing 7|13|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | ||
{{USFIVFrameDataRow|Yosokyaku (2)|Head Stomp (2)||Perform after Yosokyaku (1)| | {{USFIVFrameDataRow|Yosokyaku (2)|Head Stomp (2)||Perform after Yosokyaku (1)|Headstomp 2 {{Down}}+{{mk}}|30|50|40|H|-|4|3|After landing 7|14|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataRow|Yosokyaku (3)|Head Stomp (3)||Perform after Yosokyaku (2)| | {{USFIVFrameDataRow|Yosokyaku (3)|Head Stomp (3)||Perform after Yosokyaku (2)|Headstomp 3 {{Down}}+{{mk}}|35|50|40|H|-|5|3|After landing 7|15|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 4|}} | ||
{{USFIVFrameDataRow|Tenmakujinkyaku|Dive Kick|d + hk||Dive Kick|60|100|60|H|-|12|Until ground|-|-|||-|-|||||||Reset|Reset|-|-|-|-|-|-|JP: 4|}} | {{USFIVFrameDataRow|Tenmakujinkyaku|Dive Kick|d + hk||Dive Kick<br>{{Down}}+{{hk}}|60|100|60|H|-|12|Until ground|-|-|||-|-|||||||Reset|Reset|-|-|-|-|-|-|JP: 4|}} | ||
{{USFIVFrameDataRow|Wall Jump|Wall Jump|(in air, near wall) uf|| | {{USFIVFrameDataRow|Wall Jump|Wall Jump|(in air, near wall) uf||{{Upright}} from wall|-|-|-|-|-|-|-|-|-|||-|-|Can perform until 27f of jump||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.261|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.261|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
Line 726: | Line 427: | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Sonic Boom|Fireball|qcf + {{p}} ex||Sonic Boom|60|50|10/20|HL|su|14|-|34|47|-|-|-5|-1|17~18f cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Sonic Boom|Fireball|qcf + {{p}} ex||Sonic Boom|60|50|10/20|HL|su|14|-|34|47|-|-|-5|-1|17~18f cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Sonic Boom|EX Fireball|||Sonic Boom | {{USFIVFrameDataRow|EX Sonic Boom|EX Fireball|||Sonic Boom {{ex}}|45*45|50*50|-250/0|HL|su|14|-|45|58|-|-|-3|1|30~31f cancellable, 2nd hit starts on 27f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Shoryuken|Uppercut|dp + {{p}} ex||Shoryuken | {{USFIVFrameDataRow|Shoryuken|Uppercut|dp + {{p}} ex||Shoryuken {{lp}}|80*60|100*50|30/40*10|HL|su*-|5|2*16|11+13|46|19|-|-21|-|||||||||-|-|Lower body: 1~22F|Lower body: 1~22F|1~7F|8F~|-|}} | ||
{{USFIVFrameDataRow|||||Shoryuken | {{USFIVFrameDataRow|||||Shoryuken {{mp}}|90*60|100*50|30/40*10|HL|su*-|5|2*16|21+13|56|19|-|-31|-|||||||||-|All: 1~5F|Lower body: 8~22F|Lower body: 8~22F|-|8F~|-|}} | ||
{{USFIVFrameDataRow|||||Shoryuken | {{USFIVFrameDataRow|||||Shoryuken {{hp}}|100*80|100*50|30/40*10|HL|su*-|5|2*16|24+13|59|19|-|-34|-|||||||||-|All: 1~5F|Lower body: 8~22F|Lower body: 8~22F|-|8F~|-|}} | ||
{{USFIVFrameDataRow|EX Shoryuken|EX Uppercut|||Shoryuken | {{USFIVFrameDataRow|EX Shoryuken|EX Uppercut|||Shoryuken {{ex}}|100*50|100*50|-250/0|HL|su*-|5|2*16|26+13|61|21||-34|-|||||||||-|All: 1~22F|-|-|-|8F~|-|}} | ||
{{USFIVFrameDataRow|Shoryuken Followup 1|Shoryuken Followup 1|dp + p|Perform during Shoryuken|Shoryuken Followup 1|40|25|0/10|HL|-|4|8|After landing 13|-|-|-|-|-|EX version does not gain meter||||||||-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|Shoryuken Followup 1|Shoryuken Followup 1|dp + p|Perform during Shoryuken|Shoryuken Followup 1|40|25|0/10|HL|-|4|8|After landing 13|-|-|-|-|-|EX version does not gain meter||||||||-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Shoryuken Followup 2|Shoryuken Followup 2|dp + p|Perform during Shoryuken Followup 1|Shoryuken Followup 2|10[20x5]|10[10x5]|0/10[0]|HL|-|4|20[4x5]|After landing 13|-|-|-|-|-|[] refers to EX version||||||||-|-|-|-|-|-|JP: 2, [EX Version] JP: 2~6 sequentially|}} | {{USFIVFrameDataRow|Shoryuken Followup 2|Shoryuken Followup 2|dp + p|Perform during Shoryuken Followup 1|Shoryuken Followup 2|10[20x5]|10[10x5]|0/10[0]|HL|-|4|20[4x5]|After landing 13|-|-|-|-|-|[] refers to EX version||||||||-|-|-|-|-|-|JP: 2, [EX Version] JP: 2~6 sequentially|}} | ||
{{USFIVFrameDataRow|Hyakuretsukyaku|Spin Kick|qcb + {{k}} {{ex}} armorbreak||Spin Kicks | {{USFIVFrameDataRow|Hyakuretsukyaku|Spin Kick|qcb + {{k}} {{ex}} armorbreak||Spin Kicks {{lk}}|10*120|0*100|20/10*35|HL|-|12|2|36|49|14|-|-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Spin Kicks | {{USFIVFrameDataRow|||||Spin Kicks {{mk}}|10*130|0*100|20/10*35|HL|-|14|2|36|51|14|-|-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Spin Kicks | {{USFIVFrameDataRow|||||Spin Kicks {{hk}}|20*140|0*150|20/10*35|HL|-|16|2|36|53|14|-|-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Hyakuretsukyaku|EX Spin Kick|||Spin Kicks | {{USFIVFrameDataRow|EX Hyakuretsukyaku|EX Spin Kick|||Spin Kicks {{ex}}|20*110|0*250|-250/0|HL|-|16|2|36|53|14|-|-24|-|1st hit goes into animation|X|||||||-|-|All: 1~15F|All: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataRow|Tanden Engine|Vacuum|qcb + {{p}} ( {{ex}} version {{armorbreak}} )|ex version consumes 2 blocks of Super Meter|Tanden Engine | {{USFIVFrameDataRow|Tanden Engine|Vacuum|qcb + {{p}} ( {{ex}} version {{armorbreak}} )|ex version consumes 2 blocks of Super Meter|Tanden Engine {{lp}}|0|0|10/1|2.5|-|21|24|25|69|-|-|19|23|Cannot be canceled into, cannot be countered|||X|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|-|-|All: 21~68F|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Tanden Engine | {{USFIVFrameDataRow|||||Tanden Engine {{mp}}|0|0|10/1|3.5|-|24|25|25|73|-|-|19|23|Cannot be canceled into, cannot be countered|||X|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|-|-|All: 24~72F|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Tanden Engine | {{USFIVFrameDataRow|||||Tanden Engine {{hp}}|0|0|1-Oct|4.5|-|26|25|25|75|-|-|19|23|Cannot be canceled into, cannot be countered|||X|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|-|-|All: 26~74F|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Tanden Engine|EX Vacuum|||Tanden Engine | {{USFIVFrameDataRow|EX Tanden Engine|EX Vacuum|||Tanden Engine {{ex}}|0|0|-500/0|HL|-|23|24|25|71|-|-|19|23|Cannot be countered, opponent gains 1 meter on hit|X|||Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|Vacuum Effect, Forces Stand|-|-|-|All: 23~70F|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataRow|Spinning Piledriver|Spinning Piledriver|360 + {{p}} ex||Spinning Pile Driver | {{USFIVFrameDataRow|Spinning Piledriver|Spinning Piledriver|360 + {{p}} ex||Spinning Pile Driver {{lp}}|130|150|30/80|1.181|-|3|2|49|53|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Spinning Pile Driver | {{USFIVFrameDataRow|||||Spinning Pile Driver {{mp}}|140|150|30/80|1.081|-|3|2|53|57|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Spinning Pile Driver | {{USFIVFrameDataRow|||||Spinning Pile Driver {{hp}}|150|150|30/80|0.981|-|3|2|56|60|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Spinning Piledriver|EX Spinning Piledriver|||Spinning Pile Driver | {{USFIVFrameDataRow|EX Spinning Piledriver|EX Spinning Piledriver|||Spinning Pile Driver {{ex}}|170|150|-250/0|1.131|-|3|2|49|53|-|-|-|-|||||Hard Knockdown|-|-|-|-|-|All: 1~4F|All: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go as far backwards as the screen allows|Teleport|0|0|-|-|-|-|-|48|48|-|-|-|-|Teleport complete on 19F||||-|-|-|-|-|All: 1~31F|-|-|-|-|-|}} | {{USFIVFrameDataRow|Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go as far backwards as the screen allows|Teleport|0|0|-|-|-|-|-|48|48|-|-|-|-|Teleport complete on 19F||||-|-|-|-|-|All: 1~31F|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Tanden Storm|Super|qcf {{qcf}} + p||Super Combo | {{USFIVFrameDataRow|Tanden Storm|Super|qcf {{qcf}} + p||Super Combo {{lp}}|10x20*120|0|-1000/0|HL|-|1+5|80|81|166|-|-|-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters||X||[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: 127x21, JI:0x20*1|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{mp}}|10x20*120|0|-1000/0|HL|-|1+10|80|81|171|-|-|-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters||X||[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127x21, JI:0x20*1|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{hp}}|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|-|-|-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters||X||[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|[1st Hit]: Vacuum, [21st Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127x21, JI:0x20*1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Tanden Stream|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|340|0|0/0|HL|-|0+10|12|34|56|21||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|-|}} | {{USFIVFrameDataRow|Tanden Stream|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|340|0|0/0|HL|-|0+10|12|34|56|21||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Tanden Typhoon|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|0*24x13*60|0|0/0|HL|-|0+10|80|104|194|-|-|-70|-|Lower hitbox is a strike hitbox with vacuum effect, | {{USFIVFrameDataRow|Tanden Typhoon|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|0*24x13*60|0|0/0|HL|-|0+10|80|104|194|-|-|-70|-|Lower hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 12~89F|-|-|JP: 0x2*12x12*15, JI:1x14*12|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
|- | |- | ||
|} | |} | ||
{{Navbox-USFIV}} | {{Navbox-USFIV}} | ||
[[Category:Seth]] | |||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Revision as of 07:38, 28 June 2025

Seth
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
Ultra SFIV Changes
Character Specific Data
Seth
VITALS | |||||
---|---|---|---|---|---|
Health: | 850 | Stun: | 900 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.025 | Forward Dash Distance: | 1.35 | ||
Back Walk Speed: | 0.02 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 1.30 | |||
Jump Height Apex: | 2.21 | Back Dash Total Frames: | 25 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.27 | Back Dash Airborne: | 7 | ||
Back Jump Distance | 2.10 | Back Dash Recovery: | 10 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Yosokyaku, Tenmakujinkyaku | Hard Knockdowns: | Crouch HK, Spinning Piledriver, EX Spinning Piledriver | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Hyakuretsukyaku, EX Hyakuretsukyaku, EX Tanden Engine, Tanden Stream, Tanden Typhoon | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Crouch HP (1st Hit), Close HK (1st Hit), Sonic Boom | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -9 | L2 FA Back Dash (On Block): | -3 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 5 | 4 | 7 |
Close MP | Close ![]() |
75 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 2 | 5 |
Close HP | Close ![]() |
90[80] | 200[150] | 60 | HL | sp/su | 4 | 5 | 20 | -7 | -2 |
Close LK | Close ![]() |
35 | 50 | 20 | HL | - | 4 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 0 | 3 |
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 7 | 2*2 | 16 | 0 | 5[4] |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 4 | 7 |
Far MP | Far ![]() |
60 | 100 | 40 | HL | su | 6 | 2 | 13 | -1 | 2 |
Far HP | Far ![]() |
80 | 200 | 60 | HL | - | 13 | 3 | 30 | -8 | -5 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 4 | 2 | 8 | 1 | 4 |
Far MK | Far ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | -1 | 2 |
Far HK | Far ![]() |
90 | 200 | 60 | HL | - | 10 | 3 | 18 | -3 | 1 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 3 | 6 |
Crouch MP | Crouch ![]() |
50 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 1 | 5 |
Crouch HP | Crouch ![]() |
60*30 | 100*100 | 60*20 | HL | sp/su | 10 | 2(2)2 | 19 | -3 | - |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 5 | 2 | 8 | 1 | 4 |
Crouch MK | Crouch ![]() |
50 | 100 | 40 | L | sp/su | 7 | 3 | 14 | -5 | -1 |
Crouch HK | Crouch ![]() |
80 | 100 | 60 | L | - | 8 | 2 | 25 | -9 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 5 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 4 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
45 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
50*30 | 50*50 | 40*20 | H | - | 4 | 2*3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
45 | 50 | 20 | H | - | 6 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 5 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 6 | 8 | - | - | - |
Yosokyaku (1) | Headstomp 1 ![]() ![]() |
50 | 50 | 40 | H | - | 3 | 3 | After landing 7 | - | - |
Yosokyaku (2) | Headstomp 2 ![]() ![]() |
30 | 50 | 40 | H | - | 4 | 3 | After landing 7 | - | - |
Yosokyaku (3) | Headstomp 3 ![]() ![]() |
35 | 50 | 40 | H | - | 5 | 3 | After landing 7 | - | - |
Tenmakujinkyaku | Dive Kick![]() ![]() |
60 | 100 | 60 | H | - | 12 | Until ground | - | - | - |
Wall Jump | ![]() |
- | - | - | - | - | - | - | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 65 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 85 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 65 | 2 | 35 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 98 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 128 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | -500/0 | - | - | 65 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 98 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Genocide Shot | Forward Throw | 130 | 150 | 40 | 0.92 | - | 3 | 2 | 20 | - | - |
Death Throw | Back Throw | 130 | 150 | 40 | 0.92 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Sonic Boom | Sonic Boom | 60 | 50 | 10/20 | HL | su | 14 | - | 34 | -5 | -1 |
EX Sonic Boom | Sonic Boom ![]() |
45*45 | 50*50 | -250/0 | HL | su | 14 | - | 45 | -3 | 1 |
Shoryuken | Shoryuken ![]() |
80*60 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 11+13 | -21 | - |
Shoryuken ![]() |
90*60 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 21+13 | -31 | - | |
Shoryuken ![]() |
100*80 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 24+13 | -34 | - | |
EX Shoryuken | Shoryuken ![]() |
100*50 | 100*50 | -250/0 | HL | su*- | 5 | 2*16 | 26+13 | -34 | - |
Shoryuken Followup 1 | Shoryuken Followup 1 | 40 | 25 | 0/10 | HL | - | 4 | 8 | After landing 13 | - | - |
Shoryuken Followup 2 | Shoryuken Followup 2 | 10[20x5] | 10[10x5] | 0/10[0] | HL | - | 4 | 20[4x5] | After landing 13 | - | - |
Hyakuretsukyaku | Spin Kicks ![]() |
10*120 | 0*100 | 20/10*35 | HL | - | 12 | 2 | 36 | -24 | - |
Spin Kicks ![]() |
10*130 | 0*100 | 20/10*35 | HL | - | 14 | 2 | 36 | -24 | - | |
Spin Kicks ![]() |
20*140 | 0*150 | 20/10*35 | HL | - | 16 | 2 | 36 | -24 | - | |
EX Hyakuretsukyaku | Spin Kicks ![]() |
20*110 | 0*250 | -250/0 | HL | - | 16 | 2 | 36 | -24 | - |
Tanden Engine | Tanden Engine ![]() |
0 | 0 | 10/1 | 2.5 | - | 21 | 24 | 25 | 19 | 23 |
Tanden Engine ![]() |
0 | 0 | 10/1 | 3.5 | - | 24 | 25 | 25 | 19 | 23 | |
Tanden Engine ![]() |
0 | 0 | 1-Oct | 4.5 | - | 26 | 25 | 25 | 19 | 23 | |
EX Tanden Engine | Tanden Engine ![]() |
0 | 0 | -500/0 | HL | - | 23 | 24 | 25 | 19 | 23 |
Spinning Piledriver | Spinning Pile Driver ![]() |
130 | 150 | 30/80 | 1.181 | - | 3 | 2 | 49 | - | - |
Spinning Pile Driver ![]() |
140 | 150 | 30/80 | 1.081 | - | 3 | 2 | 53 | - | - | |
Spinning Pile Driver ![]() |
150 | 150 | 30/80 | 0.981 | - | 3 | 2 | 56 | - | - | |
EX Spinning Piledriver | Spinning Pile Driver ![]() |
170 | 150 | -250/0 | 1.131 | - | 3 | 2 | 49 | - | - |
Yoga Teleport | Teleport | 0 | 0 | - | - | - | - | - | 48 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Tanden Storm | Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+5 | 80 | 81 | -45 | - |
Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+10 | 80 | 81 | -45 | - | |
Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+15 | 80 | 81 | -45 | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Tanden Stream | Ultra Combo 1 | 340 | 0 | 0/0 | HL | - | 1+10 | 12 | 34 | -25 | - |
Tanden Typhoon | Ultra Combo 2 | 0*24x13*60 | 0 | 0/0 | HL | - | 1+10 | 80 | 104 | -70 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ Seth swings his elbow lightly. A slower jab than most, and it doesn't see much use due to frequent whiffs on certain characters. It does, however, afford the most frame advantage, which is barely enough for a cr. MK to link. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ Seth chops his opponent horizontally. A decent normal, has enough frame advantage for cr. LP, cr. MP, and even close st. HP against certain characters. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ Seth uppercuts the air above him. Seth's best close standing normal, since it can | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ Seth quickly knees his opponent. This normal has good tick | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ Seth awkwardly sticks out his leg towards the opponent. A very seldom used move since close st. HP does the exact same thing, except close st. MK deals less damage and is slower. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ Seth swings his leg over the opponent, dealing two hits as it comes down. Deals the most damage of the close standing normals, and leaves just enough frame advantage after for a cr. MP, potentially dealing a lot of damage in the corner with the Hyakuretsukyaku into toe taps. However, since cr. MP received a buff that gave it more frame advantage and its small pushback allows for close st. HP to link against most characters, you only see this move being used against the characters that particular link doesn't work on (Hakan, T. Hawk, and Zangief); even then, close st. HK into cr. LP or cr. MP is a tighter link, and you don't want to miss any combos as Seth. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ Seth nonchalantly sticks his fist out. Even slower than his close jab, but it has the same frame advantage. Against larger characters, if you really want to be safe with your combos, you can opt to | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ Seth leans forward a bit and punches. This can be used as an average anti-air for far away opponents and as a rudimentary combo ender if the opponent gets pushed back a little too far. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Seth crouches for a bit and stretches his arms out to attack the opponent as far away as possible. The infamous limb attack inherited from Dhalsim. However, it is very slow and cumbersome as an attack un like Dhalsim's st. HP; use this only at its maximum range to avoid as much punishment as possible. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ Seth sticks his foot out to attack the opponent's legs. A good normal to interrupt the opponent's movement, but its range is a little bit lacking otherwise. Another normal to end a combo if they're too far away for anything else to connect. | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Seth kicks horizontally and quickly retracts his foot. Probably Seth's best normal for poking, as it has a surprising range that not many players are aware of, even by Seth players. If you ever want to play footsies, this move is the way to go. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Seth swings his leg horizontally while moving forward a bit. Nothing special about this normal in particular; while it hits harder than far st. MK, it has a much worse recovery. Use it sparingly in footsies. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ Seth pokes out with his hand. This is your go-to hit confirm normal. It can combo into cr. MP or close st. HP pretty smoothly. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ Seth punches in | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ Seth swings his elbow upwards and launches the opponent on hit. This move opens up a few combo opportunities, but is mostly used to either confirm into HK Hyakuretsukyaku or into LP Shoryuken. It can also combo into Tanden Stream, which can come in handy, but cr. HP cannot be linked from anything other than a jump-in or some specific Sonic Boom FADC combos. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ Seth sticks his foot out underneath him. Seth's fastest | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ Seth swings his leg low. A good normal to buffer with, but it is as slow as Evil Ryu's cr. MK and not as useful since Seth leans his hurtbox much farther forward. It can be used in some option selects to catch backdashes due to its range. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Seth sweeps his leg inward. A relatively slow |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ Seth punches right in | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ Seth punches diagonally downwards. Has some use for neutral jump punishes, although jump HK is probably more useful in that regard. | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ Seth swings his fist downwards. Best button you can use as an air-to-air along with forward jump MP. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ Seth sticks his leg out diagonlly upwards. Again, not very useful. | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | Can control mid-air trajectory during active frames |
~~ Uses and Strategies ~~ Seth does a body slam. Seth can move left and right for a bit during this move, so it might help you avoid fireballs better during a neutral jump. Otherwise, little use for it. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ Seth thrusts both legs in |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ Seth sticks his fist out diagonally downwards. Once again, trumped by jump HP in usage. | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ Seth punches upwards, potentially juggling his opponents. The first hit affords a free juggle, while the second hit is slightly more limited in juggle potential. If you land both hits, you can do three Yosokyakus into the dive kick, or, if you land it while falling, you can link EX Tanden Engine for a juicy combo. If you only land the first hit, you can also do Shoryuken and its followups, or just jab for the reset. | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ Identical to neutral jump HP. No explanation needed here. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ Seth kicks diagonally downward. A good move to tick | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Seth kicks horizontally. This is Seth's main cross up move as of Ultra Street Fighter IV, since jump HK was apparently too strong. It's also just as slow, but it does have a nice range for those surprisingly far jump-ins. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ Seth kicks slightly farther diagonally. This is your main jump-in move. Decent hitbox, leaves you with a lot of hitstun to work with. You can even link cr. HP off of this if you're |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Yosokyaku (1) | Head Stomp (1) | d + mk | |
~~ Uses and Strategies ~~ The infamous head stomp, or toe tap, borrowed from Chun-Li. Seth stomps with one leg at first. You can use this as an | ||||
File:No image.png | Yosokyaku (2) | Head Stomp (2) | Perform after Yosokyaku (1) | |
~~ Uses and Strategies ~~ Seth stomps with the other leg. If you hit someone with the first Shoryuken followup after cr. HP xx LK Shoryuken and begin the head stomps, you can stop here and go straight to the dive kick, or do all three, immediately go to dive kick (which whiffs) straight into Tanden Storm or Tanden Typhoon. | ||||
File:No image.png | Yosokyaku (3) | Head Stomp (3) | Perform after Yosokyaku (2) | |
~~ Uses and Strategies ~~ Seth proceeds to stomp using both feet. If the opponent is on the ground while they get hit by this last head stomp, they receive a hard knockdown. If they're in the air, they spiral downwards slowly so you have time to dive kick them afterwards. | ||||
File:No image.png |
Tenmakujinkyaku |
Dive Kick | d + hk | |
~~ Uses and Strategies ~~ Seth performs a dive kick. It only has one angle of attack, but it can be used in cross up mixups at close ranges. Most of the time, it also affords just enough frame advantage for a good combo afterwards. Do not use this on tall characters, particularly grapplers; you will likely be punished. You can also use this at the peak of your wall jump to fake an approach. | ||||
File:No image.png |
Wall Jump |
Wall Jump | (in air, near wall) uf | |
~~ Uses and Strategies ~~ Seth performs a wall jump that takes him to about 3/4 of the screen. No longer traverses the entire screen, but it's still a useful corner escape. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ Seth does a shoulder tackle similar to Urien's Chariot Tackle from Third Strike. It's a pretty good focus attack with a lot a range and decent speed, but Seth literally lunges himself towards the opponent, so if he misses, you're bound to eat a huge combo. | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ Charging to the level 2 doesn't take up too much time, and after this crumple, you can sneak in an LP Tanden Engine before they fall for maximum damage. | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ You'll probably only land this move against scared opponents or after a stun. |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Genocide Shot |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ Seth holds his opponent up from the ground, then axe kicks them downwards. Doesn't leave Seth in a favourable position for an aerial mixup, but you can still use grounded mixups. | ||||
File:No image.png |
Death Throw |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ Seth picks his opponent up and throws them into the other side of the screen. Works just like Dhalsim's back throw, and you can even set up a Sonic Boom Teleport mixup if they delay their wakeup. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Sonic Boom |
Fireball | qcf + ![]() |
|
~~ Uses and Strategies ~~ Seth throws a Sonic Boom with one hand. Despite Seth's apparent lack of effort of throwing a Sonic Boom, he actually takes quite a while to recover from it; slightly longer than Ryu's Hadoken, for example. Your Sonic Booms should ideally be used at a range that prevents the opponent from jumping towards you too easily. If you manage to hit with any version of Sonic Boom from about half screen away, you can usually land a Tanden Stream. Some characters can even get comboed into it this way. | ||||
File:No image.png |
Shoryuken |
Uppercut | dp + ![]() |
|
~~ Uses and Strategies ~~ Seth performs a Shoryuken. In Ultra Street Fighter IV, MP and HP Shoryuken are not as invincible as they used to be; in fact, if you're far enough as a grappler, you can even catch him on his grounded frames with a command throw! For all it's worth, Shoryuken is still a good anti-air, but your timing has to be on point if you want to avoid damage. If you're anticipating a trade, you can dash forward and do the Yosokyakus or EX Tanden Engine. EX Shoryuken still has the most invinciblity out of all EX DPs, and it doesn't succumb to the -5 on FADC forward even if you FADC the 2nd hit on block. | ||||
File:No image.png |
Shoryuken Followup 1 |
Shoryuken Followup 1 | dp + p | Perform during Shoryuken |
~~ Uses and Strategies ~~ Seth performs another Shoryuken with his other arm. There's very little you can do other than the next followup Shoryuken; however, if you anti-aired your opponent, they might just be high enough that you can just do the Yosokyakus instead, which leads to more damage and a reset. | ||||
File:No image.png |
Shoryuken Followup 2 |
Shoryuken Followup 2 | dp + p | Perform during Shoryuken Followup 1 |
~~ Uses and Strategies ~~ Seth performs a spiraling Shoryuken. For the regular Shoryuken, this is the most you can do at this point. For EX Shoryuken, however, if this followup is timed so that it hits the opponent 4 or 5 times, you can link EX Tanden Engine after and land a huge combo. It costs three bars, but it is definitely worth your time getting the right amount of hits on this followup. You can also juggle with Tanden Typhoon with any number of hits if it is available. | ||||
File:No image.png |
Hyakuretsukyaku |
Spin Kick | qcb + ![]() ![]() |
|
~~ Uses and Strategies ~~ Seth does a spin kick, and if it connects, he kicks with the other leg, which suddenly unleashes a flurry of hits. This is Seth's best combo ender, and for good reason; it knocks the opponent into the other side of the screen, which leaves you with all of the space to do whatever you feel is best; either go back to playing defensively, or teleport in | ||||
File:No image.png |
Tanden Engine |
Vacuum | qcb + ![]() ![]() ![]() |
ex version consumes 2 blocks of Super Meter |
~~ Uses and Strategies ~~ Seth briefly activates his Tanden Engine to pull the opponent towards him. This move has very interesting properties; it ends faster the closer the opponent is towards Seth; at its closest, Seth can link any move from the Tanden Engine (and can create inescapable block strings), but at its farthest, Seth becomes punishable, even on hit. It also pulls in the opponent whether or not they are blocking, and as of Ultra Street Fighter IV, none of his normals will | ||||
File:No image.png |
Spinning Piledriver |
Spinning Piledriver | 360 + ![]() |
|
~~ Uses and Strategies ~~ Seth attempts to grab his opponent. If he does land the grab, he performs his own version of the Spinning Pile Driver, uppercutting the opponent before proceeding with the rest of the move. A slightly slower, shorter range version of the famed SPD, but the fact that he has it at all on top of all of his other moves is one of the main reasons Seth is hated upon so much. Once you integrate this move into your mixup game, everything suddenly becomes much deadlier and can make the opponent second guess themselves. Blocking becomes just another opportunity to be torn to shreds by Seth. That being said, SPD isn't inescapable, as it can still be avoided by jumping or backdashing, but Seth can also stuff these options with his other moves. | ||||
File:No image.png |
Yoga Teleport |
Teleport | dp or ![]() ![]() |
dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp + ![]() ![]() ![]() |
~~ Uses and Strategies ~~ Seth performs the Yoga Teleport. Another move to add to his arsenal to make his opponents hate him even more. That being said, Seth is pretty vulnerable once it ends, making it easier to option select. It is in your best interest not to use this move too often, or they will start expecting it from you and punish it. For some reason, when buffered from any animation other than wakeup, Yoga Teleport will not be properly executed, and instead, another special move, depending on the direction you use the teleport, will come out. Capcom has somehow made even teleporting with Seth a difficult task. All the more reason you should properly time your moves. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Storm |
Super Combo | qcf ![]() |
|
~~ Uses and Strategies ~~ Seth activates his Tanden Engine to suck the opponent into a sphere of wind. Most of the time, you don't really want to use this Super, since Seth has much better possible applications for his meter, and even more often, you do his Super by accident and intended for a Shoryuken to come out. However, if the opponent is within chip range, you can force most characters to get chipped out if you |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Stream |
Ultra Combo I | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ Seth sends out a shockwave that reaches the whole screen. If it connects, he proceeds to suck in his opponents into the Tanden Engine and forcefully spits them back out. If the opponent blocks it, they are pushed back a significant distance away instead. Seth's go-to Ultra against most characters; it can anti-air sufficiently, punish from full screen away (especially on opponents focus dashing Sonic Booms), and leaves him in the best position possible for a potential Sonic Boom crossup mixup with his teleport. As of Ultra Street Fighter IV, it also no longer loses in the fireball trade as often if it is blocked, since it has longer projectile invincibility. It does really | ||||
File:No image.png |
Tanden Typhoon |
Ultra Combo II | qcb ![]() ![]() |
|
~~ Uses and Strategies ~~ Seth leans his body back all the way and summons a tornado from his Tanden Engine. This is probably the better Ultra to anti-air with, since it has a constant hitbox above and slightly in |
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 5 | 10 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
75 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 16 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
90[80] | 200[150] | 60 | HL | sp/su | 4 | 5 | 20 | 28 | -7 | -2 | 18 | 23 | [] refers to active frames 3~5f | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Close LK | Close ![]() |
35 | 50 | 20 | HL | - | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 7 | 2*2 | 16 | 26 | 0 | 5[4] | 18 | 23[22] | [] refers to vs crouching | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 11 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
60 | 100 | 40 | HL | su | 6 | 2 | 13 | 20 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
80 | 200 | 60 | HL | - | 13 | 3 | 30 | 45 | -8 | -5 | 25 | 28 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 4 | 2 | 8 | 13 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | 22 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
90 | 200 | 60 | HL | - | 10 | 3 | 18 | 30 | -3 | 1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
50 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 17 | 1 | 5 | 14 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
60*30 | 100*100 | 60*20 | HL | sp/su | 10 | 2(2)2 | 19 | 34 | -3 | - | 18 | - | [1st Hit]: Forces stand, [2nd Hit]: Free Juggle | [1st Hit]: Forces stand, [2nd Hit]: Free Juggle | [1st Hit]: Reset, [2nd Hit]: Free Juggle | [1st Hit]: Reset, [2nd Hit]: Free Juggle | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 5 | 2 | 8 | 14 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
50 | 100 | 40 | L | sp/su | 7 | 3 | 14 | 23 | -5 | -1 | 12 | 16 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
80 | 100 | 60 | L | - | 8 | 2 | 25 | 34 | -9 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 5 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
45 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | 14 | - | - | 6~14F can control air movement | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | |||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 4 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
50*30 | 50*50 | 40*20 | H | - | 4 | 2*3 | - | 8 | - | - | 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown | 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown | - | - | - | Lower body: 1~8F | - | - | JP: 0*1 | ||||||||
Angled Jump HP | Angled Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
45 | 50 | 20 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | - | - | - | - | ||||||||
Yosokyaku (1) | Headstomp 1 ![]() ![]() |
50 | 50 | 40 | H | - | 3 | 3 | After landing 7 | 13 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2 | ||||||||
Yosokyaku (2) | Headstomp 2 ![]() ![]() |
30 | 50 | 40 | H | - | 4 | 3 | After landing 7 | 14 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 3 | ||||||||
Yosokyaku (3) | Headstomp 3 ![]() ![]() |
35 | 50 | 40 | H | - | 5 | 3 | After landing 7 | 15 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 4 | ||||||||
Tenmakujinkyaku | Dive Kick![]() ![]() |
60 | 100 | 60 | H | - | 12 | Until ground | - | - | - | - | Reset | Reset | - | - | - | - | - | - | JP: 4 | ||||||||
Wall Jump | ![]() |
- | - | - | - | - | - | - | - | - | - | - | Can perform until 27f of jump | - | - | - | - | - | - | - | - | - | - | - | |||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 65 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 2.261 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 85 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.261 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 65 | 2 | 35 | 101 | - | - | - | - | Range: 2.261, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 98 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 2.261, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 128 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | -500/0 | - | - | 65 | 2 | 35 | 101 | - | - | - | - | Range: 2.261, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 98 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Genocide Shot | Forward Throw | 130 | 150 | 40 | 0.92 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Death Throw | Back Throw | 130 | 150 | 40 | 0.92 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Sonic Boom | Sonic Boom | 60 | 50 | 10/20 | HL | su | 14 | - | 34 | 47 | -5 | -1 | - | - | 17~18f cancellable | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
EX Sonic Boom | Sonic Boom ![]() |
45*45 | 50*50 | -250/0 | HL | su | 14 | - | 45 | 58 | -3 | 1 | - | - | 30~31f cancellable, 2nd hit starts on 27f | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Shoryuken | Shoryuken ![]() |
80*60 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 11+13 | 46 | -21 | - | 19 | - | - | - | Lower body: 1~22F | Lower body: 1~22F | 1~7F | 8F~ | - | ||||||||
Shoryuken ![]() |
90*60 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 21+13 | 56 | -31 | - | 19 | - | - | All: 1~5F | Lower body: 8~22F | Lower body: 8~22F | - | 8F~ | - | |||||||||
Shoryuken ![]() |
100*80 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 24+13 | 59 | -34 | - | 19 | - | - | All: 1~5F | Lower body: 8~22F | Lower body: 8~22F | - | 8F~ | - | |||||||||
EX Shoryuken | Shoryuken ![]() |
100*50 | 100*50 | -250/0 | HL | su*- | 5 | 2*16 | 26+13 | 61 | -34 | - | 21 | - | All: 1~22F | - | - | - | 8F~ | - | |||||||||
Shoryuken Followup 1 | Shoryuken Followup 1 | 40 | 25 | 0/10 | HL | - | 4 | 8 | After landing 13 | - | - | - | - | - | EX version does not gain meter | - | - | - | - | - | - | JP: 1 | |||||||
Shoryuken Followup 2 | Shoryuken Followup 2 | 10[20x5] | 10[10x5] | 0/10[0] | HL | - | 4 | 20[4x5] | After landing 13 | - | - | - | - | - | [] refers to EX version | - | - | - | - | - | - | JP: 2, [EX Version] JP: 2~6 sequentially | |||||||
Hyakuretsukyaku | Spin Kicks ![]() |
10*120 | 0*100 | 20/10*35 | HL | - | 12 | 2 | 36 | 49 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | - | - | - | - | - | ||||||
Spin Kicks ![]() |
10*130 | 0*100 | 20/10*35 | HL | - | 14 | 2 | 36 | 51 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | - | - | - | - | - | |||||||
Spin Kicks ![]() |
20*140 | 0*150 | 20/10*35 | HL | - | 16 | 2 | 36 | 53 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | - | - | - | - | - | |||||||
EX Hyakuretsukyaku | Spin Kicks ![]() |
20*110 | 0*250 | -250/0 | HL | - | 16 | 2 | 36 | 53 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | All: 1~15F | All: 1~15F | - | - | - | ||||||
Tanden Engine | Tanden Engine ![]() |
0 | 0 | 10/1 | 2.5 | - | 21 | 24 | 25 | 69 | 19 | 23 | - | - | Cannot be canceled into, cannot be countered | X | Vacuum Effect, Forces Stand | Vacuum Effect, Forces Stand | - | - | - | - | - | All: 21~68F | - | - | - | ||
Tanden Engine ![]() |
0 | 0 | 10/1 | 3.5 | - | 24 | 25 | 25 | 73 | 19 | 23 | - | - | Cannot be canceled into, cannot be countered | X | Vacuum Effect, Forces Stand | Vacuum Effect, Forces Stand | - | - | - | - | - | All: 24~72F | - | - | - | |||
Tanden Engine ![]() |
0 | 0 | 1-Oct | 4.5 | - | 26 | 25 | 25 | 75 | 19 | 23 | - | - | Cannot be canceled into, cannot be countered | X | Vacuum Effect, Forces Stand | Vacuum Effect, Forces Stand | - | - | - | - | - | All: 26~74F | - | - | - | |||
EX Tanden Engine | Tanden Engine ![]() |
0 | 0 | -500/0 | HL | - | 23 | 24 | 25 | 71 | 19 | 23 | - | - | Cannot be countered, opponent gains 1 meter on hit | X | Vacuum Effect, Forces Stand | Vacuum Effect, Forces Stand | Vacuum Effect, Forces Stand | Vacuum Effect, Forces Stand | - | - | - | All: 23~70F | - | - | JP: Infinite, resets juggle count to 0 | ||
Spinning Piledriver | Spinning Pile Driver ![]() |
130 | 150 | 30/80 | 1.181 | - | 3 | 2 | 49 | 53 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Spinning Pile Driver ![]() |
140 | 150 | 30/80 | 1.081 | - | 3 | 2 | 53 | 57 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
Spinning Pile Driver ![]() |
150 | 150 | 30/80 | 0.981 | - | 3 | 2 | 56 | 60 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
EX Spinning Piledriver | Spinning Pile Driver ![]() |
170 | 150 | -250/0 | 1.131 | - | 3 | 2 | 49 | 53 | - | - | - | - | Hard Knockdown | - | - | - | - | - | All: 1~4F | All: 1~4F | - | - | - | ||||
Yoga Teleport | Teleport | 0 | 0 | - | - | - | - | - | 48 | 48 | - | - | - | - | Teleport complete on 19F | - | - | - | - | - | All: 1~31F | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Tanden Storm | Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+5 | 80 | 81 | 166 | -45 | - | - | - | Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters | X | [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown | [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~6F | - | - | - | - | JP: 127x21, JI:0x20*1 | ||
Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+10 | 80 | 81 | 171 | -45 | - | - | - | Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters | X | [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown | [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1F | - | - | - | - | JP: 127x21, JI:0x20*1 | |||
Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+15 | 80 | 81 | 176 | -45 | - | - | - | Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters | X | [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown | [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1F | - | - | - | - | JP: 127x21, JI:0x20*1 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Tanden Stream | Ultra Combo 1 | 340 | 0 | 0/0 | HL | - | 0+10 | 12 | 34 | 56 | -25 | - | 21 | Invincible on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~12F | - | - | - | - | - | |||
Tanden Typhoon | Ultra Combo 2 | 0*24x13*60 | 0 | 0/0 | HL | - | 0+10 | 80 | 104 | 194 | -70 | - | - | - | Lower hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox | X | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | All: 12~89F | - | - | JP: 0x2*12x12*15, JI:1x14*12 | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |