General Summary:
Seth is a combo machine, able to turn a poke into a 30~ hit nightmare. Unfortunately, he's a combo
machine made of glass. Seth has incredibly low health and damage output, as well as stun incredibly
easy, which often detracts players from picking him, and many that do use him like to stick with
keep away tactics untill they can find an opening to punish.
Seth is best used as an offensive character, despite his obvious drawbacks. Using Seth's long range
pokes, fireballs, wall jumps, and dive kicks, you can effectively control the whole screen. You can
also use to harass your opponent into making mistakes.
Corner game is a large part of Seth's game. Cornering your opponent opens to you, a world of
combo and reset possibilities. A good Seth can turn 1 hit in the corner into "GG Yo".
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Most Useful Normals:
Standing;
(St.Hp) is your long range poke. It is most often used after light or medium fireballs
to harass your opponent at a distance.
(St.Mk) is your mid range poke. It comes out fairly quickly, and can be followed with
any special, but is best followed with QCB.Lk
Crouching;
(Cr.Hp) is slow adn easily blocked. BUT, there are a great number of follow up options.
(Cr.Lp) is going to be your most common combo starter, it comes out fairly quickly.
(Cr.Mp) can follow Cr.Lp in a combo and will allow you to follow up with a special.
(Cr.Lk) serves the same purpose as Cr.Mp, but it comes out faster and is slightly
stricter on follow up.
Jumping;
(Bj/Nj.Hp) is a long range air to ground poke, similar to Dhalsim's. This is most commonly
used as a keep away tool.
(J.Hk) is like your standard J.Hk, but can crossup in certain situations.
(J.Down Hk) is your dive kick, very useful against turtles.
(J.Down Mk) are your headstomps, you can use this up to 3 times in succesion, and can
follow up with a dive kick to reset your opponent.