The King of Fighters 2002/Seth

From SuperCombo Wiki
Seth02 stance.gif

General Info

Crouch height: High
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/15/3
Wakeup: 26 frames
Recovery roll: 29 frames

Stand Crouch Jump Grab Run
Seth02 stand.png Seth02 crouch.png Seth02 jump.png Seth02 grab.png Seth02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Seth02 colorA.png Seth02 colorB.png Seth02 colorC.png goddammit japan

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/3/6 +3/+1 C,S,Su HL
Seth02 clA.png
Snkb.gif 2/5/7 0/-2 HL
Seth02 clB.png
Snkc.gif 7/3(4)3/13 +4/+2 C,S,Su HL
Seth02 clC1.png
Seth02 clC2.png
Only first hit is cancellable
Snkd.gif 6/6/11 +3/+1 C,S,Su L
Seth02 clD.png
Standing Far
Snka.gif 5/3/7 +2/0 HL
Seth02 stA.png
Snkb.gif 5/5/5 +2/0 HL
Seth02 stB.png
Snkc.gif 8/8/19 -7/-9 HL
Seth02 stC.png
Snkd.gif 9/7/17 -4/-6 HL
Seth02 stD.png
Snkc.gif + Snkd.gif 20/5/23 KD/-6 C,S,Su HL
Seth02 stCD1.png
Seth02 stCD2.png
Guard point: Frame 6-7.
Crouching
Snka.gif 3/5/5 +2/0 R,C,S,Su HL
Seth02 crA1.png
Seth02 crA2.png
Snkb.gif 4/6/6 0/-2 L
Seth02 crB.png
Snkc.gif 6/2(0)3/18 +12/-3 C,S,Su HL
Seth02 crC1.png
Seth02 crC2.png
Air resets the opponent on second hit.
Snkd.gif 9/7/15 KD/-4 L
Seth02 crD.png
Jump
Snka.gif 4/4+7/- -/- S H
Seth02 jA1.png
Seth02 jA2.png
Snkb.gif 7/4/- -/- H
Seth02 jB.png
Snkc.gif 8/3/- -/- S H
Seth02 jC.png
Snkd.gif 11/6/- -/- H
Seth02 jD.png
Snkc.gif + Snkd.gif 17/6/- KD/- S HL
Seth02 jCD.png
Neutral Jump
Snka.gif 4/3+7/- -/- S H
Seth02 juA1.png
Seth02 juA2.png
Snkb.gif 2/5/- -/- H
Seth02 juB.png
Snkc.gif 8/11/- -/- S H
Seth02 juC.png
Snkd.gif 8/3/- -/- H
Seth02 juD.png
Hop
Snka.gif 4/10/- -/- S H
Seth02 hA.png
Snkb.gif 7/4/- -/- H
Seth02 hB.png
Snkc.gif 8/11/- -/- S H
Seth02 hC.png
Snkd.gif 11/6/- -/- H
Seth02 hD.png
Snkc.gif + Snkd.gif 17/8/- KD/- S HL
Seth02 hCD.png
Command Normals
f + Snka.gif 8/2/28 KD/-12 HL
Seth02 fA.png
Frames 5-8 activate countermoves despite not having an attack box.
b + Snka.gif 17/2/27 -9/-11 C,S,Su HL
Seth02 bA.png
Whiffs against low crouchers
f + Snkb.gif 10/6/18 -4/-6 f + A HL
Seth02 fB.png
Cancellable into f + A

df + Snkb.gif

9/5/17 -2/-4 L
Seth02 dfB.png
df + Snkb.gif
(cancel)
6/5/17 -2/-4 C,S,Su L

b + Snkb.gif

21/5/18 0/-2 H
Seth02 bB.png
Evades low attacks, considered airborne
b + Snkb.gif
(cancel)
11/5/20 -2/-4 HL Evades low attacks, considered airborne
Special Moves
qcf + Snka.gif (7[首上M] + 2[胸上M], 2[胸上M], 0, 6, 26) HL
Seth02 qcfA1.png
Seth02 qcfA2.png
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 + Snkc.gif (18, 6, 33) HL
Seth02 qcfC.png
hcf + Snkb.gif (5 + 0~9 + 4, 3, 22)
Seth02 hcfB.png
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 + Snkd.gif (10 + 0~12 + 4, 3, 16)
Seth02 hcfD.png

d,d + Snka.gif

(2[全身M], 2[全身M] + 18, 32)、(攻撃)(6[全身M], 3[全身M], 29)
Seth02 ddP1.png
Seth02 ddP2.png
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 + Snkc.gif (2[全身M], 2[全身M] + 18, 32)、(攻撃)(6[全身M], 3[全身M], 29)
j.qcf + Snkb.gif (8+3, -, 13) H
Seth02 jqcbB.png
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 + Snkd.gif (8+7, -, 18) HL
Seth02 jqcfD.png
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 + Snkb.gif

(5 + 0~9 + 4, 3, 22) HL
Seth02 hcbK.png
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 + Snkd.gif (10 + 0~12 + 4, 3, 16) HL
> f + Kick.gif (1+9, 3, 7+27) HL
Seth02 hcbKfK.png
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 + Kick.gif (6 + 5 + 9, 3, 33) L
Seth02 hcbKdK.png
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+Snka.gif ( 4 , 33 , 24) HL
Seth02 qcfx2A1.png
Seth02 qcfx2A2.png
"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
Seth02 qcfx2A3.png
Seth02 qcfx2A4.png
qcfx2+Snkc.gif ( 4, 33 , 24) HL
Seth02 qcfx2A1.png
Seth02 qcfx2C2.png
Seth02 qcfx2C3.png
Seth02 qcfx2A4.png

qcf,hcb + Snkb.gif

( 7, 12, 20) L,HL
Seth02 qcfhcbK1.png
Seth02 qcfhcbK2.png
Irimi-Nadazuki - qcf hcb + K
  • Seth does a sliding attack. If this move hits or is blocked, he will do 6 more kicks, the last one sending the opponent vertically into the air for a juggle. If the move whiffs, Seth does not do any kicks
  • qcf hcb + D comes out slower and goes slightly further than qcf hcb + B
  • low attack on the first hit
  • difficult to punish this move on block unless the opponent guard rolls behind Seth as he is kicking, and combos him from behind. The last kick is able to hit opponents from behind Seth which was likely not intended
  • not useful outside of combos
qcf,hcb + Snkd.gif (26, 9, 20) L,HL
Seth02 qcfhcbK3.png
SDM
qcf,hcb + Snka.gif + Snkc.gif ( 4, 24, 21) -
Seth02 SDM1.png
Seth02 SDM2.png
Doh-Tori-Shichimonsatsu - qcf hcb + AC
  • Seth goes into a counter stance. During this stance, he will reverse all air, high, mid and low attacks, as well as specials and most DMs
HSDM
f,hcf + Snka.gif + Snkc.gif (0, 25+25) Grab
Seth02 HSDM.png
Sigure-Rangiku - f hcf + AC
  • Seth performs an unblockable grab
  • hard knockdown
  • this move reverses the directions of the opponent's inputs. This means that up becomes down, down becomes up, downright becomes upleft, etc. The directions stay reversed until Seth hits the opponent, throws them or the round ends
  • can OTG after certain moves such as his hcf + B counter

Short Movelist

  • f + A
  • b + A
  • f + B
    • f + A (Same move as f + A. Only on hit/block.)
  • b + B (Overhead if not cancelled into.)
  • df + B (Low.)


  • qcf + P (C: Counterwire.)


  • hcf + B (Counter: air normals + non-low specials. Throw on trigger.)
  • hcf + D (Counter: ground & non-low normals. Throw on trigger.)
  • d d + P (Counter: low. Throw on trigger.)


  • hcb + K
    • f + K
    • d + K (Low.)


  • air qcf + B (Overhead.)
  • air qcf + D


  • DM qcf qcf + P


  • DM qcf hcb + K (Low (All but the last hit).)


  • SDM qcf hcb + AC (Counter: any. Throw on trigger.)


  • HSDM f hcf + AC (Throw. 0 frame startup. May OTG. Reverses the directions of the opponent's inputs until Seth hits the opponent or the round ends.)

Notes

Cancellable moves

  • Close: A, B, C (1), D
  • Far: -
  • Crouch: A, C (1)
  • Jump: A, C


  • b + A is cancellable.


  • df + B is cancellable only when you cancel into it.

Super cancellable moves

  • qcf + P

Free cancellable into moves

??

Free cancellable out-of moves

??

Moves with Invincibility

??

Moves with autoguard

  • CD (startup (middle).)

Other Notes

  • cr.C (2) knocks the opponent, but he recovers in the air.


  • C throw is mashable.


  • D throw is a backturned soft knockdown.

Combos

Basic Combos

  • cl.D / cl.C (1) >
    • b + B [18.9%]
    • f + A [24.1%]
    • f + B > [19.6%]
      • f + A (Only starting with cl.C (1).) [24.6%]
    • b + A (Standing) / df + B >
      • qcf + C [36%]
      • qcf + A (Except from cl.D > df + B.) [37%]
      • qcf + A (1) >> (Except from cl.D > df + B.)
        • DM qcf qcf + P [61%] {2 stocks}
        • DM qcf hcb + B, [60%] {2 stocks}
          • DM qcf qcf + P (Only 1st hit will connect.) [75%] {3 stocks}
          • cl.B / cr.A / cl.A (Timing required.) [64%]
      • hcb + B, [32%]
        • > f + K [37%]
        • DM qcf qcf + P (Corner. Only 1st hit will connect.) [47%] {1 stock}
      • HSDM f hcf + AC (Except from cl.D > df + B.) [32%] {Max Mode + 1 stock}
      • DM qcf qcf + P [50%] {1 stock}
      • DM qcf hcb + B, [49%] {1 stock}
        • DM qcf qcf + P (Only 1st hit will connect.) [66%] {2 stocks}
        • cl.B / cr.A / cl.A (Timing required.) [54%]

Damage above is based on cl.D > b + A as starter (except where only cl.C (1) is possible).

About cl.C (1) / cl.D: cl.D deals more damage (~+2%), is faster, and has a lower hitbox (will not miss low profile stances), but cl.C (1) causes no pushback.

About df + B / b + A: b + A deals more damage (~+2%), is easier to combo (slower and move Seth forward), but misses crouching; skip b + A / df + B reduce ~11.5% from the combos damage.


  • cr.A x 2-3 >
    • DM qcf qcf + P
    • qcf + A ...
    • df + B > [Anything that can follow cl.D > df + B]


  • cr.A >
    • f + B
    • f + A
    • hcb + B ...
    • HSDM f hcf + AC {Max Mode + 1 stock}

Max Mode

  • cl.D / cl.C (1) > b + A >> BC, run cl.D / cl.C (1) > b + A >
    • DM qcf hcb + B, [followup]
    • qcf + A (1) >>
      • DM qcf qcf + P {70%}
      • DM qcf hcb + B, [followup] {75+%}

Strategies

Seth its a ground defensive character with good air to air options, in far distance your jump in Special (air qcf + K) will be your pressure moves, use your Reversal Moves (hcf + B / hcf + D / d d + P) randomly (at far distance use the upper one (hcf + B), and at low distance the medium (hcf + D) or low one (d d + P)) , in close combat your crouching A its your Rapid Fire Weak Attack and can be comboed with his df + B and with the hcb + B Special or DM qcf hcb + K.


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