m (→Anywhere) |
m (→Anywhere) |
||
Line 620: | Line 620: | ||
**** DM qcf qcf + P (Corner. Only 1st hit will connect.) | **** DM qcf qcf + P (Corner. Only 1st hit will connect.) | ||
**** cl.A / cr.A / cl.B (Corner) | **** cl.A / cr.A / cl.B (Corner) | ||
*** DM qcf qcf + P {50%} | |||
*** DM qcf hcb + B, {55+%} | |||
**** DM qcf qcf + P (Only 1st hit will connect.) | |||
**** cl.A / cr.A / cl.B | |||
* cr.A x 2-3 > | |||
** DM qcf qcf + P | |||
** qcf + A ... | |||
** df + B > [Anything that can follow cl.D > df + B] | |||
* cr.A > | * cr.A > | ||
** f + B | ** f + B | ||
** f + A | ** f + A | ||
** | ** hcb + B ... | ||
===Max Mode=== | ===Max Mode=== |
Revision as of 07:19, 14 March 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.) (C: Counterwire.)
- hcf + B (Counter: air normals + non-low specials. Throw on trigger.)
- hcf + D (Counter: ground & non-low normals. Throw on trigger.)
- d d + P (Counter: low. Throw on trigger.)
- hcb + K
- f + K
- d + K (Low.)
- air qcf + B (Overhead.)
- air qcf + D
- DM qcf qcf + P
- DM qcf hcb + K (Low (All but the last hit).)
- SDM qcf hcb + AC (Counter: any. Throw on trigger.)
- HSDM f hcf + AC (Throw. 0 frame startup. May OTG. Reverses the directions of the opponent's inputs until Seth hits the opponent or the round ends.)
Notes
- Cancellable normals are:
- Close: A, B, C (1), D
- Far: -
- Crouch: A, C (1)
- Jump: A, C
- b + A is cancellable.
- df + B is cancellable only when you cancel into it.
- cr.C (2) knocks the opponent, but he recovers in the air.
- C throw is mashable.
- D throw is a backturned soft knockdown.
Combos
Anywhere
- cl.D / cl.C (1) >
- b + B
- f + A
- f + B >
- f + A (Only starting with cl.C (1).)
- b + A (Standing) / df + B >
- qcf + C
- qcf + A (Except from cl.D > df + B.)
- qcf + A (1) >> (Except from cl.D > df + B.)
- DM qcf qcf + P {50%}
- DM qcf hcb + B, {55+%}
- DM qcf qcf + P (Only 1st hit will connect.)
- cl.A / cr.A / cl.B
- hcb + B,
- > f + K {25%}
- DM qcf qcf + P (Corner. Only 1st hit will connect.)
- cl.A / cr.A / cl.B (Corner)
- DM qcf qcf + P {50%}
- DM qcf hcb + B, {55+%}
- DM qcf qcf + P (Only 1st hit will connect.)
- cl.A / cr.A / cl.B
- cr.A x 2-3 >
- DM qcf qcf + P
- qcf + A ...
- df + B > [Anything that can follow cl.D > df + B]
- cr.A >
- f + B
- f + A
- hcb + B ...
Max Mode
- cl.D / cl.C (1) > b + A >> BC, run cl.D / cl.C (1) > b + A >
- DM qcf hcb + B, [followup]
- qcf + A (1) >>
- DM qcf qcf + P {70%}
- DM qcf hcb + B, [followup] {75+%}
Strategies
Seth its a ground defensive character with good air to air options, in far distance your jump in Special (air qcf + K) will be your pressure moves, use your Reversal Moves (hcf + B / hcf + D / dd + P) randomly (at far distance use the upper one (hcf + B), and at low distance the medium (hcf + D) or low one (d d + P)) , in close combat your crouching A its your Rapid Fire Weak Attack and can be comboed with his df + B and with the hcb + B Special or DM qcf hcb + K.