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

Sounds like you’re trying to do EX Shoryuken with PPP. You can’t, you have to use two. For hitting stomps off of the two hit Shoryuken, delay the Shoryuken as much as you can and then jump as soon as possible to do the stomps.

thanx that helped me alot

could some one tell me exactly how to do the command grab reset after the headstomp, divekick combo.

you stomp, then stomp and then stomp and then dive kick, as soon as you land and opponent is about to land, you start buffer a 360 and hit punch as soon as you hit up back or up forward from the 360 and your opponent will get grabbed or escaped by jumping

Does anyone have any interesting AE combos to try? I know the buff to cl.mp made a decent new combo but anything else? I guess most of Seth’s frames remained unchanged.

9 pages and feeling lazy, was this possible in Super? Was just trying to find ways to make EX Sonic Boom useful and stumbled across it.
In the corner…
st.HP xx EX Sonic Boom, FADC, st.HP xx HK Legs, Stomps (3x), Dive kick
437 / 705, and if you add cross-up j.HK you get 474 / 820. With nj.HK, you get 484/820.

Does 12 damage less than EX Shoryuken EX Tanden but 82 more stun.

s.mp -> cr.mp combos, as does s.mp -> hp srk (but it’s character specific.)

Played around with this. Sadly, it once again highlights just how utterly useless the st.MP buff was. When used for the corner BnB, cr.HP (and therefore st.HP) still do more damage because of damage scaling. Which probably means cr.LP, st.HP does more too (but I didn’t try this, so…maybe, just maybe st.MP, cr.MP can be used to punish a very few moves that st.HP and cr.HP couldn’t…)

You can frame trap with s.mp though. cr.lp -> s.mp will catch people jumping and combo into cr.mp. You can also use it to frame trap into a hit-confirmed SRK fadc U2.

If the frame data is right, the frame trap actually does look solid. Couldn’t you combo into close st.HP too?
Can’t really say a hit confirm into U2 is all that great though.

edit: Oh, of course the move puts Seth too far and makes him use limbs. Cool, Capcom.

Too bad it’s a one-frame link into crouching strong and SRK. If only it was +6 on hit.

+2 on block isn’t really that great because Seth has a 4 frame jab.

They should have removed his far strong and made it the same as his close strong.

+2 means that if your opponent does a 3 frame jab after blocking that you’ll stuff it. It’s fine.

On counter-hit it will be more than +5. Also, plinking helps. As far as 1 frames go, this one is pretty straight forwards. On many characters you can do s.mp -> cr.lp -> cr.mp as well.

No. That move is useful.

For what?

Anti-airing, poking standing opponents, comboing into super on standing opponents

I prefer to use jab when I can’t SRK, crouching whatever or a standing kick for a poke, and crouching strong for super in the rare instances I use it for combos.

Not as much range, s.mp actually anti-airs some people beyond late SRK range.

s.mp recovers more quickly than most moves and has more range than cr.mp.

That’s less damage.

Far standing Medium Punch beats out Yun/Yang’s dive kick fairly well.

It combos but under certain circumstances, I can’t tell if its a case of simply character specifics or spacing though.

How much of these still work in arcade edition? Also…why am I finding it extremely hard to land my yoshitoru’s or j.d medium airkicks in the corner now after a hyaketerasu? I keep missing the characters like crazy o.o I took a long break from the game before coming back but even if I’m a bit rusty…I swear there is something different about them.

stomps have less active frames now, still isn’t too hard though you just need to relearn the timing on them in the corner.

Geez that’s bogus…I don’t find it easy to relearn…I can’t even land all 3 consistently on every character…it’s like they changed the timing for EACH CHARACTER -.-…sucks…do all the other Bnb’s from page 1 still work though? Or mostly?