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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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4/3/6
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+3/+1
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C,S,Su
|
HL
|
|
|
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2/5/7
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0/-2
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|
HL
|
|
|
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7/3(4)3/13
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+4/+2
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C,S,Su
|
HL
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|
|
|
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6/6/11
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+3/+1
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C,S,Su
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L
|
|
|
Standing Far
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5/3/7
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+2/0
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|
HL
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|
|
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5/5/5
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+2/0
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|
HL
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|
|
|
8/8/19
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-7/-9
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|
HL
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|
|
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9/7/17
|
-4/-6
|
|
HL
|
|
|
+
|
20/5/23
|
KD/-6
|
C,S,Su
|
HL
|
|
|
Guard point: Frame 6-7.
|
Crouching
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|
3/5/5
|
+2/0
|
R,C,S,Su
|
HL
|
|
|
|
|
4/6/6
|
0/-2
|
|
L
|
|
|
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6/2(0)3/18
|
+12/-3
|
C,S,Su
|
HL
|
|
|
Air resets the opponent on second hit.
|
|
9/7/15
|
KD/-4
|
|
L
|
|
|
Jump
|
|
4/4+7/-
|
-/-
|
S
|
H
|
|
|
|
|
7/4/-
|
-/-
|
|
H
|
|
|
|
8/3/-
|
-/-
|
S
|
H
|
|
|
|
11/6/-
|
-/-
|
|
H
|
|
|
+
|
17/6/-
|
KD/-
|
S
|
HL
|
|
|
Neutral Jump
|
|
4/3+7/-
|
-/-
|
S
|
H
|
|
|
|
|
2/5/-
|
-/-
|
|
H
|
|
|
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8/11/-
|
-/-
|
S
|
H
|
|
|
|
8/3/-
|
-/-
|
|
H
|
|
|
Hop
|
|
4/10/-
|
-/-
|
S
|
H
|
|
|
|
7/4/-
|
-/-
|
|
H
|
|
|
|
8/11/-
|
-/-
|
S
|
H
|
|
|
|
11/6/-
|
-/-
|
|
H
|
|
|
+
|
17/8/-
|
KD/-
|
S
|
HL
|
|
|
Command Normals
|
f+
|
8/2/28
|
KD/-12
|
|
HL
|
|
Frames 5-8 activate countermoves despite not having an attack box.
|
b+
|
17/2/27
|
-9/-11
|
C,S,Su
|
HL
|
|
Whiffs against low crouchers
|
f+
|
10/6/18
|
-4/-6
|
f+A
|
HL
|
|
Cancellable into f+A
|
df+
|
9/5/17
|
-2/-4
|
|
L
|
|
|
df+ (cancel)
|
6/5/17
|
-2/-4
|
C,S,Su
|
L
|
|
b+
|
21/5/18
|
0/-2
|
|
H
|
|
Evades low attacks, considered airborne
|
b+ (cancel)
|
11/5/20
|
-2/-4
|
|
HL
|
Evades low attacks, considered airborne
|
Command Normals
|
qcf+
|
|
|
|
HL
|
|
|
Sho-Yoh - qcf+P
- Seth waves his arm around, causing dust(?) to appear
- qcf+A does two hits and comes out a lot faster than his qcf+C, while qcf+C is only one hit
- supercancellable on all hits. Supercancelling qcf+C when it doesn't counterhit will result in the DM whiffing. Since the second hit of qcf+A sends the opponent off the ground, it is best to supercancel from the first hit
- qcf+C is a counterwire and hard knockdown
- free cancellable into
- free cancellable out of on all hits
|
qcf+
|
|
|
|
HL
|
|
hcf+
|
|
|
|
|
|
Doh-Kuzushi - hcf+K
- Seth goes into a counter stance
- hcf+B reverses air attacks, as well as special moves and DMs, causing hard knockdown
- hcf+D reverses mid-level attacks, switching sides with the opponent and giving you enough time to run up and combo
- hcf+D builds some stock when the motion is done (regardless if the counter activates), while hcf+B (as well as his d d+P) do not build meter
|
hcf+
|
|
|
|
|
|
d,d+
|
|
|
|
|
|
|
Ashi-Tori - d d+P
- Seth goes into a counter stance. During this stance, he will reverse low normals, knocking the opponent into the air to be juggled
- hard knockdown
|
d,d+
|
|
|
|
|
j.qcf+
|
|
|
|
H
|
|
An-Getsu - qcf+B (air)
- Seth comes down vertically, stomping on the opponent
- very useful attack as it's safe on block and can be done immediately before/after crossing up for mixups
- overhead
- hard knockdown
- free cancellable into
|
j.qcf+
|
|
|
|
HL
|
|
Raku-Getsu - qcf+D (air)
- Seth does a kick 45 degrees diagonally downwards
- if you jump over the opponent and do the move with the reversed input, he will attack towards the opponent
- free cancellable into
|
hcb+
|
|
|
|
HL
|
|
Kyu-Getsu - hcb+K
- Seth dashes forward and performs a knee attack
- hcb+B comes out faster and does slightly more damage than hcb+D, but takes longer to recover
- if this move makes contact with the opponent, it can be followed up by f+K or d+K
- it is possible to juggle the opponent after this move
- free cancellable into
- free cancellable out of
|
hcb+
|
|
|
|
HL
|
> f+
|
|
|
|
HL
|
|
Ya-Getsu - f+K (after hcb+K)
- Seth follows up with another kick that has good recovery and comes out quickly
- free cancellable out of into all free cancellable into moves except the Kyu-Getsu hcb+K
|
> d+
|
|
|
|
L
|
|
Gen-Getsu - d+K (after hcb+K)
- Seth slides on the ground, attempting to sweep his opponent. This move takes a while to come out, and has some recovery time
- low attack
- 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
|
DMs
|
qcfx2+
|
|
|
|
HL
|
|
|
"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
|
|
|
qcfx2+
|
|
|
|
HL
|
|
|
|
|