Seth Moveset and Attributes

Here is a nice combo for some people when the don’t have meter and land Crouching Fierce:

Crouching fierce -> instantly jump toward opponent with mid punch -> land and do shoryuken. Or if you want u can reset them with a light attack for really quick mixups.

Seth’s FP super seems to pull in from the air so if they jump at you from a distance or try to jump away they will get pulled to the ground stunned then eat the super, I stopped a ton of akuma’s this way. Don’t do it outside of a combo or if they are jumping away or at you really close, if the tip of the ball hits in the front they just drop to the ground. If they are high above you it will work. Basicly just use this super like you would tandem stream for punishing at a distance when it comes to fireballs.

wp sonic boom FACb into as soon as possible wall jump when they are getting up after a back throw, either of his supers, or his qcb+k move into a jumping fk seems to be a almost perfect full screen set up.

His jumping forward fk’s hit box is retarded and lets you cross up even all the way to the other side of seths body, doing this after a wall jump allows you to get really really fast cross overs the further they are the higher you have to wall jump. If you think they will shoryuken or something end it early with Down FK then punish if they did do it.

Head stomps are awesome after wall jumps as well as he can jump from wall to wall over and over if you can keep them in the middle of the screen ( wont ever happen in a serious match sadly haha) but sometimes you can get two wall jumps in and you can down fk to safety near them if they try to anti air, or go for a cross over with fk.

Oh you can actually do two hits of the wp shoryuken if you hit them high enough in the air and still be able to land and do the air stomp combo, it’s minor but it adds to the stun.

In the corner the stomp is freaking beastly do a stomp, then you got the choice of wall jumping(with a down fk if you want to stay close), landing into pile driver, falling into them with a FK, landing and doing backwards kick teleport for when they try to jump back over you (this brings you to the other side of the screen if you time it right the best anti corner cross over trick seth has) or restarting it with a second foot stomp (third knocks down)

Seth seems to have a perfectly balanced game plan with a bit of everything, run away, dodging rushing, honestly not taking full use of all of his abilities just gets you killed and fast but at the same time, he’s prob one of the characters that can kill the fastest two mistakes when Seth is near you and you get stunned which leads to him doing another free combo and by that time they are almost already dead to the point where you can just tandem stream or storm and win. Sounds cheesy but honestly if the Seth user makes the same number of mistakes if not less he dies.

Now if only they gave him a air grab… just kidding

hey guys, im having trouble doing the triple shoryuken with seth. can sum1 help me out? i can do one shoryuken just fine.

hmm… well technically you have all day. but once u get the 1st shoryuken. just try and buffer it in as quicky and as many times as you want. You dont really have to time it. You can just do it.

I hope that helps. If you trouble just do the motion over and over. You’ll obviously have to learn how to do it for real sooner or later.

@OP: Awesome post

Just messing around with the training mode and I found out that you can land the super after doing a EX shoryu x3 (in the corner) pretty cool :stuck_out_tongue:

Other than in real matches thanks to that whole gauge thing.

this thread should be a template for other characters

Just mash df+P. It works like all shoryukens now, and you dont have to do the full additional motions.

OK some quick combo questions: How much damage do these combos do-
Cr. HP–>Ultra
Lvl. 2 FA–>Cr. HP–>Ultra
Lvl. 2 FA–>Ultra

Please try to do the Ultra with the gauge at 50% if possible.

What would you guys say is a good ‘tick’ for his SPD?

For tick throws I use down w.p. I prefer the SPD as a reversal myself though

I think rare use of tick into SPD works best with Seth, since he’s so fragile if they do guess you’re ticking half your life is gone, I guess I’m just cautious wanting to end in an MP sonic boom for most block strings since it pushes them back a bit and Seth is fairly safe afterward.

Also for unbridled fun if people are at full screen you can punish a lot of things. Figuring out where it’s safe to boom from, and where to standing fierce from leads to a lot of frustration for enemies and wall jump roundhouse smacks them out of the air when you’re at the right spacing, also if you’re feeling gutsy and facing someone with fireballs other than Sagat or Guile FADC backwards then throw a boom, if they build up your revenge gauge and don’t pay attention you’ll land a free ultra. None of this stuff is reliable, but you’d be surprised how eager to follow up a fireball with another one some people are when they see how much potential damage is on your life.

If someone throws a fireball at you, any tandem move will beat it.

Tandem engine lets fireballs pass through you once his black vortex is fully formed and also stuffs wakeup moves which I believe Keits stated.

Tandem Storm lets fireballs pass through you, automatically connects if someone is shooting a fireball at you or if they jump. It sucks them in when they land even if they block.

Tandem Stream hits if the opponent is doing anything besides blocking or jumping over you. (it hits the bottom half of the screen) It has huge invincibility, you can’t even be thrown from behind. Best wakeup along with SPD and Fierce/EX Shoryu, teleport.

If an enemy is going for a crossup, a wiffed sweep will ruin their plans.

From some play tonight I think that with many characters it’s best not to throw out Seth’s Ultra when you land a focus crumple after a crouch fierce.

It seems you get only slightly less damage with lightning legs d.mkx3, d.rh and that his ultra shuts down so many options that it gives you a very large advantage when you have it as a threat, especially when the character is on the other side of the screen, it makes jab boom into a much more potent tool as it kills off all FADCs, non preemptive jumps, and late fireballs. If you have it stocked it’s more useful than actually comboing into it from crouch fierce.

Anyone agree, disagree?

I’m kind of split on that. It all depends on the situation if you ask me. If you’re saying it’s a good mindgame tool though, I totally agree.

I’m saying that on certain characters the advantage in limiting their options with your ultra far outweighs the actual damage, not necessarily just the threat of ultra, but the amount it limits them is pretty amazing. The thing comes out so fast that you can punish things full screen, and with the power of jab boom and ultra you can keep the fight at full screen until landing an ultra you don’t need to combo into through either EX attack, jump, focus or fireball punishing. If you aren’t fighting a character with high mobility jab boom forces them to either block or eat ultra if they’re full screen away, and some of the more mobile ones will get tagged by a shoryu or something if they try to get in.

Hyakuretsu Kyaku sometimes break shield, why sometimes? how do I know when it breaks shield?

If by breaks shield you mean armor break then it does it all the time to my knowledge, if the opponent is going for an FA or EX with armor move it should smack them out of it pretty efficiently in all cases, though you need to feel pretty gutsy to do that…

I’ve actually been able to armor break with his SRK. I have a feeling either it’s a glitch or certain characters armor is weak against non armor break moves and others have stronger armor properties against armor breaking moves. In any case I’ve got a better option to armor breaking moves. Teleport behind them and punish.