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Super Street Fighter IV AE/Seth
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Super Street Fighter IV AE
Revision as of 00:29, 2 June 2011 by
MJ
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Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Moves
The Basics
Combos
Strategy
Matchups
Frame Data
Block
Super Meter
Frames
Move Name
HL
Damage
Stun
Gain
Cancel Ability
Startup
Active
Recovery
On Guard
On Hit
Notes
Close
HL
30
50
20
ch/sp/su
4
2
5
+4
+7
Close MP
HL
75
100
40
sp/su
5
2
10
+2
+5
Close HP
HL
90[80]
200[150]
60
sp/su
4
5
20
-7
-2
Close LK
HL
35
50
20
-
4
2
6
+3
+6
Close MK
HL
70
100
40
sp/su
7
2
12
0
+3
Close HK
HL
40*70
125*75
60*20
su
7
2*2
16
0
+5
Far
HL
30
50
20
ch/sp/su
5
2
5
+4
+7
Far MP
HL
60
100
40
su
6
2
13
-1
+2
Far HP
HL
80
200
60
-
13
3
30
-15
-11
Far LK
HL
40
50
20
-
4
2
8
+1
+4
Far MK
HL
60
100
40
-
8
3
12
-1
+2
Far HK
HL
90
200
60
-
10
3
18
-3
+1
crouch
HL
20
50
20
ch/sp/su
4
2
6
+3
+6
crouch MP
HL
50
100
40
sp/su
5
2
11
-1
+3
crouch HP
HL
60*30
100*100
60*20
sp/su
10
2(2)2
19
-3
-
crouch LK
L
20
50
20
ch/sp/su
5
2
8
+1
+4
crouch MK
L
50
100
40
sp/su
7
3
14
-5
-1
crouch HK
L
80
100
60
-
8
2
25
-9
-
Jump up
H
50
50
20
-
5
5
-
-
-
Jump up MP
H
80
100
40
-
6
4
-
-
-
Jump up HP
H
80
200
60
-
4
2
-
-
-
Jump up LK
H
45
50
20
-
5
6
-
-
-
Jump up MK
H
80
100
40
-
6
9
-
-
-
Jump up HK
H
100
200
60
-
7
4
-
-
-
Jump forward
H
50
50
20
-
4
10
-
-
-
Jump forward MP
H
50*30
50*50
40*20
-
4
2*3
-
-
-
Jump forward HP
H
80
200
60
-
4
4
-
-
-
Jump forward LK
H
45
50
20
-
6
8
-
-
-
Jump forward MK
H
70
100
40
-
6
5
-
-
-
Jump forward HK
H
90
200
60
-
6
8
-
-
-
Head Stomp (1)
H
50
50
40
-
3
3
7
-
-
Head Stomp (2)
H
30
50
40
-
4
3
7
-
-
Head Stomp (3)
H
35
50
40
-
5
3
7
-
-
Dive Kick
H
60
100
60
-
12
Until ground
-
-
-
Triangle Jump
-
-
-
-
-
-
-
-
-
-
Focus Attack LVL 1
HL
65
100
20
-
21
2
35
-21
-21
Focus attack LVL 2
HL
85
150
40
-
17+12
2
35
-15
-
Focus attack LVL 3
-
150
200
60
-
65
2
35
-
-
Forward Throw
0.9
130
150
40
-
3
2
20
-
-
Back throw
0.9
130
150
40
-
3
2
20
-
-
Sonic Boom (all)
HL
60
50
10/20
su
14
-
47
-5
-1
Sonic Boom EX
HL
45*45
50*50
-250/0
su
14
-
58
-3
+1
Shoryuken
HL
80*60
100*50
30/40*10*10
su
5
2*16
11+13
-19
-
Shoryuken MP
HL
90*60
100*50
30/40*10*10
su
5
2*16
21+13
-29
-
Shoryuken HP
HL
100*80
100*50
30/40*10*10
su
5
2*16
24+13
-32
-
Shoryuken EX
HL
100*50
100*50
-250/0
su
5
2*16
26+13
-34
-
Shoryuken (2nd)
HL
40
25
0/10
-
4
8
13
-
-
Shoryuken (3rd)
HL
10[20x5]
10[10x5]
0/10[0]
-
4
20[4x5]
13
-
-
Hyakuretsu LK
HL
10*110
0*100
20/10*35
-
12
2
36
-24
-
Hyakuretsu MK
HL
10*120
0*150
20/10*35
-
14
2
36
-24
-
Hyakuretsu HK
HL
20*130
0*200
20/10*35
-
16
2
36
-24
-
Hyakuretsu EX
HL
20*100
0*250
-250/0
-
16
2
36
-24
-
Tandem Engine
2.50
0
0
10/1
-
21
24
25
+19
+23
Tandem Engine MP
3.50
0
0
10/1
-
24
25
25
+19
+23
Tandem Engine HP
4.50
0
0
10/1
-
26
25
25
+19
+23
Tandem Engine EX
HL
0
0
-500/0
-
23
24
25
+19
+23
Spinning Pile Driver
???
130
200
30/80
-
3
2
49
-
-
Spinning Pile Driver EX
1.13
170
200
-250/0
-
3
2
49
-
-
Yoga Teleport
-
0
0
-
-
-
-
48
-
-
Super Combo
HL
10x20*120
0
-1000/0
-
1+5
80
81
-45
-
Ultra Combo 1
HL
380
0
0/0
-
1+10
-
66
-25
-
Ultra Combo 2
HL
0*24x13*60
0
0/0
-
1+10
80
104
-89
-
Block
Super Meter
Frames
Move Name
HL
Damage
Stun
Gain
Cancel Ability
Startup
Active
Recovery
On Guard
On Hit
Notes
Notes:
Contents
Back to top
Contents
1
Introduction
2
Move Analysis
2.1
Normal Moves
2.2
Normal Throws
2.3
Command Normals
2.4
Focus / Saving Attack
2.5
Special Moves
2.6
Super Move
2.7
Ultra Moves
3
The Basics
4
Combos
5
Strategy
6
Matchups
7
Frame Data
7.1
Notes: