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The King of Fighters 2002 UM/Seth
Normal
Close
- cl. A/B/C (first hit) and cl. D are cancel-abl
- cl. B hits mid despite the animation
- cl. C hits twice, and is safe on block. The first hit is only cancel-able
- cl. D hits low and is cancel-able
Stand
- None of Seth's standing far normals are cancel-able
- Far A is good for stopping incoming hops
- Far B is a good poke that hits mid despite the animation
- Far C is a palm thrust that has good range and pushes Seth away from the opponent
- Far D can be used a meaty attack but isn't cancel-able
Crouching
- cr. A and cr. C are cancel-able
- cr. A is chain-able into st. A and cr. B
- cr. B hits low but doesn't chain into any other normals
- cr. C can be used as a standing anti-air
- cr. D hits low
Jumping
- j. A aims downward, and is good to use as an air-to-ground
- j. B has a steeper downward angle than j.B
- Neutral j. B points forward & can be used as an air-to-air attack or to stop incoming jumps
- j. C aims downward and is cancel-able
- j. D aims downward and is good to use as an air-to-ground attack
Blowback
- st. D has very long range and is whiff cancel-able
- j. CD aims forward and is good to use as an air-to-air attack. It is also cancel-able too.
Throws
Elbow Strike [Hijiate Kara no Hadou Uchi] - close (b/f + C)
- Seth grabs, lifts the opponent up, and punches them in the face several times
- Can be mashed out
- Soft knockdown
Circular Throw [Tomoe Nage] - close (b/f + D)
- Seth grabs the opponent, then throws them toward the corner
- Soft knockdown
Command Moves
Tackle - (f + A)
- Seth performs a quick shoulder tackle
- Good range, and nice amount of push-back on block
- Causes a soft knockdown
- Can be cancelled and can combo from close standing and crouching cancel-able normals
Mai Age Geri - (f + B)
- This kick that is aimed at the opponent's shins actually hits mid - it does not hit low
- Can be cancelled and can combo from close standing and crouching cancel-able normals
- Special cancel-able only when canceled from close or crouching normals
Back Blow - (b + A)
- A swinging back hand punch
- Whiffs on characters that have low crouching heights (example: Iori, Kula, Choi, etc)
- Can be cancelled and can combo from close standing and crouching cancel-able normals
- Special cancel-able only when canceled from close or crouching normals
Sobat - b + B
- A spinning sobat kick that has good horizontal range
- Hits overhead
- Only can be cancelled from Seth's cancel-able standing and crouching heavy normals
- Not cancel-able
Slide Kick - df + B
- A decent ranged slide kick
- Can be used to low-profile and quickly anti-air opponents using air-to-air based jumping normals
- Unsafe on block at a very close range
- Can be cancelled and can combo from close standing and crouching cancel-able normals
- Not cancel-able
Special Attacks
Rising Sun [Sho-Yoh] - (qcf + A/C)
- Seth performs sort of a open hand wind-based uppercut move. The light punch (A) is a left handed uppercut while the heavy punch (C) version is a right handed uppercut that moves him forward slightly.
- The A version causes two hits, and a soft knockdown while the C version is just one hit, has less damage than the A version, can counter-wire on counter hit, and gives the opponent a soft knockdown.
- The A version can combo easily from his cancel-able standing and crouching light and heavy normals, while the C version can combo easier from cancel-able heavy normals
- The A version can be super cancelled from the 1st or 2nd hit. The C version is super cancel-able as well but the super wont connect because the opponent will be knockdown away
- Both versions push Seth back away from the opponent if blocked, but he can be punished by special moves and supers that can reach him while he is in recovery
Body Snatcher [Doh-Kuzushi] - (hcf + B/D)
- The light kick version (B) counters jumping attacks, while the heavy kick version (D) counters ground based mid-attacks.
- The light kick version slams the opponent to the ground causing a hard knockdown, while the heavy kick version temporary stuns the opponent throws them to opposite player side (similar to Iori's hcb,f+P command throw) and causes no damage
Foot Snatcher [Ashi-Tori] - (d, d + A/C)
- This move counters low attacks and crouching attacks that aim at the legs (crouching light punches for example). The opponent gets thrown in the air and they are in a juggle-able state before they hit the ground.
- Causes a hard knockdown
- Very slow recovery if whiffed
Bow Moon [Kyu-Getsu] - (hcb + B/D)
- Seth dash forward with a thrusting knee attack
- The light kick version (B) travels 1/2 screen distance while the heavy kick version (D) travels 1/2 screen distance with a character space added. The D version is more safer on block than the B version.
- Causes a soft knockdown
- Seth is in a counter hit state during the dash
- ┗Ya-Getsu - f + K / Gen-Getsu - d + K
- f + K is a mid attack that has the same animation as his back + B command move
- down + K is a low attack that launches the opponent in a juggle-able state, and causes a soft knockdown. The sweep will whiff if the knee hits the opponent
- These follow-ups can be released before the Bow Moon's knee is released on whiff
Raku-Getsu - qcf + B in air
An-Getsu - qcf + C in air
Ei-Getsu - qcf + D in air
Koh-Getsu - qcf + A in air
┗Slide Kick - df+ B
DM
Morote-Sho-Yoh - qcf x 2 + A/C
Irimi-Nadazuki - qcf, hcb + B/D
Doh-Tori-Shichimonsatsu - qcf, hcb + A/C
Super DM
Doh-Tori-Shichimonsatsu - qcf, hcb + AC
HSDM
Shigure-Rangiku - f, hcf + AC
Videos
Training Mode Video
http://www.nicovideo.jp/watch/sm6509398
http://www.nicovideo.jp/watch/sm6513764
copy and paste here, http://mmcafe.com/nico.html
Discussion Threads
Discuss at Dream Cancel