The King of Fighters 2002/Seth: Difference between revisions

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== Movelist ==
= Movelist =


'''Command Moves:'''<br>
== Throws ==
1. Tackle - f+A<br>
- Seth rams the opponent with his shoulder<br>
- free cancellable out of


2. Mae Age Geri - f+B<br>
1. Hiji ate kara no hadou uchi - b/f+C
- Seth kicks the opponent's shins with the tip of his shoes<br>
* Seth grabs the opponent and punches them repeatedly before knocking them back
- cancellable into the Tackle f+A<br>
* this is a mashable grab, so mashing the attack buttons will result in more punches being made
- free cancellable out of


3. Back Blow - b+A<br>
- Seth spins, hitting the opponent with the back of his fist<br>
- cancellable<br>
- whiffs against some crouching opponents


4. Sobat - b+B<br>
2. Tomoe Nage - b/f+D
- Seth does a hop kick forward<br>
* Seth grabs the opponent and throws them behind him
- overhead<br>
* the opponent will get up with their back turned after this move
- evades low attack<br>
- free cancellable out of


5. Sliding - df+B<br>
- Seth does a quick and short ranged slide<br>
- cancellable if cancelled into<br>
- low attack, even if cancelled into<br>
- free cancellable out of


'''Special Moves:'''<br>
== Command Normals ==
1. Sho-Yoh - qcf+P<br>
- Seth waves his hand low to the ground, causing dust(?) to appear. qcf+A does two hits and comes out alot faster than his qcf+C, while qcf+C is only one hit<br>
- supercancellable on all hits. Supercancelling qcf+C when it doesn't counterhit, will result in any DM whiffing. Since the second hit of qcf+A sends the opponent off the ground, it is best to supercancel from the first hit<br>
- qcf+C is a counterwire and hard knockdown<br>
- free cancellable into<br>
- free cancellable out of on all hits


2. Doh-Kuzushi - hcf+K<br>
1. Tackle - f+A
- Seth goes into a counter stance<br>
* Seth does a quick ram of the opponent with his shoulder, knocking them down
- hcf+B reverses air and high attacks, as well as special moves and DMs, causing hard knockdown<br>
- hcf+D reverses mid-level attacks, switching sides with the opponent and giving you enough time to run up and combo<br>
- hcf+D builds some stock when the motion is done (regardless if the counter activates), while hcf+B (as well as his Ashi-Tori d d+P) do not build any stock


3. Ashi-Tori - d d+P<br>
- Seth goes into a counter stance. During this stance, he will reverse low normals, including crouching punches, sending opponent into the air<br>
- the opponent can be juggled after being sent into the air<br>
- hard knockdown


4. An-Getsu - qcf+B(air)<br>
2. Mae Age Geri - f+B
- Seth comes down vertically, stomping on the opponent<br>
* Seth kicks the opponent's shins with the tip of his shoes<br>
- overhead<br>
* cancellable into f+A
- hard knockdown<br>
* fairly useless move, not much practical application
- free cancellable into
 
 
3. Back Blow - b+A
* Seth performs a spinning backhand attack that comes out slow but does good damage
* cancellable
* whiffs against all low crouching opponents, such as Iori, Athena
* has no practical usage outside of combos
 
 
4. Sobat - b+B
* Seth does a hop kick forward
* overhead
* evades low attack and Seth is considered airborn
* seems to have more recovery if cancelled into as opposed to done by itself or late cancelled
 
 
5. Sliding - df+B
* Seth does a quick, short ranged slide
* very safe on block even if done at the closest range possible
* cancellable if cancelled into
* low attack, even if cancelled into
 
 
== Special Moves ==
 
1. Sho-Yoh - qcf+P
* Seth his arm around, causing dust(?) to appear qcf+A does two hits and comes out alot faster than his qcf+C, while qcf+C is only one hit
* supercancellable on all hits. Supercancelling qcf+C when it doesn't counterhit, will result in the DM whiffing. Since the second hit of qcf+A sends the opponent off the ground, it is best to supercancel from the first hit
* qcf+C is a counterwire and hard knockdown
* free cancellable into
* free cancellable out of on all hits
 
 
2. Doh-Kuzushi - hcf+K
* Seth goes into a counter stance
* hcf+B reverses air attacks, as well as special moves and DMs, causing hard knockdown
* hcf+D reverses mid-level attacks, switching sides with the opponent and giving you enough time to run up and combo
* hcf+D builds some stock when the motion is done (regardless if the counter activates), while hcf+B (as well as his d d+P) do not build meter
 
 
3. Ashi-Tori - d d+P
* Seth goes into a counter stance. During this stance, he will reverse low normals, knocking the opponent into the air to be juggled
* hard knockdown
 
 
4. An-Getsu - qcf+B(air)
* Seth comes down vertically, stomping on the opponent
* very useful attack as it's safe on block and can be done immediately before/after crossing up for mixups
* overhead
* hard knockdown
* free cancellable into
 
 
5. Raku-Getsu - qcf+D(air)
* Seth does a kick 45 degrees diagonally downwards
* if you jump over the opponent and do the move with the reversed input, he will attack towards the opponent
* free cancellable into


5. Raku-Getsu - qcf+D(air)<br>
- Seth does a kick 45 degrees diagonally downwards<br>
- if you jump over the opponent and do the move with the reversed input, he will attack towards the opponent<br>
- free cancellable into


6. Kyu-Getsu - hcb+K<br>
6. Kyu-Getsu - hcb+K<br>
- Seth dashes forward and knees the opponent<br>
* Seth dashes forward and performs a knee attack
- hcb+B comes out faster and does slightly more damage than hcb+D, but takes longer to recover<br>
* hcb+B comes out faster and does slightly more damage than hcb+D, but takes longer to recover
- if this move makes contact with the opponent, it can be followed up by the Ya-Getsu f+K or Gen-Getsu d+K<br>
* if this move makes contact with the opponent, it can be followed up by f+K or d+K
- it is possible to juggle the opponent after this move<br>
* it is possible to juggle the opponent after this move
- free cancellable into<br>
* free cancellable into
- free cancellable out of
* free cancellable out of
 
 
6a. Ya-Getsu - f+K (after hcb+K)
* Seth follows up with another kick that has good recovery and comes out quickly
* free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K
 


6a. Ya-Getsu - f+K (after Kyu-Getsu hcb+K)<br>
6b. Gen-Getsu - d+K (after hcb+K)
- Seth follows up with another kick that has good recovery and comes out immediately<br>
* Seth slides on the ground, attempting to sweep his opponent. This move takes a while to come out, and has some recovery time
- free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K
* low attack
* not particularly useful since it is slow and easy to see, and Seth does not have an overhead followup for mixup
* free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K


6b. Gen-Getsu - d+K (after Kyu-Getsu hcb+K)<br>
- Seth slides on the ground, attempting to sweep his opponent. This move takes a while to come out, and has some recovery time<br>
- low attack<br>
- free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K


'''DMs:'''<br>
== DMs ==
1. "Morote"-Sho-Yoh - qcfx2+P<br>
- Seth does one very quick punch. Then he waves his hand similar to how he does during his Sho-Yoh qcf+P, causing dust to appear<br>
- stuns the opponent on the first hit. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo while opponent is stunned<br>
- impossible for the opponent to punish this on block, but they can guard roll behind Seth after the first hit, and punish him


2. Irimi-Nadazuki - qcf hcb+K<br>
1. "Morote"-Sho-Yoh - qcfx2+P
- Seth slides forward. If this move hits or is blocked, he will do 6 more kicks, the last one sending the opponent vertically into the air for a juggle. If the move whiffs, Seth does not do any kicks<br>
* Seth does one very quick punch. Then he swings his arm similar to how he does during his qcf+P, doing about 5 extra hits and knocking the opponent back
- qcf hcb+D comes out slower and goes *slightly* further than qcf hcb+B<br>
* stuns the opponent on the first hit. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo while opponent is stunned*
- low attack on the first hit<br>
* impossible for the opponent to punish this on block except by guard rolling after blocking first hit or doing an invincible move after it
- difficult to punish this move on block unless the opponent guard rolls behind Seth as he is kicking, and combos him from behind. The last kick is able to hit opponents from behind Seth


'''SDMs:'''<br>
1. Doh-Tori-Shichimonsatsu - qcf hcb+AC<br>
- Seth goes into a counter stance. During this stance, he will reverse all air, high, mid and low attacks, as well as specials and most DMs


'''HSDM:'''<br>
3. Irimi-Nadazuki - qcf hcb+K
Sigure-Rangiku - f hcf+AC<br>
* Seth does a sliding attack. If this move hits or is blocked, he will do 6 more kicks, the last one sending the opponent vertically into the air for a juggle. If the move whiffs, Seth does not do any kicks
- unblockable<br>
* qcf hcb+D comes out slower and goes slightly further than qcf hcb+B
- hard knockdown<br>
* low attack on the first hit
- reverses directions of the opponent. This means that up becomes down, down becomes up, etc. The directions stay reversed until Seth hits the opponent, throws them or the round ends.
* difficult to punish this move on block unless the opponent guard rolls behind Seth as he is kicking, and combos him from behind. The last kick is able to hit opponents from behind Seth which was likely not intended
* not useful outside of combos


'''Notes:'''<br>
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C<br>
-CD is cancellable into command moves, specials and DMs and has autoguard near the beginning<br>
-close D is a low attack<br>
-vertical jump B is an instant overhead


== SDMs ==


== Combos ==
1. Doh-Tori-Shichimonsatsu - qcf hcb+AC
* Seth goes into a counter stance. During this stance, he will reverse all air, high, mid and low attacks, as well as specials and most DMs


'''Anywhere:'''<br>
1. Close C(1), f+B, f+A - 25%<br>
2. Close D, b+A, hcb+K, f+B - 40%<br>
3. Close D, b+A, qcf hcb+B - 70%<br>
4. Close D, b+A, qcf+A(1), (S)qcf hcb+B(Buffer:qcb+B), qcfx2+P - 80%<br>
5. Crouch A, df+B, qcf+A(1), (S)qcf hcb+B(Buffer:qcb+B), qcfx2+P - 70%


'''Corner:'''<br>
== HSDMs ==
1. d d+P(counter), hcb+B, qcfx2+P - 42%<br>
2. Close D, b+A, hcb+D, f+A/qcfx2+P - 38%/43%<br>
3. Close D, df+B, hcb+B, qcfx2+P - 43%


'''Maxmode:'''<br>
1. Sigure-Rangiku - f hcf+AC
1. Close C(1), b+A, BC, run Close D, b+A, qcf+A(1), (S)qcf hcb+B(Buffer:qcb+B), qcfx2+P - 85%
* Seth performs an unblockable grab
* hard knockdown
* this move reverses the directions of the opponent's inputs. This means that up becomes down, down becomes up, downright becomes upleft, etc. The directions stay reversed until Seth hits the opponent, throws them or the round ends
* can OTG after certain moves such as his hcf+B counter


'''Attack Strings:'''<br>
1. Jump A, qcf+B (Corner)<br>
2. Crouch AA, df+B, hcb+B


'''Move Properties:'''<br>
== Notes ==
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C<br>
-CD is cancellable into command moves, specials and DMs and has autoguard<br>
-free cancellable into moves are qcf+P, hcb+K, qcf+K(air), hcf+K<br>
-free cancellable out-of moves are f+B, df+B, b+B, qcf+P, hcb+K, f+K followup of hcb+K and d+K followup of hcb+K<br>
-b+A is cancellable, df+B is cancellable if cancelled into<br>
-close D, df+B and d+K followup of hcb+K, are low attacks<br>
-qcf+B in air and b+B are overheads<br>
-qcf+P is supercancellable<br>
-qcf+B(air), qcf+C and d d+P(counter) are hard knockdowns<br>
-qcfx2+P on the first hit, stuns the opponent. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo


'''Strategies:'''
* cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C
* CD is cancellable into command normals, specials and DMs and has autoguard near the beginning
* close D is a low attack


'''Notes:'''<br>
-b+A whiffs against most crouching opponents






[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 03:58, 5 July 2010

Movelist

Throws

1. Hiji ate kara no hadou uchi - b/f+C

  • Seth grabs the opponent and punches them repeatedly before knocking them back
  • this is a mashable grab, so mashing the attack buttons will result in more punches being made


2. Tomoe Nage - b/f+D

  • Seth grabs the opponent and throws them behind him
  • the opponent will get up with their back turned after this move


Command Normals

1. Tackle - f+A

  • Seth does a quick ram of the opponent with his shoulder, knocking them down


2. Mae Age Geri - f+B

  • Seth kicks the opponent's shins with the tip of his shoes
  • cancellable into f+A
  • fairly useless move, not much practical application


3. Back Blow - b+A

  • Seth performs a spinning backhand attack that comes out slow but does good damage
  • cancellable
  • whiffs against all low crouching opponents, such as Iori, Athena
  • has no practical usage outside of combos


4. Sobat - b+B

  • Seth does a hop kick forward
  • overhead
  • evades low attack and Seth is considered airborn
  • seems to have more recovery if cancelled into as opposed to done by itself or late cancelled


5. Sliding - df+B

  • Seth does a quick, short ranged slide
  • very safe on block even if done at the closest range possible
  • cancellable if cancelled into
  • low attack, even if cancelled into


Special Moves

1. Sho-Yoh - qcf+P

  • Seth his arm around, causing dust(?) to appear qcf+A does two hits and comes out alot faster than his qcf+C, while qcf+C is only one hit
  • supercancellable on all hits. Supercancelling qcf+C when it doesn't counterhit, will result in the DM whiffing. Since the second hit of qcf+A sends the opponent off the ground, it is best to supercancel from the first hit
  • qcf+C is a counterwire and hard knockdown
  • free cancellable into
  • free cancellable out of on all hits


2. Doh-Kuzushi - hcf+K

  • Seth goes into a counter stance
  • hcf+B reverses air attacks, as well as special moves and DMs, causing hard knockdown
  • hcf+D reverses mid-level attacks, switching sides with the opponent and giving you enough time to run up and combo
  • hcf+D builds some stock when the motion is done (regardless if the counter activates), while hcf+B (as well as his d d+P) do not build meter


3. Ashi-Tori - d d+P

  • Seth goes into a counter stance. During this stance, he will reverse low normals, knocking the opponent into the air to be juggled
  • hard knockdown


4. An-Getsu - qcf+B(air)

  • Seth comes down vertically, stomping on the opponent
  • very useful attack as it's safe on block and can be done immediately before/after crossing up for mixups
  • overhead
  • hard knockdown
  • free cancellable into


5. Raku-Getsu - qcf+D(air)

  • Seth does a kick 45 degrees diagonally downwards
  • if you jump over the opponent and do the move with the reversed input, he will attack towards the opponent
  • free cancellable into


6. Kyu-Getsu - hcb+K

  • Seth dashes forward and performs a knee attack
  • hcb+B comes out faster and does slightly more damage than hcb+D, but takes longer to recover
  • if this move makes contact with the opponent, it can be followed up by f+K or d+K
  • it is possible to juggle the opponent after this move
  • free cancellable into
  • free cancellable out of


6a. Ya-Getsu - f+K (after hcb+K)

  • Seth follows up with another kick that has good recovery and comes out quickly
  • free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K


6b. Gen-Getsu - d+K (after hcb+K)

  • Seth slides on the ground, attempting to sweep his opponent. This move takes a while to come out, and has some recovery time
  • low attack
  • not particularly useful since it is slow and easy to see, and Seth does not have an overhead followup for mixup
  • free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K


DMs

1. "Morote"-Sho-Yoh - qcfx2+P

  • Seth does one very quick punch. Then he swings his arm similar to how he does during his qcf+P, doing about 5 extra hits and knocking the opponent back
  • stuns the opponent on the first hit. Thus, if you trade hits with the opponent with this move, you have enough time to run up and do a combo while opponent is stunned*
  • impossible for the opponent to punish this on block except by guard rolling after blocking first hit or doing an invincible move after it


3. Irimi-Nadazuki - qcf hcb+K

  • Seth does a sliding attack. If this move hits or is blocked, he will do 6 more kicks, the last one sending the opponent vertically into the air for a juggle. If the move whiffs, Seth does not do any kicks
  • qcf hcb+D comes out slower and goes slightly further than qcf hcb+B
  • low attack on the first hit
  • difficult to punish this move on block unless the opponent guard rolls behind Seth as he is kicking, and combos him from behind. The last kick is able to hit opponents from behind Seth which was likely not intended
  • not useful outside of combos


SDMs

1. Doh-Tori-Shichimonsatsu - qcf hcb+AC

  • Seth goes into a counter stance. During this stance, he will reverse all air, high, mid and low attacks, as well as specials and most DMs


HSDMs

1. Sigure-Rangiku - f hcf+AC

  • Seth performs an unblockable grab
  • hard knockdown
  • this move reverses the directions of the opponent's inputs. This means that up becomes down, down becomes up, downright becomes upleft, etc. The directions stay reversed until Seth hits the opponent, throws them or the round ends
  • can OTG after certain moves such as his hcf+B counter


Notes

  • cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D, jump A, jump C
  • CD is cancellable into command normals, specials and DMs and has autoguard near the beginning
  • close D is a low attack