When last I left GuysNation.com I had given you a brief introduction on the Super Street Fighter 4 character Seth. We went over some of his moves, his ultras, and some of the pros and cons of playing a player controlled Seth. I also left you hanging at the end of the last article. Dramatic flare, I suppose, but none the less let’s get right back to it.

Right, so I had just picked Seth, Alternate Costume #8, and was ready to kick start my run with Seth. My opponent was an Ibuki player.

If you’re not familliar with the character, Ibuki is a female ninja. She is very fast and has a wide array of quick combos that will leave you staggering if you aren’t ready for them. Two of her deadliest assets are her sliding grab and her ability to leap into the air and throw kunai, Japanese throwing knives used by ninja. The sliding grab, or Neckbreaker as it’s called in the game, is a move that let’s Ibuki slide the full length of the screen to latch onto you and deal damage. The only way to avoid this is to block low, jump out of the way, or perform a move with higher priority on reaction to cancel the grab.

Back to my first match with Seth. To put it bluntly, I was free. So free. If you’ve spoken to anyone in the fighting game community you’ll know that’s not a good thing to be. It basically means it was a one sided fight where I was outclassed in every possible way. A majority of the problems I had were ones I knew about and discussed before but just didn’t realize how big a deal they were until I actually tried to play Seth. One problem being the low stamina that I mentioned in my previous post. Now, I knew it was the lowest in the game and I knew I had to be careful but I didn’t realize just how careful I had to be. To illustrate the point, I whiffed on hitting Ibuki with Seth’s Lightning Legs, I had full life, she jumps in and hits her target combo to command grab. About half my life was gone.


Another problem that hit me harder than I was expecting, Seth’s damage output. Again, I knew this. But I didn’t realize just how hard it makes it to beat an opponent. I mean it’s a grueling task to even start a combo on Ibuki because she’s always moving and she is so fast, but to do all that work and finally land a combo and see little more than a fraction of life shave off her health bar is…like I said, I just didn’t realize how big of an issue it actually was. I mean, to do quality damage you really have to work at your opponent and hit every combo spot on.

For example, there is a combo that every Seth player should know; crouch light kick, crouch light punch, crouch light punch, crouch medium punch, light lightning legs. It does solid damage and if you do it in the corner you can string it into Seth’s headstomps for some solid damage. But, if you’re a little late on making the transition from the second light punch to the medium punch? You might as well be left wide open for an attack. For one, most special moves are going to have a higher priority than a late medium punch anyway and if you’re playing someone who is cranking an ultra motion once the combo starts praying for that one second delay to get their ultra in…you’re doomed because Seth is going to lose a TON of life off any ultra. Two, it gives them time to block. For obvious reasons you don’t want that. I’ve seen people perform Seth’s spinning piledriver when this happens, but every time I’ve tried it’s been stuffed by normal moves or a special, I imagine it is my lack of experience inputting Seth’s moves and just general inexperience with Seth.

I also found out just how important the Dhalsim moves Seth has are. The ability to teleport is a tool that can either save you or, if you try to overuse it, be your downfall. Obviously, the ability to teleport can get you out of numerous sticky situations. For instance, I found myself stuck in the corner against Ibuki and she was looking to jump in and finish me off. With the teleport I can safely teleport across the screen and out of harms way to have a second to compose myself. Now, it also presents the opportunity to immediately close the distance between you and your opponent. For example, let’s say your opponent is turtling it up like crazy. All they’re doing is sitting in the corner and blocking EVERYTHING. Do a teleport and you’re right next to them where you can perform a throw if they’re blocking or just jump right into a combo. So, why not do it all the time, right? Well, you might catch your opponent off guard the first time. The second time you might just surprise him again. But I guarantee you, any more than that and you’re looking for trouble because your opponent, if they’re paying attention at all, will start attacking on reaction when you teleport. Why? Because you’ll teleport right into their fist and a possible combo. Which means you’ll have to teleport and immediately block or you can try for mindgames and do an empty teleport where you hang out in the corner and teleport backwards. So, you don’t go anywhere but your opponent does one of two things; they either attack on reaction and leave themselves open or they do nothing and you don’t lose anything, but the idea of the empty teleport is there and a possible teleport to a combo becomes somewhat possible again.

The next tool that Seth borrows from Dhalsim is his stretching arms. Seth can perform this by jumping backwards and hitting fierce punch, Seth’s arms will outstretch diagonally downward. The standing fierce covers about 75% of the lower screen. But, this is a double edged sword really. While the stretching arms does cover a TON of distance, it also is considered part of Seth’s “hitbox”, which is the parts of Seth that can be hit by the opponent for damage. What this means is if you stretch Seth’s arms out and Ibuki has just started her sliding grab a full screen away? The game will register it as Seth taking the hit and basically it will look like Seth teleported all the way to Ibuki and Ibuki will go through the grab animation on Seth. Basically, if Seth’s arms are attacked while they are stretched…Seth will take damage.

So, I’m going to cut this article off there. Those are most of the big things I learned from my matches with Ibuki, yes matches – I played more than just one match with that Ibuki player. But, those were some of the big things I saw from my brief time with Seth. Am I done playing Seth? Not by a long shot. Because while he is VERY difficult to play as, there is such a feeling of accomplishment when you land a combo as Seth. There is a feeling that you’re really improving as time goes on and you get closer and closer to victory. Sure, you need to be almost perfect but…there is a certain satisfaction to winning even a round with Seth that…I never felt that satisfaction with Juri, as I said before the character I was using as main, before.

I leave you with that and ask you to keep on the look out for my next article where I’ll take more about my experience, what I learned, problems I encountered, and just my general impressions of the not commonly used Seth.

The Stage of Battle is SETH – Are You?

All images and characters represented in this article are not my own. All images and characters copyright and property of Capcom Entertainment, Inc.