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Seth Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:09 p.m. PDT


Seth Ultra Street Fighter 4 Character Guide


Character Overview
Strengths
+ Excellent defensive game.
+ Lots of great combos and ways to juggle his opponent.
+ Master of zoning tactics (can keep his opponent where he wants).

Weaknesses
- Outright horrible stamina ranking — the lowest in the game.
- Also gets stunned very quickly.
- His foot speed is slow.
- Damage on some of his attacks is bad, especially his Ultra.
- His Special Move commands overlap, sometimes causing you to execute a move you didn't intend to.

Special Moves

Joystick Joystick Joystick Joystick Joystick
Sonic Boom
Throws out a projectile that looks acts quite a bit like Guile's Sonic Boom, but doesn't have as big of a radius and travels at a faster speed. That rate at which this travels depends on the Punch button you use, Light is the slowest, Hard goes the fastest. Medium is a mix of the two.

While your Sonic Boom isn't as large as Guile's, it still has solid priority for knocking jumping characters out of the air and it's not easy to avoid.

This is a very good tool in the right hands though, especially when coupled with Seth's anti air attacks and Teleport. You can zone out a lot of characters with your projectile.

Joystick Joystick Joystick Joystick Joystick
Shoryuken (Dragon Punch Uppercut)
If you land this, you can repeat the motion 2 more times to hit you opponent 3 times total.

A great move and a good anti-air attack as well. The Light version can be use for combo setups after Seth lands his Crouching Hard Punch. The Medium and Hard versions are your best bet against jump in attacks. Not only do they do more damage, but they offer better a better invincibility window, so you don't trade hits.

Joystick Joystick Joystick Joystick Joystick
*Armor Breaking*
Spin Kicks (Hyakuretsukyaku)
You can combo with the Light and Medium Spin Kicks after a Crouching Medium Punch, or Crouching Medium Kick. Your Hard Spin Kick has too much start up time and won't combo after these moves.

A good attack to end combos with, plus it causes a healthy amount of stun. If blocked though, this move isn't safe, so you should only execute it if you know you're going to combo.

The Light version has the least amount of range, but fastest start up time. Hard has the most range, but worst start up time.

Joystick Joystick Joystick Joystick Joystick
Tanden Engine
Each button corresponds to how far the Engine will go to bring your opponent close to you. Light goes the shortest distance, Hard goes the farthest, and Medium is a blend of the two.

This move isn't bad, but it has a somewhat low priority when used in a match. You want to use this move when your opponent does something stupid and is on the ground. If your opponent blocks this move, you can be punished.

Most Seth players avoid using this move, the EX version on the other hand...

Joystick Joystick Joystick or Joystick Joystick Joystick Joystick Joystick or Joystick
Yoga Teleport
Doing a Shoryuken motion and pressing 3x Punch (Forward Teleport) will place you behind your enemy, while the same motion plus 3x Kicks makes you appear right in front of them.

On the other hand, doing a reverse Shoryuken motion and 3x Punch will teleport you backwards about half-screen's distance and 3x Kicks will move you away to full-screen's distance.

This is a fast move, but there's a very small window of recovery time where you can be hit out of your Teleport as you're reappearing, but as long as you do this from the proper distance and set this up right, you should be safe.

Since Seth has a VERY low stamina rating, proper use of your Teleport is important to get you out of rough situations and give you a bit of breathing room. But it can also be used on the offensive end of things when coupled with your Sonic Boom.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
(360 motion when close)
Spinning Piledriver
To execute the Spinning Piledriver (360 motion) you must hit 6 points on the joystick, you do not have to do a true 360 motion, 225 degrees will work — and you can start from any direction. This is different from other Street Fighter games where doing a Spinning Piledriver usually required hitting 7 points on the joystick.

A decent command grab, but the damage output is nowhere near Zangief's Spinning Piledriver. Still, it has a quick start up time and can cause some havoc when coupled with your Sonic Boom and Teleport commands — among other tactics.

The Light Punch version has the most range, but offers the least damage. Hard Punch has the smallest range, but takes off the most damage. Medium is a mix of the two.

Joystick Joystick Joystick (In the air)
Dive Kick (Tenmakujinkyaku)
You have to jump forward to execute this move. Seth changes the trajectory of his jump and instead of going forward, goes downward and hits.

This is a somewhat good and bad move. You don't want to be doing this move regularly — however — you can use this attack coupled with his Wall Dive to bait trigger happy Dragon Punch users. Do the Wall Dive and immediately use the Dive Kick to alter the trajectory of your where you land. If you opponent is used to doing a Hard Dragon Punch, they'll whiff it and you can punish.

Joystick Joystick Joystick (In the air)
Head Stomp (Yosokyaku)
Kind of like Chun-Li's Head Stomp move, except this can hit multiple times and can be coupled with his Dive Kick for some really tricky set ups.

Joystick (In the air)
Wall Jump
When you're close to a wall, press in the opposite direction of it, and you'll jump off. Pretty useful to escape bad situations as Seth moves quickly and travels a solid distance.

EX Moves

Joystick Joystick Joystick Joystick Joystick
EX-Sonic Boom
Instead of throwing a single projectile that hits twice, Seth throws two Sonic Booms. If both connect, this does more damage than the regular version, plus it's harder to avoid. These also travel faster than the Hard Punch Sonic Booms you normally throw.

The drawback is that it takes longer for Seth to throw both EX-Sonic Booms than it takes for him to toss out a single projectile, so if your opponent can anticipate these, you can be punished.

Regardless, these work well in combos and also to bait jump-ins.

Joystick Joystick Joystick Joystick Joystick
EX-Shoryuken (Dragon Punch Uppercut)
You can do the Shoryuken motion up to six times to get six hits in on your opponent. A great anti-air move, and a handy way to finish bread and butter combos.

This also does more damage than the regular version, offers more vertical and horizontal distance, has invincible frames while the move is starting up, and works pretty well when trying to juggle. A great circumstantial move, but very punishable if you miss.

Joystick Joystick Joystick Joystick Joystick
*Armor Breaking*
EX-Spin Kicks (Hyakuretsukyaku)
Almost the exact same as the Hard Kick version of the move, but this offers some invincible frames of animation while starting up. Unless you need the invulnerability — don't use this.

Joystick Joystick Joystick Joystick Joystick
EX-Tanden Engine
Executing this move requires two EX bars instead of one. The primary advantage with the EX-Tanden Engine is that it can be used to grab the other player as they're falling down from your attack (like a juggle) and will also grab them out of certain moves your regular Tanden Engine would not.

One example is after juggling with a 6 hit EX-Shoryuken, you can follow up with an EX-Tanden Engine and continue your combo.

The Tanden Engine doesn't count as a hit, as far as combo damage scaling is concerned, so it can be handy to add a bit of extra damage to the end of your combos, if you don't mind cooking two EX-bars.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
(360 motion when close)
EX-Spinning Piledriver
This offers more damage than the Hard Punch version, and a tad more range then your Medium Punch Spinning Piledriver. The main benefit here is the extra damage though.

Super and Ultra Moves

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Super — Tanden Storm
Seth creates a ball of energy which will suck your opponent in hitting multiple times. The Punch button you use controls the range of this attack and the start up time, with Light having the least distance, but shortest start up period, and Hard having the biggest range, but longest start up time.

The closer you are, the more damage this does, but even from near full-screen distance, the damage difference isn't large compared to if you were standing right next to your enemy — assuming most of the hits connect.

From max range though, this tends to miss a number of hits, so always try be at least a few steps in when you execute your Super.

This can work well as a long-range punishing attack, but it may not be something you want to use your whole Super bar on unless it gives you a decided advantage.

Also, the energy ball will destroy any projectiles it touches, and this move can also be used to juggle your enemy. Like most Super moves in Street Fighter 4, the damage isn't terrific, but this is still a good situational move.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
*Armor Breaking*
Ultra 1 — Tanden Stream

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Ultra 2 — Tanden Typhoon
Seth bends over and shoots a Typhoon out from the middle of his body.

This isn't an all purpose Ultra like his Tanden Stream (Ultra 1), but it works well for anti-air, chip (block) damage, and it can be comboed into.

Other Resources

Contributions to this guide by SSJ3X-II, MrWasabi, Chibitenshin, SFilp and Sleazoid.


Comments

OhNingYooh said on April 13, 2010 at 10:11 p.m.

Female Street Fighter here!!!

MSG or ADD ME = Oh Ning Yooh (xbox live)

#1
Ghost83 said on May 5, 2010 at 3:52 p.m.

Firstly, anyone bitching about Seth has to
man up, street fighter is NOT about defeating CPU AI or completing crappy combo challenges, I had some guy MSG me online after I whipped his ass saying 'man I suck I completed all the hard trials and I'm still no good' ..... No crap you're no good, knowing how to do combos on a stationary opponent is for monkeys, when you fight a human opponent everything changes, you have to read your opponent and you have to do things that aren't expected, learning over hard combos from the trial mode and trying to apply them in a real bout should be left for when you've compltely mastered a character, most of the trial combos are shyt. Jump Hk standing Lp crouch Lp, Mp fireball..... Wow what a joke, screw it, learn easy to us combos that you can connect with all the time, like jump Hk crouch Mk fireball, it takes more damage any way!!! Chaining heaps of physicals is for show boating or mind games between advaned players.

Beating Seth is a joke, as many people have already stated.
He's the easiest character to defeat! IF you pay attention to the information given. Just play defensive never jump in at him for no reason, wait for his openeings, WAIT.... when he does his spining kick special block and he's left wide open for you to punish, when he throws his low H punch ( the dahlsim stretchy arm punch) move forward (after you've blocked it ofcourse) he will normally attempt to throw another, as soon as he does this jump in and combo. NEVER throw a fireball as he's getting up if you're close to him, because he will always travel through it with his spinning kick and hit you. Instead just block and wait for these openenings again. Using this strategy he can be defeated with any character.
If you're using someone without a fireball it's just as easy, stay just in or out of sweep range and turtle till he makes a mistake.
Anyway your focus shouldn't be on defeating the CPU, get out there and play some people and that's the best training you can get.
Oh and big ups to the female street fighter, it's good to see.
I have respect for Seth users, I don't like the character myself or his uninspired design, but using him well is hard, with such low HP he's risky to use, which I guess is balanced by the fact that he has every trick in the book.

#2
SonicBoxer said on May 17, 2010 at 3:34 a.m.

F U SETH!!! i can't seem to close in with Guile n Dee Jay, tips anyone?!

#3
TsuDohNimh said on May 22, 2010 at 10:43 p.m.

I can't understand all the hate on casual gamers. I mean do you honestly think that Capcom could sustain itself with just the "Hardcore" crowd buying the game. In all likelihood for every 1 hardcore gamer who waited in line to buy SF4 there are about 5 who saw it and said "Oh Street Fighter. I haven't played this in years." Bought it and took it home. And even the hardcore gamers who posted aren't describing how they out comboed or beat him because of superior skill, it is all just cheap tricks and that is the main problem IMO. Seth forces you to fight him as cheaply as he fights you. It isn't a fulfilling victory anymore than being the one who wins the "I know you are but what am I?" argument is.

'Hardcore' gamers are ridiculous in their belief that being good at anything is an excuse to be a dick, even if the thing you are good at would get you a wedgie in any respectable high school locker room. If you are so against casual gamers buying 'your' game and having a legitimate problem with the difficulty (Read: Cheapness) of the main boss, then casual gamers should stop buying and you can enjoy the last SF game with Dr. Manhattan as the boss.

P.S. Why do female video game players think that makes them special enough to warrant proclaiming it? It is 2010 do you know you can vote too?

#4
TheParryIsPro said on May 24, 2010 at 11:04 p.m.

lol at #83 beating seth is not a joke sure he is not the best or even close but people like "sabin" and OnlineTony show what seth can really do face those two and see if its a joke. Also if they do a spin kick and you block, unless its a person of average skill trying to use seth people whom play seth learn really damn quick that they better link and NEVER mess it up EVER (i think you know what happens if they do), If they miss a spin kick they are not even that good then anyway. In the right hands seth can be a force to reckon with.

#5
herrokitty said on May 31, 2010 at 12:26 a.m.

I don't exactly HATE it when game designers make the final boss really cheap, this adds more sense of accomplishment when you win. But I think Capcom went a little overboard with Seth. A lot of people say that Gill or SFA3 Bison is cheaper but all of their Supers are blockable. And you can kill Gill before his meter gets full preventing the resurrect, and if you hit him while he's doing it he'll stop halfway through, preventing a full recovery. You can also get him to waste it by waiting till he performs a Super. PS SFA3 Bison follows a pattern with his Super Duper Psycho Crusher lol. But there is no reason why Seth's first Ultra should be unblockable from the other side of the damn screen. The only final boss that I think is worse is Alpha-152 from DOA 4 *shudders* http://www.youtube.com/watch?v=INXGqP...

#6
Drippy_Nozzle said on June 7, 2010 at 6:34 a.m.

Seths ultra 1 isn't unblockable, only if you're in the air... unless I'm missing something here, when i block it ultra 1 doesnt even do chip damage... only problem is it can pull u out the air, so when he's got ultra avoid jumping.

I use seth online now in SSF4 and he's really good. If u get them in the corner basic combo's ending in his spin kicks can easily be juggled with 3 head stomps and a dive kick (Like you do in challenge 23). I really like his juggle combo's, as with only a little practise they r very straight forward to land and he does really awsome damage.
If they aren't in a corner, try and land a crouching HP, (can combo of jumping HK cross up) cancel into LP shoryuken, then juggle with head stomps and a dive kick, and teleport out as you land!

#7
OhYouDontSayThat said on June 11, 2010 at 7:16 a.m.

Hey, wanna see where Seth REALLY copied his moves from?:

http://www.youtube.com/watch?v=P0tq7R...

#8
SF4junkie said on September 7, 2010 at 3:04 a.m.

I dont know what all the complaining is about with Seth. Sure he has alot the rosters powerful specials and normals, but his stamina rating is the worst in the game, worse than all the females and akuma. He is balanced. When using him its either hit hard and hit fast or lose. Simple as that.

Anyone play random vs random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#9
PongBoom said on November 6, 2010 at 12:11 p.m.

Anyone complaining about any character in SSF4 is just a terrible player. Don't qualify saying Seth is a bad player by saying your not bad, because having a lot of BP or PP DOES NOT MAKE YOU GOOD. If you can adapt to your opponents movements, pick the correct one, and counter then you are good. If you're good then playing against Seth (arcade or otherwise) should be a piece of cake. That is unless you are facing a good Seth online, in which case, good luck.

Stop pressing buttons from when the timer starts to when it ends, and think! Maybe then you will overcome Seth since the AI in most fighting games is built to read your excessive inputs and counter them.

Learn to play the game.

#10
malejuri1 said on September 7, 2011 at 12:54 p.m.

yo iv been seth i cant use eany moves even with the computer infront of me

#11
PerfectNightmare4EVER said on December 27, 2011 at 11:34 a.m.

Well, I see Seth getting left alone for more than a few months now, so let me impart some seth info.

Normals to be using often:
Far standing MK- Nice poke for seth, and his second longest ranged one at that. Also hits people out of the air often.

Far standing HP- Obviously the range on this move is ridiculous. Seth will crouch under any and all fireballs during this move, but anything that isnt a HP Guile sonicboom or faster will hit seth as he gets up. Also, this move is basically your entire blanka matchup.LOL.

Cr.LK,Cr.LP, St. LP,Cr.MP- the normals you will probably use second most often. All of them are cancelable, but cr MP is the easiest to cancel out of. Chain 3 of any of the former into cr.mp and then into Lightning legs for a nice combo into a knockdown.

Close standing HP- Big damage and cancelable, combining this move with your specials is where the damage and stun in your combos comes from. Definitely one to practice in training mode though, the timing on canceling this move is tricky.

cr MK- another cancelable normal. this one has REALLY good range for a cancelable normal, so use it for long range punishes and hit confirms.

jumping MP - beats out a TON of moves in the air. Once you land it while jumping forward, you can combo into head stomps, then dive kick.

Jumping HK- crazy damage and hitbox on this thing. This is probably seth's most used normal. t=There are so many use for this move it's crazy. Use it for crossups, resets, and hitting your opponent out of the air. Can also be used for ambiguous crossups.

Yosokyaku(head stomp)- This move is tricky tricky. it's aerial move that counts as overhead. It also has no height limit and you get 3 per jump, and you'll have to abuse that mechanic thoroughly, especially in combos. Head stomps do not count towards the 1 jumping move you get per jump,so you can throw out any other jumping move after performing 3 Yosokyakus. The only normal that will hit after juggling with yosokyakus is your tenmanujinkyaku, or dive kick, which I will focus on later. A popular mixup with these is an instant jumping yosokyaku, and then using jumping HK as you come down on the arc of your jump. VERY powerful reset.

TO be continued....

#12
PerfectNightmare4EVER said on December 27, 2011 at 12:18 p.m.

Tenmanujinkyaku(Dive Kick)- This move has quite a few uses. It use in combo is solely to be combined with yosokyaku juggles. once it hits a juggled opponent it resets them in the air. As they come down, you have a few options. You mixup on them with grounded or aerial normals, you could put your Spinning Pile Driver to work, or you could reversal their reversal ( best done with EX shoryuken, the invincibility on that thing is INSANE) as a standalone aerial move it's good to messing with the opponent's head but hard to combo out of. It can cross up the opponent as well. As a final note it will often trade with any normal shoryuken, and even some EX ones.

Combos:
Cr LP/ Cr LK > CrLP/CrLK/StLP >CrLK/CrLP/StLP> CrMP > Hyakakuretsaku(lightning Legs)( > Yosokyaku x3 > Tenmanujinkyaku In corner)
this is your bread an butter mixup combo. I've stated your options before. Very potentially damaging, and this is normally how seth's notorious lockdowns begin.

Cr LP > St HP > Hyakakuretsaku / Shoryuken
you can take out cr LP if you want. As for the ender, you choose between damage or stun.

shoryuken FADC> yosokyaku x3 > tenmanujinkyaku
more damage than a regular shoryuken plus it sets up a reset for you.

st HP/cr MK > Sonic Boom FADC > st HP > shoryuken/Hyakakuretsaku

TO be continued...

#13
Anitec21 said on April 30, 2012 at 4 a.m.

Seth sucks He's too damn weak and cheap Oni kicks major ass in this game!

#14
Memanruler said on February 11, 2013 at 1:15 p.m.

@14

"I won't soil my memory banks with your weakness!"

#15
MakotoJoker said on June 8, 2013 at 5:21 p.m.

@1 oh god

#16
StreetFighter15 said on July 28, 2013 at 1:56 a.m.

@15
You deserve an award my friend. That was brilliant!

#17
ZigiSamblak said on November 17, 2013 at 9:07 p.m.

Indeed people complaining about characters being OP or too weak are clearly showing their lack of experience with SF. The game must be the most balanced game there is especially considering the huge roster of characters and their different attributes.

Don't forget when they made SF4 they invited a bunch of top players to help them balance the characters and give their feedback about things that worked well and didn't work.

As for Seth, he's a very high risk-reward tricky character. To beat him you need to know all his tricks and the possible counters, which aren't always obvious. Post #2 gave a very good analyses of how you can beat him. If you think he's underpowered just watch a good Poongko, ProblemX, OnlineTony or whatever match and you'll see he can take care of the toughest characters, but he's deffinetly not OP as I don't think he's won a major tournament yet.

So man up and get practicing. To learn how to play this game well takes a very long time. I've got 200 hours on the clock and I still consider myself a beginner although I am making some progress and finally beating some rank B players online. And Seth is one of my new favourite characters although I still usually get blown up when I play him against a highly skilled player. :)

#18
HEART_EATER_101 said on April 15, 2014 at 6:40 a.m.

He is a very good character and is easy to beat in arcade mode knock him down once and keep on doing a lvl3 focus atack as he is getting up.Also at the start of every round seth will do the stretchy arms just jump over them and punish also punish when he does his spinning kick becase its not safe on block :)

#19
freakk21 said on June 7, 2014 at 10:26 p.m.

How to play Seth in Ultra Street Fighter 4: Pick a different character or don't play at all

#20
XeltosTheRebirth said on June 24, 2014 at 5:09 p.m.

How about i pick Seth/w pants? Kappa

#21


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