
Seth
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
Ultra SFIV Changes
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 5 | 4 | 7 |
Close MP | Close ![]() |
75 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 2 | 5 |
Close HP | Close ![]() |
90[80] | 200[150] | 60 | HL | sp/su | 4 | 5 | 20 | -7 | -2 |
Close LK | Close ![]() |
35 | 50 | 20 | HL | - | 4 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 0 | 3 |
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 7 | 2*2 | 16 | 0 | 5[4] |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 4 | 7 |
Far MP | Far ![]() |
60 | 100 | 40 | HL | su | 6 | 2 | 13 | -1 | 2 |
Far HP | Far ![]() |
80 | 200 | 60 | HL | - | 13 | 3 | 30 | -8 | -5 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 4 | 2 | 8 | 1 | 4 |
Far MK | Far ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | -1 | 2 |
Far HK | Far ![]() |
90 | 200 | 60 | HL | - | 10 | 3 | 18 | -3 | 1 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 3 | 6 |
Crouch MP | Crouch ![]() |
50 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 1 | 5 |
Crouch HP | Crouch ![]() |
60*30 | 100*100 | 60*20 | HL | sp/su | 10 | 2(2)2 | 19 | -3 | - |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 5 | 2 | 8 | 1 | 4 |
Crouch MK | Crouch ![]() |
50 | 100 | 40 | L | sp/su | 7 | 3 | 14 | -5 | -1 |
Crouch HK | Crouch ![]() |
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 ![]() |
50 | 50 | 20 | H | - | 5 | 5 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 4 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
45 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
50*30 | 50*50 | 40*20 | H | - | 4 | 2*3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
45 | 50 | 20 | H | - | 6 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 5 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 6 | 8 | - | - | - |
Yosokyaku (1) | Headstomp 1 ![]() ![]() |
50 | 50 | 40 | H | - | 3 | 3 | After landing 7 | - | - |
Yosokyaku (2) | Headstomp 2 ![]() ![]() |
30 | 50 | 40 | H | - | 4 | 3 | After landing 7 | - | - |
Yosokyaku (3) | Headstomp 3 ![]() ![]() |
35 | 50 | 40 | H | - | 5 | 3 | After landing 7 | - | - |
Tenmakujinkyaku | Dive Kick![]() ![]() |
60 | 100 | 60 | H | - | 12 | Until ground | - | - | - |
Wall Jump | ![]() |
- | - | - | - | - | - | - | - | - | - |
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 ![]() |
45*45 | 50*50 | -250/0 | HL | su | 14 | - | 45 | -3 | 1 |
Shoryuken | Shoryuken ![]() |
80*60 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 11+13 | -21 | - |
Shoryuken ![]() |
90*60 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 21+13 | -31 | - | |
Shoryuken ![]() |
100*80 | 100*50 | 30/40*10 | HL | su*- | 5 | 2*16 | 24+13 | -34 | - | |
EX Shoryuken | Shoryuken ![]() |
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 ![]() |
10*120 | 0*100 | 20/10*35 | HL | - | 12 | 2 | 36 | -24 | - |
Spin Kicks ![]() |
10*130 | 0*100 | 20/10*35 | HL | - | 14 | 2 | 36 | -24 | - | |
Spin Kicks ![]() |
20*140 | 0*150 | 20/10*35 | HL | - | 16 | 2 | 36 | -24 | - | |
EX Hyakuretsukyaku | Spin Kicks ![]() |
20*110 | 0*250 | -250/0 | HL | - | 16 | 2 | 36 | -24 | - |
Tanden Engine | Tanden Engine ![]() |
0 | 0 | 10/1 | 2.5 | - | 21 | 24 | 25 | 19 | 23 |
Tanden Engine ![]() |
0 | 0 | 10/1 | 3.5 | - | 24 | 25 | 25 | 19 | 23 | |
Tanden Engine ![]() |
0 | 0 | 1-Oct | 4.5 | - | 26 | 25 | 25 | 19 | 23 | |
EX Tanden Engine | Tanden Engine ![]() |
0 | 0 | -500/0 | HL | - | 23 | 24 | 25 | 19 | 23 |
Spinning Piledriver | Spinning Pile Driver ![]() |
130 | 150 | 30/80 | 1.181 | - | 3 | 2 | 49 | - | - |
Spinning Pile Driver ![]() |
140 | 150 | 30/80 | 1.081 | - | 3 | 2 | 53 | - | - | |
Spinning Pile Driver ![]() |
150 | 150 | 30/80 | 0.981 | - | 3 | 2 | 56 | - | - | |
EX Spinning Piledriver | Spinning Pile Driver ![]() |
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 ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+5 | 80 | 81 | -45 | - |
Super Combo ![]() |
10x20*120 | 0 | -1000/0 | HL | - | 1+10 | 80 | 81 | -45 | - | |
Super Combo ![]() |
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 | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ Seth quickly knees his opponent. This normal has good tick | ||||
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 | ||||
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 | ||||
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 | ||||
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 |
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 | ||||
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 |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ 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 / ![]() |
|
~~ 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 / ![]() |
|
~~ Uses and Strategies ~~ Identical to neutral jump HP. No explanation needed here. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ Seth kicks diagonally downward. A good move to tick | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ 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 / ![]() |
|
~~ 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 |
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 | ||||
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 ![]() ![]() |
|
~~ 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 + ![]() |
|
~~ 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 + ![]() |
|
~~ 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 + ![]() |
|
~~ 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 + ![]() ![]() |
|
~~ 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 | ||||
File:No image.png |
Tanden Engine |
Vacuum | qcb + ![]() ![]() ![]() |
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 | ||||
File:No image.png |
Spinning Piledriver |
Spinning Piledriver | 360 + ![]() |
|
~~ 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 ![]() ![]() |
dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp + ![]() ![]() ![]() |
~~ 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 ![]() |
|
~~ 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 |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Stream |
Ultra Combo I | qcf ![]() ![]() |
|
~~ 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 | ||||
File:No image.png |
Tanden Typhoon |
Ultra Combo II | qcb ![]() ![]() |
|
~~ 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 |
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
Abel[No Data] [character page] |
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Adon
Adon[No Data] [character page] |
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Akuma/Gouki
Akuma[No Data] [character page] |
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Balrog/Boxer
Balrog[No Data] [character page] |
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Blanka
Blanka[No Data] [character page] |
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C. Viper
C. Viper[No Data] [character page] |
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Cammy
Cammy[No Data] [character page] |
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Chun-Li
Chun-Li[No Data] [character page] |
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Cody
Cody[No Data] [character page] |
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre[No Data] [character page] |
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Dee Jay
Deejay[No Data] [character page] |
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Dhalsim
Dhalsim[No Data] [character page] |
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Dudley
Dudley[No Data] [character page] |
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E. Honda
E. Honda[No Data] [character page] |
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El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena[No Data] [character page] |
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Evil Ryu
Evil Ryu[No Data] [character page] |
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Fei Long
Fei Long[No Data] [character page] |
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Gen
Gen[No Data] [character page] |
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Gouken
Gouken[No Data] [character page] |
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Guile
Guile[No Data] [character page] |
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Guy
Guy[No Data] [character page] |
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Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo[No Data] [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri[No Data] [character page] |
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Ken
Ken[No Data] [character page] |
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M. Bison/Dictator
M. Bison[No Data] [character page] |
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Makoto
Makoto[No Data] [character page] |
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Oni
Oni[No Data] [character page] |
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Poison
Poison[No Data] [character page] |
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Rolento
Rolento[No Data] [character page] |
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Rose
Rose[No Data] [character page] |
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Rufus
Rufus[No Data] [character page] |
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Ryu
Ryu[No Data] [character page] |
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Sagat
Sagat[No Data] [character page] |
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Sakura
Sakura[No Data] [character page] |
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Seth (Mirror)
Seth[No Data] [character page] |
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T. Hawk
T. Hawk[No Data] [character page] |
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Vega/Claw
Vega[No Data] [character page] |
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Yang
Yang[No Data] [character page] |
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Yun
Yun[No Data] [character page] |
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Zangief
Zangief[No Data] [character page] |
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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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 5 | 10 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
75 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 16 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
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 ![]() |
35 | 50 | 20 | HL | - | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 11 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
60 | 100 | 40 | HL | su | 6 | 2 | 13 | 20 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
80 | 200 | 60 | HL | - | 13 | 3 | 30 | 45 | -8 | -5 | 25 | 28 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 4 | 2 | 8 | 13 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | 22 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
90 | 200 | 60 | HL | - | 10 | 3 | 18 | 30 | -3 | 1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
50 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 17 | 1 | 5 | 14 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
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 ![]() |
20 | 50 | 20 | L | ch/sp/su | 5 | 2 | 8 | 14 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
50 | 100 | 40 | L | sp/su | 7 | 3 | 14 | 23 | -5 | -1 | 12 | 16 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
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 ![]() |
50 | 50 | 20 | H | - | 5 | 5 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
45 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | 14 | - | - | 6~14F can control air movement | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | |||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 4 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
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 ![]() |
80 | 200 | 60 | H | - | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
45 | 50 | 20 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | - | - | - | - | ||||||||
Yosokyaku (1) | Headstomp 1 ![]() ![]() |
50 | 50 | 40 | H | - | 3 | 3 | After landing 7 | 13 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2 | ||||||||
Yosokyaku (2) | Headstomp 2 ![]() ![]() |
30 | 50 | 40 | H | - | 4 | 3 | After landing 7 | 14 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 3 | ||||||||
Yosokyaku (3) | Headstomp 3 ![]() ![]() |
35 | 50 | 40 | H | - | 5 | 3 | After landing 7 | 15 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 4 | ||||||||
Tenmakujinkyaku | Dive Kick![]() ![]() |
60 | 100 | 60 | H | - | 12 | Until ground | - | - | - | - | Reset | Reset | - | - | - | - | - | - | JP: 4 | ||||||||
Wall Jump | ![]() |
- | - | - | - | - | - | - | - | - | - | - | 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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
10*120 | 0*100 | 20/10*35 | HL | - | 12 | 2 | 36 | 49 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | - | - | - | - | - | ||||||
Spin Kicks ![]() |
10*130 | 0*100 | 20/10*35 | HL | - | 14 | 2 | 36 | 51 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | - | - | - | - | - | |||||||
Spin Kicks ![]() |
20*140 | 0*150 | 20/10*35 | HL | - | 16 | 2 | 36 | 53 | -24 | - | 14 | - | 1st hit goes into animation | X | - | - | - | - | - | - | - | |||||||
EX Hyakuretsukyaku | Spin Kicks ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
130 | 150 | 30/80 | 1.181 | - | 3 | 2 | 49 | 53 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Spinning Pile Driver ![]() |
140 | 150 | 30/80 | 1.081 | - | 3 | 2 | 53 | 57 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
Spinning Pile Driver ![]() |
150 | 150 | 30/80 | 0.981 | - | 3 | 2 | 56 | 60 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
EX Spinning Piledriver | Spinning Pile Driver ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 |