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{{USFIVFrameDataRow|||||Tanden Storm [[File:Fierce.gif]]|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|||||Tanden Storm [[File:Fierce.gif]]|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Tanden Stream|Ultra Combo I|qcf qcf + 3p armorbreak||Tanden Stream|340|0|0/0|HL|-|1+10|-|44|55|||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|-|}} | {{USFIVFrameDataRow|Tanden Stream|Ultra Combo I|qcf qcf + 3p armorbreak||Tanden Stream|340|0|0/0|HL|-|1+10|-|44|55|||-25|-|Invincible on hit and block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Tanden Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak||Tanden Typhoon|0*24x13*60|0|0/0|HL|-|1+10|80|104|194|||-70|-|Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~89f|-|-|JP: ?|}} | {{USFIVFrameDataRow|Tanden Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak||Tanden Typhoon|0*24x13*60|0|0/0|HL|-|1+10|80|104|194|||-70|-|Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~89f|-|-|JP: ?|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} |
Revision as of 20:14, 17 July 2014

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.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Stand HP: On hit now -5 from -11; on block now -8 from -15
- Diagonal Jump MK: Can now cross-up
- Diagonal Jump HK: Hitbox removed so it can no longer cross-up
- Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames
- Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown)
- Wall Jump: Movement distance reduced
- Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150
- Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200
- Spinning Piledriver: All versions stun damage reduced to 150 from 200
- Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block
- Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7
- Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves
- Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased
- Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89
- L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best
(New to Ultra SFIV Console Digital Release)
- Crouch MP: Recovery reduced to 9 frames from 11 frames; on hit now +5 from +3; on block now +1 from -1
- Diagonal Jump MK: Hitbox changed to match Ver.2012 Diagonal Jump HK
- Yosokyaku (Headstomp): Hitbox slightly expanded downward
- Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame
- Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120)
Character Specific Data
Seth
VITALS | |||||
---|---|---|---|---|---|
Health: | 800 | Stun: | 900 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.025 | Forward Dash Distance: | 1.35 | ||
Back Walk Speed: | 0.02 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 1.30 | |||
Jump Height Apex: | 2.21 | Back Dash Total Frames: | 25 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.27 | Back Dash Airborne: | 7 | ||
Back Jump Distance | 2.10 | Back Dash Recovery: | 10 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Yosokyaku, Tenmakujinkyaku | Hard Knockdowns: | Crouch HK, Spinning Piledriver, EX Spinning Piledriver | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Hyakuretsukyaku, EX Hyakuretsukyaku, EX Tanden Engine, Tanden Stream, Tanden Typhoon | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Crouch HP (1st Hit), Close HK (1st Hit), Sonic Boom | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -9 | L2 FA Back Dash (On Block): | -3 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Yosokyaku (1) | Head Stomp (1) | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Yosokyaku (2) | Head Stomp (2) | Perform after Yosokyaku (1) | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Yosokyaku (3) | Head Stomp (3) | Perform after Yosokyaku (2) | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tenmakujinkyaku |
Dive Kick | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Wall Jump |
Wall Jump | (in air, near wall) uf | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Genocide Shot |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Death Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Sonic Boom |
Fireball | qcf + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shoryuken |
Uppercut | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shoryuken Followup 1 |
Shoryuken Followup 1 | dp + p | Perform during Shoryuken |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shoryuken Followup 2 |
Shoryuken Followup 2 | dp + p | Perform during Shoryuken Followup 1 |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hyakuretsukyaku |
Spin Kick | qcb + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tanden Engine |
Vacuum | qcb + p ( ex version armorbreak ) | ex version consumes 2 blocks of Super Meter |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Spinning Piledriver |
Spinning Piledriver | 360 + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Teleport |
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 |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Storm |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Stream |
Ultra Combo I | qcf qcf + 3p armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tanden Typhoon |
Ultra Combo II | qcb qcb + 3p armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data