A. C. Glass (talk | contribs) No edit summary |
(→Frame Data: Additional 2012 changes and notes) |
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Line 165: | Line 165: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Forces stand, [] refers to active frames 3~5f | ||
| | | | | | ||
|- | |- | ||
Line 201: | Line 201: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |2*2 | | align="center" |2*2 | ||
Line 207: | Line 207: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |Only +4 hit advantage vs crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 333: | Line 333: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1st hit forces stand, | | align="center" |1st hit forces stand, 2nd hit floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 375: | Line 375: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 413: | Line 413: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" | | | align="center" |4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 445: | Line 445: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Can be maneuvered | | align="center" |Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible | ||
| | | | | | ||
|- | |- | ||
Line 487: | Line 487: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1st hit floats opponent, [2nd air hit] limited juggle, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 554: | Line 554: | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |7 | | align="center" |After landing 7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 568: | Line 568: | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |7 | | align="center" |After landing 7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 582: | Line 582: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |7 | | align="center" |After landing 7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 613: | Line 613: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Can perform until 27f of jump | ||
| | | | | | ||
|- | |- | ||
Line 669: | Line 669: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 683: | Line 683: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 694: | Line 694: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |47 | | align="center" |Total 47 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |17~18f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 708: | Line 708: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |58 | | align="center" |Total 58 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |30~31f cancellable, 2nd hit starts on 27f | ||
| | | | | | ||
|- | |- | ||
Line 718: | Line 718: | ||
| align="center" |80*60 | | align="center" |80*60 | ||
| align="center" |100*50 | | align="center" |100*50 | ||
| align="center" |30/40 | | align="center" |30/40*10 | ||
| align="center" |su | | align="center" |su*su | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2*16 | | align="center" |2*16 | ||
| align="center" |11+13 | | align="center" |11+13 | ||
| align="center" |- | | align="center" |-21 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f | | align="center" |1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 732: | Line 732: | ||
| align="center" |90*60 | | align="center" |90*60 | ||
| align="center" |100*50 | | align="center" |100*50 | ||
| align="center" |30/40 | | align="center" |30/40*10 | ||
| align="center" |su | | align="center" |su*su | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2*16 | | align="center" |2*16 | ||
| align="center" |21+13 | | align="center" |21+13 | ||
| align="center" |- | | align="center" |-31 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f invincible, | | align="center" |1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 746: | Line 746: | ||
| align="center" |100*80 | | align="center" |100*80 | ||
| align="center" |100*50 | | align="center" |100*50 | ||
| align="center" |30/40 | | align="center" |30/40*10 | ||
| align="center" |su | | align="center" |su*su | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2*16 | | align="center" |2*16 | ||
| align="center" |24+13 | | align="center" |24+13 | ||
| align="center" |- | | align="center" |-34 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f invincible | | align="center" |1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 761: | Line 761: | ||
| align="center" |100*50 | | align="center" |100*50 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*su | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2*16 | | align="center" |2*16 | ||
Line 767: | Line 767: | ||
| align="center" |-34 | | align="center" |-34 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~22f invincible | | align="center" |1~22f invincible, 8f~ airborne, | ||
| | | | | | ||
|- | |- | ||
Line 778: | Line 778: | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |13 | | align="center" |After landing 13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property, EX version does not gain meter | ||
| | | | | | ||
|- | |- | ||
Line 792: | Line 792: | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |20[4x5] | | align="center" |20[4x5] | ||
| align="center" |13 | | align="center" |After landing 13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property, [] refers to EX version | ||
| | | | | | ||
|- | |- | ||
Line 809: | Line 809: | ||
| align="center" |-24 | | align="center" |-24 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Armor break | | align="center" |Armor break, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 823: | Line 823: | ||
| align="center" |-24 | | align="center" |-24 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Armor break | | align="center" |Armor break, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 837: | Line 837: | ||
| align="center" |-24 | | align="center" |-24 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Armor break | | align="center" |Armor break, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 851: | Line 851: | ||
| align="center" |-24 | | align="center" |-24 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~15f | | align="center" |1~15f strike and projectile invincible, armor break, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 865: | Line 865: | ||
| align="center" |+19 | | align="center" |+19 | ||
| align="center" |+23 | | align="center" |+23 | ||
| align="center" | | | align="center" |21~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw | ||
| | | | | | ||
|- | |- | ||
Line 879: | Line 879: | ||
| align="center" |+19 | | align="center" |+19 | ||
| align="center" |+23 | | align="center" |+23 | ||
| align="center" | | | align="center" |24~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw | ||
| | | | | | ||
|- | |- | ||
Line 893: | Line 893: | ||
| align="center" |+19 | | align="center" |+19 | ||
| align="center" |+23 | | align="center" |+23 | ||
| align="center" | | | align="center" |26~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw | ||
| | | | | | ||
|- | |- | ||
Line 907: | Line 907: | ||
| align="center" |+19 | | align="center" |+19 | ||
| align="center" |+23 | | align="center" |+23 | ||
| align="center" | | | align="center" |23~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Spinning Pile Driver | | |Spinning Pile Driver [[File:Jab.gif]] | ||
| align="center" | | | align="center" |1.18 | ||
| align="center" |130 | | align="center" |130 | ||
| align="center" |200 | | align="center" |200 | ||
Line 921: | Line 921: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | |||
|- | |||
| |Spinning Pile Driver [[File:Strong.gif]] | |||
| align="center" |1.08 | |||
| align="center" |140 | |||
| align="center" |200 | |||
| align="center" |30/80 | |||
| align="center" |- | |||
| align="center" |3 | |||
| align="center" |2 | |||
| align="center" |53 | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |Hard knockdown | |||
| | | |||
|- | |||
| |Spinning Pile Driver [[File:Fierce.gif]] | |||
| align="center" |0.98 | |||
| align="center" |150 | |||
| align="center" |200 | |||
| align="center" |30/80 | |||
| align="center" |- | |||
| align="center" |3 | |||
| align="center" |2 | |||
| align="center" |56 | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |Hard knockdown | |||
| | | | | | ||
|- | |- | ||
Line 935: | Line 963: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~4f strike invincible | | align="center" |1~4f strike and projectile invincible, Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 949: | Line 977: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~ | | align="center" |1~31f invincible, teleport complete on 19f | ||
| | | | | | ||
|- | |- | ||
| |Super Combo | | |Super Combo [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |10x20*120 | | align="center" |10x20*120 | ||
Line 963: | Line 991: | ||
| align="center" |-45 | | align="center" |-45 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle) | ||
| | | |||
|- | |||
| |Super Combo [[File:Strong.gif]] | |||
| align="center" |HL | |||
| align="center" |10x20*120 | |||
| align="center" |0 | |||
| align="center" |-1000/0 | |||
| align="center" |- | |||
| align="center" |1+10 | |||
| align="center" |80 | |||
| align="center" |81 | |||
| align="center" |-45 | |||
| align="center" |- | |||
| align="center" |1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle) | |||
| | | |||
|- | |||
| |Super Combo [[File:Fierce.gif]] | |||
| align="center" |HL | |||
| align="center" |10x20*120 | |||
| align="center" |0 | |||
| align="center" |-1000/0 | |||
| align="center" |- | |||
| align="center" |1+15 | |||
| align="center" |80 | |||
| align="center" |81 | |||
| align="center" |-45 | |||
| align="center" |- | |||
| align="center" |1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle) | |||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 1 | | |Ultra Combo 1 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |340 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 974: | Line 1,030: | ||
| align="center" |1+10 | | align="center" |1+10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |66 | | align="center" |Total 66 | ||
| align="center" |-25 | | align="center" |-25 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~ | | align="center" |1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox | ||
| | | | | | ||
|- | |- | ||
Line 991: | Line 1,047: | ||
| align="center" |-89 | | align="center" |-89 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | 1~12 invincible | | align="center" |1~11f Invincible, 12~89f projectile invincible, Untechable limited juggle knockdown, armor break, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, can juggle | ||
| | | | | | ||
|- | |- |
Revision as of 08:32, 2 November 2012


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
A "glass cannon" in every sense of the word. Seth is a character who has a variety of tools at his disposal for just about everything you can think of. His speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priority. The price he pays for all of these perks, unfortunately, is the worst defense in the game. With the lowest health out of the entire cast, and his only reliable wakeup reversal being his Shoryuken, Seth must be played very carefully, because making one false move will cost you the round 99% of the time. Once mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE ver. 2012 Changes
Jumping Heavy Punch
Changed hitbox active time from 2F to 4F.
Forward Jumping Medium Kick
Made foot region invincible to projectiles from end of active period to landing.
Shoryuken
Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus→Dash. No change to first hit’s block stun.
Tanden Stream
Made Seth become totally invincible at a certain point in the attack. Made fully hit when combo launched from crouching heavy punch. Changed damage from 380 to 340.
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.