Seth Moveset and Attributes

750 only ??? akuma is 800 and i think it was totally low but good for me but 750? :frowning:

if it had better recovory, it would be unbalanced. Exempel he fire a light sonic boom and teleport behind the enemy and get free hit for any move.

And, his sonic booms “travel” very fast, if he had good recovory, he would be like sagat

it doesn’t work on guile or vega unless they’re in the corner

you can get a free hit after lp sonic boom and teleport behind the enemy if they are blocking it and they are on the right distance, this is what some player do and about the sonic boom, yeah but jumpin on reaction means its likely to get a free hit if they are within jumpin rage

thanks, by the way i like your avatar, its soo … tempting? :stuck_out_tongue:

Kind of irrelevant but Seths normals remind me of Urien :rofl: I kinda wanted Seth to just take Urien’s move set but… that’s not gonna happen lol

I just tested this. It works completely on Rose, Vega, and Viper. The timing is a little strict with Rose, but as long as you time your headstomps as soon as you jump, it works.

With Guile, I’ll be damned. The combo does not work on standing guile at mid-screen because of the way his legs hang straight up while he falls. However, it does work off of a crumple, a jump-in, a crossup, or a tandem engine. That means that cr.hp xx EX Tandem -> cr.hp xx lp shoryu -> stomps works 100% of the time on Guile. Versus Guile, I suggest cr.hp xx lp shoryu x2 -> j.d.mk x2 -> j.d.hk. I don’t think the mp shoryu juggle is possible on Guile.

quick question, after he headstomp you know when you hit the opponent pretty quick and sometimes they are at the same height as you after the 3rd headstomp, can you follow up with mp?

Vega has a similar hitbox to Guile after the c.hp with the low torso and the legs in the air, I guess it’s doable but I wouldn’t risk it. I know in the corner after c.hp you’ll hit with both hits of j.mp, screws me up cause I like to do a j.mp > hp srk FADC stomps if I have the meter and can’t decide on a combo right away. The hp srk would whiff in that situation, have to go right to stomps.

I’d trust kiku if he says it works on Vega though

The only character I have trouble landing this on is El fuerte. I don’t fight a lot of them but the ones I have I didn’t land. Maybe I have to try this in training mode.

I have been playing around and noticed that you can do a lp. srk on characters that are moving towards or attacking into jump foward 3x mk dive kick.
Ex. Balrogs dash punch, most characters focus attack, dashing character

Most of the time I focus cancel srk into head stomp, but found that if opponent is moving or attacking you don’t have to.

Some useful setups:

[LIST]
[]**SPD, hold up back, walljump, j.d.mk x2, late walljump, j.hk (crossup) **- This is a very deceptive crossup. Tested on Ryu. If you do the second walljump too early, you whiff the j.hk above them. The timing on the second walljump is kind of strict.
[
]SPD, dash forwards, walk a tiny bit, jump forwards j.hk - This is a great ambiguous crossup (or not). If you do the crossup, it’s safe from reversal shoryu.
[]j.hk (either crossup or not), land, neutral jump, instant air j.d.mk, dive kick, SPD (or whatever) - This is a great way to work in overheads into your mixups. The j.d.mk doesn’t do that great damage, but you get to keep momentum with the dive kick and obviously if they block the dive kick low you get a combo. If you try to do the dive kick too early you’ll be too low down and get normal j.hk. Do not try to do a second headstomp, you will whiff and look like an idiot.
[
]**j.hk, land, cr.lk, forwards jump instant air j.d.mk, whiff dive kick (this is hard to time because you won’t be very high up), EX SPD **- This is a pain in the ass to block because Seth goes high, low, then high x2 again, and then the SPD.
[]j.hk, land, cr.lk xx cr.lk, forwards jump air j.d.mk (do not do it immediately) x2 (second one is crossup), whiff dive kick, EX SPD
[
]Land ultra, lp sonic boom, forwards PPP teleport - For people that don’t know about this setup, the sonic boom has to be blocked crossup. If you do it later than usual, it’s not crossup. And you can combo from the boom into cr.lp -> cr.mp xx legs, cr.mk xx legs, or s.hp xx legs. Once they know the setup, you can throw the sonic boom early so it whiffs and then EX SPD out of teleport.

You can do this setup off of a non-quickstanded hyakuretsu and with an FADC off of a backthrow, an SPD, and a quickstanded hyakuretsu. The SPD is a little less solid than the backthrow.
[]**whiff dive kick in front of them, cr.mk xx sonic boom **- This is a great way to irritate people. If you hit you can FADC to combo into s.hp xx hyakuretsu
[
]**Jump in j.d.mk x3, whiff divekick **- The j.d.mk’s combo if they get hit and the third one hits crossup. I don’t remember if you’re close enough to SPD afterwards
[]Jump in j.d.mk, crossup j.hk - This is really surprising to people and you can mix it up with the above headstomp setup
[
]Late walljump, j.d.mk, j.hk/j.lk- The j.hk combos from the j.d.mk and does not cross up. You can combo from it when you land. The j.lk does cross up and you can tick SPD immediately. This setup is a little finicky and requires practice.
[]Walljump, early dive kick - This is used mid-screen to bait/avoid anti-air shoryus. If they walk forwards first though, you eat the shoryu.
[
]In the corner, cr.lk -> forwards j.d.mk x3, j.hk (crossup) - This is a huge pain in the ass to block because the j.d.mk’s are not crossup, but the j.hk can or can not be crossup depending on whether you waited in between the j.d.mk x3 and the j.hk. The non-crossup version whiffs if they walk away from the corner, however. It’s more solid to do just j.d.mk x1/x2 -> j.hk if you don’t want to do the crossup version. You can also delay the j.d.mk #'s 2 and 3 and have them hit crossup. However, like above, if they walk away from the corner, they can whiff.
[]In the corner, cr.lk -> forwards j.d.mk x1/x2, j.d.hk (crossup) - this is basically a way to mix up the above. I don’t remember if the dive kick crosses up or not.
[
]Meaty j.d.hk -> (cr.lk xx cr.lp -> cr.mp xx hyakuretsu) or (s.lk -> s.hp xx Sonic Boom) - For those that don’t know, if you do a meaty dive kick on the opponent’s wakeup or reset, you can always combo from it. This is another great way to make an ambiguous jump-in on your opponent’s wakeup. You can also whiff the dive kick to set up an SPD or to bait a reversal. If you try to bait the reversal, do yourself a favor and be prepared to tech a throw.
[/LIST]

just learned a bit more about seth moveset properties, thanks for the read!

You can Option Select FADC Seth’s shoryu. Basically, if you time your FADC correctly, you can cancel it if it’s blocked and save the bars if it’s not.

Dumb question coming. What are the best setups for Tick SPDs?

I never played Gief at all when learning SF (all the way back to WW) so I never had to learn Tick SPD’s. It’s the one glaring thing that is missing from my Seth play. I’m not ashamed to say I really don’t know how to do them or do them correctly (spacing, timing, etc.)

I’m trying to work on a complicated OS based on the fact that s.lp whiffs on crouchers. So basically the idea is that if they’re crouching they’re not holding up, right? Which means that it would be the perfect time to SPD them. So if you do cr.lp xx s.lp and immediately do an SPD the SPD comes out only if they’re crouching. The easiest ‘secondary’ option if they’re standing is a neutral jump, which you just finish your SPD at up and either you get an SPD or neutral jump. I’ve also figured out that if you do s.lp, hold up forwards, and then d.mk, you get an OS headstomp that only comes out if they’re crouching. Otherwise you get a cr.mk.

I think there’s a lot we can do with this. Get creative.

Cr.lk/cr.lp -> SPD. After one you do HP SPD. If you do two pokes you have to do lp SPD (MP works if you’re at point blank range). J.lk/j.lp -> SPD is a good tick. J.hp -> dash forwards -> EX SPD is good. Dive kick -> SPD is godliek.

Never thought about an option select spd, nice thinking!

Thanks for the heads up. I’ve only been using the Dive Kick xx SPD and the random Teleport xx EX SPD.

I’ll have to get in Training to practice the others.

Me Not Being Smart

[details=Spoiler]I found something intriguing today. The following combo has a weird Damage Scaling progress:

it goes 80% at the first HP, 70%, 60%, 50%, 40%, 30% at the second Sonic Boom, then 20% and 10% for the remaining hits. This is normal.
It’s normal up till the Hyakuretsu.

After getting down to 10% on the cr.mp, it GOES BACK to 25% on the Hyakuretsu then 10% for the first and second stomps, then 11% for the third stomp and 10% the dive kick.

Friggin weird. Is this known stuff or is it new? Could it be that Hyakuretsu “resets” dmg scaling? Will test further with other combos.

EDIT:

IT DOES!.. kinda. I tried with a shorter combo:

It went 100%, 100%, 80%, 70% then it goes down to 60% on Hyakuretsu’s 1st hit and 75% on the fireworks part, then back to 60% on the final hit.

I guess it doesn’t reset the scaling, as you still keep at 60% at the end, but at least the fireworks aren’t scaled as much. Good to know.

oh, and the third stomp somehow always gets -1% scaling. Also good stuff.[/details]

:d::d::d:Read Below :d::d::d:

Look at the actual numbers for the damage in that combo. The middle hits of hyakuretsukyaku do 4 damage. To reduce that to 10% that would mean that each hit would do .4 damage. But SF4 doesn’t work in decimals, only whole numbers. So we get rounded up to 1 for the 15 hits. Those 15 hits do 25% damage because 1/4 = 25%. So even though the damage scaling is down to 10% at that point we still do 25% damage because we’re dealing with small numbers.

tl;dr Seth gets around damage scaling by doing multiple low-damage hits.

Oooooooooh. Wow. I didn’t think of that.

Super Theory Fighter 4: Tanden Typhoon Setups

(I plan on merging this with the “Moveset and Attributes” thread within a week of SSF4’s release.)

Obviously I don’t have access to SSF4 yet, but it’s common knowledge that Seth’s new Ultra is very comboable. In an effort to get the ball rolling as soon as the game comes out, I’m putting together a list of potential, viable setups into UC2. These are the guidelines I’m going by:

  1. Is the combo short enough that the Revenge meter won’t be wasted due to damage scaling?
  2. Can I juggle a headstomp after the setup?
  3. Can I juggle a Strong super after the setup?

Requirement 1 is there for practical reasons. Requirement 2 is there because of information gathered from people that have already played the game. Requirement 3 is there because, after doing a frame analysis of the 60fps version of the Ruliweb Seth vs Blanka video, the startup of Tanden Typhoon is roughly equal to or slightly less than that of the Strong super.

Only one of Requirements 2 and 3 need to be satisfied. There are certain setups where headstomps juggle but not the Strong super, and vice versa.

The following are not listed in any particular order.


Position: Opponent near the corner.
Characters: Everyone
Setup: Any BnB combo ending in Legs, Typhoon.
Note: Try to limit the number of light attacks in your BnB.

Position: Anywhere
Characters: Everyone
Setup: DP FADC Typhoon.
Note: If the DP is point blank and the opponent is not touching the corner, input the ultra as QCBx2+PPP; Seth will autocorrect and execute the Ultra. Otherwise, input the Ultra normally.

Position: Anywhere
Characters: Everyone
Setup: Ambiguous jump Roundhouse, (hit-confirm), close Fierce xx Fierce DP FADC Typhoon.
Note: Takes advantage of the post-SPD situation.

Position: Anywhere
Characters: Everyone
Setup: Jump Strong (1 or 2 hits), Typhoon.
Note: Great against characters like Bison and Vega. You can also bait your opponent to jump in by doing a fullscreen Sonic Boom and FADC, then meet them in the air with jumping Strong if they take the bait.

Position: Anywhere
Characters: Everyone
Setup: Low Fierce (2 hits) xx Jab DP, Typhoon.
Note: Good if you stunned your opponent with a single move beforehand, avoiding excessive scaling. You can either start with vertical jumping Roundhouse for damage or Level 3 Focus xx dash, Jab Tanden Engine for meter.

Position: 2/3-3/4 screen, opponent jumping in
Characters: Akuma; other characters not recommended.
Setup: Early EX DP (1 hit), Typhoon.
Note: This will punish Akuma players that try to jump at you with air fireballs from a distance they think is safe.

Position: Midscreen.
Characters: Everyone EXCEPT Ryu/Ken/Akuma/Sakura/Dan/Gouken/Abel/Vega/Bison/Blanka (new characters obviously unknown).
Setup: Focus crumple xx backdash, jump in headstomp, jump Strong, land, Typhoon.
Note: May be more damage than just dashing back in and doing a naked Ultra.

Position: Anywhere.
Characters: Everyone.
Setup: Anti-air trade Jab DP, dash, Typhoon.
Note: You have enough time to dash and get yourself into better position for the Ultra to do more hits and damage.

Position: Anywhere.
Characters: Dhalsim.
Setup: React to a TK teleport behind you, jump towards Dhalsim with headstomp x3, whiff Divekick, Typhoon.
Note: Likely better damage than reacting with naked Ultra.

Position: Opponent knocked down in the corner.
Characters: TBA
Setup: Jump towards the corner as the opponent gets up with a headstomp. If you scored an air-to-air hit, juggle 0-2 more headstomps, whiff divekick, Typhoon.
Note: The fewer the headstomps, the better because of damage scaling.

Position: Midscreen.
Characters: ?
Setup: Air-to-air headstomp x3, whiff divekick, Typhoon.
Note: Adjust your timing in order for the divekick to whiff behind the opponent.

More to be added. Feel free to hit up training mode and add some more!