The King of Fighters 2002 UM/Seth

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02UM Seth Profile.png
02UM Seth 0.gif

Movelist

Throws

Elbow Strike - close, Bk.gif / Fd.gif + C.gif

Circular Throw - close, Bk.gif / Fd.gif + D.gif

Command Moves

Tackle - Fd.gif + A.gif

Mai Age Geri - Fd.gif + B.gif

Tackle - Fd.gif + A.gif

Back Blow - Bk.gif + A.gif

Sobat - Bk.gif + B.gif

Slide Kick - Df.gif + B.gif

Special Moves

Rising Sun - Qcf.gif + A.gif / C.gif

Body Snatcher - Hcf.gif + B.gif / D.gif

Foot Snatcher - Dn.gif Dn.gif + A.gif / C.gif

Bow Moon - Hcb.gif + B.gif / D.gif

Arrow Moon - Fd.gif+ B.gif
String Moon - Dn.gif+ B.gif

Moon Set - in air, Qcf.gif+ B.gif

Dark Moon - in air, Qcf.gif+ C.gif

Sail Moon - in air, Qcf.gif+ D.gif

Moon Fall - in air, Qcf.gif+ A.gif

Slide Kick - Df.gif + B.gif

Desperation Moves

Dual Rising Sun - Qcf.gifQcf.gif + A.gif / C.gif

Moon Ocean - Qcf.gifDf.gifQcb.gif + B.gif / D.gif

7 Flash Torso Grab - Qcf.gifDf.gifQcb.gif + A.gif / C.gif

Super Desperation Move

7 Flash Torso Grab - Qcf.gifDf.gifQcb.gif + A.gifC.gif

Hidden Super Desperation Move

Bloom of Chrysanthemum - Fd.gifHcf.gif + A.gifC.gif

Quick Starter Combo Reference

Notation

0 Bar

Anywhere


Low

(jump-in or cr.A), cr.A, df+B, qcf+C / hcb+B>f+K = 22/25%
• Note: Do cr.A as df+A to avoid getting super off hcb+B.

cl.D, b+A, qcf+C / hcb+B>f+K = 32/34%

1 Bar

Anywhere


Low

(jump-in or cr.A), cr.Ax1~2, df+B, qcfx2+P = 39%
• Note: If you do cr.A as d+A, you can shortcut qcfx2+P as f,qcf+P.

cl.D, b+A, qcfx2+P = 45%

2 Bar

Low

cl.D, b+A, qcf+A(1) (SC) qcfx2+P = 55%

Gameplay Overview

 

Normals

Close

  • cl. A/B/C (first hit) and cl. D are cancel-able
  • 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. The first hit is cancelable while the second puts them into an air recovery state.
  • 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, is whiff cancel-able, and has a brief autoguard window when his knee is raised.
  • 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 canceled and can combo from close standing / crouching cancel-able normals.
  • Can also be canceled from the Mai Age Geri (f+B), at which point it loses its knockdown property but can be canceled into specials and supers.

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
  • Chains into Tackle (f+A).

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 when cancelled into, and can combo from close standing and crouching cancel-able normals

Special Moves

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 hard 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 safer on block than the B version. In the corner, this can be followed up with Dual Rising Sun, d+C, or (after the D version) f+A.
  • Causes a soft knockdown
  • Seth is in a counter hit state during the dash
Arrow Moon [Ya-Getsu] - f + K / String Moon [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


All of the below can be performed from a backdash.

Moon Fall [Koh-Getsu] - (qcf + A) in air

  • Seth dive kicks away from the opponent. Good for building meter, and creating space between yourself and the opponent.
Slide Kick - df+ B
  • A modified version of the command normal. Has half-screen range, hits low, is cancelable, and is an OTG.

Moon Set [Raku-Getsu] - (qcf + B) in air

  • A completely vertical descending dive kick that can be cancelled from his j.A, j.C, j.CD. Is an overhead that causes a hard knockdown. It can cross-up if properly spaced and time, and it can also build meter if whiffed. It also causes 10% (or 100 hit points) of damage.

Dark Moon [An-Getsu] - (qcf + C) in air

  • This is a downward angled dive kick that has a steeper angle than j.D and less steep than j.B. Can be cancelled from his j.A, j.C, and j.CD. This dive kick can be hard to punish is released from certain jump heights and timings.

Sail Moon [Ei-Getsu] - (qcf + D) in air

  • Seth flips forward mid-air then dive kicks (downward angle) toward the opponent. The mid-air flip has i-frames, leads to hard knockdown if connected against an airborne opponent, and can be followed by a Dual Rising Sun if it connects meaty.

Desperation Moves

Dual Rising Sun [Morote-Sho-Yoh] - (qcf x 2 + A/C)

  • This super combines the animations and a few of the properties of both strengths of his qcf+P attack. It starts with qcf+A, then ends in qcf+C. The first attack has has very fast start-up and massive hit stun (making it ideal for trades), while the second attack launches and knocks the opponent towards the corner.
  • On block, there is a very large gap between the first and second hit. The opponent can simply roll or reversal before the second attack is released. The second attack, however, has enormous frame advantage.
  • This DM can be easily super canceled from Seth's qcf+A, and can be cancelled from his cancel-able standing heavy normal attacks
  • Soft knockdown

Moon Ocean [Irimi-Nadazuki] - (qcf, hcb + B/D)

  • Seth slides towards the opponent (df+B animation) then kicks them while laying down 7 times. The first 6 hits are low attacks and the 7th attack is a mid attack that launches the opponent up vertically.
  • The differences between the light kick (B) and heavy kick (D) versions are that, the B version has a shorter distance but has faster startup making it easier to combo into, while the D version has more startup but a farther reach and brief i-frame window.
  • There are gaps in between the hits that the opponent can normal roll if they are blocking.
  • Causes a soft knockdown

7 Flash Torso Grab [Doh-Tori-Shichimonsatsu] - (qcf, hcb + A/C)

  • This is a command counter super that counters all normals and most special / super moves. It cannot counter ranbu-based supers (example: Iori's qcf, hcb+P) or projectiles. The amount of active frames during the counter isn't very long, but it active on the first frame. Seth is in an counter hit state during the counter, and has poor recovery if whiffed.
  • Seth tosses the opponent towards the corner that causes a soft knockdown

Super Desperation Move

7 Flash Torso Grab [Doh-Tori-Shichimonsatsu] - (qcf, hcb + AC)

  • Same as the DM version but can counter jump attacks, and has increased damage. It also has the same animations as the DM version but has a longer counter activation time than DM version.
  • Soft knockdown

Hidden Super Desperation Move

Bloom of Chrysanthemum [Shigure-Rangiku] - (f, hcf + AC)

  • This HSDM has the beginning animation slide to his qcf, hcb + B/D Desperation Move but doesn't share hit properties of it at all. It is a close ranged command throw that ends in a status effect that scrambles the opponent's directional inputs until they hit Seth or Seth them again.
  • The range to activate the throw must be fairly close and it should not be treated as his df+B slide, or his qcf, hcb + B/D. Opponents must not be in block stun for the throw to activate, but you can combo into this throw from Seth's cancel-able standing and crouching heavy normals and cancel-able command moves.
  • If this HSDM is whiffed at a close range, Seth can be easily punished.

Combos

Landing cl.D or cl.C(1) off a jump-in is awkward, it's best to go for a cr.A. If so, remove one cr.A for the jump-in.

0 Stock

Anywhere

  • cr.A, df+B, qcf+A
Decent damage but not much of a confirm, the next one is preferred. 23%.

 ★ cr.Ax1~2, df+B, qcf+C

Good meterless confirm into hard knockdown. qcf+C can whiff if not close enough against some crouchers, the next one is preferred for consistency. 22~25%.

 ★ cr.Ax1~3, df+B, hcb+B > f+K

Better confirm and damage but soft knockdown. Do cr.A as df+A to avoid getting super off hcb+B. F+B instead of df+B gives more damage, a frametrap on block but less range. 25~31%.
  • cl.C(1), f+B, f+A, hcb+B > f+K
Interesting option but cl.C's lackluster speed reduces its use greatly. 36%.
  • cl.D, b+A/df+B, qcf+C / hcb+B > f+K
Good punish combo, cl.D being a low can also serve as mix-up. b+A gives more damage and is a frametrap on block but df+B is safer on block. qcf+C gives a bit less damage than hcb+B but hard knockdown. With b+A, 32/34%.


1 Stock

Anywhere

 ★ cr.Ax1~3, df+B, (qcfx2+P) / (qcf,hcb+B, f+A)

Good 1 bar conversion. If you do cr.A as d+A you can shortcut qcfx2+P as f,qcf+P and qcf,hcb+B as hcb+B. Default to qcfx2+P unless you can land the 2f link f+A after qcf,hcb+B. 42/46%.

 ★ cl.D, b+A, (qcfx2+P) / (qcf,hcb+B, f+A)

Better used as a punish. No shortcut for the supers. Default to qcfx2+P unless you can land the 2f link f+A after qcf,hcb+B. 45/49%.


2 Stocks

Anywhere

  • cr.A, df+B, qcf+A(1) (SC) (qcfx2+P) / (qcf,hcb+B, f+A)
Basic super cancel route but lackluster confirm and damage compared to the 1 bar version. Default to qcfx2+P unless you can land the 2f link f+A after qcf,hcb+B. 45/49%.

 ★ cl.D, b+A, qcf+A(1) (SC) (qcfx2+P) / (qcf,hcb+B, f+A)

Better super cancel conversion. Default to qcfx2+P unless you can land the 2f link f+A after qcf,hcb+B. 55/59%.
  • cl.D, b+A, BC run, cl.D, b+A, qcf+A(1) (SC) (qcfx2+P) / (qcf,hcb+B, f+A)
Basic max combo, going from back into this somewhat close run is awkward and may require some practice. 58/62%.
  • cl.D, b+A, BC run, cr.A, df+B, qcf+A(1) (SC) (qcfx2+P) / (qcf,hcb+B, f+A)
Other version of the max route, may be easier. 52/56%.


3 Stocks

Anywhere

  • Do qcfx2+P instead of f+A after qcf,hcb+B on a 2 stocks combo.
Adds only 3% damage but isn't a 2f link so much more reliable though expensive.

Videos

台灣-阿澤.Aze (Seth Best Rounds)
Zer0-Cool Seth Best Rounds

http://zoome.jp/LKH/diary/72/

http://www.nicovideo.jp/watch/sm6509398

http://www.nicovideo.jp/watch/sm6513764

http://mmcafe.com/nico.html

External Links

Check Seth's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

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