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===Anywhere=== | ===Anywhere=== | ||
* | * cl.C (1) > | ||
** qcf + A | ** qcf + A (1) >> | ||
* | *** DM qcf qcf + P {50%} | ||
* | *** DM qcf hcb + B, [followup] {55+%} | ||
* | |||
** | |||
* | * cr.A x 1-3 > | ||
** qcf + A (1) >> | |||
*** DM qcf qcf + P {50%} | |||
*** DM qcf hcb + B, [followup] {55+%} | |||
** df + B > | |||
*** DM qcf hcb + B | |||
*** hcb + K > f + K {25%} | |||
* cl.D / cl.C (1) > b + A / df + B > | |||
** hcb + K > f + K {25%} | |||
*** DM qcf hcb + B, [followup] {50+%} | |||
* ... DM qcf hcb + K, | |||
** DM qcf qcf + P (Only 1st hit will comnect.) | |||
** f + A | |||
** cr.C (Reset.) | |||
===Max Mode=== | ===Max Mode=== | ||
* cl.D / cl.C (1) > b + A >> BC, run cl.D / cl.C (1) > b + A > | |||
** DM qcf hcb + B, [followup] | |||
** qcf + A (1) >> | |||
*** DM qcf qcf + P {70%} | |||
*** DM qcf hcb + B, [followup] {75+%} | |||
==Strategies== | ==Strategies== |
Revision as of 22:06, 26 February 2020
General Info
Crouch height: High
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/15/3
Wakeup: 26 frames
Recovery roll: 29 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- b + A
- f + B
- f + A (Same move as f + A. Only on hit/block.)
- b + B (Overhead if not cancelled into.)
- df + B (Low.)
- qcf + P (SC.)
- hcf + B (Counter.)
- hcf + D (Counter.)
- d d + P (Counter.)
- hcb + K
- f + K
- d + K (Low.)
- air qcf + B (Overhead.)
- air qcf + D
- DM qcf qcf + P
- DM qcf hcb + K (Low (All but the last hit).)
- SDM qcf hcb + AC (Counter.)
- HSDM f hcf + AC (Throw. May OTG. Reverses the directions of the opponent's inputs until Seth hits the opponent or the round ends.)
Notes
- Cancellable normals are:
- Close: A, B, C (1), D
- Far: -
- Crouch: A, C
- Jump: A, C
- b + A is cancellable.
- df + B is cancellable only when you cancel into it.
- C throw is mashable.
- D throw is a backturned soft knockdown.
Combos
Anywhere
- cl.C (1) >
- qcf + A (1) >>
- DM qcf qcf + P {50%}
- DM qcf hcb + B, [followup] {55+%}
- qcf + A (1) >>
- cr.A x 1-3 >
- qcf + A (1) >>
- DM qcf qcf + P {50%}
- DM qcf hcb + B, [followup] {55+%}
- df + B >
- DM qcf hcb + B
- hcb + K > f + K {25%}
- qcf + A (1) >>
- cl.D / cl.C (1) > b + A / df + B >
- hcb + K > f + K {25%}
- DM qcf hcb + B, [followup] {50+%}
- hcb + K > f + K {25%}
- ... DM qcf hcb + K,
- DM qcf qcf + P (Only 1st hit will comnect.)
- f + A
- cr.C (Reset.)
Max Mode
- cl.D / cl.C (1) > b + A >> BC, run cl.D / cl.C (1) > b + A >
- DM qcf hcb + B, [followup]
- qcf + A (1) >>
- DM qcf qcf + P {70%}
- DM qcf hcb + B, [followup] {75+%}
Strategies
Seth its a ground defensive character with good air to air options, in far distance your jump in Special will be your pressure moves , use your Reversal Moves (hcf + B / hcf + D / dd + K) randomly (at far distance use the upper one (hcf + B), and at low distance the medium (hcf + D) or low one (d d + K)) , in close combat your crouching A its your Rapid Fire Weak Attack and can be comboed with his df + B and with the hcb + B Special or DM qcf hcb + K.