Seth Combo Thread **Check first post for BnBs**

Hey. Tanden after focus builds meter and gives you more time to do a combo after the focus crumple, that’s all.

Ok thanks, so nothing essential…

…It’s free meter dude. Do it. :lol:

I think a few characters have weird hit properties after focus crumple if you don’t tanden them also, e.g. I believe if you try and close s.hk chun li the second hit will whiff without using tanden first (though this may just be when she’s stunned, can’t remember, but there are a few instances like this).

And it looks cool.

^ this is why you should do it

Does anyone use the EX SB > U1 besides me?

WHUT? Like, point blank!?

Errr…isn’t it impossible to do ultra when there’s a sonic boom on the screen? Or is this for one of those rare occasions when your EX boom actually hits something and you can do it right after hit?

You can’t U1 when there’s an sb on the screen in super.

He means on reaction, so you ex sb, it hits them, then you can u1 on reaction - 374 damage.

Yes, I’ve done it a few times for a finish at full screen from stun, and caught a few times in a fb war. I would say it’s not the most practical thing to do, but it can be done.

Oh that! Yeah, I have done it from time to time. For a second there, I thought you were talking about some Dan-like Ultra after Gadoken stuff.

Recently I’ve been considering cr.lk xx cr.lp -> hp SRK as a BnB mid-screen. Because of the teleport nerf it’s much harder to maintain momentum after a midscreen hyakuretsu knockdown in Super. However HP SRK gives you good spacing for mixups. I think you only give up like 10 damage by doing hp SRK instead of cr.mp xx legs. You can also FADC into stomps for more damage and a mid-screen reset.

I care little about ssf4 for it to matter lol

@Kiku- cr.lk~st.lk > hp.SRK, that’s a link, not a cancel btw, super lenient timing, actually a good combo. I’ve been using it lately and it’s good.

However, I think it’s only worth it if you’re behind mid-screen (on “your” half of the screen). Because otherwise, Hyakuretsu just moves the opponent too close to the corner to ignore such an advantage.

EDIT: st.lp>st.lp>st.lp>st.lp>st.mp xx FADC > SPD. It’s dumb as shit, but it lands. 143 from the first part + the dmg from the SPD

Haven’t considered that before, seems only consistent from a reset, hp srk won’t combo from a jump in/crossup on most characters due to spacing, but damage difference for anyone interested: 169 vs 175.

I did play around with lp srk > stomps, but seems spacing is too specific and only works on a few characters from blockstring, so I don’t think it’s useful.

What seems more useful to me though is c.lk xx s.lk > ex srk for 211 damage, so 1 bar for 36 more damage and you end up right next to opponent.

Then to extend this: c.lk xx s.lk > ex srk > ex tanden xx c.hp xx lp srk > stomps does 319 damage and gives a reset, with the only two higher damage options requiring super (and so no reset either), which are c.lk xx s.lk > c.mp xx lp super for 347 damage, and c.lk xx s.lk > s.hp xx sb xx lp super for 385 damage.

Really dumb (tested on) Sagat combos that nobody will probably ever use:

lvl3 focus> cr.lk>st.lp>cr.lp>st.lp>cr.MK xx HP.BOOM xx lvl2 Focus > cr.lk>st.lp>cr.lp>st.lp>cr.MK xx HP.BOOM xx lvl2 Focus > st.HK>cr.mp xx lk.hyakuretsu> U2

369 dmg
501 stun
4 bars
1Ultra
48 hits

cr.lk>st.lp>cr.lp>st.lp>cr.MK xx HP.BOOM xx FADC > cr.lk >st.lp>st.lp xx lk.Hyakuretsu

190 dmg
325 stun
2 bars
26 hits

cr.lp>st.lp>far.st.mp xx Super

343dmg (362 if you get cl.st.mp instead of far)
180stun
Super

After the bullet kick, sonic boom FADC teleport U2 seems to be working decently for me. Gotta make sure the boom hits of course but its working… online :confused:

So three things I just realised (perhaps they’re known already):

  1. After a 1 hit jumping mp you can combo full super for 410 damage if you activate the super just before they hit the ground.

  2. I saw poongko do c.hp > s.mp reset in the corner in a video ages ago, which took the opponent by surprise and allowed him to start up another combo. I couldn’t understand why he didn’t s.hp after c.hp for more damage (looks similar), so I decided to play around with this - anyway, as a result I discovered if you s.lp after c.hp, then dash, dashing early puts you at frame advantage infront of the opponent, and dashing slightly later puts you at frame advantage behind the opponent (in the corner), much like with sakuras corner resets. Obviosuly stomps does more damage/stun and leads to an ambigous reset all the same, but this seems nice as a shock tactic to throw in on occasion I think.

  3. Similar to 2 though does 50 more damage you can c.hp > forward j.hp and depending on the timing of the hp you will either land infront or behind them, though again, looks the same (with maybe an extra frame or two for the opponent to react).

Yeah, I like to do cr hp then st lp into a dive kick when they are in the corner. Works very well for me since it confuses ppl on how to block it.