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Tuesday
Jul202010

SETH - INTRO - SUPER STREET FIGHTER 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUN AWAY, ZONING, HEAVY COMBOS
STRENGTHS Many attacks to keep the opponent out but also plenty of combos and mix ups to apply pressure.
WEAKNESSES Lowest stamina and stun in the game so players cannot make any mistakes.
STAMINA 750 - LOWEST IN GAME
STUN 750 - LOWEST IN GAME
CROSS UP  JUMPING HEAVY KICK
ANTI-AIR SHORYUKEN
ARMOR BREAK HYAKURETSUKYAKU
GOOD MATCH UP ZANGIEF
BAD MATCH UP N/A

 

Tuesday
Jul202010

SETH - MATCH VIDEOS - SUPER STREET FIGHTER 4



Saturday
Feb202010

SETH - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

STRONG (MEDIUM) PUNCH

     

FIERCE (HARD) PUNCH

     

Standing Heavy Punch is a long range attack that can be used to punish moves or for zoning, when used with neutral jump Heavy Punch and Sonic Booms.

Crouching Heavy Punch is a launcher. If it fully hits, the opponent is launched into the air, where it can be cancelled after the first hit into Hakuretsukyaku. You can also use it to land his Ultra 1 as well.

Neutral Jump Heavy Punch is like Dhalsim's and is used for the same purposes. It is used to punish moves, for zoning (along with other moves), or just to throw long range pokes at the opponent.

SHORT (LIGHT) KICK

     

FORWARD (MEDIUM) KICK

     

ROUNDHOUSE (HARD) KICK

     

COMMAND NORMALS

WALL JUMP

Push opposite direction when jumping at Wall.

YOSOKYAKU

A command air normal that has three inputs that can be timed differently.

TENMAKUJINKYAKU

Can be used as a follow up to Yosokyaku


Friday
Feb192010

SETH - SPECIAL MOVES - SUPER STREET FIGHTER 4

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.

Wednesday
Feb172010

SETH - COMBOS - SUPER STREET FIGHTER 4

Coming Soon.

Sunday
Sep062009

SETH - MATCH UPS - SUPER STREET FIGHTER 4