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Mon Apr 16, 2012 10:44 pm by mrmajikbus45
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 Seth General Summary

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DGWeasel

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PSN : DGWeasel
Posts : 560
Location : Elkhart, Indiana

PostSubject: Seth General Summary   Sun Oct 31, 2010 12:30 pm

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".

----------------------------------------------

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.

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DGWeasel

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PSN : DGWeasel
Posts : 560
Location : Elkhart, Indiana

PostSubject: Re: Seth General Summary   Sun Oct 31, 2010 12:53 pm


Specials:

(QCF.P) is you fireball, speed ranges from stupid slow to average, depending on
which punch is used. EX throws 2 fireballs of average speed.

(FDF.P) is your anti air shoryuken move. Continuing to do the motion in the air
grants you extra hits. It has a slow startup, terrible recovery,
and trades with almost everything. but it's an incredible useful combo tool.
EX version comes out faster.

(QCB.P) is an odd move that pulls your opponent closer to you, the effective range
depends on witch punch you use. Without EX this move is fairly useless.
EX version allows you to pull your opponent in after or during combos, and
has fireball immunity, this comes at the cost of 2 EX bars though.

(QCB.K) is your most useful special, easily combo'd into and it sends your opponent
flying. Also a great corner move as it sets you up for further comboing.
EX version gives you fireball immunity, and limited invincebilty.

(FDF/BDB.PPP/KKK) This is your teleport, and is easily you best "Get off me" move.

----------------------------------------

Super/Ultras

Super: (QCFx2.P) This has a slow startup, and no startup invinceblity, it can
drag your opponent in for decent damage. During the super
you are granted an unnecesary invincebility.

Ultra 1: (QCFx2.PPP) This ultra has startup invincebility. The effects of this ultra
travels full screen, and grants you limited invincebility. Most
effectively used as an anti air.

Ultra 2: (QCBx2.PPP) This ultra gives you an insane amount of invicibility, drags
your opponent in, and also serves as an anti air. Very well
rounded ultra.

--------------------------------------------
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DGWeasel

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PSN : DGWeasel
Posts : 560
Location : Elkhart, Indiana

PostSubject: Re: Seth General Summary   Sun Oct 31, 2010 1:23 pm


Basic Combos: These are some of your basic non-EX combos

Cr.Lp - Cr.Mp - QCF.Hp

Cr.Lp - Cr.Mp - QCB.Lk

Cr.Hp xx QCB.Mk

Cr.Hp - QCF.Lp

AA FDF.Lp - J.Down.Mk - Down.Mk - Down.Mk - Down.Hk

Cr.Hp xx QCFx2.PPP

Cr.Hp - QCF.Lp - QCFx2.Lp

-----------------------------------

Advanced Combo: These are your sometimes harder, but longer/stronger/
better combos. EX and FADC will be used.

Cr.Hp - FADC - QCBx2.PPP

Cr.Hp - QCB.PP - Cr.Hp - QCB.PP - Cr.Lp - Cr.Lp - Cr.Mp - QCB.Lk

Close St.Hp - FDF.PP~ xx QCB.PP - Cr.Lp - Cr.Lp - Cr.Mp - QCB.Lk

Close St.Hp - QCF.Hp - FADC - St.Hp - QCF.Hp - FADC - Cr.Lk - QCB.Lk

Close St.Hp - FDF.Lp - FADC - J.Down.Mk - Down.Mk - Down.Mk - Down.Hk

Cr.Hp - FADC - J.Down.Mk - Down.Mk - Down.Mk - Down.Hk

Cr.Hp - QCB.PP - Cr.Hp - QCB.PP - QCBx2.PPP

QCF.Lp - FADC - FDF.PPP xx QCBx2.PPP

--------------------------------------------------

Corner only combos: As the title says, corner only.

Cr.Hp - QCB.Lk - J.Down.Mk - Down.Mk - Down.Mk - Down.Hk

St.Hp - FDF.Lp - J.Down.Mk - Down.Mk - Down.Mk - Down.Hk

Cr.Hp xx QCBx2.PPP

Cr.Hp - FDF.Lp xx QCBx2.PPP

Cr.Hp - FDF.PP~ xx QCBx2.PPP

Cr.Lp - Cr.Lp - Cr.Mp - QCB.Lk xx QCBx2.PPP

Cr.Hp - QCB.PP - Cr.Hp - QCB.PP - Cr.Hp xx FDF.Lp xx QCBx2.PP

-----------------------------------------------------

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