Line 16: | Line 16: | ||
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
! | !width="9%"| | ||
! Frames | ! Frames | ||
! Advantage | ! Advantage | ||
Line 439: | Line 439: | ||
* not particularly useful since it is slow and easy to see, and Seth does not have an overhead followup for mixup | * 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 | * free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K | ||
|- | |||
|colspan="8" align="center"| '''DMs''' | |||
|- | |||
!rowspan="2"| qcfx2+[[image:snka.gif]] | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Seth02_qcfx2A1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Seth02_qcfx2A2.png|center]] | |||
|rowspan="4"| '''"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 | |||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"|[[image:Seth02_qcfx2A3.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"|[[image:Seth02_qcfx2A4.png|center]] | |||
|- | |||
!rowspan="2"| qcfx2+[[image:snkc.gif]] | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| | |||
|rowspan="2" align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Seth02_qcfx2C1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Seth02_qcfx2C2.png|center]] | |||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"|[[image:Seth02_qcfx2C3.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"|[[image:Seth02_qcfx2C4.png|center]] | |||
|- | |||
|} | |} | ||
===DMs=== | ===DMs=== |
Revision as of 07:22, 15 September 2013
General Info
Crouch height: High
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Movelist
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
2. 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
- C throw is mashable
- D throw is a backturned soft knockdown