thanks! what is the tanden engine column referring to?
and with the characters it doesnt work on, do u just do 2 hits of the jab srk into 2 stomps -> dive kick?
That pic says it doesn’t work on Guile but I think it does. Although it may be more difficult than others.
It doesn’t work if you start the combo with the cr.hp. If you start with a focus attack, a j.hk, or a TE, it works.
yode: Yeah, do cr.hp xx lp srk x2 -> stomps. You can do cr.lp xx mp srk x2 -> stomps for slightly more damage.
I also want to know what the tandem engine column indicates.
Anyways, I did cr.lk cr.lp cr.lk cr.lp cr.mp legs on chun once, but I don’t remember how I pullled it off and so far I haven’t been able to do on other characters. Is it even worth performing?
The tanden column likely refers to characters that can be hit with the combo if tanden is used to start the combo. Some characters have weird hitboxes and will only get hit by the combo if started with a focus crumple, tanden, or jump-in.
It’s only worth performing if you feel you need to take that long to realize you’re doing a combo. Otherwise, it sucks because of scaling. Usually I do c.LK, c.LP, c.MP xx legs, and sometimes c.LK x2, c.LP,. c.MP legs. Sometimes you might not be in range unless you got tandem engine to start the combo for you. So just take what you can get, when you can get it, however you can get it.
EDIT: I didn’t see this combo in the OP, but with 2 bars of meter, as a punish, TE, stun, or jump in, I’ve been trying to work s.HP xx boom FADC s.HK into my game. I know you can link into c.LP/c.MP (on standing opponents only it seems, thus the s.HP to start) after s.HK, which is good to add dizzy, but it can also be a good time to stop your combo to bait out reversals, or to reset into something else.
What I’ve been liking in the lab is to walk forward slightly, and LP SPD. It’s not a long walk to get in range, and it’s more subtle than dashing in.
On Sagat you can do s.lp -> s.hk and s.hk -> hp SRK. This is rather useful. You can do s.hk -> hp SRK as a punish. However off s.lp -> s.hk you can only combo another s.lp or a s.lk. cr.mp whiffs.
s.hk -> lp spd is a good reset. But I’d rather do s.hp xx sonic boom xx FA2 -> cr.hp or s.hp xx sonic boom fadc s.hp xx legs(probably -> stomps) than FADC s.hk with meter. I believe FA2 -> cr.hp does more damage anyway than s.hk combos without the corner stomps. Also you can do s.hp -> srk off the FADC for more pressure instead of ending with legs off s.hk. Honestly the s.hk->cr.mp doesn’t add much damage if you get the stomps, especially since you lose damage between the hk and mk legs. Obviously if you can do it instead of s.hp xx legs you should, but I’d rather focus on other things.
On crouching opponents s.hk -> cr.lp is a 1-frame link. To be safer you can try to do s.hk -> cr.lp -> cr.mp to hit-confirm.
In my experience dash up SPD is too fast to react to and Seth’s dash is hella long. Of course if you’re close enough to walk a step and SPD that would be better, but Seth walks too damn slow to pull that off much. Also EX SPD is invincible so that helps me not get hit by stuff.
Oh s.HK, c.LP actually can combo on a crouching opponent? I tried hitting that for about 10 minutes and decided it was impossible since I can hit the link decently well vs standing.
I think if I were to plan on a reset ending with s.HK, by only walking forward, I can actually react to something a person might throw out whereas dashing in could give me a face full of mush. Also by dashing in, I think it more likely provokes the other player to do something; at least not just sit still. After hitting s.HK you should need just a step before being in range for LP/EX SPD.
Of course there are pros and cons to ending with s.HK. I just like the uncertainty it can create that s.HP doesn’t since you have to cancel into something to stay anywhere close to safe or at least better off. Seth’s got amazing resets too, that I think it’s important to give up guaranteed damage/stun for from time to time.
Standing roundhouse is +5 on a standing opponent, but only +4 on a crouching opponent. Crouching jab links off of it a crouching opponent, but it’s a one frame link.
Note that I’m the one that edited the SRK Seth frame data to say that, but I did get s.hk -> cr.lp to combo.
Hello Seth forums :D.
I tried to mess around with Cr.Hp -> J.mp into reset like St.hp xx Sonic boom or fast reset like Cr.mp followed up by instant overhead.
I got a good find against rufus and Abel, Cr.Hp -> J.mp -> Close St.Hp xx Sonic boom FADC puts them close enough to start one of those loops (mageneto or whatever its called), sets up noticably good in this regard, especially rufus (Fatty hitbox :D).
What is good about this reset is that the blockstun from Sonic boom forces them to guess either low from Cr.lk or high against instant stomp, beats breathless if abel activates it (its kinda annoying when my friend uses it :l), and beats EX messiah kick if you choose to go for the instant overhead ( it depends on your timing on your jump, being late of course means getting messiah’d) and finally if you know they have to block it (no ex or other way to avoid blocking sonic boom) you can go straight to ultra 2 for chip damage kill.
Hope it proves useful, gonna try to find more use of this reset against other characters and recheck against Abel and Rufus for certainty purposes.
Sounds stylin’. I’ll give it a training mode try. Can you mix in cross up teleport after the fadc for more mind boggles?
I normally use a reset for when people get dizzy, other than Poongko’s corner cross up reset and generic stomps to Dive kick does anyone know any meterless resets for either the corner or mid screen?
Sorry I’m asking about resets in a combo thread btw.
I like to cr.HP>st.cl.HP then either IOH stomp> crossup HK or EX(or HP) SPD
Nice, I’ll x-copy them for the future. For some reason Poongko uses St.cl.MP over the HP after Cr.HP, not really by accident either because I’ve seen him do it 3 times in online matches and never seen him use St.cl.HP in the same situation.
Then again I don’t know how Poongko really approached learning how to play Seth, but they go together well.
s.hp has a lot more recovery than s.mp so you can do s.mp to reset them and immediately SPD.
I still think resets are dumb unless they’re SPD resets because Seth’s combos already lead into amazing mixups.
While resets are dumb, they add the WTF factor vs Seth, good after a long combo stun and produces a good pile of hatemail. Although I agree that Seth combos already leads to good resets and mix ups as well through stomps or even post ultra 1.
Well the key point about doing resets, is to reset the damage and stun scaling. As long as you can get another safe approach to go into another combo, then resets are effective… especially if you’re aware of how close the other person is to getting stunned. Don’t want to get the stun after c.lk, c.lp, c.mp xx legs > corner stomps. Kind of self-defeating when that happens.
Poongko’s off the wall stomp to cross up HK in the corner almost never fails to reset after dizzy. God damn ridiculous.
I personally love SPD resets, meterless combos with a reset to SPD can do as much as 350 dmg and over 50% stun.
I don’t like things like cr.hp -> j.mp -> s.hp xx tanden though because I’d rather just do the stomps reset for more damage.
EVERYONE I play regularly blocks instant stomp -> crossup j.hk in t he corner. If your opponent gets hit by this they don’t know the matchup. j.lk can actually put you in front of the opponent though so you can use it as a mixup. Also jump stomp -> empty landing SPD is good once you get them blocking the j.hk.
Of course getting them to block the j.hk is good too because you get a mixup off of it and you can just walljump out of the corner anyway.
That’s understandable since it’s kind of rare to land c.HP anyway. Maybe if you land off a focus, it’s good to reset with the j.MP due to the damage scaling. I don’t know too much about what juggles afterward, so I can’t say if Seth players who do this aren’t playing smart.
Sometimes I’ve done c.HP > sf.HK reset to dive kick with moderate success.
Since HK/HP do the same amount of stun as legs, and probably just slightly less than LP shoryu > 3stomp/dive, it’s not a huge loss to me. Also it can put you in a better position since you’re not right next to somebody who may be willing to uppercut/EX grab your next move.
If you do the HP/HK reset after c.HP, you could do something like j.HP to keep them back but maintain the stun count, or cancel HP to boom for block stun and added uncertainty (could follow with j.HP or what have you), or just wait for them to do something you’re ready to react to.
Of course the story is different online, but this can still work out in Seth’s favor.