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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.

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    SETH - SPECIAL MOVES - SUPER STREET FIGHTER 4 - SETH - SUPER STREET FIGHTER 4 MOVES COMBOS - FIGHTING GAME NEWS STRATEGY & MEDIA

Reader Comments (1)

Seth's Special Moves:

Seth's sonic boom has very poor recovery, about as good as Ken's fireball. Also the obvious is lp is very slow and hp is very fast. (In terms of projectile speed) This is how he can do alright in fireball wars.

The Yoga Teleport has one more querk. DP+PPP will teleport behind. DP+KKK will teleport infront.

I'd also do some combos up, if needed.

Loving the site so far, keep it up.

August 6, 2010 | Unregistered CommenterGino

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