==Table of Contents== SF00-Contact Stuff SF01-Intro SF02-Pros/Cons SF03-Character Specific Stats SF04-Core Normals SF05-General Strategy SF06-Combo Section SF07-Frame Data SF08-Arcade Edition Buffs/Nerfs SF09-Closing Statement SF10-Special Thanks Search any of the keywords to instantly jump around the faq ==SF00-Contact Stuff=========================================================== If you have any questions, concerns, tips for my faq email me at firstname.lastname@example.org This may not be reproduced except for personal, private use. It MAY NOT be placed on any website, or distributed without my permission. Use of this on web site other than Gamefaqs or approved sites is not allowed. Any less is a violation of copyright. List of allowed sites: neoseeker.com gamefaqs.com gamespot.com eventhubs.com Copyright 2010 ViewtifulBrohan If in case you have specific questions that you need answered personally, and a pc is not in your reach, hit me up on PSN, MYsticBrohan, I'll gladly answer any questions that you have, and I'll help you practice. Keep in mind I'm a pad player trying to learn stick, so to more advanced players, don't expect any decent fights, I'm still getting the hange of it! I'll be on around 9am to 1, then 6 to 8ish, North America Pennsylvania. ==SF01-Intro=================================================================== Seth is a main antagonist of Super Street Fighter 4, and is looking to harness Ryu's Satsui no Hado[Surge of Murderous Intent] to create a new super weapon or something...if you want a good synopsis check out the street fighter wiki. Anyway Seth takes moves from several fighters, and copies them, albeit each copied ability is slightly worse than where he got it from. So he's a swiss army knife of sorts, he does alot of things, but isn't excellent in them. His damage is very low, and he has a stun and stamina rating to match, however the amount stun he does per combo is massive, and he is explosive on rushdown, his defensive game is good too. Overall, your going to want to play smart, switching from offense to defense when needed. *note* This guide is written with the PS3 version of SSF4 in mind, but all combos and strategies can be used on the Xbox360 version as well. ==SF02-Pros/Cons=============================================================== Pros +Has a Fireball +Good Defensive game, Stretchy Punch+Teleport/Fireballs give some characters a really hard time +His Crossup move, Jumping Hard Kick does massive stun, decent damage/range +Good Rushdown with his Divekick/Crossup Heavy Kick +Has a teleport and command grab +Good Utility for Ultras +Wall Jump is good for getting out of the corner Cons -Low stamina, lowest in the game -Low stun meter as well -Poor Damage on his combos, he needs meter to do any good damage -Slow Footspeed ==SF03-Character Specific Stats================================================ Stamina: 750 Stun Meter; 750 Average Damage: 160-240 Tier Placement: High Tier [Sonic Boom] Slightly smaller than Guile's Sonic Boom it's Still a good fire ball and is one of Seth's main defensive tools. The light punch version is the slowest, and Heavy Punch is the fastest, and all three versions do the same damage. EX Sonic Boom is two Sonic Booms that come out shortly after another, and do less than a single sonic boom seperately. You'll want to do this from mid to long range, the recovery on it is similar to Ken's so using it up close will proboly get you comboed if they jump over it. As far as combo usage goes, your best best is to cancel it from a crouching medium kick, but even then your better off using Shoryuken or Hyakuretsukyaku because of their superior damage/ stun. It's when you have meter that you start should start using this move, it deals enough hitstun that you can Focus cancel into a level 2 focus attack, which will in turn let you continue your combo to deal further damage/stun. Overall a good move. Rating:7.5/10 Input: QCF+Any punch button [Hyakuretsukyaku] Has the same name as Chun li's kick but is completly different otherwise. Seth does a short dash forward and unleashes more than a dozen kicks for alot of stun, you'l mainly be ending combos with this, more specifically the Light or Medium Kick versions, Heavy kick is non comboable off of alot of Seths normals. In the corner you can follow up after this into his Divekick Combo[Diagonal Jump, \/MKx3, \/HK], while it's EX version gives Fireball invincibility to stop a trigger happy shoto. Overall you'll only want to use this move in combos, the recovery on block is just so bad that you shouldn't risk mashing it out, because any decent player will combo you into oblivion for it. Rating:8/10 Input:QCB+Any Kick button [Shoryuken] Your standard Dragon Punch, use Medium and Heavy Punch Shoryukens as anti airs, although an anti air Light Punch Shoryuken will let you follow up with your Divekick Combo. You'll mainly be want to use this by hit confirming your standing heavy punch, it'll be your bread and butter combo ender besides Hyakuretsukyaku. When you want to keep pressure up close, use Shoryuken, but if you want to play a more cheesy, defensive Seth, end your combos with Hyakuretsukyaku. Rating:8/10 Input:Forward, Down, Down Forward+Punch, can be repeated twice [Spinning Piledriver] Almost identical to Zangief's Command grab in every area except damage, in that his EX Piledriver does the same damage as Zangief's Light Version[Doesn't make alot of sense, Seth is physically as bulky as Abel and his command grab is stroger than Zangief's <_<] Anyway, you can still use Spinning Piledriver the same way you could with Zangief, on your opponent's wakeup, your wakeup ect, only use the Light punch version, it has the most range. An easy way to use SPD without doing a full 360 motion is by inputing forward, hitting every direction until you get to Up back, and then hitting punch. This will allow you to do SDP a bit faster and more importantly without a jump. Rating:10/10 Input: Forward, Down Forward, Down, Down Back, Back, Up Back+Punch [Yoga Teleport] Teleport used to get out of sticky situations. It has good recovery, but there is a small window in which Seth is left vurnerable to attack after the teleport. Other than that Seth's Yoga teleport is inferior to Dhalsim's in every way, you can't use it in the air the recovery is very slightly longer ect. Use this when your getting hammered at close range, or on wakeup to get away and rethink your situation. OVerall this move still works pretty well with the stretchy punch normal, just not as well as it does with Dhalsim. Rating:8/10 Input: Forward, Down, Down Forward+Punch/Kick OR Back, Down Down Back+Punch/Kick [Tanden Storm] A super version of Tanden Engine that sucks fighters from farther away, and hits them for about 350 damage-it'll also eat all projectiles on it's startup. But that's where the positives end with this move, it will almost never combo the way you want it to, in that 4 or more of it's hits will miss for whatever reason if you don't use it alone. Tanden Storm will also flat out miss sometimes as an anti-air, or it'll hit once and the other fighter will fall out leaving you very open to get owned by a full combo. This move can also sometimes come out during the 2nd SRK motion if you do it too quickly, which can be annoying if you're losing. Overall Tanden Storm is Seth's only bad move, it's a waste of meter, don't use it unless you're showboating. Rating:4/10 Input: Double QCF+Punch [Tanden Engine] Used to pull opponent toward you, light sucks you in from the least distance, and heavy the most. this move works really well as a combo extender, it doesn't count as a hit in your combo so damage scaling doesnt affect it. Tanden Engine also draws the other fighter in as closely as possible allowing you to do some pretty sick things[that will be covered in the combo section], but all this comes at a cost. The priority this move has is pretty low, meaning you can't throw it out whenver, and that you can only properly combo it off of a few normals that in turn are limited combowise. EX Tanden Engine has some increased priority and can pull people out of the air, but it costs 2 EX Bars, which can be better spent. Rating:7/10 Input: QCB+Punch [Tanden Stream] His Ultra 1, it's main use is to shut down fireball games because of it's speed and priority overall almost everything. Use it during the other fighter's move and watch them get sucked in and spit back out against the screen for a dazzling 200 damage! If you couldn't tell I'm being sarcastic, this move does around the same damage as a combo, but this ultra's main use is to shut down the other payer and give them that psychological fear that you'll activate your ultra to punish anything they do. As far as combos go only crouching Hard Punch will let you connect with this, but you by and large have much better combo options than Tanden Stream to use after this, so only do it if you want to show off. Rating:9/10 Input:Double QCF+All three Punches [Tanden Typhoon] Tanden Typhoon is a great ultra if you want to play a more offensive game. You can Focus Attack, Dash Cancel into it, and combo it after your Hyakuretsukyaku in the corner, can be used as an anti air, and even does more damafe than your Ultra 1. However this move, if blocked, isn't nearly as safe as Tanden Stream, and I guarentee that you'll be violently comboed if it is. It's really a toss up between which ultra to use, I personally use Tanden Typhoon because I play a pure rushdown style, but if you play defensively, or like to have a bit of insurance if you're losing, than pick Tanden Stream. Rating:8/10 Input:Double QCB+All three Punches [Seth's Kara Canceling Ability] Seth can Kara Cancel from Far Standing Heavy Kick and Standing Medium Punch. This is done by Pressing either Medium Punch or Heavy Kick, and then by hitting a special or grab quickly after. This in turn extends the range of that Special or grab by varying degrees, in this case it's by a very very small amount. Kara canceling with Seth only propels him a very short distance forward, so it's not really worth going for unless you can get it off consistantly, but worth mentioning none the less. Rating:5/10 ==SF04-Core Normals============================================================ These are Normals that you'll see yourself using alot, they usually have good range, damage, are safe ect. 1]Jumping Heavy Kick-Is your main crossup tool, does beastly stun, good range. 2]Jumping Medium Punch-When Used as an air to air, it allows you to follow up with your DiveKick Combo, or Shoryuken. 3]Divekick Combo-Allows you to end you bread and butter combos with that extra bit of damage and stun. 4]Close Standing Heavy Punch-Good in combos, you'll be hit confirming this along with crouching Light Punch to land any and all of your specials.[Also forces the opponent into a standing position on hit, which really doesn't mean as much for Seth as it does to Ken] 5]Standing Heavy Punch-Dhalsim's stretchy arm punch. Good for zoning/turtling when coupled with his Dragon Punch and Sonic Boom. 6]Neutral Jumping Heavy Punch/Back Jumping Heavy Punch-See 5 7]Standing Medium Kick- Very good poke, has decent range and does good damage. It's also safe on block 8]Close Standing Heavy Kick-Good Stun and is comboable, very similar to Ryu's Step Punch and Akuma's Double Roundhouse in principle. 9]crouching Heavy Punch-Sets you up to juggle with all of you specials/ultras/ normals. The startup is a little bit slow, so don't throw it out raw very often 10]crouching Medium Kick-Has decent poking ability, just not as Godlike as the shoto crouching Medium Kick. It's also super cancelable, and is what you'll be going for to land your Sonic Booms. ==SF05-General Strategy======================================================== Street Fighter, as others have put it before, is like a boxing match that relies heavily on near perfect execution. There are different strategies for different situations, and being good or even average at the game means being able to adapt to new situations. Seth thankfully has the right tools to help him in alot of situations, whether it be on offense or defense. [Offense/Before Knockdown] At the start of the match your going to want to pressure the other fighter alot with close-to-the-ground Divekicks and your Light SPD. Land your SPD by using a few crouching Light Punches to give the other fighter the idea that you're starting a blokstring. When they recover from the block stun, quickly use SPD, if you're successful, you'll have scored a bit of damage, meter, and an untechable knockdown, which puts you in a very good position to jump in with your divekick and continue pressure, or attempt to crossup with Jumping Heavy Kick to land a combo. Either way, you'll be put into two more situations, one where the opponent is still trying to block, or one where you're scoring damage. [After the Knockdown, Still Blocking] In the case that the other fighter is still blocking, apply the same pressure as before, but mix it up this time with regular throws, and completing your blockstrings. Good blockstrings with lots of normals in them like crLKx2, crLP, crMP put you at a reasonably safe distance where you're out of DP range but still close enough to continue applying pressure-train the oppoenet to expect these blockstrings, then start going for the SPD's again, and then regular throws. Try to be fairly random after a while, it's pretty easy to find a pattern in a player's style, so don't go for a certain strategy too much. With your regular throws, try to push them into the corner with the back version of it. Seth's back throw moves the fighter across the screen, where they're closer to a corner-and your pressure tactic are several times more effective there. when you get them in the corner, you can continue to pressure them with some Jump in Headstomps, the cool thing about them is that you can cancel into any normal after each stomp, more importantly your Divekick and Crossup Heavy Kick. Use the crossup Heavy Kick after the first or second headstomp, but delay it a bit so the other fighter has a chance to let up their guard, if they do so, you have a perfect opprotunity to combo them, and if they STILL block, then you can pressure em some more with a blockstrig ect. [After the Knockdown, got off a combo] Good for you, you got off a combo! now you only need a bajillion more to kill the guy! But seriously, you're going to have to keep the momentum going...Word on the block is ending your combos with Shoryukens puts you in an ideal position to rushdown the other guy...Dashing under them while they fall down is a good way to confuse them into blocking wrong or foolishly trying to DP. The Shoryuken also leaves you fairly close to the other fighter, meaning you can still apply that offensive pressure with your Divekick and Hard Kick strategy. It helps to jump in with Hard Kick, but not crossup with it, this may result in them blocking wrong, which is another free combo-which you should again end with a Shoryuken if they aren't close to stun. As you start getting them closer to the corner, it's okay to start using Hyakuretsukyaku, Hyakuretsukyaku is already a move that pushes the fighter towards the corner, so ending combos with it at about 3/4's across the stage should put you and them close enough together that you can continue offensive pressure. Once you HIT the corner, only end your combo in Hyakuretsukyaku, one of these successfully landed in the corner will allow you to follow up with your Divekick Combo[Three Headstomps, Divekick]or Tanden Typhoon for extra damage in stun. Your Divekick combo is preferred because it offers great opprotunities for additional corner pressure, but if using Tanden Typhoom will win you the fight, then by all means use that instead. [Defense-Keeping them away] Perhaps you're facing a character with even better rushdown/mixups than you, [Akuma, Ken ect.]and you want to keep them out of your face? Good, Seth can do THAT too. From mid range, Seth has solid pokes in Standing Far Medium Kick, and crouching Medium Kick. They both are safe on hit, and are fairly safe on block, and the latter is special cancelable, which means if you hit with it, you're guarenteed a free Sonic Boom or Hyakuretsukyaku, both of which will leave you at a fair distance away from the other guy, which is where you want to be. The highlight of Seth's zoning game though is his Dhalsim esque Stretchy Punch, it easily "outstretches" every other poke in the game other than Dhalsim's own Stretchy Punch. Use it in conjunction with Sonic Boom and your Teleport to keep them where you want, the aerial version counts as an overhead so keep that in mind...not much else to say about his defensive game, it's pretty simple, but gets the job done really well.[It should be noted that a well timed ground Stretchy Punch will give you the ability to duck under fireballs] [Anti-airs] When the other guy jumps at you, you have a couple of simple, effective ways to anti air them. Shoryuken is the most obvious, more specifically the Heavy version, it offers the most priority and is the least likely to trafe of the three. Light is an option as well, one of these hitting as an anti-air means that you can juggle into your Divekick Combo/Ultra 2-Medium is the least spectacular of the three, don't use it at all. EX Shoryuken offers Invincibility frames which almost guarentees an anti air, so keep that in mind as well. Close Standing Heavy Punch is a copy Paste of Guile's anti-air punch, except that it comes out a Frame or 2 quick if I recall correctly, use this as well but keep the spacing right, it's possible that a stretchy Punch could come out instead, which can be bad. ==SF06-Combo Section=========================================================== Below is a legend for notations that I'll be using for coding the combos. Why ise one of these you ask? Simply because I Dont feel like typing out Light Kick a million times... [Legend] LP-Light Punch MP-Medium Punch HP-Heavy Punch LK-Light Kick MK-Medium Kick HK-Heavy Kick crLP-Crouching Light Punch crMP-Crouching Medium Punch crHP-Crouching Heavy Punch crLK-Crouching Light Kick crMK-Crouching Medium Kick crHK-Crouching Heavy Kick FADC-Focus Attack Dash Cancel [Combos] Here's a list of combos that I made up, note that this isn't a list of all of Seth's combos, just some ones I thought were useful/cool looking. They also aren't in any particular order, but more practical, easier ones are closer to the top, but the 30 hit+ ones are near the bottom 1]crLK, crLP, crLP, crMP, Hyakuretsukyaku 2]crLK, crLP, HP, Heavy Shoryuken 3]crHP, Light Shoryuken, Divekick Combo 4]Crossup HK, crLK, crLP, crMP, Hyakuretsukyaku 5]Crossup HK, crLP, HP, Heavy Shoryuken 6]crLKX2, LP, crMK, Sonic Boom 7]Jumping HP, crLP, crMP, Hyakuretsukyaku 8]crHP, Jumping MP, EX Shoryuken, EX Tanden Engine, crHP, Jumping MP, EX Shoryuken 9]Focus Attack, Tanden Engine, crLKX2, LP, crMK, Sonic Boom, Focus Attack, Tanden Engine, crLK, LK, LP, crMK, Sonic Boom, Focus Attack, Tanden Engine, crLKx2, LP, crMP, Hyakuretsukyaku, Divekick Combo 10]Focus Attack, Tanden Engine, crLKX2, LP, crMK, Sonic Boom, Focus Attack, Tanden Engine, crHP, Light Sonic Boom, FADC, Tanden Typhoon 11]crLK, crLP, HP, Sonic Boom, Focus Attack, Tanden Engine, crLKX2, LP, crMK, Sonic Boom, Focus Attack, Tanden Engine, HK, crLP, crMP, Hyakuretsukyaku 12]crLK, crLP, HP, EX Shoryuken, EX Tanden Engine, crLK, LK, LP, crMK, Hyakuretsukyaku, Tanden Typhoon 13]crLK, crLP, HP, Sonic Boom, Focus Attack, Tanden Engine, crLKX2, LP, crMK, Sonic Boom, Focus Attack, Taden Engine, crouching Heavy Punch, Light Shoryuken, Divekick Combo 14]crLK, crLP, HP, EX Sonic Boom, Focus Attack, Tanden Engine, crLP, HP, EX Shoryuken ==SF07-Frame Data============================================================== Below is a link to Seth's frame data. [I'll have an actual chart made in a future update.] A frame is simply put the amount of time somthing takes up in a game. For example, a certain move wold have a one frame startup, one active frame, and one cooldown frame. Most games run at 60 FPS[frames per second], so this theoretical move would take up a time frame of 3 frames, or 3/60 of a second. Ideally, the best kind of move would have 1 startup frame, and 1 cooldown frame, but to my knowledge, no one in the history of fighting games has a move like that... http://www.eventhubs.com/guides/2009/apr/18/seths-frame-data-street-fighter-4/ ==SF08-Closing Statement======================================================= Street Fighter is not an easy game to play, regular combo links can seem like hell to you at first, you may want to mash, or do a number of other things. Some people are just naturally better than others at some things, but no matter you age, skill, ect, working hard at something always helps-There's no gap you can't overcome with a little hard work,That might mean losing alot online or whatever, but it's always worth it in the end...Stick to it. Keep in mind that I'm 15, so if I can do it JOO CAN DO IT TOO! -Peace ==SF09-Arcade Edtion Buffs/Nerfs=============================================== [Buffs] +Stamina Up 800, Stun up 900 +Super is more comboable, in that it'll hit fully when used after a Hyakuretsukyaku. +Sonic Boom Recovery decreased +Active Frames on Jumping Heavy Punch changed so you can hit with it easier +Crouching Heavy Punch startup is reduced a bit +Hyakuretsukyaku does more damage +Tanden Typhoon has less recovery +Hit advantage on Standing Medium Punch increased, faster +Active frames on crouching Medium Kick increased +Hittable Box on Far Standing Medium Kick reduced [Nerfs] -Tanden Stream is now a projectile can now be countered by fireballs[lolwut] -Tanden Typhoon's invinviblity took a huge hit -Divekick got it's block stun and hit stun reduced -Hyakuretsukyaku does less stun. -Aerial Stretchy Punch replaced with Forward Jumping Heavy Punch [My thoughts...] I like Seth's changes for the most part, the increase in stun and stamina will help alot, and giving his super more comboability will give him another option with full meter other than a looong ass combo so that's nice. Several of his normals are buffed, along with the recovery of his Sonic Booms, which is excellent. Beleive it or not, the stretchy Punch nerf may not be that bad depending on how Jumping Heavy Punch was buffed, while the nerfs on his Ultra 1 and DiveKick are pretty pointless. For the most part, Seth's changes to me make him an entirely new character, which is very good in my opinion. One thing I personally would have liked to see was some comboablity on his sweep or on crouching Heavy Punch, it could have made him more scary up close, but hey, that's just me! [Buffs that I'd like to See/stay in a Possible SF4 update] +Increase Stamina to 1000 +Give Crouching Heavy Kick a 1 frame link off of crouching Light Punch +Make his Divekick score an untechable knockdown on hit +Increase SPD damage to 140, 160, 180, and 200 +All AE Buffs to normals +Give crouching Medium Kick a 3 frame link off of crouching Light Punch [Nerfs that I'd like to See/stay in a Possible SF4 update] -Decrease Stun to 700 -Decrease range on Light SPD by a bit -Decrease stun on Crossup Kick by 50 -Aerial Stretchy Punch replaced with Forward Jumping Heavy Punch -Overall Damage on normals decreased just a bit ==SF10-Special Thanks========================================================== Capcom-They made the game... DBC-[http://dbcompetitive.forumotion.com/forum.htm]<----------CHECK IT OUT!!! Helped me to get into fighters in general. DrunkenPilot72-For introducing me to DBC Eventhubs,Shoryuken-I appreciate what they do for the community, they make Street Fighter relevant. Poongko-He's an excellent Seth player, served as inspiration. xHIBACHIx0-Might of spelled his name wrong but he's an amazing pad Bison player, I was fortunate enough to run into him on PSN and be able to spar with him regularly-look him up, and ask for a few rounds, you'll get better. BIGPOPPAPUMP101-Good Balrog, showed me that I was a total scrub and got me practicing,look him up, ask for a few fights, if your good enough, he'll teach you some good tricks for your character.