Street Fighter IV Remix/Seth

From SuperCombo Wiki

Introduction

Seth went to the top of the mountain and learned how to cancel fireballs into teleports and whiff cancel his far fierce into specials! He has cool chains too! Now he's out for revenge because Dan killed his father.


A genetically engineered replacement body for M. Bison, Seth is a mixup-focused setplay character that can command the field with teleportation and versatile fireballs. His defining technique are his Teleports, which can be inputted with a forward or backwards input plus three punches or kicks. These teleports are invulnerable at startup, can be inputted in the ground or in the air, and can be canceled into out of multiple special moves, most notable of which being his fireball, Sonic Boom. Sonic Boom can be canceled into teleport at any time, giving Seth comfortable control over neutral with a fast, fullscreen, high-hitstun projectile that he can put himself in front of. His air teleports are complemented by his divekicks, which can freely change his air momentum at any time and give him a multitude of ways to approach the opponent from the air.

Seth, much like his Ultra counterpart, is unmistakably fragile - and improper play will see you losing more often than you're winning. His strong mobility and mixup game is contrasted by his incredibly low health and poor meterless reversal tools, making him easy to learn but difficult to master. In addition to his mixup tools, Seth's unique super, aptly titled Invisibility, makes him invisible and increases the potency of his mixups, making it your primary way to spend meter with the character - however, Invisibility ends when Seth takes any damage, making it a risky option to go for. In a game full of vortex characters, Seth occasionally struggles to hang with the rest of the cast, with his damage being noticeably worse than just about any other character in his archetype, but what he loses in damage, he makes up for in movement capabilities.

Strengths Weaknesses
  • Strong Mixups: Using his teleports in combination with Sonic Boom over knockdowns, Seth gets very hard-to-see mixups that are borderline unblockable at the worst of times, becoming extremely difficult to defend against in combination with his Invisibility super.
  • Good Mobility: Air and ground teleports, a walljump, and an excellent forward dash make Seth extremely difficult to pin down at times, allowing him to fly around the screen while chucking projectiles.
  • Versatility: Seth is just as capable at playing from distance and examining the opponent's behavior with projectiles as he is at getting in their face, forcing them to block and opening them up.
  • Catastrophically Low Health: Seth is one of two characters in the game with 850HP, and unlike Akuma, who has some of the most powerful defensive tools in the game, Seth's are merely alright without the use of resources. He can be universally two touched by almost every single character in the game without much optimization, and is even ToD'd by some of the characters with higher damage meter dump routes. For this reason, he's a difficult character to learn the game with, as you always have to be worried about exploding on any stray hit while not doing much damage yourself.
  • Low Damage: While not abysmally bad, Seth's damage is about a hundred below what is generally considered to be good universal meterless damage, which generally adds up to meaning you need one to two more good hits per round in order to close out a kill.
  • Bad Metered Options: Invisibility is obviously Seth's primary meter dump from a glance for mixup purposes, but it only has effect while he's in an advantageous state, and given how powerful reversals are in Remix, it's likely he won't be winning for very long. EX Sonic Boom and EX Tanden Engine are nice as neutral/mixup tools and combo extenders respectively, but aside from them, Seth doesn't really have any very powerful options with resources, meaning he also doesn't get nearly as much from CC as other characters.
Seth
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Character Data
Health 850
Chains L>MP>HP
MK>HP
Walkspeed 1.3 (Below Average)
Forward Dash Duration 14 frames
Forward Dash Distance 2 (Above Average)
Backdash Duration 23 frames
Backdash Invuln 8 frames
Unique Movement Teleports, walljump

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


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