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

Hey I think I found one that isn’t up there. It’s corner only and uses 3 bars:

st.hp xx HP Shoryuken xx EX Focus Cancel> EX Tandem Engine> cr.hp> hk Lightning Legs> j.d.mk x3> j.hk

Does 426 damage.

Edit: Tested and yes, this is a full meter combo, not 3 bars.

And couldn’t you EX Shoryu and link to EX Engine afterwards for only three bars, or does Shoryu -> EX Engine only work as AA?

I think if you just hit them with a full EX Shoryu instead of Focus Canceling the HP one, you can still hit them with an EX Tandem Engine on the way down, deal more damage, and save a bar of special.

EX Shoryu -> EX Tandem works as long as you get 6 or 7 hits off the EX Shoryu. This generally requires you to hit them on the edge of the hitbox of the first part of the shoryu. Characters with large hitboxes make this easier. However, you can’t always do cr.fp off of the EX Tandem because the frame advantage off the EX Tandem is variable depending on how far away they are. In addition, I think EX Shoryu doesn’t work as well in the corner (?).

Due to the Air juggle limit of certain moves on characters you can jump in stomp to j.mp and stomp again the dive kick will pass through them allowing you to get to the ground just in time to hit them with a super.

Are there any things that are guaranteed off of (EX) tandem regardless of how far away it’s been done?

what’s everyone’s favorite BnB combo to land the legs consistently from either situation (jump in or not)?

neutral jump HP, on hit and if close enough gives plenty of time for c.mk, lk/mk lightning legs. I use it all the time (but then again i suck at links)

What do you mean 4? I’m pretty sure it’s 3 bars. 2 for the FADC after the hp.shoryu and 1 for the ex tanden engine.

And yes, you can EX Shoryu > Ex Tanden, I overlooked that. But I think it’s harder to connect that than to simply FADC. But it does more damage from what I see.

EX tandem is 2 bars

I always do s.fp xx hk legs nowadays. I am going to start doing s.lk -> s.fp xx hk legs, though.

From a jump-in or after a divekick reset, I almost always do cr.lk xx cr.lp -> cr.mp xx mk legs, because then I get to do a blockstring mixup if they block. You can do a cr.fp off of a jump-in j.hk, but it’s just not worth it usually unless you know it’s going to hit (IE punishing a fireball with a walljump).

Off of a j.fp or a neutral j.hk, I always do cr.mk xx legs on hit since cr.mk has really good range and you can hit-confirm the legs. You can’t usually do a cr.lp -> cr.mp link anyways because of spacing.

From a divekick, it might be better to do cr.lp xx cr.lp -> cr.mp because the cr.lp is faster and more likely to combo. If you graze someone with a divekick, you should do cr.lp -> cr.mp because you don’t have enough space to put in more cr.lp.

Oooooh! Sorry, Seth noob here. Just picked him up to test some combo madness.

I get 6 hits every time by just delaying the 2nd hit of EX shoryu a little. and I’ve managed to do c.HP after tha following EX tanden plenty of times.

Nice, much appreciated. So for a jump in, I should practice j.HK-> cr.lk xx cr.lp -> cr.mp xx mk legs. That should be my BnB for landing the legs.

I’ll try those other situations too, it looks like I have a few more hours in the training room tomorrow :slight_smile:

Here’s an alternate midscreen b&b to “cr.hp xx lp shoryuken -> j.d.mk x3 -> j.d.hk: 282 Damage, 455 Stun” I found:

cr.hp xx mp shoryuken x2 -> j.d.mk x2 -> j.d.hk: 295 Damage, 435 Stun

So 13 more damage, 20 less stun, guess it just depends where your priority is =).

Edit: Actually you can replace mp shoryuken x2 with hp shoryuken x2 for 305 damage, but this doesn’t work if you’re right in the face of the other player when doing c.hp (timing on kicks is too tight).

No one replied so I made a video to demonstrate - [media=youtube]1d5BsO7D4Mk[/media]

Just gonna quote video details now to save me essentially retyping text:

Second combo doesn’t work against E. Honda (third one still does) - will work if you use lp instead of mp but then it only does 285 damage and 3 extra damage really isn’t worth the 20 less stun imo.

I’d suggest using negative edging (button release) for second shoryuken and second mk so in both cases you don’t risk a third hit coming out by accident (third shoryuken doesn’t require stick input).

Current 3 bar combo is stupid and stats are wrong also, better combo is:
cr.hp -> EX Shoryuken (at least 5 hits) -> EX Tandem Engine -> BnB: 414 Damage, 573 Stun | Or in corner: 434 Damage, 648 Stun (start with j.hk and you get 466 damage, 762 stun!)

6 hits on ex srk is always possible and not hard (and what the figures I gave are based on), but you only need 5 for combo.

Maybe also be worth mentioning:

2 bar BnB in corner does: 383 Damage, 730 Stun

4 bar using corner BnB: 416 Damage, 840 Stun! (Start with j.jk: 454 Damage, 930 Stun!)

Never any point doing super in corner, 3 bar combo is better.

Edit:
Meh, seems I’ve been using

cr.hp -> Hyakuretsu -> j.d.mk x3 -> j.d.hk: 322 Damage, 605 Stun

for my corner combos not realising:

s.hk -> cr.mp xx mk Hyakuretsu -> j.d.mk x3 -> j.d.hk:363 Damage, 630 Stun

does more damage so I guess bnb corner combos above will do more damage and stun than listed :(. Can’t be bothered to go though them all again right now though.

Actually, if you just do s.hp xx super, it will do 450 damage even in the corner. But off a cr.hp, you should never super in the corner.

I know you can do jumping forwards j.hk -> s.hk -> cr.mp xx super, and it should actually do the best damage possible with meter, but I suck so bad at cancelling into super from a normal that I can’t do it in training mode and get the 1-frame link too. Should be 90 + 110 + 50 * .8 + 350 *.7 = 485 damage.

Are you linking the EX Shoryu or cancelling on the 3-bar combo? I’m having trouble with the combo you listed. Seems like I only get 4 hits on the EX Shoryu.

I don’t think the HP Shoryuken x2 combo is worth trying to use because of the spacing required. I usually only do a cr.hp as a punish or off a crumple, and usually that means I jumped in, dashed in, or teleported in, so I don’t have time to wiggle around with spacing. However, the MP shoryuken x2 looks solid. I’m just worried I’m gonna get a super cancel if I have full bar. Do you have to time the second hit of the mp shoryuken late, or is it easy?

On the 3 bar combo you don’t cancel into the srk, you actually hit it very late - c.hp your opponent, then just before they hit the ground (but still in srk range) you do it - 6 hits is pretty easy on that once you get the right timing after the c.hp.

With the 2x mp srk the timing is a bit character dependant… afaik it’s possible to do the full combo on every character (except E. Honda) by cancelling in to the srk and doing both hits as soon as possible, however the faster you do it the tighter the timing is on catching them with the j.d.mk… however on most characters you can cancel in to the srk as late as possible and you won’t whiff the second hit. This will give you plenty of time to catch your opponent with j.d.mk - now the strange part: the larger the character hit box is the more likely the second hit is to whiff if you’re late with the srk, so essentially any character shoto size or smaller is easy to do this on, though gief/rufus size characters the timing is really tight. What I’ve been doing is practising this on ryu and doing it to similar size characters online, then just doing the old bnb on characters with tight timing.

Like I said before, E. Honda is the only character you can’t combo this on as his hitbox is too short.

Instead of mp.srk you can to lp.srk which works on every character and is pretty loose on the timing, however this only gives 3 extra damage on top of the current standard bnb and does 20 less stun so I’m not sure it’s worth it unless you’re playing against a character you have no intention of stunning (e.g. gief).

I don’t think you can cross Ryu up after hitting with the mp shoryu x2 combo mid-screen, though (at least I couldn’t, without dashing). I’d rather take the better mixup instead of a bit more damage. Am I wrong here?

Also, is it just me, or is it stupid hard to get mp shoryu x2 without cancelling into super? This really isn’t a problem since you’d probably use EX Tandem or just Super anyway. Still a pain in the ass.

What corner 4-bar combo are you talking about? I’m hoping you’re not talking about EX Tandem. I know you can do hp srk FADC EX Tandem in the corner, but it doesn’t do that great stun for 4 bars.