Skip to content

Frame Data Seth

FRaccie edited this page Oct 20, 2026 · 4 revisions

Seth frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 5 +7° +4 Whiffs cr. 10 14 11
Far LP
far.LP
5 2 5 +7° +4 Whiffs cr. 11 14 11
Close LK
cl.LK
4 2 6 +6° +3° 11 14 11
Far LK
far.LK
4 2 8 +4° +1° 13 14 11
Close MP
cl.MP
5 1 13 +5 +2 18 19 16
Far MP
far.MP
6 2 13 +2° -1 Whiffs cr. 20 17 14
Close MK
cl.MK
7 2 12 +3° 0° 20 17 14
Far MK
far.MK
8 3 12 +2° -1° 22 17 14
Close HP
cl.HP
4 5 20 -2° -7° 28 23 18
Far HP
far.HP
13 3 30 -5° -8° 45 28 25
Close HK
cl.HK
7 4 16 +5° 0° 26 23 18
Far HK
far.HK
10 3 18 +1° -3° 30 22 18
Crouch LP
cr.LP
4 2 6 +6° +3° 11 14 11
Crouch LK
cr.LK
5 2 8 +4° +1° 14 14 11
Crouch MP
cr.MP
5 2 9 +5° +1° 15 16 12
Crouch MK
cr.MK
7 3 14 -1° -5° 23 16 12
Crouch HP
cr.HP
10 2(2)2 19 KD -3° 34 - 18
Crouch HK
cr.HK
8 2 25 KD -9° 34 - 18
Neutral Jump LP
nj.LP
5 5 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
5 6 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
6 4 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
6 9 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
4 4 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
7 4 5 - - Air · No hit - - -
Angled Jump LP
j.LP
4 10 5 - - Air · No hit - - -
Angled Jump LK
j.LK
6 8 5 - - Air · No hit - - -
Angled Jump MP
j.MP
4 5 5 - - Air · No hit - - -
Angled Jump MK
j.MK
6 5 5 - - Air · No hit - - -
Angled Jump HP
j.HP
4 4 5 - - Air · No hit - - -
Angled Jump HK
j.HK
6 8 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Yosokyaku
nj.2MK
3 1 7 -22 -26 Air · Whiffs cr. - 16 12

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hyakuretsukyaku
214+LP
21 24 25 - - Inv 21-68 projectile 69 - -
Hyakuretsukyaku
214+MP
24 25 25 - - Inv 24-72 projectile 73 - -
Hyakuretsukyaku
214+HP
26 25 25 - - Inv 26-74 projectile 75 - -
Tanden Engine
214+PP
23 24 25 - -3 Inv 23-70 projectile 71 - 46
Spinning Piledriver
360+LP
3 2 49 - - 53 - -
Spinning Piledriver
360+MP
3 2 53 - - 57 - -
Spinning Piledriver
360+HP
3 2 56 - - 60 - -
Spinning Piledriver
360+PP
3 2 49 - - Inv 1-4 strike+projectile 53 - -
Genocide Shot
5+LP+LK
3 2 20 - - 24 - -
Death Throw
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Sonic Boom LP
236+LP
14 - 33 -1 -5 Proj 47 33 29
Sonic Boom MP
236+MP
14 - 33 -1 -5 Proj 47 33 29
Sonic Boom HP
236+HP
14 - 33 -1 -5 Proj 47 33 29
EX Sonic Boom
236+PP
14 - 44 +1 -3 Proj 58 33 29
Shoryuken LP
623+LP
5 18 24 KD -20 Inv 1-7 throw · Land 13 46 - 19
Shoryuken MP
623+MP
5 18 34 KD -31 Inv 1-5 full · Land 13 56 - 19
Shoryuken HP
623+HP
5 18 37 KD -34 Inv 1-5 full · Land 13 59 - 19
EX Shoryuken
623+PP
5 18 39 KD -34 Inv 1-22 full · Land 13 61 - 21
Hyakuretsukyaku LK
214+LK
12 2 36 -79 -24° 49 2 14
Hyakuretsukyaku MK
214+MK
14 2 36 -79 -24° 51 2 14
Hyakuretsukyaku HK
214+HK
16 2 36 -79 -24° 53 2 14
EX Hyakuretsukyaku
214+KK
16 2 36 -79 -24° Inv 1-15 strike+projectile 53 2 14
Terepo FP
623+PPP
- - - - - No hit · Inv 1-31 full 48 - -
Terepo FK
623+KKK
- - - - - No hit · Inv 1-31 full 48 - -
Terepo BP
421+PPP
- - - - - No hit · Inv 1-31 full 48 - -
Terepo BK
421+KKK
- - - - - No hit · Inv 1-31 full 48 - -

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Tanden Storm
236236+LP
1+5 80 81 -32 -36 Inv 1-7 full 166 50 46
Tanden Storm
236236+MP
1+10 80 81 -32 -36 Inv 1-7 full 171 50 46
Tanden Storm
236236+HP
1+15 80 81 -32 -36 Inv 1-7 full 176 50 46

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Tanden Stream
236236+PPP
0+10 15 31 - -25° No hit · Cinematic · Inv 1-24 full 55 - 21

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Tanden Typhoon
214214+PPP
1+10 27 - - - No hit · Cinematic · Inv 1-12 full, 13-37 projectile - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 2 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Close MP On hit +5 -8
Close MP On block +2 -11

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

Clone this wiki locally