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

I’m just saying what works on who, not what’s optimal. And as if s.MP, s.HP won’t kill Seth just as hard as s.HK, s.HP. The fact that link works, and only works on Seth still perplexes me.

s.HK, s.HP is much easier to land than s.MP, s.HP. I wish it worked on other characters

I was just screwing around in training mode and I realized that the final hit of Super hits Dhalsim after legs in the corner.

I hate character specific stuff like this.

If you change the timings of the super, you can get it on many characters, but it’s specific to the timing of the super and character specific. Oh, and also the version of the super matters.

you can also walk forward a few frames if you do the LP version

May as well note while we’re here that Super has better range to hit in the corner than Ultra 2 & Stomps, worth noting as it’s one me a game before) if it looks like it just might miss, it’ll probably hit

[media=youtube]YkZwFvFGmWU[/media]
The combos into sweep are interesting, but fuck wubstep.

Whoa, sick combos. But which ones are character specific?
I had no idea you could do Sonic Boom FADC into close crouching HP. Wow…

Also, future references for myself (or anyone else)

Not my video, so IDK about the character specifics. Boom FADC to Crouching fierce is old, though. It requires specific spacings that cause the boom to hit as late as possible. Kikuichimonji could probably tell you more than I can. I don’t use that combo.

Typically it works off of hit confirms that land cst.HP…

and I can’t get the sweep combo working…it’s either really tight timing or you have to do a specific string after Tanden and only if it hits or something. ):

It involves the jab hitting on a later active frame than usual from what I could tell. That’s the only way to combo a +7 move into a 9 frame normal.

edit: sweep is 8 frame startup

Basically every combo into cl.mp cl.hp leaves you at the correct spacing for lp Sonic Boom FADC cr.hp midscreen. You can also do it off some crossup hit-confirms like j.hk cr.lp cl.hp, but I think that’s character specific.

The same spacing that lets you do sonic boom FADC cr.hp lets you do cl.hp xx EX Sonic Boom (no FADC) into U1

I know I’ve posted it before, but you guys know that you can combo CH cr.mp, cr.mk xx mk legs right? It makes no sense that cr.mp gets an additional +4 on CH, but it does. Not that anyone actually OS techs against Seth, but they do mash jab sometimes.

In this video with Dashio vs Yuu @ 19 Secs Dashio does a st.medium into st. heavy punch into hk.legs. (Also does it 3 times in first round of match 2) I been racking my brains out but can’ get it. It may already been discussed so sorry to post again. But does anyone know the timing I been trying since Black Vegeta uploaded that video… And now Poongko did it in his latest vid too.
Thanks Heaps!

seriously, just…
look up

Only after tanden, sonic boom FADC, and sometimes deep jump-ins (but I wouldn’t go for that in a tournament).

Ahh that would explain it! Got it now. Thank you so much!

close mp link close hp is character specific, theres a chart around here somewhere that will show you.

Also why is Dashio opting to not go for stomps in the corner against Akuma? Each time he had hk legs in the corner he did dash towards, forward jump x2, hk - is this unblockable?

Yes it is an unblockable. It also works on other characters. I couldn’t find a video of it on YouTube, so I decided to make one.

[media=youtube]kpbQDjMZDg0[/media]

I think we forgot the beauty of keeping it simple after Seth’s numerous changes from Vanilla and cst.MP, cst.HP’s discovery…

[474/900] j.HK, cr.HP (x2), EX Engine, cr.HP (x2), EX Engine, cr.HP, HK Legs, Stomp (x3), Dive kick
cst.MP, cst.HP literally does 2 damage more and 5 stun more at best and is character specific.

Can hit 840-890 with 3 bars using EX Engine and EX Legs.

[322/405] LP Boom, HK Legs, Stomp (x3), Dive kick
Useful when you are a mid to full screen away from the opponent who is cornered. Throw the boom, dash forward (twice if full screenish) and you have enough time to determine if it hit or block into Hyakuretsukyaku. EX SB works but unless you’re in a fireball war the timing is … really tight.

[312/405] jb.MP (1stH), HK Legs, Stomp (x3), Dive kick
[130/250] jb.MP (1stH), fst.HP
Some characters are easy to hit with one hit while jumping away, which makes this useful against opponents trying to hold up from the threat of SPD.

You can actually combo cr.HP (x2), j.MP (1stH), j.MP (2ndH), Stomps…but this is hard as fuck and I couldn’t do it.

I guess this goes here…

[media=youtube]Jsj88edQP38[/media]

Best viewed on YouTube because of the annotations being so small in the embedded video. You just click on a character and a second video opens up.

What constitutes an “optimal” sequence:
[LIST]
[]Hitting all three stomps and the divekick
[
]Landing outside of the corner
[]Being able to walk under your opponent rather than an obvious dash
[
]Leaves opponent as high in the air as possible
[/LIST]

transcript pls don’t click

Spoiler

Ryu
corner legs > stomps
standard timing

SRK FADC > stomps
    immediate dive kick after third stomp, must dash.

c.HP xx LP SRK > stomps
    somewhat slow timing, too fast and can't walk under. Must dash instead.        

Ken
corner legs > stomps
standard timing

SRK FADC > stomps
    immediate divekick after third stomp, must dash

c.HP xx LP SRK > stomps
    somewhat slow timing, too fast and can't walk under. Must dash instead.    

Honda
corner legs > stomps
standard timing

SRk FADC > stomps
    **Seth turns around twice, just as he turns for the second time, neutral jump stomps. Must dash.

c.HP xx LP SRK > stomps
    slow timing, else second stomp may whiff.

Ibuki
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick. Must dash to cross under.

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under

Makoto
corner legs > stomps
delay the second stomp then proceed with standard timing

SRK FADC > stomps
    Wait until Seth turns around and then forward jump > stomps

c.HP xx LP SRK > stomps
    somewhat slow timing, too fast and can't walk under

Dudley
corner legs > stomps
standard timing

SRK FADC > stomps
    slight delay then neutral jump stomps

c.HP XX LP SRK x2 > stomps
    immediate dash to cross over

Seth
corner legs > stomps
standard timing

SRK FADC > stomps
    slight delay then neutral jump stomps, small wait, then continue with 2nd and 3rd stomps, else wont be able to walk to other side

c.HP xx LP SRK > stomps
    slow rythmic timing (get Seth as high in the air as possible)

Gouken
corner legs > stomps
standard timing

SRK FADC > stomps
    after FADC walk forward a bit and then nuetral jump stomps

c.HP xx LP SRK > stomps
    somewhat slow timing, too fast and can't walk under.

Akuma
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick

c.HP xx LP SRK > stomps
    somewhat slow timing, too fast and can't walk under.

Gen
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick. Dash immediately.

c.HP xx LP SRK > stomps
    somewhat slower timing, do it too fast and you wont be able to walk under.

Dan
corner legs > stomps
standard timing

SRK FADC > stomps
    walk forward after FADC, then forward stomps

c.HP xx LP SRK > stomps
    standard timing

Sakura
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick, immediate dash

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under

Oni
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick, immediate dash

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under

Yun
corner legs > stomps
standard timing

SRK FADC > stomps
    slight pause then forward jumping stomps

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead

Juri
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead

Chun-Li
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick, immediate dash

c.HP xx LP SRK > stomps
    standard timing, must dash, unable to walk under

Dhalsim
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead

Abel
corner legs > stomps
standard timing

SRK FADC > stomps
    wait until the last moment (I time it with cs.LP) and then do forward instant overhead timing

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead

C. Viper
corner legs > stomps
must walk forward a little bit before stomps. slight pause before second stomp, then proceed with regular timing

SRK FADC > stomps
    standard timing

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead

M. Bison / Dictator
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, immediate divekick

c.HP xx LP SRK > stomps
    can be done rather quickly, but if done too fast, can't walk under, must dash instead

Sagat
corner legs > stomps
standard timing

SRK FADC > stomps
    long wait then forward instant overhead timing

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under. Aim stomps for his head.

Cammy
corner legs > stomps
must walk forward before stomps. slight pause before second stomp, then procedd with regular timing

SRK FADC > stomps
    standard timing, immediate dash

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under.

Dee Jay
corner legs > stomps
brief pause before stomps. Instant overhead timing whifs.

SRK FADC > stomps
    brief pause and then forward instant overhead timing.

c.HP xx LP SRK > stomps
    very slow timing required, else can't walk under.

Cody
corner legs > stomps
standard timing

SRK FADC > stomps
    wait until Seth turns back around and then nuetral jump stomps

c.HP xx LP SRK x2 > stomps
    cannot dash or walk under, must jump over.

Guy
corner legs > stomps
no need to walk forward before stomps, just a really long wait before doing instand overhead timing.

SRK FADC > stomps
    long pause and then forward stomps.

c.HP xx LP SRK > stomps
    very slow timing, still must dash. Cannot walk under.

Hakan
corner legs > stomps
standard timing

SRK FADC > stomps
    wait until Seth turns back around, then nuetral jump stomps. Immediate dash

c.HP xx LP SRK > stomps
    standard timing, must dash to cross under.

Yang
corner legs > stomps
standard timing

SRK FADC > stomps
    slight pause then forward jump stomps

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead.

Evil Ryu
corner legs > stomps
standard timing

SRK FADC > stomps
    standard timing, immediate dash

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead.

Guile
corner legs > stomps
standard timing

SRK FADC > stomps
    brief pause then forward stomps

c.HP xx LP SRK > stomps
    must dash to cross under, cannot walk under.

Blanka
corner legs > stomps
standard timing

SRK FADC > stomps
    brief pause, then forward stomps

c.HP xx LP SRK > stomps
    low timing, too fast and can't walk under, must dash instead.

Zangief
corner legs > stomps
standard timing

SRK FADC > stomps
    brief pause, then forward stomps    

c.HP xx LP SRK > stomps
    must dash, walking under is too inconsistent

Rufus
corner legs > stomps
standard timing

SRK FADC > stomps
    brief pause, then forward stomps

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead.

El Fuerte
corner legs > stomps
walk forward then do stomps, else risk landing in corner after stomps

SRK FADC > stomps
    brief pause, then forward stomps

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead.

Vega (Claw)
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, must dash

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead.

Balrog (Boxer)
corner legs > stomps
standard timing

SRK FADC > stomps
    neutral jump stomps, must dash

c.HP xx LP SRK > stomps
    can be done fast, can still walk under.

Fei Long
corner legs > stomps
standard timing

SRK FADC > stomps
    slight pause, neutral jump stomps

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead.

T. Hawk
corner legs > stomps
standard timing

SRK FADC > stomps
    brief pause, forward jump stomps. Stomps must be slow, too fast and can't walk under.

c.HP xx LP SRK > stomps
    slow timing, too fast and can't walk under, must dash instead

Adon
corner leg > stomps
standard timing

SRK FADC > stomps
    walk forward a bit then forward stomps

c.HP xx LP SRK > stomps
    cannot dash or walk under, must jump over.

Rose
corner legs > stomps
slight delay before executing the second stomp

SRK FADC > stomps
    neutral jump stomps, must dash

c.HP xx LP SRK > stomps
    slow, akward timing. slight delay before third stomp. Cannot walk under, must dash. Cannot do stomps quickly at all.

Seeing as how this isn’t all that important, the real reason why I did this was for your opinion of the format (the character select screen). I plan on making a Seth character specific punishes video(s). Would you guys rather have something like this? Or would you rather have one, long video with timestamps in the description?