Street Fighter IV/Seth

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 30 50 4 2 5 10 +4 +7 10 13 20 O O O -
Close MP 75 100 7 2 10 18 0 +3 11 14 40 X O O -
Close HP 90[80] 200[150] 4 5 20 28 -7 -2 17 22 60 X O O Forces stand
Close LK 35 50 4 2 6 11 +3 +6 10 13 20 X X X -
Close MK 70 100 7 2 12 20 0 +3 13 16 40 X O O -
Close HK 40*70 125*75 7 2*2 ?? 26 0 +5 ?? ?? 60*20 X X O 1st hit cancelable, +4 on hit on crouching characters
Far LP 30 50 5 2 6 11 +4 +7 11 14 20 O O O -
Far MP 60 100 6 2 13 20 -1 +2 13 16 40 X X O -
Far HP 80 200 13 3 30 45 -15 -11 17 21 60 X X X -
Far LK 40 50 4 2 8 13 +1 +4 10 13 20 X X X -
Far MK 60 100 8 2 13 22 -1 +2 13 16 40 X X X -
Far HK 90 200 10 3 18 30 -3 +1 17 21 60 X X X -
crouch LP 20 50 4 2 6 11 +3 +6 10 13 20 O O O -
crouch MP 50 100 5 2 11 17 -1 +3 11 15 40 X O O -
crouch HP 60*30 100*100 11 2*2 ?? 34 -2 D ?? ?? 60*20 X O O 1st hit forces stand, 2nd hit launches, both hits cancelable
crouch LK 20 50 5 2 8 14 +1 +4 10 13 20 O O O Low attack
crouch MK 50 100 7 2 14 22 -4 0 11 15 40 X O O Low attack
crouch HK 80 100 8 2 25 34 -9 D 17 - 60 - - - Low attack, cannot fast recover
Jump up LP 50 50 5 5 - - - - - - 20 - - - -
Jump up MP 80 100 6 4 - - - - - - 40 - - - -
Jump up HP 60 200 9 10 - - - - - - 60 - - - (translate)
Jump up LK 45 50 5 6 - - - - - - 20 - - - -
Jump up MK 80 100 6 9 - - - - - - 40 - - - (translate)
Jump up HK 100 200 7 4 - - - - - - 60 - - - -
Jump forward LP 50 50 4 10 - - - - - - 20 - - - -
Jump forward MP 50*30 50*50 4 2*3 - - - - - - 40*20 - - - Juggles airborne opponents, Pursuit property
Jump forward HP 80 200 4 2 - - - - - - 60 - - - (translate)
Jump forward LK 45 50 6 8 - - - - - - 20 - - - -
Jump forward MK 70 100 6 5 - - - - - - 40 - - - -
Jump forward HK 90 200 6 8 - - - - - - 60 - - - -
Head Stomp 50*30*35 50x3 3 Until ground - - - - - 40x3 - - - -
Dive Kick 60 100 8 Until ground - - - - - 60 - - - Pursuit property
Triangle Jump - - - - - - - - - - - - - -
Focus Attack LVL 1 65 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 85 150 18+11 2 35 65 -15 D 21 - 40 - - - -
Focus attack LVL 3 150 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 130 150 3 2 - - D D - - 40 - - - Throw range 0.9
Back throw 130 150 3 2 - - D D - - 40 - - - Throw range 0.9
Sonic Boom (all) 60 50 14 - 48 -6 -2 10/20 X X O -
Sonic Boom EX 45*45 50*50 14 - 61 -6 -2 0/0 X X O -
Shoryuken LP 80*40*10[60] 100*25*10[50] 5 18 46 -19 D 30/40*10*10 X X O (translate), 1~7f cannot be thrown, 1st hit cancelable
Shoryuken MP 90*40*10[60] 100*25*10[50] 5 18 56 -29 D 30/40*10*10 X X O 1~7f invincible, (translate), 1st hit cancelable
Shoryuken HP 100*40*10[80] 100*25*10[50] 5 18 59 -32 D 30/40*10*10 X X O 1~7f invincible, (translate), (translate)
Shoryuken EX 100*40*20x5[50] 100*25*10x5[50] 5 18 61 -34 D 0/0 X X O 1~22f invincible, (translate)
Hyakuretsu LK 20*4x15*40 250 12 2 49 -24 D 20/45 X X X Armor break
Hyakuretsu MK 20*4x15*40 250 14 2 51 -24 D 20/45 X X X Armor break
Hyakuretsu HK 20*4x15*40 250 16 2 53 -24 D 20/45 X X X Armor break
Hyakuretsu EX 20*4x15*40 250 16 2 53 -24 D 0/0 X X X Strike (but not throw) invincible 1~15f, Armor break
Tandem Engine LP 0 0 21 24 69 +19 +23 10/1 X X X (translate)
Tandem Engine MP 0 0 24 25 73 +19 +23 10/1 X X X (translate)
Tandem Engine HP 0 0 26 26 75 +19 +23 10/1 X X X (translate)
Tandem Engine EX 0 0 23 24 71 +19 +23 0/0 X X X Sucks in airborne jugglable opponents, resets the juggle count (not the combo count), does not work in the corner
Spinning Pile Driver LP 130 50*150 3 2 53 D D 30/40*40 X X X Throw range 1.15
Spinning Pile Driver MP 140 50*150 3 2 57 D D 30/40*40 X X X Throw range 1.05
Spinning Pile Driver HP 150 50*150 3 2 60 D D 30/40*40 X X X Throw range 0.95
Spinning Pile Driver EX 170 50*150 3 2 53 D D 0/0 X X X 1~4f invincible, Throw range 1.1
Yoga Teleport 0 0 - - 40 - - - X X X 1~32f invincible
Tandem Storm LP 10x20*150 0 6 80 175 -50 D 0/0 - - - 1f invincible, Pursuit property, (translate)
Tandem Storm MP 10x20*150 0 11 80 175 -50 D 0/0 - - - 1f invincible, Pursuit property, (translate)
Tandem Storm HP 10x20*150 0 16 80 175 -50 D 0/0 - - - 1f invincible, Pursuit property, (translate)
Tandem Stream 8x19*188 0 10 - 54 -15 D 0/0 - - - 1~23f invincible, Armor break
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes

The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.