Seth Moveset and Attributes

This might be common knowledge, but Seth’ SRKs do 2 hits when blocked or focused.

I had this happen to me before, but I always thought it was just me mashing and pulling off SRK#2. So yah, it breaks point blank focus.

And uh, if the opp backdashes on reaction to the absorption, the 2hit will hit meaty, which leads to stomps/U2, at least on Sagat.

Didn’t realise until now but Seth’s spin kick first hit no longer puts the opponent in to a float state such that if you get hit out of spin kicks you then get a free combo.

So basicly Capcom didn’t fix any of the actual problems with Seth, and the one peculiar thing about him that was actually an advantage they got rid of.

shocker :confused:

Not sure why, but at a session with one of my friends he threw out EX Psycho Crusher on Wakeup as I was throwing out Medium Tanden. Bison went through Seth without hitting him.

I tried to replicate it today in Training Mode, but was only successful maybe 3/10 times.

I believe psycho Crusher counts as a projectile. Tanden is imune to those.

Yeah, tanden has no mid-hitbox, but it has ~1/3 of a second start up, followed by ~1/3 of a second invincibility, so only way you could actually time it to make something go through you (without luck) would be at full screen, and at full screen there’s always a better move to do anyway.

You probably all know this, but if you catch someone with J.mp but with only 1 hit, you can juggle them into U1.

Depends which hitbox you hit them with, not always - but you can tell from where you hit them if it will work or not.

A nice setup. Credit goes to Rex0r.

After mid-screen legs combo, backdash and throw a lp boom. Then :3p: teleport. Has to be blocked crossup but doesn’t always leave you behind the opponent. If they quickstand they can just jump over the boom though. But if they don’t quickstand the boom hits meaty basically perfectly. This can be really nasty if you have super because they can’t jump over the boom and if they block you get a true 50/50. Yes, this still works with the shitty teleport in Super.

Also random but note that you can still U1 people that try to focus through your booms since they conveniently make the boom disappear.

^This

Very useful. You gotta be fast though.

"? Seth’s Jumping Hard Punch is gone, the stretchy arm one copied from Dhalsim. Now Seth does something akin to Guile’s Crouching Hard Punch. Down + Medium Kick in the air (toe taps) had their hitbox weakened. Ultra 1 is now ‘fireball-like’, so it can be deflected by other character’s projectiles."

If these changes go through how many peeps here are droppign Seth =/

More so so US players dropping Seth…more less biased Asian players picking him up.

I probably will be still using him lol. I enjoy bringing pain to myself I guess. He’s so much fun, I can’t drop him :frowning:

Doing Tanden Engine while the opponent is stunned lessens the scaling? Or am I wrong in that statement?

It does absolutely nothing to the scaling.

I see some players do it on Stun, any reasoning behind that?

Hmmm… meter? Can’t see any other use for it… oh, it might be useful on chars like Dudley, who have weird stunned hitboxes.

Just for meter and for weird hit box characters like dudley, otherwire c.hp xx lp shoryu stomps wont work most of the time like Kanta said.

Against Dan if you do focus crumple -> cr.hp the first hit of cr.hp whiffs completely unless you do a tanden engine before hand.

Also yes it builds meter.

On a lot of characters now I do cr.hp xx lp shoryu x2 -> x2 stomps -> divekick for reliability. This includes Dudley, Cody, Guile, Adon, and some others I can’t think of right now.

I think tanden engine actually moves you forwards a bit so it can make it easier to get the legs -> stomps juggle in the corner? Not positive.

Thanks for the info guys. I’ll have to mess around with that more.