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

There are other reasons to do cl.mp cl.hp. Off a cr.mk xx Sonic Boom FADC to catch jumps/standing, for corner carry to make sure you can get to the stomps (cl.mp cl.hp xx boom FADC cl.hp xx legs or cl.mp c.hp xx boom FA2 -> cr.hp xx legs), to combo into cl.mp cl.hp FADC cr.hp xx lp shoryu midscreen, etcetera. Also I think the damage difference is much more in shorter combos, especially if they end midscreen.

Hi, new Seth player here. Just a quick question.

Kikuichimonji, is the first post up to date? Looks like an absolute wealth of information and I’m just wondering if there’s anything in there that I shouldn’t bother with, or if it’s all pertinent info.

Edit: Follow up question. Lots of punishes, situational and character specific stuff in the first post, but is there a standard combo for hit confiming? I’ve been using cr.lk, cr.lp, cr.lp, cr.mp xx mk legs. Is that the best option?

It’s all still relevant but not all up to date. I might update it this break.

Short answer: Yes.

Off jump-ins/divekicks I prefer cr.lp -> cl.hp as a hit-confirm because of extra damage and the option to end with SRK for a mixup, or a sonic boom FADC combo. cl.hp is unsafe on block if done raw, so make sure you cancel it. A few characters can punish cl.hp xx sonic boom on block, but this is extremely rare for someone to actually do.

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I love you.

However, it does suck the last part is lacking (the cr.lk cr.lp, cl.hp part).
That, or maybe I’m seeing an out of date version?

it’s kinda iffy because some characters are 1f links due to spacing, some only work if you do it as close as possible while they wake up (and a few only when you’re close as possible and they aren’t waking up), a few have to do cr.LK, cst.LK, some characters can’t be hit unless they’re (literally) walking into you, and some just won’t ever work

this is also a pain in the ass to have to differentiate in a list (in multiple situations on every character) so kiku probably figured “maybe later”

Like Breaker said, that combo is really weird and also laziness. But because there’s interest, I might work on that list this week. If I do, I will make extremely specific notes on when the combo works (raw tanden blockstring standing vs. crouching, off SPD -> crossup j.hk, dash -> meaty, etc.

[470/910] nj.HK, cr.HP xx QCB+PP, cr.HP, cr.HP (2nd) xx QCB+PP, cst.MP, cst.HP xx QCB+HK, jd.MK, jd.MK, jd.MK, jd.HK
This is highly impractical and character specific, so you obviously must land it as much as possible. It does work with j.HK (same stun less damage.)

Another highly spacing depending and character specific combo allows you to do head stomps, reset off a cr.LK/cr.LP. I did this on accident to Sakura a few days ago, so I know it’s possible to combo into stomps. Couldn’t replicate it in the time I played with it though. Did figure out how to get it to (sort of) work on Ibuki though.
Point blank: cr.LK ~ cr.LK, cst.HP xx LP DP will reliably make the LP DP connect during the later active frames, allowing Seth to go into the air before the opponent lands. I say “sort of” because I couldn’t get into head stomps without being in the corner (at which point I might as well use Hyakuretsukyaku, but it does look pretty unusual…could probably do a terrible damage/stun EX Engine combo too.)

this fucking forum

anyway cst.MP, cst.HP xx HP Boom xx FADC forward, cr.HP xx HP DP x2, jd.MK x2, jd.HK works on Ryu and Gouki (so assuming it does on the rest of the shoto crew)

same for (j.HK) cr.LP, cst.HP xx HP Boom xx FADC forward…

less stun, more damage

you can do j.HK, walk forward, cst.MP, cst.HP xx whatever on Ryu/Gouki but it generally only works from the front apparently (and it’s harder when they’re stunned, go figure)

I posted this variation a while back.

Currently I’m messing around with SPD -> dash -> jump -> cr.lk -> cl.hp xx SB FADC. It’s a 1 frame but it’s possibly more consistent than cr.lp -> cl.hp and it hits low. Seems very useful, especially if you’re faking an empty jump SPD. The sort of stuff that wins close games.

Yeah I’ve been using that a lot too in general. Like the data says cr.LP has the same push back as cr.LK but it doesn’t feel like it. Maybe the slower recovery lets the opponents recoil back into cst.HP’s activation range or something.

Other stuff I’ve been toying with -
j.HK (cross up or not), cr.HP
is interesting to hit confirm with. Since the cancel window is so unbelievably huge, you basically get a true block string sonic boom after confirming the second hit of the move. Not like you even need to, since the move is -3 if both hits connect (which they should) and you can cancel into LP Engine as well.

SPD ~ dash ~ st.LP ~ jump towards opponent, all three head stomps as fast as possible
I believe this is punishable, but I’ve yet to see anyone bother punishing it (and the only way I’ve bothered to come up with involves focus dashing into DP.) Most characters have to block the first one normally then block the second one as a cross up, which is “really fucking hard” to do if you don’t know it’s coming. The st.LP helps with timing so Seth can go into the third one against most characters and get a hard knockdown. Reversals usually whiff.

HP DP FADC forward, walk forward a bit, Head stomp ~ dive kick (whiff), head stomp, head stomp, dive kick
This is awesome because it’s stylish and actually useful (more than straight up 3 stomps, DK.) On the other hand, I’ve only really tested it reliably against Ryu…and he has to be in the corner. I know it works on everyone, it’s just setting it up is a bitch. Could be useful against certain characters who have weird hit boxes… I didn’t come up with it though (got the idea off that one Seth vs Zangief combo.)

j.HP
the move in general is just kind of silly now thanks to being active for what appears to be 4f. Less damage than j.HK but it appears the push back is less so that might have a use too.

Backwards dive kick
Most of you guys know that Seth can do head stomps away from the opponent and then dive kick back to them, but it actually seems fairly useful after playing with it for a while. Lets him do some odd cross ups.

For whatever reason I can’t seem to do the stand Strong into Stand Fierce link for Seth, I keep getting yoga sniper. Any suggestions?

You do cl.hk -> cl.hp on Seth.

Does that combo work on everyone? I still don’t know why that link won’t work.

Neither cl.mp cl.hp nor cl.hk cl.hp works on every character. Cl.hk cl.hp only works on Seth. Both of these combos only work after sonic boom fadc in the corner or after tanden engine. I have a list of characters tanden cl.mp cl.hp works on somewhere.

Ok kool thanks.

So hold up, anyone have a list of all the characters Seth can wall jump and do j.HK land close s.mp, s.hp?
I know that suck in into mp, hp doesn’t work on rufus, but the wall dive combo does.

the posted video are the only characters I know of, although it doesn’t have to be off a wall jump (though it can be.) landing (wall jump) j.HK, cst.MP, cst.HP (or cst.HK, cst.HP) is a lot harder on some characters that it already works on grounded though.

alllsooooo
you can make grounded versions of these combos hit against those jump in characters - i’ve done it on accident against cammy, anyway - but i don’t know why (or how to replicate it)

hello … i’m curious to which characters this combo works on, so far its crhpx2 delay lp dp x3 ex tandem ??

As far as I know, that combo sucks and does less damage than cr.hp xx EX tanden, cr.hp xx lp SRK, stomps.

it’s just a flashy combo. go to training and pick seth for the dummy, record and replay against all characters. that’s how i test. i would do it right now and spare you a lot of time if i could use my ps3.