SONIC BOOM
QUARTER CIRCLE FORWARD + PUNCH
This is Seth's primary zoning tool and is very quick and has very fast recovery.
SHORYUKEN
FORWARD, DOWN, DOWN-FORWARD + PUNCH
Useful as an anti-air attack and also within combos. The uppercut has three parts, continue the motion two more times after the inital hit to finish.
HYAKURETSUKYAKU
QUARTER CIRCLE BACK + KICK
Seth's "Lighting Legs" attack is most useful within combos. The attack deals multiple hits and will potentially lead to a stun after a handful of combos.
TANDEN ENGINE
QUARTER CIRCLE BACK + PUNCH
Seth pulls his opponent in with a vortex of energy, allowing him to start combos if they are stuck in it.
SPINNING PILEDRIVER
360 + PUNCH
A useful attack when the opponnent blocks your normal attacks too often.
YOGA TELEPORT
Seth's teleport gives him extreme mobility, allows him to get out of pressure situations and also start mix up games.
APPROACH (FAR)
APPROACH (SHORT)
RETREAT (FAR)
RETREAT (SHORT)
SUPER - TANDEN STORM
QUARTER CIRCLE FORWARD X2 + PUNCH
Seth's Super combo is one of the more useful ones in the game due to it's range and versatility.
ULTRA 1 - TANDEN STREAM
QUARTER CIRCLE FORWARD X2 + PUNCH
This Ultra allows Seth to pull the oppponent in from full screen if they are not blocking and also will catch jumping opponents.
ULTRA 2 - TANDEN TYPHOON
QUARTER CIRCLE BACK X2 + THREE PUNCHES
Seth's new Ultra is his "combo Ultra" in that he can land it after a FADC'd Uppercut and also after a Crouching Heavy Punch. It can also catch jumping opponents or opponents caught mid attack when they are in line of the incoming typhoon.