4 important takeaways we learned about Seth today in their Street Fighter 5: Champion Edition breakdown

Quick rundown on normals, specials, Skills, and Triggers

Posted by John 'Velociraptor' Guerrero • January 30, 2020 at 7:57 p.m. PST

Don't have time to go back through and watch today's entire Seth showcase? We have you covered as we've gone through and nabbed a few of the more important notes Kim1234 and Matt Edwards mentioned during their presentation.

Below you'll find details on each of Seth's special moves, some of their go-to normal attacks, and key takeaways about both V-Skills and both V-Triggers. While we haven't seen everything the character has to offer yet, this should give you a decent idea of what to expect in two weeks.

Notable Normals

Crouching medium punch is a go-to starter. This normal is +2 on block and +5 on hit, meaning that Seth will be able to use it fairly liberally and cash in on hit confirms into basic combos.

A successful crouching medium punch will lead into a target combo that, in turn, leads to "literally any combo" as put by Kim. This means you can end with V-Skill 1 (Tanden Engine) which gives Seth wake up pressure afterward.

Pairing nicely with crouching medium punch's potential is crouching medium kick, which serves as a low hit-confirm tool. Cancel this move from just about any distance into a special attack and it should connect, meaning that opponents will quickly learn to worry about their toes while also trying to avoid medium punch pressure.

Seth does have a pretty strong looking anti-air with heavy kick, a three-frame crouching jab, and a cross up in their jumping light kick. They also have a somewhat slow but very far-reaching overhead in forward heavy kick.

Also, with condolences for Online Tony, it does not appear that Seth has the toe taps from Street Fighter 4. We do hope we're wrong and they just weren't shown today.

Four Special Attacks

Seth has four specials that are important not only as standalone attacks but also because the character can enhance these moves via V-Trigger 1 and V-Skill 2.

The first of these is an uppercut that moves forward just a tad before going almost vertically up into the air. Various button strengths affect how far and high Seth goes, and we assume the EX version is invincible though the presenters did not clarify that this was or wasn't the case.

If you've seen Seth's trailer or previous showcases then you've likely noticed their Hecatoncheires attack where they pose as a bunch of punching arms manifest in front of them and stab at their foe for a short period. Kim notes that this move isn't too unsafe on block, but is mainly used as a combo ender.

While the machine gun kicks from SF4 are no longer around, a similar technique in Seth's Cruel Disaster is now available. They spin around for a brief moment (length determined by which button you use) and then lash out with a single kick. The presenters don't do or show too much with this, but Kim does note that you can super jump cancel the EX version. Apparently the character has a super jump?

Finally, Seth can do an axe kick from the air that looks an awful lot like one of Makoto's trademark attacks. This move is called Annihilate Sword and is performed once the character is already airborne. The EX version causes a second kick to come out, and it seems like all versions knock down, though we'd like to see more before fully concluding that.

V-Skills

Seth's first V-Skill is the move we've seen in just about every one of their appearances thus far: the Tanden Engine. This is a striking technique that sees Seth vacuum the opponent in, punch them in the stomach, and steal away a technique that they can then replicate one time.

The attack Seth steals is different for each and every character, as we've been seeing with the Tanden showcases, and Seth can pull this follow up move off by simply pressing the V-Skill command at any point after the acquisition. In the mirror match, Seth gains a hulking horizontal punch.

The possibilities with this particular V-Skill are obviously going to be vast, and for those who don't want to learn how to effectively implement 40 different moves into their game plan, there's V-Skill 2.

Seth's second V-Skill is a very rapid command dash that is capable of crossing the entire screen in a short time. This maneuver can be canceled into enhanced versions of any of their three grounded special attacks or cut short by a repeat V-Skill input. This seems to be for those who are more about rush down and quick offense and is somewhat reminiscent of Rashid's V-Skill run.

Not only does this provide rapid movement and enhanced attacks, but it can also be used in the middle of combos and grants a good bit of corner carry. It's early, but this V-Skill is looking a little hard to beat unless the Tanden attack you steal is especially efficient.

V-Triggers

Seth's first V-Trigger simply makes their four special moves even more devastating by adding a second portion to each. After Seth does their usual special attack animation, they can use V-Trigger 1 to quickly teleport and nail their foe again, sometimes leaving them juggled for even more hits after.

This Trigger is three bars and seems to be good for about three uses before the gauge is fully expended. Similar to the theme of V-Skill 2, it seems this Trigger will be more for those who are content with using Seth's standard attacks and feel they can benefit from enhanced versions of them for extra damage and positioning.

V-Trigger 2 is just two bars and introduces a whole new attack: Tanden Maneuver. The character manifests a medium-sized orb that they can control for a short time by inputting any direction and a punch. Seth can move the orb up to four times or detonate it by pressing the V-Trigger command again, and this will pop foes up into the air for a juggle upon impact.

This Trigger can be used to extend combos but Matt Edwards mentioned that it's useful as a setup tool as it can be used to open opponents up. Should foes block the detonation of the orb, they'll be left at a significant disadvantage.

Horizontal orb movements will strike opponents but keep them grounded, but angled or vertical movements will pop opponents up into the air. This looks to be the Trigger of choice for more technical and adventurous competitors.

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