m (→Short Movelist) |
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* qcf + P ( | * qcf + P (C: Counterwire.) | ||
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* HSDM f hcf + AC (Throw. May OTG. Reverses the directions of the opponent's inputs until Seth hits the opponent or the round ends.) | * HSDM f hcf + AC (Throw. 0 frame startup. May OTG. Reverses the directions of the opponent's inputs until Seth hits the opponent or the round ends.) | ||
==Notes== | ==Notes== | ||
===Cancellable moves=== | |||
* Close: A, B, C (1), D | |||
* Far: - | |||
* Crouch: A, C (1) | |||
* Jump: A, C | |||
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* df + B is cancellable only when you cancel into it. | * df + B is cancellable only when you cancel into it. | ||
===Super cancellable moves=== | |||
* qcf + P | |||
===Free cancellable into moves=== | |||
?? | |||
=== Free cancellable out-of moves=== | |||
?? | |||
===Moves with Invincibility=== | |||
?? | |||
=== Moves with autoguard=== | |||
* CD (startup (middle).) | |||
===Other Notes=== | |||
* cr.C (2) knocks the opponent, but he recovers in the air. | |||
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==Combos== | ==Combos== | ||
=== | ===Basic Combos=== | ||
* cl.C (1) > | * cl.D / cl.C (1) > | ||
** qcf + A (1) >> | ** b + B [18.9%] | ||
*** DM qcf qcf | ** f + A [24.1%] | ||
*** DM qcf hcb + B, [ | ** f + B > [19.6%] | ||
*** f + A (Only starting with cl.C (1).) [24.6%] | |||
** b + A (Standing) / df + B > | |||
*** qcf + C [36%] | |||
*** qcf + A (Except from cl.D > df + B.) [37%] | |||
*** qcf + A (1) >> (Except from cl.D > df + B.) | |||
**** DM qcf qcf + P [61%] {2 stocks} | |||
**** DM qcf hcb + B, [60%] {2 stocks} | |||
***** '''DM qcf qcf + P (Only 1st hit will connect.) [75%] {3 stocks}''' | |||
***** cl.B / cr.A / cl.A (Timing required.) [64%] | |||
*** '''hcb + B, [32%]''' | |||
**** '''> f + K [37%]''' | |||
**** DM qcf qcf + P (Corner. Only 1st hit will connect.) [47%] {1 stock} | |||
*** HSDM f hcf + AC (Except from cl.D > df + B.) [32%] {Max Mode + 1 stock} | |||
*** DM qcf qcf + P [50%] {1 stock} | |||
*** '''DM qcf hcb + B, [49%] {1 stock}''' | |||
**** '''DM qcf qcf + P (Only 1st hit will connect.) [66%] {2 stocks}''' | |||
**** cl.B / cr.A / cl.A (Timing required.) [54%] | |||
Damage above is based on cl.D > b + A as starter (except where only cl.C (1) is possible). | |||
About cl.C (1) / cl.D: cl.D deals more damage (~+2%), is faster, and has a lower hitbox (will not miss low profile stances), but cl.C (1) causes no pushback. | |||
About df + B / b + A: b + A deals more damage (~+2%), is easier to combo (slower and move Seth forward), but misses crouching; skip b + A / df + B reduce ~11.5% from the combos damage. | |||
* | * cr.A x 2-3 > | ||
** | ** DM qcf qcf + P | ||
** | ** qcf + A ... | ||
** df + B > [Anything that can follow cl.D > df + B] | |||
* . | * cr.A > | ||
** | ** f + B | ||
** f + A | ** f + A | ||
** | ** hcb + B ... | ||
** HSDM f hcf + AC {Max Mode + 1 stock} | |||
===Max Mode=== | ===Max Mode=== | ||
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==Strategies== | ==Strategies== | ||
Seth its a ground defensive character with good air to air options, in far distance your jump in Special will be your pressure moves , use your Reversal Moves (hcf + B / hcf + D / | Seth its a ground defensive character with good air to air options, in far distance your jump in Special (air qcf + K) will be your pressure moves, use your Reversal Moves (hcf + B / hcf + D / d d + P) randomly (at far distance use the upper one (hcf + B), and at low distance the medium (hcf + D) or low one (d d + P)) , in close combat your crouching A its your Rapid Fire Weak Attack and can be comboed with his df + B and with the hcb + B Special or DM qcf hcb + K. | ||
{{Template:The King of Fighters 2002}} | {{Template:The King of Fighters 2002}} | ||
[[Category:The King of Fighters 2002]] | [[Category:The King of Fighters 2002]] |
Latest revision as of 01:17, 24 July 2020
General Info
Crouch height: High
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/15/3
Wakeup: 26 frames
Recovery roll: 29 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- b + A
- f + B
- f + A (Same move as f + A. Only on hit/block.)
- b + B (Overhead if not cancelled into.)
- df + B (Low.)
- qcf + P (C: Counterwire.)
- hcf + B (Counter: air normals + non-low specials. Throw on trigger.)
- hcf + D (Counter: ground & non-low normals. Throw on trigger.)
- d d + P (Counter: low. Throw on trigger.)
- hcb + K
- f + K
- d + K (Low.)
- air qcf + B (Overhead.)
- air qcf + D
- DM qcf qcf + P
- DM qcf hcb + K (Low (All but the last hit).)
- SDM qcf hcb + AC (Counter: any. Throw on trigger.)
- HSDM f hcf + AC (Throw. 0 frame startup. May OTG. Reverses the directions of the opponent's inputs until Seth hits the opponent or the round ends.)
Notes
Cancellable moves
- Close: A, B, C (1), D
- Far: -
- Crouch: A, C (1)
- Jump: A, C
- b + A is cancellable.
- df + B is cancellable only when you cancel into it.
Super cancellable moves
- qcf + P
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
??
Moves with autoguard
- CD (startup (middle).)
Other Notes
- cr.C (2) knocks the opponent, but he recovers in the air.
- C throw is mashable.
- D throw is a backturned soft knockdown.
Combos
Basic Combos
- cl.D / cl.C (1) >
- b + B [18.9%]
- f + A [24.1%]
- f + B > [19.6%]
- f + A (Only starting with cl.C (1).) [24.6%]
- b + A (Standing) / df + B >
- qcf + C [36%]
- qcf + A (Except from cl.D > df + B.) [37%]
- qcf + A (1) >> (Except from cl.D > df + B.)
- DM qcf qcf + P [61%] {2 stocks}
- DM qcf hcb + B, [60%] {2 stocks}
- DM qcf qcf + P (Only 1st hit will connect.) [75%] {3 stocks}
- cl.B / cr.A / cl.A (Timing required.) [64%]
- hcb + B, [32%]
- > f + K [37%]
- DM qcf qcf + P (Corner. Only 1st hit will connect.) [47%] {1 stock}
- HSDM f hcf + AC (Except from cl.D > df + B.) [32%] {Max Mode + 1 stock}
- DM qcf qcf + P [50%] {1 stock}
- DM qcf hcb + B, [49%] {1 stock}
- DM qcf qcf + P (Only 1st hit will connect.) [66%] {2 stocks}
- cl.B / cr.A / cl.A (Timing required.) [54%]
Damage above is based on cl.D > b + A as starter (except where only cl.C (1) is possible).
About cl.C (1) / cl.D: cl.D deals more damage (~+2%), is faster, and has a lower hitbox (will not miss low profile stances), but cl.C (1) causes no pushback.
About df + B / b + A: b + A deals more damage (~+2%), is easier to combo (slower and move Seth forward), but misses crouching; skip b + A / df + B reduce ~11.5% from the combos damage.
- cr.A x 2-3 >
- DM qcf qcf + P
- qcf + A ...
- df + B > [Anything that can follow cl.D > df + B]
- cr.A >
- f + B
- f + A
- hcb + B ...
- HSDM f hcf + AC {Max Mode + 1 stock}
Max Mode
- cl.D / cl.C (1) > b + A >> BC, run cl.D / cl.C (1) > b + A >
- DM qcf hcb + B, [followup]
- qcf + A (1) >>
- DM qcf qcf + P {70%}
- DM qcf hcb + B, [followup] {75+%}
Strategies
Seth its a ground defensive character with good air to air options, in far distance your jump in Special (air qcf + K) will be your pressure moves, use your Reversal Moves (hcf + B / hcf + D / d d + P) randomly (at far distance use the upper one (hcf + B), and at low distance the medium (hcf + D) or low one (d d + P)) , in close combat your crouching A its your Rapid Fire Weak Attack and can be comboed with his df + B and with the hcb + B Special or DM qcf hcb + K.