Ultra Street Fighter IV/Seth

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Ultra Street Fighter IVUSFIV-Header.png

Seth

SSFIV-Seth Face.jpg

Seth is actually one of many bodies produced by the Living Incubator program, but was giving the assignment of overseeing the S.I.N. corporation by M. Bison. Seth developed the Tanden Engine, which allowed Seth to instantly mimic the fighting techniques of opponents he has fought. Ever ambitious, Seth decided to rebel against Shadaloo and took S.I.N. for himself. He has no intention of stopping there, however, and plans to defeat Shadaloo's leader, M. Bison, and take over everything M. Bison has created utilizing the ultimate weapon he has created within S.I.N.: the device known as BLECE.


In a nutshell

A "glass cannon" in every sense of the word. Seth is a character who has a variety of tools at his disposal for just about everything you can think of. His speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priority. The price he pays for all of these perks, unfortunately, is the worst defense in the game. With the lowest health out of the entire cast, and his only reliable wakeup reversal being his Shoryuken, Seth must be played very carefully, because making one false move will cost you the round 99% of the time. Once mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.

Players to Watch

Poongko (KR), Dashio (JP), Problem X (UK)

Click for Omega SF4 version

Ultra SFIV Changes

Seth SF4 Changelist

Character Specific Data

Seth

VITALS
Health: 850 Stun: 900 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.025 Forward Dash Distance: 1.35
Back Walk Speed: 0.02 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.30
Jump Height Apex: 2.21 Back Dash Total Frames: 25
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 2.27 Back Dash Airborne: 7
Back Jump Distance 2.10 Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Yosokyaku, Tenmakujinkyaku Hard Knockdowns: Crouch HK, Spinning Piledriver, EX Spinning Piledriver
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Hyakuretsukyaku, EX Hyakuretsukyaku, EX Tanden Engine, Tanden Stream, Tanden Typhoon
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP (1st Hit), Close HK (1st Hit), Sonic Boom
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 2 5 4 7
Close MP Close Mp.png 75 100 40 HL sp/su 5 2 10 2 5
Close HP Close Hp.png 90[80] 200[150] 60 HL sp/su 4 5 20 -7 -2
Close LK Close Lk.png 35 50 20 HL - 4 2 6 3 6
Close MK Close Mk.png 70 100 40 HL sp/su 7 2 12 0 3
Close HK Close Hk.png 40*70 125*75 60*20 HL su*- 7 2*2 16 0 5[4]
Far LP Far Lp.png 30 50 20 HL ch/sp/su 5 2 5 4 7
Far MP Far Mp.png 60 100 40 HL su 6 2 13 -1 2
Far HP Far Hp.png 80 200 60 HL - 13 3 30 -8 -5
Far LK Far Lk.png 40 50 20 HL - 4 2 8 1 4
Far MK Far Mk.png 60 100 40 HL - 8 3 12 -1 2
Far HK Far Hk.png 90 200 60 HL - 10 3 18 -3 1
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 2 6 3 6
Crouch MP Crouch Mp.png 50 100 40 HL sp/su 5 2 9 1 5
Crouch HP Crouch Hp.png 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 -3 -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 2 8 1 4
Crouch MK Crouch Mk.png 50 100 40 L sp/su 7 3 14 -5 -1
Crouch HK Crouch Hk.png 80 100 60 L - 8 2 25 -9 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 5 5 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 4 - - -
Neutral Jump HP Neutral Jump Hp.png 80 200 60 H - 4 4 - - -
Neutral Jump LK Neutral Jump Lk.png 45 50 20 H - 5 6 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 9 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 7 4 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 10 - - -
Angled Jump MP Angled Jump Mp.png 50*30 50*50 40*20 H - 4 2*3 - - -
Angled Jump HP Angled Jump Hp.png 80 200 60 H - 4 4 - - -
Angled Jump LK Angled Jump Lk.png 45 50 20 H - 6 8 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 6 5 - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H - 6 8 - - -
Yosokyaku (1) Headstomp 1 Down.gif+Mk.png 50 50 40 H - 3 3 After landing 7 - -
Yosokyaku (2) Headstomp 2 Down.gif+Mk.png 30 50 40 H - 4 3 After landing 7 - -
Yosokyaku (3) Headstomp 3 Down.gif+Mk.png 35 50 40 H - 5 3 After landing 7 - -
Tenmakujinkyaku Dive Kick
Down.gif+Hk.png
60 100 60 H - 12 Until ground - - -
Wall Jump Upright.gif from wall - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 98 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 128 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 98 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Genocide Shot Forward Throw 130 150 40 0.92 - 3 2 20 - -
Death Throw Back Throw 130 150 40 0.92 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - 34 -5 -1
EX Sonic Boom Sonic Boom Ex.png 45*45 50*50 -250/0 HL su 14 - 45 -3 1
Shoryuken Shoryuken Lp.png 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 -21 -
Shoryuken Mp.png 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 -31 -
Shoryuken Hp.png 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 -34 -
EX Shoryuken Shoryuken Ex.png 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 -34 -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 - -
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 - -
Hyakuretsukyaku Spin Kicks Lk.png 10*120 0*100 20/10*35 HL - 12 2 36 -24 -
Spin Kicks Mk.png 10*130 0*100 20/10*35 HL - 14 2 36 -24 -
Spin Kicks Hk.png 20*140 0*150 20/10*35 HL - 16 2 36 -24 -
EX Hyakuretsukyaku Spin Kicks Ex.png 20*110 0*250 -250/0 HL - 16 2 36 -24 -
Tanden Engine Tanden Engine Lp.png 0 0 10/1 2.5 - 21 24 25 19 23
Tanden Engine Mp.png 0 0 10/1 3.5 - 24 25 25 19 23
Tanden Engine Hp.png 0 0 1-Oct 4.5 - 26 25 25 19 23
EX Tanden Engine Tanden Engine Ex.png 0 0 -500/0 HL - 23 24 25 19 23
Spinning Piledriver Spinning Pile Driver Lp.png 130 150 30/80 1.181 - 3 2 49 - -
Spinning Pile Driver Mp.png 140 150 30/80 1.081 - 3 2 53 - -
Spinning Pile Driver Hp.png 150 150 30/80 0.981 - 3 2 56 - -
EX Spinning Piledriver Spinning Pile Driver Ex.png 170 150 -250/0 1.131 - 3 2 49 - -
Yoga Teleport Teleport 0 0 - - - - - 48 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Storm Super Combo Lp.png 10x20*120 0 -1000/0 HL - 1+5 80 81 -45 -
Super Combo Mp.png 10x20*120 0 -1000/0 HL - 1+10 80 81 -45 -
Super Combo Hp.png 10x20*120 0 -1000/0 HL - 1+15 80 81 -45 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Stream Ultra Combo 1 340 0 0/0 HL - 1+10 12 34 -25 -
Tanden Typhoon Ultra Combo 2 0*24x13*60 0 0/0 HL - 1+10 80 104 -70 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

Seth swings his elbow lightly. A slower jab than most, and it doesn't see much use due to frequent whiffs on certain characters. It does, however, afford the most frame advantage, which is barely enough for a cr. MK to link.

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

Seth chops his opponent horizontally. A decent normal, has enough frame advantage for cr. LP, cr. MP, and even close st. HP against certain characters.

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

Seth uppercuts the air above him. Seth's best close standing normal, since it can Cancel.png into every combo ending special move. Unfortunately, it lacks a little bit of vertical range, so while the animation shows Seth punching far upwards, it can still be stuffed out by some jump-ins due to Seth's large hurtbox.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

Seth quickly knees his opponent. This normal has good tick Throw.png potential, and should be used in place of cr. LP whenever you are close enough to the opponent, since it has the same frame advantage after but also does nearly twice as much damage.

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

Seth awkwardly sticks out his leg towards the opponent. A very seldom used move since close st. HP does the exact same thing, except close st. MK deals less damage and is slower.

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

Seth swings his leg over the opponent, dealing two hits as it comes down. Deals the most damage of the close standing normals, and leaves just enough frame advantage after for a cr. MP, potentially dealing a lot of damage in the corner with the Hyakuretsukyaku into toe taps. However, since cr. MP received a buff that gave it more frame advantage and its small pushback allows for close st. HP to link against most characters, you only see this move being used against the characters that particular link doesn't work on (Hakan, T. Hawk, and Zangief); even then, close st. HK into cr. LP or cr. MP is a tighter link, and you don't want to miss any combos as Seth.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

Seth nonchalantly sticks his fist out. Even slower than his close jab, but it has the same frame advantage. Against larger characters, if you really want to be safe with your combos, you can opt to Cancel.png this move into LK Hyakuretsukyaku, since it has a decent buffer window.

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

Seth leans forward a bit and punches. This can be used as an average anti-air for far away opponents and as a rudimentary combo ender if the opponent gets pushed back a little too far.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Seth crouches for a bit and stretches his arms out to attack the opponent as far away as possible. The infamous limb attack inherited from Dhalsim. However, it is very slow and cumbersome as an attack un like Dhalsim's st. HP; use this only at its maximum range to avoid as much punishment as possible.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

Seth sticks his foot out to attack the opponent's legs. A good normal to interrupt the opponent's movement, but its range is a little bit lacking otherwise. Another normal to end a combo if they're too far away for anything else to connect.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Seth kicks horizontally and quickly retracts his foot. Probably Seth's best normal for poking, as it has a surprising range that not many players are aware of, even by Seth players. If you ever want to play footsies, this move is the way to go.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Seth swings his leg horizontally while moving forward a bit. Nothing special about this normal in particular; while it hits harder than far st. MK, it has a much worse recovery. Use it sparingly in footsies.


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Seth pokes out with his hand. This is your go-to hit confirm normal. It can combo into cr. MP or close st. HP pretty smoothly.

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

Seth punches in Front.png of him. With the buff introduced in Ultra Street Fighter IV, Seth can use this normal to combo into itself or into close st. HP on most characters. It's also relatively fast, so feel free to use this in footsies as well.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

Seth swings his elbow upwards and launches the opponent on hit. This move opens up a few combo opportunities, but is mostly used to either confirm into HK Hyakuretsukyaku or into LP Shoryuken. It can also combo into Tanden Stream, which can come in handy, but cr. HP cannot be linked from anything other than a jump-in or some specific Sonic Boom FADC combos.

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Seth sticks his foot out underneath him. Seth's fastest Low.png attack. Unfortunately, it is still pretty slow by cr. LK standards, but this is pretty much all you have if you want to do empty jump low. Chains into itself, cr. LP and st. LK pretty easily otherwise.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Seth swings his leg low. A good normal to buffer with, but it is as slow as Evil Ryu's cr. MK and not as useful since Seth leans his hurtbox much farther forward. It can be used in some option selects to catch backdashes due to its range.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Seth sweeps his leg inward. A relatively slow Sweep.png that doesn't cover as much range as it should, but hey, it still lands a Knockdown.png if you manage to land it. Like cr. MK before it, it can be used in backdash option selects as well.


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

Seth punches right in Front.png of him. Mostly unused since jump HP has more range and more damage

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

Seth punches diagonally downwards. Has some use for neutral jump punishes, although jump HK is probably more useful in that regard.

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

Seth swings his fist downwards. Best button you can use as an air-to-air along with forward jump MP.

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

Seth sticks his leg out diagonlly upwards. Again, not very useful.

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk Can control mid-air trajectory during active frames

~~ Uses and Strategies ~~

Seth does a body slam. Seth can move left and right for a bit during this move, so it might help you avoid fireballs better during a neutral jump. Otherwise, little use for it.

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

Seth thrusts both legs in Front.png of him. The most damaging normal, and also has very good range. Its only drawbacks is that vertical coverage is lacking slightly and it pushes your opponent pretty far, sometimes limiting your combo potential.


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

Seth sticks his fist out diagonally downwards. Once again, trumped by jump HP in usage.

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

Seth punches upwards, potentially juggling his opponents. The first hit affords a free juggle, while the second hit is slightly more limited in juggle potential. If you land both hits, you can do three Yosokyakus into the dive kick, or, if you land it while falling, you can link EX Tanden Engine for a juicy combo. If you only land the first hit, you can also do Shoryuken and its followups, or just jab for the reset.

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

Identical to neutral jump HP. No explanation needed here.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

Seth kicks diagonally downward. A good move to tick Throw.png with since it can also cross up.

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

Seth kicks horizontally. This is Seth's main cross up move as of Ultra Street Fighter IV, since jump HK was apparently too strong. It's also just as slow, but it does have a nice range for those surprisingly far jump-ins.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

Seth kicks slightly farther diagonally. This is your main jump-in move. Decent hitbox, leaves you with a lot of hitstun to work with. You can even link cr. HP off of this if you're Low.png enough.


Unique Attacks

  Name Nickname Command Notes
File:No image.png Yosokyaku (1) Head Stomp (1) d + mk

~~ Uses and Strategies ~~

The infamous head stomp, or toe tap, borrowed from Chun-Li. Seth stomps with one leg at first. You can use this as an Instant.png overhead.

File:No image.png Yosokyaku (2) Head Stomp (2) Perform after Yosokyaku (1)

~~ Uses and Strategies ~~

Seth stomps with the other leg. If you hit someone with the first Shoryuken followup after cr. HP xx LK Shoryuken and begin the head stomps, you can stop here and go straight to the dive kick, or do all three, immediately go to dive kick (which whiffs) straight into Tanden Storm or Tanden Typhoon.

File:No image.png Yosokyaku (3) Head Stomp (3) Perform after Yosokyaku (2)

~~ Uses and Strategies ~~

Seth proceeds to stomp using both feet. If the opponent is on the ground while they get hit by this last head stomp, they receive a hard knockdown. If they're in the air, they spiral downwards slowly so you have time to dive kick them afterwards.

File:No image.png

Tenmakujinkyaku

Dive Kick d + hk

~~ Uses and Strategies ~~

Seth performs a dive kick. It only has one angle of attack, but it can be used in cross up mixups at close ranges. Most of the time, it also affords just enough frame advantage for a good combo afterwards. Do not use this on tall characters, particularly grapplers; you will likely be punished. You can also use this at the peak of your wall jump to fake an approach.

File:No image.png

Wall Jump

Wall Jump (in air, near wall) uf

~~ Uses and Strategies ~~

Seth performs a wall jump that takes him to about 3/4 of the screen. No longer traverses the entire screen, but it's still a useful corner escape.

Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

Seth does a shoulder tackle similar to Urien's Chariot Tackle from Third Strike. It's a pretty good focus attack with a lot a range and decent speed, but Seth literally lunges himself towards the opponent, so if he misses, you're bound to eat a huge combo.

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

Charging to the level 2 doesn't take up too much time, and after this crumple, you can sneak in an LP Tanden Engine before they fall for maximum damage.

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

You'll probably only land this move against scared opponents or after a stun.


Throws

  Name Nickname Command Notes
File:No image.png

Genocide Shot

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

Seth holds his opponent up from the ground, then axe kicks them downwards. Doesn't leave Seth in a favourable position for an aerial mixup, but you can still use grounded mixups.

File:No image.png

Death Throw

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

Seth picks his opponent up and throws them into the other side of the screen. Works just like Dhalsim's back throw, and you can even set up a Sonic Boom Teleport mixup if they delay their wakeup.


Special Moves

  Name Nickname Command Notes
File:No image.png

Sonic Boom

Fireball qcf + P.png ex

~~ Uses and Strategies ~~

Seth throws a Sonic Boom with one hand. Despite Seth's apparent lack of effort of throwing a Sonic Boom, he actually takes quite a while to recover from it; slightly longer than Ryu's Hadoken, for example. Your Sonic Booms should ideally be used at a range that prevents the opponent from jumping towards you too easily. If you manage to hit with any version of Sonic Boom from about half screen away, you can usually land a Tanden Stream. Some characters can even get comboed into it this way.

File:No image.png

Shoryuken

Uppercut dp + P.png ex

~~ Uses and Strategies ~~

Seth performs a Shoryuken. In Ultra Street Fighter IV, MP and HP Shoryuken are not as invincible as they used to be; in fact, if you're far enough as a grappler, you can even catch him on his grounded frames with a command throw! For all it's worth, Shoryuken is still a good anti-air, but your timing has to be on point if you want to avoid damage. If you're anticipating a trade, you can dash forward and do the Yosokyakus or EX Tanden Engine. EX Shoryuken still has the most invinciblity out of all EX DPs, and it doesn't succumb to the -5 on FADC forward even if you FADC the 2nd hit on block.

File:No image.png

Shoryuken Followup 1

Shoryuken Followup 1 dp + p Perform during Shoryuken

~~ Uses and Strategies ~~

Seth performs another Shoryuken with his other arm. There's very little you can do other than the next followup Shoryuken; however, if you anti-aired your opponent, they might just be high enough that you can just do the Yosokyakus instead, which leads to more damage and a reset.

File:No image.png

Shoryuken Followup 2

Shoryuken Followup 2 dp + p Perform during Shoryuken Followup 1

~~ Uses and Strategies ~~

Seth performs a spiraling Shoryuken. For the regular Shoryuken, this is the most you can do at this point. For EX Shoryuken, however, if this followup is timed so that it hits the opponent 4 or 5 times, you can link EX Tanden Engine after and land a huge combo. It costs three bars, but it is definitely worth your time getting the right amount of hits on this followup. You can also juggle with Tanden Typhoon with any number of hits if it is available.

File:No image.png

Hyakuretsukyaku

Spin Kick qcb + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

Seth does a spin kick, and if it connects, he kicks with the other leg, which suddenly unleashes a flurry of hits. This is Seth's best combo ender, and for good reason; it knocks the opponent into the other side of the screen, which leaves you with all of the space to do whatever you feel is best; either go back to playing defensively, or teleport in Front.png of them to start the mixup game. LK/MK/HK are generally used depending on the strength of the normal it was cancelled from, while EX can only be cancelled from close st. MK, close st. MP, and close st. HP and still connect afterwards. The EX version is also strike and projectile invincible until the startup frame, and does significantly more stun (especially with the nerf to the stun of the regular version in Ultra Street Fighter IV) at the cost of damage. If the opponent blocks, you are at their mercy and are probably going to eat a big combo. Therefore, you should NEVER miss your links and cancels into this move.

File:No image.png

Tanden Engine

Vacuum qcb + P.png ( Ex.png version Armorbreak.png ) ex version consumes 2 blocks of Super Meter

~~ Uses and Strategies ~~

Seth briefly activates his Tanden Engine to pull the opponent towards him. This move has very interesting properties; it ends faster the closer the opponent is towards Seth; at its closest, Seth can link any move from the Tanden Engine (and can create inescapable block strings), but at its farthest, Seth becomes punishable, even on hit. It also pulls in the opponent whether or not they are blocking, and as of Ultra Street Fighter IV, none of his normals will Cancel.png into any of the regular versions; only EX. So in general, you want to be close to the opponent when using this move to make the most use out of it. It's iffy at best in neutral since it's so slow, but if you've forced them to stay put through conditioning, you can pull them in even closer and force them into a mixup.

File:No image.png

Spinning Piledriver

Spinning Piledriver 360 + P.png ex

~~ Uses and Strategies ~~

Seth attempts to grab his opponent. If he does land the grab, he performs his own version of the Spinning Pile Driver, uppercutting the opponent before proceeding with the rest of the move. A slightly slower, shorter range version of the famed SPD, but the fact that he has it at all on top of all of his other moves is one of the main reasons Seth is hated upon so much. Once you integrate this move into your mixup game, everything suddenly becomes much deadlier and can make the opponent second guess themselves. Blocking becomes just another opportunity to be torn to shreds by Seth. That being said, SPD isn't inescapable, as it can still be avoided by jumping or backdashing, but Seth can also stuff these options with his other moves.

File:No image.png

Yoga Teleport

Teleport dp or Rdp.png + 3p.png or 3k dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp + 3p.png will go backwards to half screen and Rdp.png + 3k.png will go as far backwards as the screen allows

~~ Uses and Strategies ~~

Seth performs the Yoga Teleport. Another move to add to his arsenal to make his opponents hate him even more. That being said, Seth is pretty vulnerable once it ends, making it easier to option select. It is in your best interest not to use this move too often, or they will start expecting it from you and punish it. For some reason, when buffered from any animation other than wakeup, Yoga Teleport will not be properly executed, and instead, another special move, depending on the direction you use the teleport, will come out. Capcom has somehow made even teleporting with Seth a difficult task. All the more reason you should properly time your moves.


Super Combo

  Name Nickname Command Notes
File:No image.png

Tanden Storm

Super Combo qcf Qcf.png + p

~~ Uses and Strategies ~~

Seth activates his Tanden Engine to suck the opponent into a sphere of wind. Most of the time, you don't really want to use this Super, since Seth has much better possible applications for his meter, and even more often, you do his Super by accident and intended for a Shoryuken to come out. However, if the opponent is within chip range, you can force most characters to get chipped out if you Throw.png out a Sonic Boom and Cancel.png straight into the HP version. If you want to use this move by itself, use the LP version; the other versions are too slow and don't have invincibility to cover the startup frames (but they do have better range, so make use of that information as you see fit).


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Tanden Stream

Ultra Combo I qcf Qcf.png + 3p.png armorbreak

~~ Uses and Strategies ~~

Seth sends out a shockwave that reaches the whole screen. If it connects, he proceeds to suck in his opponents into the Tanden Engine and forcefully spits them back out. If the opponent blocks it, they are pushed back a significant distance away instead. Seth's go-to Ultra against most characters; it can anti-air sufficiently, punish from full screen away (especially on opponents focus dashing Sonic Booms), and leaves him in the best position possible for a potential Sonic Boom crossup mixup with his teleport. As of Ultra Street Fighter IV, it also no longer loses in the fireball trade as often if it is blocked, since it has longer projectile invincibility. It does really Low.png damage for an Ultra (only 340 on a full Revenge Gauge), likely to balance out Seth's other aspects, but it is still one of the best Ultras in the game for the reasons above.

File:No image.png

Tanden Typhoon

Ultra Combo II qcb Qcb.png + 3p.png armorbreak

~~ Uses and Strategies ~~

Seth leans his body back all the way and summons a tornado from his Tanden Engine. This is probably the better Ultra to anti-air with, since it has a constant hitbox above and slightly in Front.png of him, but he is much, MUCH more susceptible to punishes if he fails to land a hit with this Ultra. There is also no time for Seth to set up another mixup against the opponent, as Seth recovers that slowly from this move even on hit. While Tanden Typhoon can juggle decently from Hyakuretsukyaku in the corner (and EX Shoryuken followups from anywhere on the screen) and also do decent chip damage, it should not be used by itself and Ultra Combo Double should be chosen. The effectiveness of Tanden Stream is too good to pass up.

The Basics

Seth is a very adaptable character. He has many tools at his disposal, including a fireball, a command grab, an uppercut, a teleport, and a good combo ender in Hyakuretsukyaku. Seth can either be played extremely defensive and patient, or extremely offensive and smothering to the opponent. The main sacrifices he makes for all of these tools are below average normals, terrible walk speed, and health. While it has slightly increased since his introduction in vanilla Street Fighter IV, Seth still crumbles once the opponent lands a good hit. With the nerfs to his Shoryuken, Tanden Engine, and stun output, many players find him less viable as a result.

Seth is not a lost cause in the slightest, however. Once he finds an opening and knocks the opponent down, the mixup game remains strong, even with the introduction of delayed wakeup. Keeping your opponent guessing is Seth's main gameplan, and he will win if all the dice rolls are in his favour. If the distance is kept, however, Seth still has the far limbs and fireballs to keep the opponent out and force them to come to him.

Combos

cr. LK, cr. LK, cr. LK, st. LK

cr. LK, cr. LP, cr. LP xx LK Hyakuretsukyaku

cr. LK, cr. LP, cr. MP xx MK Hyakuretsukyaku

cr. LP, close st. HP xx HK Hyakuretsukyaku or HP Shoryuken

cr. HP, HK Hyakuretsukyaku or Tanden Stream (U1)

cr. HP xx LP Shoryuken, Yosokyaku x3, Dive Kick

cr. LP, close st. HP xx Sonic Boom FADC close st. HP xx HK Hyakuretsukyaku or HP Shoryuken

Tanden Engine, cr. MP, close st. HP xx HK Hyakuretsukyaku or HP Shoryuken (does not work on Hakan, T. Hawk, and Zangief)

In the corner, any combo ending in Hyakuretsukyaku can be followed up with the toe taps into the dive kick.

HP Shoryuken can be replaced with EX Shoryuken, which can link to EX Tanden Engine as long as the 3rd Shoryuken does 4 or 5 hits, and any followup combo can be done afterward.

Your maximum punish should always start with a Tanden Engine, especially if they leave themselves wide open. This opens up every possible followup combo for max damage.

Strategy

"It's the battle of the century... Fight!"

At the start of a round, there are generally two things you can do; either back off and wait for them to act first, or dash up in their face to see how they react to your movement. The former is safer, but the latter can catch your opponent off guard. If you've never played your opponent before, however, it's probably best to stick to defensive gameplay for the first few seconds. A middle ground to these strategies would be to play footsies instead—which Seth CAN do—but his normals are not up to par with characters like Fei Long or even Ryu. He does have st. MP and st. MK as medium ranged normals, and cr. MP and cr. MK can be buffered into MK Hyakuretsukyaku. Do not use far st. HP at regular footsie range; it is very slow and easily punishable if they jump over it or focus through it. Even at full screen, it is still possible to whiff punish it or even counter hit it. Only use far st. HP at the tip of its range, where it can still hit but they are forced to either block it or try to preemptively counter hit it, which they need a hard read for. In any case, if you play your cards right, you will eventually end up knocking them down.

Mixup Opportunities

If you land a Hyakuretsukyaku mid-screen, you can either simply maintain the distance or teleport forward behind them or in front. Your options if you teleport forward are somewhat limited if they do quick wakeup, but at best, you have a slight frame advantage. In this case, you can either go straight into an SPD, Shoryuken (if you're really antsy), or simply wait out and see what your opponent does to collect data. If they don't do quick wakeup, you are basically free to do what you want; dive kick on top of them, cross them up with jump LK or MK (jump LK leads to a very good tick throw setup while jump MK can lead into another combo if it isn't blocked), empty jump SPD, or just crouch tech option select with cr. LP + cr. LK xx cr. LK + cr. MK; if they backdash, most characters will get caught and you can buffer an MK Hyakuretsukyaku. If they block, they are stuck blocking and you can SPD them if they are within range. If you manage to hit them, you can keep doing cr. LK chains or link into cr. MP with cr. LP if they are close enough. An added bonus if they don't quick wakeup is a side-to-side mixup using Sonic Boom FADC Teleport. In the corner, you can just do head stomps into dive kick and either stay in front or walk forward to cross up and hit them low as they fall back to the ground. Sometimes after the dive kick, you will end up behind them, and in some cases you can walk backward to keep the corner position, but most of the time, you'll have to dash back to get the right position; you can still mixup whether you'll hit them low or just SPD them as they fall.

If you're close to the corner but out of range for head stomps, you can set up a 4 frame safe jump if they quick wakeup after the Hyakuretsukyaku; just immediately jump and do a late dive kick. It'll keep you safe from any 4 frame reversal or slower and force them to block high. If they don't quick wakeup, you can stay still for a few frames and attempt another safe jump. More info here: USF4 - Seth safe jump set ups after Lightning Legs

Landing an SPD leaves you in a very good position. After the move ends, you can dash up, position yourself properly, and either do a jumping forward crossup mixup, empty jump crouch tech, or empty jump and do SPD again to keep them in this loop. Some characters can auto-correct and still hit you while you're in the air; in that case, just keep the mixup grounded and simple with either crouch tech or SPD. If you land this move in the corner, you don't really have to do much if you don't want to. Just make sure you keep them there.

The situation after a Shoryuken largely depends on whether they quick wakeup or not; if they do, you can dive kick right on top of them, cross them up with jump LK or MK, or empty jump SPD/crouch tech. If they don't quick wakeup, you are free to do any mixup you desire.

If you have a hard read on a backdash, you can simply use the Tanden Engine a little bit early to catch a backdash.

Landing Tanden Stream affords you one of the only feasible ways to do a Sonic Boom/Yoga Teleport mixup without spending two bars to FADC the Sonic Boom. Usually, the opponent will wake up with the Sonic Boom on top of them whether they do delayed wakeup or not, and this is a great round ender because most of the time, the opponent will not think to reversal the Sonic Boom.

On the Defensive

If you're in a situation where YOU get knocked down, you will have to carefully evaluate your options, since Seth has (arguably) too many options on his wakeup. The most obvious and probably riskiest one is his Shoryuken; it does knock your opponent down and can blow through any move with the proper timing, but if it gets blocked, Seth is left wide open for big damage combos. SPD is the middle ground for being fast and unblockable, but it's short ranged, and it will lose to jumps, backdashes, and meaty attacks (unless it's EX). Teleport is the safest option, but it can be option selected, and because it doesn't go very far, you can still be left open to a decent punish if your opponent has access to one. Seth also has a backdash that goes a fair distance, but that too can still be option selected. That just leaves blocking, crouch tech, stand tech, and jump away, something every character has access to. Even though Seth is tied for having the lowest health in the game, most Seth players are very reckless on defense, often jumping immediately to the first three options I mentioned right away, without accounting for the basic options, particularly blocking. A Seth player should not be afraid to block by any means, even if blocking eventually translates to 100 chip damage sustained. It's much better to eat that much chip than to succumb to frame traps or option selects that the opponent called you out for.

Ultra Selection

Tanden Stream is generally the preferred Ultra for most matchups because it is much more well rounded in usage, and it can punish from full screen like no other Ultra. There are some matchups that might require Tanden Typhoon, as Tanden Stream loses to moves that can stall in the air. Tanden Typhoon can also juggle from his moves relatively well and deal quite a bit of chip damage, but I personally evaluate Tanden Stream as too valuable to pass up, and so use Ultra Combo Double in those situations.

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth (Mirror)
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 2 5 10 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 75 100 40 HL sp/su 5 2 10 16 2 5 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 90[80] 200[150] 60 HL sp/su 4 5 20 28 -7 -2 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 35 50 20 HL - 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 7 2 12 20 0 3 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 40*70 125*75 60*20 HL su*- 7 2*2 16 26 0 5[4] 18 23[22] [] refers to vs crouching Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 5 2 5 11 4 7 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 60 100 40 HL su 6 2 13 20 -1 2 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 80 200 60 HL - 13 3 30 45 -8 -5 25 28 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL - 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 60 100 40 HL - 8 3 12 22 -1 2 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 90 200 60 HL - 10 3 18 30 -3 1 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 50 100 40 HL sp/su 5 2 9 17 1 5 14 18 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 34 -3 - 18 - [1st Hit]: Forces stand, [2nd Hit]: Free Juggle [1st Hit]: Forces stand, [2nd Hit]: Free Juggle [1st Hit]: Reset, [2nd Hit]: Free Juggle [1st Hit]: Reset, [2nd Hit]: Free Juggle - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 2 8 14 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 50 100 40 L sp/su 7 3 14 23 -5 -1 12 16 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 80 100 60 L - 8 2 25 34 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Hp.png 80 200 60 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Lk.png 45 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 9 - 14 - - 6~14F can control air movement Reset Reset - - - Lower body: 1~14F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MP Angled Jump Mp.png 50*30 50*50 40*20 H - 4 2*3 - 8 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Lower body: 1~8F - - JP: 0*1
Angled Jump HP Angled Jump Hp.png 80 200 60 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LK Angled Jump Lk.png 45 50 20 H - 6 8 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H - 6 8 - 13 - - Reset Reset - - - - - - -
Yosokyaku (1) Headstomp 1 Down.gif+Mk.png 50 50 40 H - 3 3 After landing 7 13 - - Soft Knockdown Soft Knockdown - - - - - - JP: 2
Yosokyaku (2) Headstomp 2 Down.gif+Mk.png 30 50 40 H - 4 3 After landing 7 14 - - Soft Knockdown Soft Knockdown - - - - - - JP: 3
Yosokyaku (3) Headstomp 3 Down.gif+Mk.png 35 50 40 H - 5 3 After landing 7 15 - - Soft Knockdown Soft Knockdown - - - - - - JP: 4
Tenmakujinkyaku Dive Kick
Down.gif+Hk.png
60 100 60 H - 12 Until ground - - - - Reset Reset - - - - - - JP: 4
Wall Jump Upright.gif from wall - - - - - - - - - - - Can perform until 27f of jump - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.261 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.261 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - - - Range: 2.261, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 98 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.261, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 128 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 101 - - - - Range: 2.261, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 98 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Genocide Shot Forward Throw 130 150 40 0.92 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Death Throw Back Throw 130 150 40 0.92 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - 34 47 -5 -1 - - 17~18f cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Sonic Boom Sonic Boom Ex.png 45*45 50*50 -250/0 HL su 14 - 45 58 -3 1 - - 30~31f cancellable, 2nd hit starts on 27f X Soft Knockdown Soft Knockdown - - - - - - -
Shoryuken Shoryuken Lp.png 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 46 -21 - 19 - - - Lower body: 1~22F Lower body: 1~22F 1~7F 8F~ -
Shoryuken Mp.png 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 56 -31 - 19 - - All: 1~5F Lower body: 8~22F Lower body: 8~22F - 8F~ -
Shoryuken Hp.png 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 59 -34 - 19 - - All: 1~5F Lower body: 8~22F Lower body: 8~22F - 8F~ -
EX Shoryuken Shoryuken Ex.png 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 61 -34 - 21 - All: 1~22F - - - 8F~ -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 - - - - - EX version does not gain meter - - - - - - JP: 1
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 - - - - - [] refers to EX version - - - - - - JP: 2, [EX Version] JP: 2~6 sequentially
Hyakuretsukyaku Spin Kicks Lk.png 10*120 0*100 20/10*35 HL - 12 2 36 49 -24 - 14 - 1st hit goes into animation X - - - - - - -
Spin Kicks Mk.png 10*130 0*100 20/10*35 HL - 14 2 36 51 -24 - 14 - 1st hit goes into animation X - - - - - - -
Spin Kicks Hk.png 20*140 0*150 20/10*35 HL - 16 2 36 53 -24 - 14 - 1st hit goes into animation X - - - - - - -
EX Hyakuretsukyaku Spin Kicks Ex.png 20*110 0*250 -250/0 HL - 16 2 36 53 -24 - 14 - 1st hit goes into animation X - - All: 1~15F All: 1~15F - - -
Tanden Engine Tanden Engine Lp.png 0 0 10/1 2.5 - 21 24 25 69 19 23 - - Cannot be canceled into, cannot be countered X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - - - All: 21~68F - - -
Tanden Engine Mp.png 0 0 10/1 3.5 - 24 25 25 73 19 23 - - Cannot be canceled into, cannot be countered X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - - - All: 24~72F - - -
Tanden Engine Hp.png 0 0 1-Oct 4.5 - 26 25 25 75 19 23 - - Cannot be canceled into, cannot be countered X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - - - All: 26~74F - - -
EX Tanden Engine Tanden Engine Ex.png 0 0 -500/0 HL - 23 24 25 71 19 23 - - Cannot be countered, opponent gains 1 meter on hit X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - All: 23~70F - - JP: Infinite, resets juggle count to 0
Spinning Piledriver Spinning Pile Driver Lp.png 130 150 30/80 1.181 - 3 2 49 53 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Mp.png 140 150 30/80 1.081 - 3 2 53 57 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Hp.png 150 150 30/80 0.981 - 3 2 56 60 - - - - X Hard Knockdown - - - - - - - - - -
EX Spinning Piledriver Spinning Pile Driver Ex.png 170 150 -250/0 1.131 - 3 2 49 53 - - - - Hard Knockdown - - - - - All: 1~4F All: 1~4F - - -
Yoga Teleport Teleport 0 0 - - - - - 48 48 - - - - Teleport complete on 19F - - - - - All: 1~31F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Storm Super Combo Lp.png 10x20*120 0 -1000/0 HL - 1+5 80 81 166 -45 - - - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters X [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6F - - - - JP: 127x21, JI:0x20*1
Super Combo Mp.png 10x20*120 0 -1000/0 HL - 1+10 80 81 171 -45 - - - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters X [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - - - JP: 127x21, JI:0x20*1
Super Combo Hp.png 10x20*120 0 -1000/0 HL - 1+15 80 81 176 -45 - - - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters X [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - - - JP: 127x21, JI:0x20*1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Stream Ultra Combo 1 340 0 0/0 HL - 0+10 12 34 56 -25 - 21 Invincible on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - -
Tanden Typhoon Ultra Combo 2 0*24x13*60 0 0/0 HL - 0+10 80 104 194 -70 - - - Lower hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - All: 12~89F - - JP: 0x2*12x12*15, JI:1x14*12
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

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