first of all is supposed that for AG to be activated your character have to be in GUARD stance
how do you acquire guard stance?
blocking some attack or pull your stick/pad in backward position while your opponent is whiffing moves at distances
right?
if your opponent stop whiffing attacks your character exit guard stance.
but he won’t leave the stance if you keep alternating upper and lower guard quickly
so, once you start with the bug, if you do it at a decent speed your opponent can’t do nothing to make you quit guard stance
yes, but also you are in range to do your stuff…that is a neutral position for both
you’re in standing animation, your opponent too
Well one way is Close C, qcf+D, delay the next D as much as possible, do hcb+B such that it hits the opponent when they are as high as possible, then do orochinagi while holding P for a short amount of time. I generally release right before he begins to release.
i’ve found this tier list dated december 2005 in one of the most relyable japanese technical website
– billy kim choi
– whip athena yuri kula angel
– joe benimaru leona vanessa/urachris yamazaki
– K’ andy kusanagi mai maylee bmary K9999
– terry iori mature robert kensou
– maxima goro vice ralf clark chris chang
– seth ramon ryo chin yashiro/urayashiro shermie
– kyo urashermie
Can anyone post up some general Seth strats? His character design really appeals to me, but apparently everyone deems him useless and unworthy of elaboration. Funny how he wound up on the box art of KOF 2002/03 compilation, what with no one playing him at all. I’ve noticed he has a decent mixup game and his qcf+C can be a situational AA, but I can’t decide if his counters suck or it’s just me. They seem to be too risky as well as too specific and give too little reward.
qcf+C is too risky of an anti-air…requires you to predict too much, and if you whiff it’s pretty easy to punish. The only counter I use is his hcf+B, against some obvious jumpins (like full screen jump CDs) or some full screen special moves (like Andy’s hcf+K).
For anti-air, I’d more often use his vertical jump B or maybe crouch C (although it’s priority isn’t that great). Also remember, his close D hits low. I’d recommend abusing his df+B slide a lot.
Thankies. Damn hcf+D and its absurdly long whiff time. STOP CHUCKLING AND GROPING AIR AND GET BACK TO BLOCKING THE MAIDEN MASHER FLYING DIRECTLY AT YOU.
Is there any trick to getting his qcf*2+P super to connecter after the ORATA RAH RAH RAH RAH RAH ROOOAAAAAH super? I can only get the first hit and then the rest whiff. Or should I just stick with close C reset?
You’re right, my bad. They talked about it on the 2K2 Wiki as though it fully connected, but it’s just the first hit no matter what. Even with just that it still does some beefy damage. Close D --> b+a -->qcf+a XX qcf, hcb+b alone does around 65-70% damage for two stocks, which is pretty good for Seth, especially with how nifty close D is. I’d imagine following up with another super would be like RC’ing Zanzei Roga.