Ultra Street Fighter IV/Seth: Difference between revisions

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{{USFIVHeader}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{USFIVCharacterHeader|Seth|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.
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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.}}


 
== Frame Data (At A Glance) ==
== Ultra SFIV Changes ==
{{USFIVFrameDataGlanceTableHeader}}
TBW<br>
<br>
 
 
== Frame Data (Condensed) ==
{{USFIVMoveListCollapseHeader|&nbsp;}}
{| class="wikitable" cellspacing="0" width="900px" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|5|4|2|5|10|2|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|75|100|40|HL|sp/su|5|2|10|5|2|10|16|2|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|90[80]|200[150]|60|HL|sp/su|4|5|20|4|5|20|28|5|18|23|-7|-2|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|35|50|20|HL|-|4|2|6|4|2|6|11|2|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|70|100|40|HL|sp/su|7|2|12|7|2|12|20|2|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|7|2*2|16|7|4|16|26|2|18|23|0|5|Only +4 hit advantage vs crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|5|5|2|5|11|2|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|60|100|40|HL|su|6|2|13|6|2|13|20|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|80|200|60|HL|-|13|3|30|13|3|30|45|3|25|28|-8|-5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|40|50|20|HL|-|4|2|8|4|2|8|13|2|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|60|100|40|HL|-|8|3|12|8|3|12|22|3|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|90|200|60|HL|-|10|3|18|10|3|18|30|3|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|6|4|2|6|11|2|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|50|100|40|HL|sp/su|5|2|9|5|2|11|17|2|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|60*30|100*100|60*20|HL|sp/su|10|2(2)2|19|10|6|19|34|2|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 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 [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|8|5|2|8|14|2|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|50|100|40|L|sp/su|7|3|14|7|3|14|23|3|12|16|-5|-1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|80|100|60|L|-|8|2|25|8|2|25|34|2|18|-|-9|-|||||Hard knockdown|Hard knockdown|Hard knockdown|Hard knockdown|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|50|50|20|H|-|5|5|-|5|5|0|9|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|80|100|40|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|80|200|60|H|-|4|4|-|4|4|0|7|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|45|50|20|H|-|5|6|-|5|6|0|10|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|80|100|40|H|-|6|9|-|6|9|0|14|9|||-|-|Until end of active frames can adjust left or right||||||Reset|Reset|-|-|-|Legs: During startup, Legs: 11f until landing|-|-|-}}
{{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 [[File:Roundhouse.gif]]|100|200|60|H|-|7|4|-|7|4|0|10|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|50|50|20|H|-|4|10|-|4|10|0|13|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|50*30|50*50|40*20|H|-|4|2*3|-|4|5|0|8|3|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|-|-|-|2nd Hit JP: ?}}
{{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 [[File:Fierce.gif]]|80|200|60|H|-|4|4|-|4|4|0|7|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|45|50|20|H|-|6|8|-|6|8|0|13|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|70|100|40|H|-|6|5|-|6|5|0|10|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|90|200|60|H|-|6|8|-|6|8|0|13|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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||Head Stomp (1)|50|50|40|H|-|3|3|After landing 7|3|4|7|13|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{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)|Head Stomp (2)|30|50|40|H|-|4|3|After landing 7|4|4|7|14|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{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)|Head Stomp (3)|35|50|40|H|-|5|3|After landing 7|5|4|7|15|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{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|-|12|Until ground|0|#VALUE!|Until ground|||-|-|||||||Reset|Reset|-|-|-|-|-|-|JP: ?}}
{{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||Wall Jump|-|-|-|-|-|-|-|-|-|-|-|#VALUE!|-|||-|-|Can perform until 27f of jump||||-|-|-|-|-|-|-|-|-|-|-}}
{{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|21|2|35|57|2|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{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 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|29|2|35|65|2|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 2.261||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|65|2|35|65|2|35|101|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||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|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|98|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|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)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|128|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|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)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||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|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|98|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Genocide Shot|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.9|-|3|2|20|3|2|20|24||||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Genocide Shot|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|150|40|0.92|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Death Throw|Back Throw|b + lp + lk||Back Throw|130|150|40|0.9|-|3|2|20|3|2|20|24||||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Death Throw|Back Throw|b + {{lp}} + lk||Back Throw|130|150|40|0.92|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Sonic Boom|Fireball|qcf + p ex||Sonic Boom|60|50|10/20|HL|su|14|-|Total 47|14|0|47|61||||-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 [[File:EX.gif]]|45*45|50*50|-250/0|HL|su|14|-|Total 58|14|0|58|72||||-3|1|30~31f cancellable, 2nd hit starts on 27f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|80*60|100*50|30/40*10|HL|su*-|5|2*16|11+13|5|18|24|46||||-21|-|1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne||||||||-|-|Lower body: 1~22f|Lower body: 1~22f|1~7f|8f~|-}}
{{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 [[File:Strong.gif]]|90*60|100*50|30/40*10|HL|su*-|5|2*16|21+13|5|18|34|56||||-31|-|1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne||||||||-|All: 1~5f|Lower body: 8~22f|Lower body: 8~22f|-|8f~|-}}
{{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 [[File:Fierce.gif]]|100*80|100*50|30/40*10|HL|su*-|5|2*16|24+13|5|18|37|59||||-34|-|1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne||||||||-|All: 1~5f|Lower body: 8~22f|Lower body: 8~22f|-|8f~|-}}
{{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 [[File:EX.gif]]|100*50|100*50|-250/0|HL|su*-|5|2*16|26+13|5|18|39|61||||-34|-|1~22f invincible, 8f~ airborne,||||||||-|All: 1~22f|-|-|-|8f~|-}}
{{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|4|8|After landing 13|-||||-|-|EX version does not gain meter||||||||-|-|-|-|-|-|JP: ?}}
{{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|4|20[4x5]|After landing 13|-||||-|-|[] refers to EX version||||||||-|-|-|-|-|-|JP: ?}}
{{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 [[File:Short.gif]]|10*120|0*100|20/10*35|HL|-|12|2|36|12|2|36|49||||-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|10*130|0*100|20/10*35|HL|-|14|2|36|14|2|36|51||||-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|20*140|0*150|20/10*35|HL|-|16|2|36|16|2|36|53||||-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-}}
{{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 [[File:EX.gif]]|20*110|0*250|-250/0|HL|-|16|2|36|16|2|36|53||||-24|-|1st hit goes into animation|X|||||||-|-|All: 1~15f|All: 1~15f|-|-|-}}
{{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 [[File:Jab.gif]]|0|0|10/1|2.5|-|21|24|25|21|24|25|69||||19|23|Cannot be canceled into, cannot be countered|||X|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|-|-|All: 21~68f|-|-|-}}
{{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 [[File:Strong.gif]]|0|0|10/1|3.5|-|24|25|25|24|25|25|73||||19|23|Cannot be canceled into, cannot be countered|||X|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|-|-|All: 24~72f|-|-|-}}
{{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 [[File:Fierce.gif]]|0|0|1-Oct|4.5|-|26|25|25|26|25|25|75||||19|23|Cannot be canceled into, cannot be countered|||X|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|-|-|All: 26~74f|-|-|-}}
{{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 [[File:EX.gif]]|0|0|#DIV/0!|HL|-|23|24|25|23|24|25|71||||19|23|Cannot be countered|X|||Forces stand, Vacuum effect|Forces stand, Vacuum effect|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|All: 23~70f|-|-|JP: ?}}
{{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 [[File:Jab.gif]]|130|150|30/80|1.18|-|3|2|49|3|2|49|53||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|140|150|30/80|1.08|-|3|2|53|3|2|53|57||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Spinning Pile Driver {{mp}}|140|150|30/80|1.081|-|3|2|53|57|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Spinning Pile Driver [[File:Fierce.gif]]|150|150|30/80|0.98|-|3|2|56|3|2|56|60||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{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|EX Spinning Piledriver||Spinning Pile Driver [[File:EX.gif]]|170|150|#DIV/0!|1.13|-|3|2|49|3|2|49|53||||-|-|||||Hard Knockdown|-|-|-|-|-|All: 1~4f|All: 1~4f|-|-|-}}
{{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|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 [[File:Jab.gif]]|10x20*120|0|#DIV/0!|HL|-|1+5|80|81|6|80|81|166||||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~6f|-|-|-|-|JP: ?}}
{{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 [[File:Strong.gif]]|10x20*120|0|#DIV/0!|HL|-|1+10|80|81|11|80|81|171||||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?}}
{{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 [[File:Fierce.gif]]|10x20*120|0|#DIV/0!|HL|-|1+15|80|81|16|80|81|176||||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?}}
{{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|-|Total 55|11|0|55|66||||-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|11|80|104|194||||-70|-|Low 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: ?}}
{{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}}
|-  
|-
|}
|}
{{USFIVMoveListCollapseFooter}}


== Moves ==
=== Standing Close Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Seth|CloseLP|
Close LP|Close Jab|Close lp||
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.
}}
{{USFIVMoveListRow|Seth|CloseMP|
Close MP|Close Strong|Close mp||
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.
}}
{{USFIVMoveListRow|Seth|CloseHP|
Close HP|Close Fierce|Close hp||
Seth uppercuts the air above him. Seth's best close standing normal, since it can {{cancel}} into every combo ending special move. Unfortunately, it lacks a little bit of vertical range, so while the animation shows Seth punching far upwards, it can still be stuffed out by some jump-ins due to Seth's large hurtbox.
}}
{{USFIVMoveListRow|Seth|CloseLK|
Close LK|Close Short|Close lk||
Seth quickly knees his opponent. This normal has good tick {{throw}} potential, and should be used in place of cr. LP whenever you are close enough to the opponent, since it has the same frame advantage after but also does nearly twice as much damage.
}}
{{USFIVMoveListRow|Seth|CloseMK|
Close MK|Close Forward|Close mk||
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.
}}
{{USFIVMoveListRow|Seth|CloseHK|
Close HK|Close Roundhouse|Close hk||
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.
}}
{{USFIVMoveListFooter}}
=== Standing Far Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Seth|FarLP|
Far LP|Far Jab|lp||
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 {{cancel}} this move into LK Hyakuretsukyaku, since it has a decent buffer window.
}}
{{USFIVMoveListRow|Seth|FarMP|
Far MP|Far Strong|mp||
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.
}}
{{USFIVMoveListRow|Seth|FarHP|
Far HP|Far Fierce|hp||
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.
}}
{{USFIVMoveListRow|Seth|FarLK|
Far LK|Far Short|lk||
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.
}}
{{USFIVMoveListRow|Seth|FarMK|
Far MK|Far Forward|mk||
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.
}}
{{USFIVMoveListRow|Seth|FarHK|
Far HK|Far Roundhouse|hk||
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.
}}
{{USFIVMoveListFooter}}
=== Crouching Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Seth|CrouchLP|
Crouch LP|Crouch Jab|d + lp||
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.
}}
{{USFIVMoveListRow|Seth|CrouchMP|
Crouch MP|Crouch Strong|d + mp||
Seth punches in {{front}} of him. With the buff introduced in Ultra Street Fighter IV, Seth can use this normal to combo into itself or into close st. HP on most characters. It's also relatively fast, so feel free to use this in footsies as well.
}}
{{USFIVMoveListRow|Seth|CrouchHP|
Crouch HP|Crouch Fierce|d + hp||
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.
}}
{{USFIVMoveListRow|Seth|CrouchLK|
Crouch LK|Crouch Short|d + lk||
Seth sticks his foot out underneath him. Seth's fastest {{low}} attack. Unfortunately, it is still pretty slow by cr. LK standards, but this is pretty much all you have if you want to do empty jump low. Chains into itself, cr. LP and st. LK pretty easily otherwise.
}}
{{USFIVMoveListRow|Seth|CrouchMK|
Crouch MK|Crouch Forward|d + mk||
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.
}}
{{USFIVMoveListRow|Seth|CrouchHK|
Crouch HK|Crouch Roundhouse|d + hk||
Seth sweeps his leg inward. A relatively slow {{sweep}} that doesn't cover as much range as it should, but hey, it still lands a {{knockdown}} if you manage to land it. Like cr. MK before it, it can be used in backdash option selects as well.
}}
{{USFIVMoveListFooter}}


== Moves ==


==== Unique Attacks ====
=== Neutral Jumping Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Yosokyaku | (in air) d + mk | Can be performed three times in a sequence; high }}
{{USFIVMoveListRow|Seth|NeutralLP|
{{USFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) d + hk | high }}
Neutral Jump LP|Neutral Jump Jab|u + lp||
{{USFIVMoveListRow | Wall Jump | (in air, near wall) uf | }}
Seth punches right in {{front}} of him. Mostly unused since jump HP has more range and more damage
{{MoveListFooter}}
}}
{{USFIVMoveListRow|Seth|NeutralMP|
Neutral Jump MP|Neutral Jump Strong|u + mp||
Seth punches diagonally downwards. Has some use for neutral jump punishes, although jump HK is probably more useful in that regard.
}}
{{USFIVMoveListRow|Seth|NeutralHP|
Neutral Jump HP|Neutral Jump Fierce|u + hp||
Seth swings his fist downwards. Best button you can use as an air-to-air along with forward jump MP.
}}
{{USFIVMoveListRow|Seth|NeutralLK|
Neutral Jump LK|Neutral Jump Short|u + lk||
Seth sticks his leg out diagonlly upwards. Again, not very useful.
}}
{{USFIVMoveListRow|Seth|NeutralMK|
Neutral Jump MK|Neutral Jump Forward|u + mk|Can control mid-air trajectory during active frames|
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.
}}
{{USFIVMoveListRow|Seth|NeutralHK|
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
Seth thrusts both legs in {{front}} of him. The most damaging normal, and also has very good range. Its only drawbacks is that vertical coverage is lacking slightly and it pushes your opponent pretty far, sometimes limiting your combo potential.
}}
{{USFIVMoveListFooter}}
 


==== Throws ====
=== Diagonal Jumping Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Genocide Shot | f or n + lp + lk | throw }}
{{USFIVMoveListRow|Seth|DiagonalLP|
{{USFIVMoveListRow | Death Throw | b + lp + lk | throw }}
Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp||
{{MoveListFooter}}
Seth sticks his fist out diagonally downwards. Once again, trumped by jump HP in usage.
}}
{{USFIVMoveListRow|Seth|DiagonalMP|
Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp||
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.
}}
{{USFIVMoveListRow|Seth|DiagonalHP|
Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp||
Identical to neutral jump HP. No explanation needed here.
}}
{{USFIVMoveListRow|Seth|DiagonalLK|
Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk||
Seth kicks diagonally downward. A good move to tick {{throw}} with since it can also cross up.
}}
{{USFIVMoveListRow|Seth|DiagonalMK|
Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk||
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.
}}
{{USFIVMoveListRow|Seth|DiagonalHK|
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk||
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 {{low}} enough.
}}
{{USFIVMoveListFooter}}


==== Special Moves ====
 
=== Unique Attacks ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Sonic Boom | qcf + p | ex }}
{{USFIVMoveListRow|Seth|Yosokyaku(
{{USFIVMoveListRow | Shoryuken | dp + p | ex <br> Can be performed three times in sequence }}
1)|Yosokyaku (1)|Head Stomp (1)|d + mk||
{{USFIVMoveListRow | Hyakuretsukyaku | qcb + k | ex <br> armorbreak }}
The infamous head stomp, or toe tap, borrowed from Chun-Li. Seth stomps with one leg at first. You can use this as an {{instant}} overhead.
{{USFIVMoveListRow | Tanden Engine | qcb + p | ex <br> ex version consumes two blocks of Super Combo Gauge <br> armorbreak only during ex }}
}}
{{USFIVMoveListRow | Spinning Piledriver | 360 + p | }}
{{USFIVMoveListRow|Seth|Yosokyaku(
{{USFIVMoveListRow | Yoga Teleport | dp or rdp + 3p or 3k | dp + 3p will appear next to opponent in back <br>  dp + 3k will appear next to opponent in front <br>  rdp versions are identical and will go as far backwards as the screen allows }}
2)|Yosokyaku (2)|Head Stomp (2)||Perform after Yosokyaku (1)|
{{MoveListFooter}}
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.
}}
{{USFIVMoveListRow|Seth|Yosokyaku(
3)|Yosokyaku (3)|Head Stomp (3)||Perform after Yosokyaku (2)|
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.
}}
{{USFIVMoveListRow|Seth|Tenmakujinkyaku|
Tenmakujinkyaku|Dive Kick|d + hk||
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.
}}
{{USFIVMoveListRow|Seth|WallJump|
Wall Jump|Wall Jump|(in air, near wall) uf||
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.
}}
{{USFIVMoveListFooter}}
 
=== Focus Attacks ===


==== Super Combo ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Tanden Storm | qcf qcf + p | }}
{{USFIVMoveListRow|Seth|FocusAttack(
{{MoveListFooter}}
Level1)|Focus Attack (Level 1)|Level 1 Focus|mp + mk||
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.
}}
{{USFIVMoveListRow|Seth|FocusAttack(
Level2)|Focus Attack (Level 2)|Level 2 Focus|mp + mk||
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.
}}
{{USFIVMoveListRow|Seth|FocusAttack(
Level3)|Focus Attack (Level 3)|Level 3 Focus|mp + mk||
You'll probably only land this move against scared opponents or after a stun.
}}
{{USFIVMoveListFooter}}
 
 
=== Throws ===


==== Ultra Combos ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Tanden Stream | qcf qcf + 3p | armorbreak }}
{{USFIVMoveListRow|Seth|GenocideShot|
{{USFIVMoveListRow | Tanden Typhoon | qcb qcb + 3p | armorbreak }}
Genocide Shot|Forward Throw|f or {{n}} + {{lp}} + lk||
{{MoveListFooter}}
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.
}}
{{USFIVMoveListRow|Seth|DeathThrow|
Death Throw|Back Throw|b + {{lp}} + lk||
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.
}}
{{USFIVMoveListFooter}}




==The Basics==  
=== Special Moves ===


==Combos==
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Seth|SonicBoom|
Sonic Boom|Fireball|qcf + {{p}} ex||
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.
}}
{{USFIVMoveListRow|Seth|Shoryuken|
Shoryuken|Uppercut|dp + {{p}} ex||
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.
}}
{{USFIVMoveListRow|Seth|ShoryukenFollowup1|
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 high enough that you can just do the Yosokyakus instead, which leads to more damage and a reset.
}}
{{USFIVMoveListRow|Seth|ShoryukenFollowup2|
Shoryuken Followup 2|Shoryuken Followup 2|dp + p|Perform during Shoryuken Followup 1|
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.
}}
{{USFIVMoveListRow|Seth|Hyakuretsukyaku|
Hyakuretsukyaku|Spin Kick|qcb + {{k}} {{ex}} armorbreak||
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 {{front}} of them to start the mixup game. LK/MK/HK are generally used depending on the strength of the normal it was cancelled from, while EX can only be cancelled from close st. MK, close st. MP, and close st. HP and still connect afterwards. The EX version is also strike and projectile invincible until the startup frame, and does significantly more stun (especially with the nerf to the stun of the regular version in Ultra Street Fighter IV) at the cost of damage. If the opponent blocks, you are at their mercy and are probably going to eat a big combo. Therefore, you should NEVER miss your links and cancels into this move.
}}
{{USFIVMoveListRow|Seth|TandenEngine|
Tanden Engine|Vacuum|qcb + {{p}} ( {{ex}} version {{armorbreak}} )|ex version consumes 2 blocks of Super Meter|
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 {{cancel}} into any of the regular versions; only EX. So in general, you want to be close to the opponent when using this move to make the most use out of it. It's iffy at best in neutral since it's so slow, but if you've forced them to stay put through conditioning, you can pull them in even closer and force them into a mixup.
}}
{{USFIVMoveListRow|Seth|SpinningPiledriver|
Spinning Piledriver|Spinning Piledriver|360 + {{p}} ex||
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.
}}
{{USFIVMoveListRow|Seth|YogaTeleport|
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 + {{3p}} will go backwards to half screen and {{rdp}} + {{3k}} will go as far backwards as the screen allows|
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.
}}
{{USFIVMoveListFooter}}
 
 
=== Super Combo ===


==Strategy==
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Seth|TandenStorm|
Tanden Storm|Super Combo|qcf {{qcf}} + p||
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 {{throw}} out a Sonic Boom and {{cancel}} straight into the HP version. If you want to use this move by itself, use the LP version; the other versions are too slow and don't have invincibility to cover the startup frames (but they do have better range, so make use of that information as you see fit).
}}
{{USFIVMoveListFooter}}


==Matchups==


=== Ultra Combos ===


{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Seth|TandenStream|
Tanden Stream|Ultra Combo I|qcf {{qcf}} + {{3p}} armorbreak||
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 {{low}} damage for an Ultra (only 340 on a full Revenge Gauge), likely to balance out Seth's other aspects, but it is still one of the best Ultras in the game for the reasons above.
}}
{{USFIVMoveListRow|Seth|TandenTyphoon|
Tanden Typhoon|Ultra Combo II|qcb {{qcb}} + {{3p}} armorbreak||
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 {{front}} of him, but he is much, MUCH more susceptible to punishes if he fails to land a hit with this Ultra. There is also no time for Seth to set up another mixup against the opponent, as Seth recovers that slowly from this move even on hit. While Tanden Typhoon can juggle decently from Hyakuretsukyaku in the corner (and EX Shoryuken followups from anywhere on the screen) and also do decent chip damage, it should not be used by itself and Ultra Combo Double should be chosen. The effectiveness of Tanden Stream is too good to pass up.
}}
{{USFIVMoveListFooter}}




==Frame Data==
==Frame Data==
{| class="wikitable" cellspacing="0" width="2800px" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|5|4|2|5|10|2|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|75|100|40|HL|sp/su|5|2|10|5|2|10|16|2|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|90[80]|200[150]|60|HL|sp/su|4|5|20|4|5|20|28|5|18|23|-7|-2|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|35|50|20|HL|-|4|2|6|4|2|6|11|2|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|70|100|40|HL|sp/su|7|2|12|7|2|12|20|2|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|7|2*2|16|7|4|16|26|2|18|23|0|5|Only +4 hit advantage vs crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|5|5|2|5|11|2|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|60|100|40|HL|su|6|2|13|6|2|13|20|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|80|200|60|HL|-|13|3|30|13|3|30|45|3|25|28|-8|-5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|40|50|20|HL|-|4|2|8|4|2|8|13|2|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|60|100|40|HL|-|8|3|12|8|3|12|22|3|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|90|200|60|HL|-|10|3|18|10|3|18|30|3|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|6|4|2|6|11|2|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|50|100|40|HL|sp/su|5|2|9|5|2|11|17|2|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|60*30|100*100|60*20|HL|sp/su|10|2(2)2|19|10|6|19|34|2|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 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 [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|8|5|2|8|14|2|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|50|100|40|L|sp/su|7|3|14|7|3|14|23|3|12|16|-5|-1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|80|100|60|L|-|8|2|25|8|2|25|34|2|18|-|-9|-|||||Hard knockdown|Hard knockdown|Hard knockdown|Hard knockdown|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|50|50|20|H|-|5|5|-|5|5|0|9|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|80|100|40|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Fierce.gif]]|80|200|60|H|-|4|4|-|4|4|0|7|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|45|50|20|H|-|5|6|-|5|6|0|10|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|80|100|40|H|-|6|9|-|6|9|0|14|9|||-|-|Until end of active frames can adjust left or right||||||Reset|Reset|-|-|-|Legs: During startup, Legs: 11f until landing|-|-|-}}
{{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 [[File:Roundhouse.gif]]|100|200|60|H|-|7|4|-|7|4|0|10|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|50|50|20|H|-|4|10|-|4|10|0|13|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|50*30|50*50|40*20|H|-|4|2*3|-|4|5|0|8|3|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|-|-|-|2nd Hit JP: ?}}
{{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 [[File:Fierce.gif]]|80|200|60|H|-|4|4|-|4|4|0|7|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Short.gif]]|45|50|20|H|-|6|8|-|6|8|0|13|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|70|100|40|H|-|6|5|-|6|5|0|10|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|90|200|60|H|-|6|8|-|6|8|0|13|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{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||Head Stomp (1)|50|50|40|H|-|3|3|After landing 7|3|4|7|13|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{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)|Head Stomp (2)|30|50|40|H|-|4|3|After landing 7|4|4|7|14|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{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)|Head Stomp (3)|35|50|40|H|-|5|3|After landing 7|5|4|7|15|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{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|-|12|Until ground|0|#VALUE!|Until ground|||-|-|||||||Reset|Reset|-|-|-|-|-|-|JP: ?}}
{{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||Wall Jump|-|-|-|-|-|-|-|-|-|-|-|#VALUE!|-|||-|-|Can perform until 27f of jump||||-|-|-|-|-|-|-|-|-|-|-}}
{{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|21|2|35|57|2|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{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 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|29|2|35|65|2|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 2.261||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|65|2|35|65|2|35|101|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||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|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|98|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|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)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|128|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|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)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||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|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|98|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Genocide Shot|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.9|-|3|2|20|3|2|20|24||||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataRow|Genocide Shot|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|150|40|0.92|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Death Throw|Back Throw|b + lp + lk||Back Throw|130|150|40|0.9|-|3|2|20|3|2|20|24||||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataRow|Death Throw|Back Throw|b + {{lp}} + lk||Back Throw|130|150|40|0.92|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Sonic Boom|Fireball|qcf + p ex||Sonic Boom|60|50|10/20|HL|su|14|-|Total 47|14|0|47|61||||-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 [[File:EX.gif]]|45*45|50*50|-250/0|HL|su|14|-|Total 58|14|0|58|72||||-3|1|30~31f cancellable, 2nd hit starts on 27f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{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 [[File:Jab.gif]]|80*60|100*50|30/40*10|HL|su*-|5|2*16|11+13|5|18|24|46||||-21|-|1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne||||||||-|-|Lower body: 1~22f|Lower body: 1~22f|1~7f|8f~|-}}
{{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 [[File:Strong.gif]]|90*60|100*50|30/40*10|HL|su*-|5|2*16|21+13|5|18|34|56||||-31|-|1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne||||||||-|All: 1~5f|Lower body: 8~22f|Lower body: 8~22f|-|8f~|-}}
{{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 [[File:Fierce.gif]]|100*80|100*50|30/40*10|HL|su*-|5|2*16|24+13|5|18|37|59||||-34|-|1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne||||||||-|All: 1~5f|Lower body: 8~22f|Lower body: 8~22f|-|8f~|-}}
{{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 [[File:EX.gif]]|100*50|100*50|-250/0|HL|su*-|5|2*16|26+13|5|18|39|61||||-34|-|1~22f invincible, 8f~ airborne,||||||||-|All: 1~22f|-|-|-|8f~|-}}
{{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|4|8|After landing 13|-||||-|-|EX version does not gain meter||||||||-|-|-|-|-|-|JP: ?}}
{{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|4|20[4x5]|After landing 13|-||||-|-|[] refers to EX version||||||||-|-|-|-|-|-|JP: ?}}
{{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 [[File:Short.gif]]|10*120|0*100|20/10*35|HL|-|12|2|36|12|2|36|49||||-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-}}
{{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 [[File:Forward.gif]]|10*130|0*100|20/10*35|HL|-|14|2|36|14|2|36|51||||-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-}}
{{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 [[File:Roundhouse.gif]]|20*140|0*150|20/10*35|HL|-|16|2|36|16|2|36|53||||-24|-|1st hit goes into animation|X|||||||-|-|-|-|-|-|-}}
{{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 [[File:EX.gif]]|20*110|0*250|-250/0|HL|-|16|2|36|16|2|36|53||||-24|-|1st hit goes into animation|X|||||||-|-|All: 1~15f|All: 1~15f|-|-|-}}
{{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 [[File:Jab.gif]]|0|0|10/1|2.5|-|21|24|25|21|24|25|69||||19|23|Cannot be canceled into, cannot be countered|||X|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|-|-|All: 21~68f|-|-|-}}
{{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 [[File:Strong.gif]]|0|0|10/1|3.5|-|24|25|25|24|25|25|73||||19|23|Cannot be canceled into, cannot be countered|||X|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|-|-|All: 24~72f|-|-|-}}
{{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 [[File:Fierce.gif]]|0|0|1-Oct|4.5|-|26|25|25|26|25|25|75||||19|23|Cannot be canceled into, cannot be countered|||X|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|-|-|All: 26~74f|-|-|-}}
{{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 [[File:EX.gif]]|0|0|#DIV/0!|HL|-|23|24|25|23|24|25|71||||19|23|Cannot be countered|X|||Forces stand, Vacuum effect|Forces stand, Vacuum effect|Forces stand, Vacuum effect|Forces stand, Vacuum effect|-|-|-|All: 23~70f|-|-|JP: ?}}
{{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 [[File:Jab.gif]]|130|150|30/80|1.18|-|3|2|49|3|2|49|53||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{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 [[File:Strong.gif]]|140|150|30/80|1.08|-|3|2|53|3|2|53|57||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataRow|||||Spinning Pile Driver {{mp}}|140|150|30/80|1.081|-|3|2|53|57|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Spinning Pile Driver [[File:Fierce.gif]]|150|150|30/80|0.98|-|3|2|56|3|2|56|60||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{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|EX Spinning Piledriver||Spinning Pile Driver [[File:EX.gif]]|170|150|#DIV/0!|1.13|-|3|2|49|3|2|49|53||||-|-|||||Hard Knockdown|-|-|-|-|-|All: 1~4f|All: 1~4f|-|-|-}}
{{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|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 [[File:Jab.gif]]|10x20*120|0|#DIV/0!|HL|-|1+5|80|81|6|80|81|166||||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~6f|-|-|-|-|JP: ?}}
{{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 [[File:Strong.gif]]|10x20*120|0|#DIV/0!|HL|-|1+10|80|81|11|80|81|171||||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?}}
{{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 [[File:Fierce.gif]]|10x20*120|0|#DIV/0!|HL|-|1+15|80|81|16|80|81|176||||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?}}
{{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|-|1+10|-|Total 55|11|0|55|66||||-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|-|1+10|80|104|11|80|104|194||||-70|-|Low 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: ?}}
{{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}}
|-  
|-
|}
|}




=====Notes:=====
{{Navbox-USFIV}}
 
[[Category:Seth]]
[[Category: Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 14:02, 28 June 2025

Introduction

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.

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.

Pick if you like: Avoid if you dislike:


Players to Watch

Poongko (KR), Dashio (JP), Problem X (UK)


Ultra SFIV Changes

Seth SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Seth
USFIV Seth Portrait.png
Vitals
HP 850
Stun 900
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.025
Backward Walk Speed 0.02
Forward Dash Speed 18
Back Dash Speed 25
Forward Dash Distance 1.35
Back Dash Distance 1.30
Back Dash Invuln 8
Back Dash Airborne 7
Back Dash Ground Recovery 10
Jumping
Jump Speed 4+36
Jump Apex 2.21
Forward Jump Distance 2.27
Backward Jump Distance 2.10
Throws
Forward Throw Range 0.90
Back Throw Range 0.90
Wake-up Timing
Face Up 31
Face Down 21

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 Lp.png 30 50 20 HL ch/sp/su 4 2 5 4 7
Close MP Close Mp.png 75 100 40 HL sp/su 5 2 10 2 5
Close HP Close Hp.png 90[80] 200[150] 60 HL sp/su 4 5 20 -7 -2
Close LK Close Lk.png 35 50 20 HL - 4 2 6 3 6
Close MK Close Mk.png 70 100 40 HL sp/su 7 2 12 0 3
Close HK Close Hk.png 40*70 125*75 60*20 HL su*- 7 2*2 16 0 5[4]
Far LP Far Lp.png 30 50 20 HL ch/sp/su 5 2 5 4 7
Far MP Far Mp.png 60 100 40 HL su 6 2 13 -1 2
Far HP Far Hp.png 80 200 60 HL - 13 3 30 -8 -5
Far LK Far Lk.png 40 50 20 HL - 4 2 8 1 4
Far MK Far Mk.png 60 100 40 HL - 8 3 12 -1 2
Far HK Far Hk.png 90 200 60 HL - 10 3 18 -3 1
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 2 6 3 6
Crouch MP Crouch Mp.png 50 100 40 HL sp/su 5 2 9 1 5
Crouch HP Crouch Hp.png 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 -3 -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 2 8 1 4
Crouch MK Crouch Mk.png 50 100 40 L sp/su 7 3 14 -5 -1
Crouch HK Crouch Hk.png 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 Lp.png 50 50 20 H - 5 5 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 4 - - -
Neutral Jump HP Neutral Jump Hp.png 80 200 60 H - 4 4 - - -
Neutral Jump LK Neutral Jump Lk.png 45 50 20 H - 5 6 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 9 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 7 4 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 10 - - -
Angled Jump MP Angled Jump Mp.png 50*30 50*50 40*20 H - 4 2*3 - - -
Angled Jump HP Angled Jump Hp.png 80 200 60 H - 4 4 - - -
Angled Jump LK Angled Jump Lk.png 45 50 20 H - 6 8 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 6 5 - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H - 6 8 - - -
Yosokyaku (1) Headstomp 1 Down.gif+Mk.png 50 50 40 H - 3 3 After landing 7 - -
Yosokyaku (2) Headstomp 2 Down.gif+Mk.png 30 50 40 H - 4 3 After landing 7 - -
Yosokyaku (3) Headstomp 3 Down.gif+Mk.png 35 50 40 H - 5 3 After landing 7 - -
Tenmakujinkyaku Dive Kick
Down.gif+Hk.png
60 100 60 H - 12 Until ground - - -
Wall Jump Upright.gif from wall - - - - - - - - - -
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 Ex.png 45*45 50*50 -250/0 HL su 14 - 45 -3 1
Shoryuken Shoryuken Lp.png 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 -21 -
Shoryuken Mp.png 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 -31 -
Shoryuken Hp.png 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 -34 -
EX Shoryuken Shoryuken Ex.png 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 Lk.png 10*120 0*100 20/10*35 HL - 12 2 36 -24 -
Spin Kicks Mk.png 10*130 0*100 20/10*35 HL - 14 2 36 -24 -
Spin Kicks Hk.png 20*140 0*150 20/10*35 HL - 16 2 36 -24 -
EX Hyakuretsukyaku Spin Kicks Ex.png 20*110 0*250 -250/0 HL - 16 2 36 -24 -
Tanden Engine Tanden Engine Lp.png 0 0 10/1 2.5 - 21 24 25 19 23
Tanden Engine Mp.png 0 0 10/1 3.5 - 24 25 25 19 23
Tanden Engine Hp.png 0 0 1-Oct 4.5 - 26 25 25 19 23
EX Tanden Engine Tanden Engine Ex.png 0 0 -500/0 HL - 23 24 25 19 23
Spinning Piledriver Spinning Pile Driver Lp.png 130 150 30/80 1.181 - 3 2 49 - -
Spinning Pile Driver Mp.png 140 150 30/80 1.081 - 3 2 53 - -
Spinning Pile Driver Hp.png 150 150 30/80 0.981 - 3 2 56 - -
EX Spinning Piledriver Spinning Pile Driver Ex.png 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 Lp.png 10x20*120 0 -1000/0 HL - 1+5 80 81 -45 -
Super Combo Mp.png 10x20*120 0 -1000/0 HL - 1+10 80 81 -45 -
Super Combo Hp.png 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 Cancel.png into every combo ending special move. Unfortunately, it lacks a little bit of vertical range, so while the animation shows Seth punching far upwards, it can still be stuffed out by some jump-ins due to Seth's large hurtbox.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

Seth quickly knees his opponent. This normal has good tick Throw.png potential, and should be used in place of cr. LP whenever you are close enough to the opponent, since it has the same frame advantage after but also does nearly twice as much damage.

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 Cancel.png this move into LK Hyakuretsukyaku, since it has a decent buffer window.

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 Front.png of him. With the buff introduced in Ultra Street Fighter IV, Seth can use this normal to combo into itself or into close st. HP on most characters. It's also relatively fast, so feel free to use this in footsies as well.

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 Low.png attack. Unfortunately, it is still pretty slow by cr. LK standards, but this is pretty much all you have if you want to do empty jump low. Chains into itself, cr. LP and st. LK pretty easily otherwise.

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 Sweep.png that doesn't cover as much range as it should, but hey, it still lands a Knockdown.png if you manage to land it. Like cr. MK before it, it can be used in backdash option selects as well.


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 Front.png of him. Mostly unused since jump HP has more range and more damage

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 Front.png of him. The most damaging normal, and also has very good range. Its only drawbacks is that vertical coverage is lacking slightly and it pushes your opponent pretty far, sometimes limiting your combo potential.


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ 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 / Uf.png + mp

~~ 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 / Uf.png + hp

~~ Uses and Strategies ~~

Identical to neutral jump HP. No explanation needed here.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

Seth kicks diagonally downward. A good move to tick Throw.png with since it can also cross up.

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ 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 / Uf.png + hk

~~ 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 Low.png enough.


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 Instant.png overhead.

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 N.png + Lp.png + lk

~~ 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 + Lp.png + lk

~~ 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 + P.png ex

~~ 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 + P.png ex

~~ 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 + K.png Ex.png armorbreak

~~ 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 Front.png of them to start the mixup game. LK/MK/HK are generally used depending on the strength of the normal it was cancelled from, while EX can only be cancelled from close st. MK, close st. MP, and close st. HP and still connect afterwards. The EX version is also strike and projectile invincible until the startup frame, and does significantly more stun (especially with the nerf to the stun of the regular version in Ultra Street Fighter IV) at the cost of damage. If the opponent blocks, you are at their mercy and are probably going to eat a big combo. Therefore, you should NEVER miss your links and cancels into this move.

File:No image.png

Tanden Engine

Vacuum qcb + P.png ( Ex.png version Armorbreak.png ) 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 Cancel.png into any of the regular versions; only EX. So in general, you want to be close to the opponent when using this move to make the most use out of it. It's iffy at best in neutral since it's so slow, but if you've forced them to stay put through conditioning, you can pull them in even closer and force them into a mixup.

File:No image.png

Spinning Piledriver

Spinning Piledriver 360 + P.png ex

~~ 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 Rdp.png + 3p.png or 3k dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp + 3p.png will go backwards to half screen and Rdp.png + 3k.png will go as far backwards as the screen allows

~~ 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 Qcf.png + p

~~ 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 Throw.png out a Sonic Boom and Cancel.png straight into the HP version. If you want to use this move by itself, use the LP version; the other versions are too slow and don't have invincibility to cover the startup frames (but they do have better range, so make use of that information as you see fit).


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Tanden Stream

Ultra Combo I qcf Qcf.png + 3p.png armorbreak

~~ 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 Low.png damage for an Ultra (only 340 on a full Revenge Gauge), likely to balance out Seth's other aspects, but it is still one of the best Ultras in the game for the reasons above.

File:No image.png

Tanden Typhoon

Ultra Combo II qcb Qcb.png + 3p.png armorbreak

~~ 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 Front.png of him, but he is much, MUCH more susceptible to punishes if he fails to land a hit with this Ultra. There is also no time for Seth to set up another mixup against the opponent, as Seth recovers that slowly from this move even on hit. While Tanden Typhoon can juggle decently from Hyakuretsukyaku in the corner (and EX Shoryuken followups from anywhere on the screen) and also do decent chip damage, it should not be used by itself and Ultra Combo Double should be chosen. The effectiveness of Tanden Stream is too good to pass up.


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 Lp.png 30 50 20 HL ch/sp/su 4 2 5 10 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 75 100 40 HL sp/su 5 2 10 16 2 5 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 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 Lk.png 35 50 20 HL - 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 7 2 12 20 0 3 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 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 Lp.png 30 50 20 HL ch/sp/su 5 2 5 11 4 7 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 60 100 40 HL su 6 2 13 20 -1 2 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 80 200 60 HL - 13 3 30 45 -8 -5 25 28 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL - 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 60 100 40 HL - 8 3 12 22 -1 2 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 90 200 60 HL - 10 3 18 30 -3 1 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 50 100 40 HL sp/su 5 2 9 17 1 5 14 18 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 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 Lk.png 20 50 20 L ch/sp/su 5 2 8 14 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 50 100 40 L sp/su 7 3 14 23 -5 -1 12 16 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 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 Lp.png 50 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Hp.png 80 200 60 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Lk.png 45 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 9 - 14 - - 6~14F can control air movement Reset Reset - - - Lower body: 1~14F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MP Angled Jump Mp.png 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 Hp.png 80 200 60 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LK Angled Jump Lk.png 45 50 20 H - 6 8 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H - 6 8 - 13 - - Reset Reset - - - - - - -
Yosokyaku (1) Headstomp 1 Down.gif+Mk.png 50 50 40 H - 3 3 After landing 7 13 - - Soft Knockdown Soft Knockdown - - - - - - JP: 2
Yosokyaku (2) Headstomp 2 Down.gif+Mk.png 30 50 40 H - 4 3 After landing 7 14 - - Soft Knockdown Soft Knockdown - - - - - - JP: 3
Yosokyaku (3) Headstomp 3 Down.gif+Mk.png 35 50 40 H - 5 3 After landing 7 15 - - Soft Knockdown Soft Knockdown - - - - - - JP: 4
Tenmakujinkyaku Dive Kick
Down.gif+Hk.png
60 100 60 H - 12 Until ground - - - - Reset Reset - - - - - - JP: 4
Wall Jump Upright.gif from wall - - - - - - - - - - - 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 Ex.png 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 Lp.png 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 Mp.png 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 Hp.png 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 Ex.png 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 Lk.png 10*120 0*100 20/10*35 HL - 12 2 36 49 -24 - 14 - 1st hit goes into animation X - - - - - - -
Spin Kicks Mk.png 10*130 0*100 20/10*35 HL - 14 2 36 51 -24 - 14 - 1st hit goes into animation X - - - - - - -
Spin Kicks Hk.png 20*140 0*150 20/10*35 HL - 16 2 36 53 -24 - 14 - 1st hit goes into animation X - - - - - - -
EX Hyakuretsukyaku Spin Kicks Ex.png 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 Lp.png 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 Mp.png 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 Hp.png 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 Ex.png 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 Lp.png 130 150 30/80 1.181 - 3 2 49 53 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Mp.png 140 150 30/80 1.081 - 3 2 53 57 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Hp.png 150 150 30/80 0.981 - 3 2 56 60 - - - - X Hard Knockdown - - - - - - - - - -
EX Spinning Piledriver Spinning Pile Driver Ex.png 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 Lp.png 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 Mp.png 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 Hp.png 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


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