m (→623HP) |
m (→214LK) |
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=====<font style="visibility:hidden; float:right">214LK</font>===== | =====<font style="visibility:hidden; float:right">214LK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Seth_214K.png | ||
|name=LK Cruel Disaster | |name=LK Cruel Disaster | ||
|input=214LK | |input=214LK |
Revision as of 16:44, 25 August 2022
Introduction
About Seth
The king of chaos from the SF4 series makes his return in a stunning new body.
Like his SF4 counterpart, Seth is more of less a jack of all trades. He's obviously been toned down greatly, but still retains some great aspects about him. His mobility is great, frame data and pokes are somewhat standard but not bad, and his damage output is some of the best in the game. One of the shining points about Seth is that once he gets his offense going, its hard to shake him off. Most of his specials are safe, especially when spaced, and he's even got some that are plus and leave him point blank. His dive kick is incredibly hard to deal with and only -2 on block. His VS1 can alter his frame traps and block strings utilizing Install Arts to make the opponent second guess themselves about what to do after, and both of his V-Triggers have great damage output and setups to make Seth even more scary than he already is. Being a glass cannon, Seth is incredibly volatile, but if you think you have the patience to get in and overwhelm the opponent with a vast array of tools, Seth might be just for you.
Final Patch
Players to Watch
- Momochi
- Poongko
- Sakonoko
Seth | |
---|---|
Vitals | |
Life Points | 900 |
Stun Points | 900 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 16 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.452 |
Backward Dash Distance | 0.973 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46(4+38+4) |
Neutral Jump Speed | 46(4+38+4) |
Forward Jump Speed | 45(3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MP
6HP
6HK
3HK
Target Combos
5MP > 5HP
5MP > 5HP > MPMK
6MP > 5HK
6MP > 5HK > 5HP
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214LK (air)
214MK (air)
214HK (air)
214KK (air)
Install Arts
MPMK (Abigail)
MPMK (Akira)
MPMK (Akuma)
MPMK (Alex)
MPMK (Birdie)
MPMK (Blanka)
MPMK (Boxer)
MPMK (Cammy)
MPMK (Chun-Li)
MPMK (Cody)
MPMK (Dan)
MPMK (Dhalsim)
MPMK (Ed)
MPMK (E.Honda)
MPMK (Falke)
MPMK (F.A.N.G)
MPMK (F.A.N.G) (Trap)
MPMK (G)
MPMK (Gill)
MPMK (Guile)
MPMK (Ibuki)
MPMK (Juri)
MPMK (Kage)
MPMK (Karin Dash)
MPMK (Karin Just FrameTenko)
MPMK (Karin Late Tenko)
MPMK (Karin Orochi)
MPMK (Ken)
MPMK (Kolin Vanity Step)
MPMK (Kolin Silver Edge)
MPMK (Laura Fireball lvl 1)
MPMK (Laura Fireball lvl 2)
MPMK (Laura Fireball lvl 3)
MPMK (Lucia)
MPMK (Luke)
MPMK (Luke hold)
MPMK (Dictator)
MPMK (Menat Soul Sphere)
MPMK (Menat Soul Sphere: Ankh)
MPMK (Nash)
MPMK (Necalli Lunge)
MPMK (Necalli Lunge (V-Trigger))
MPMK (Oro Chicken Stomp)
MPMK (Poison)
MPMK (Rashid)
MPMK (R.Mika)
MPMK (Rose)
MPMK (Ryu)
MPMK (Sagat)
MPMK (Sakura)
MPMK (Seth)
MPMK (Urien)
MPMK (Claw)
MPMK (Zangief)
MPMK (Zeku - Old)
MPMK (Zeku - Young)
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK > P (VS1)
V-Skill 2
MPMK (VS2)
MPMK (VS2) > 236P
MPMK (VS2) > 623P
MPMK (VS2) > 214K
MPMK (VS2) > MPMK
V-Trigger 1
236P > HPHK
623P > HPHK
MPMK > HPHK
214K > HPHK
214K (air) > HPHK
236236P
V-Trigger 2
HPHK (VT2 Activation)
HPHK (VT2 Explosion)
HPHK
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6PPP