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{{SSFIVMoveListRow | Hyakuretsukyaku | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Hyakuretsukyaku | qcb + k | ex armorbreak }} | ||
{{SSFIVMoveListRow | Tanden Engine | qcb + p | ex version consumes two blocks of Super Combo Gauge; armorbreak only during ex; ex }} | {{SSFIVMoveListRow | Tanden Engine | qcb + p | ex version consumes two blocks of Super Combo Gauge; armorbreak only during ex; ex }} | ||
{{SSFIVMoveListRow | Spinning | {{SSFIVMoveListRow | Spinning Piledriver | 360 + p | }} | ||
{{SSFIVMoveListRow | Yoga 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 }} | {{SSFIVMoveListRow | Yoga 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 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} |
Revision as of 16:34, 18 July 2011


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.
In a nutshell
With the changes provided by Arcade Edition, the former glass cannon just became a little more reinforced. With a slightly higher amount of health and a much larger amount of stun, Seth is now resilient enough to not be killed in just two combos. Unfortunately, to compensate, one of his major zoning tools, his jumping HP, is now gone, meaning Seth players will now have to put more rushdown into their strategy. With the additional health and stun, however, that may be all Seth needs to squeeze out a win.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
- Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
- Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
- Crouching Hard Punch's start up is slightly faster.
- Crouching Medium Kick has slightly more active frames.
- Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
- His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
- All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
- Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
- His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
- Super's invincibility window was lengthened, and "the pursuit priority is increased" (connect more hits against airborne opponents).
- Ultra 2's recovery was shortened. Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames.
- Ultra 1 deals more damage, but has a longer recovery time.
- Stamina increased to 800, stun increased to 900.