Seth Moveset and Attributes

I didn’t know anything about forward dashes having airborne properties. Is that true? And can you find me a source for that information?

About cl.HK, It seemed like sometimes I’d land it, and my only worthwhile follow-up that could reach was nearly max range c.MK.

When you say nj.HP has a bad hitbox, how are you using it? It’s pretty good for an air to air. Seems to have a higher hitbox than nj.HK, and I believe starts faster. But yeah, even nj.MK probably has more applicability than nj.HP.

a few days ago I “randomly” did jump back jab (perhaps it was a failed SPD) when playing against Cammy, and despite them having the reaction (or perhaps already wanting) to DP me, angled jump jab has enough active frames and apparently high enough priority to BEAT IT. That’s right. you can do jump back jab preemptively and beat Cammy’s DP. That was the game winning blow by the way. It’s definitely a situational occurrence, but actually this might be safer to do than backdash or back teleport if Cammy’s attempting to pressure. I’m not going to run any tests on this to find the success rate, but just thought it’d be good to bring to other people’s attention.

What is the frame Advantage after Seth’s HP and EX DP FDAC?

-3 (HP)
-1 (EX)

HP can be thrown for free, timing is difficult. You can be counter hit out of EX if you attempt a follow up in many situations, timing is also difficult though.

Both are -1 if you cancel the first hit.

Thanks. Do you know if mp or lp dp are any better? I just figured that hp and ex were the best… but these numbers have me thinking I might be wrong about that.

all normal ones are -3 on block second hit -1 first.

Hey everybody. Saw some bit about “Hit box” 360 motions on SRK front page today. Made me feel like posting up some SPD technology of my own, which y’all may or may not already know about, but it’s a new way I’ve started doing SPDs which ALWAYS gives me SPD over SRK, booms or TE.

I call it “Seth’s Flash Driver” because it has similar execution to Guile’s super/U1.

Here’s what you do:
:db::b::db::uf: + :p:

for those last 2 directions, just treat it like a flash kick, going straight from DB to UF. The game will register you did all the right inputs even though you do more of a checkmark motion than a circle. And of course you don’t have to charge.

I especially prefer this motion over anything else I’ve tried because it allows me to maintain a defensive position. Figure if I’m going for a high risk SPD, might as well not get blown up before it even comes out.

cheers.

Interesting. Do you play on a hit box or did you just get the idea from it? I’ll try that out next time I play. I don’t have much trouble with doing the SPDs when I play on my hitbox, but I’ve been using the stick more often lately and I do have trouble with getting either sonic booms or tanden engines when I’m trying to do an SPD on that.

Neither. just reminded me of that technique I figured out a week or so ago but didn’t post up about it. Also just today I found out that after a dash, you can get SPD by pressing :df: :ub: + :p: or :db::u:+ :p: or probably some variation of that. SO much faster, easier, and quieter.

what is the point of jumping hp? i see people using it from time to time. in which situations should i prefer it over jmp, jhk?

Air to air, it has a different hitbox than j.mp. It’s faster than j.hk so things like jump back j.hp can be good.

I don’t use it though.

nj.HP is better for neutral safe jumps / stuffing stuffing options than nj.HK (nj.HK hit box and speed…pretty meh.) It’s good for whiff set ups too. Jumping back is good for creating space while getting people out of the air. You can do shenanigans similar to Claw and Chun on larger characters. j.HP has a better hit box than nj.HP (no I don’t know why) so it stuffs some things that j.HK doesn’t. Also good for whiff set ups. nj.MP is a better neutral jump air to air option than nj.HP in general though. iirc nj.MP goes farther than j.HP, nj.HP has less of a hurt box and goes downward more, j.HP is basically the same as nj.HP except it has a bigger hit box.

WHAT. nj.hk has an AMAZING hitbox. I was using this move in Vanilla over J.HP situationally. It’s an amazing air to air, does the most damage of any of Seth’s jumping attacks, has very deceptively good range, and has no hitbox at the toes (feels like it).

It’s too slow to do rising but if you treat it like Gouken’s nj.hp it basically has the same applications.

it’s good for stun combos and that’s about it imo

nj.HP is faster and hits farther, though nj.HK is active slightly longer
it does have uses against some other characters’ air to air options but I generally prefer nj.MP or nj.HP

i use NJ HK to keep characters in corner, because of the active frames, it also often reaches back jump attacks ar specific ranges of the corner.I use Jump HP when backjumping, but it probably has better uses.

I use it in a lot of safe jumps. It stuffs low invincibility options pretty easily compared to j.HK (because of the lolhurtboxeverywhere…) Some set ups will work a little better too because it’s shorter in duration. Since it starts faster, the timing is a little different…but it feels easier.

Fuck this game. Why can’t there be good hitboxes anymore? Is it just Seth with the atrociously bad hitboxes on stuff?

And what is wrong with the post editing on this site recently?

Nah a lot of characters in this game have bad hit boxes. Seth’s actually got “better than average” boxes on his pokes, probably because he walks so slow and they aren’t that fast. Yun/Yang/E.Ryu/Oni all have retarded hit boxes though (retarded meaning really good.) Oni kinda needs his hit boxes, E. Ryu might, now that Yang’s got nothing else…and Yun, well, doesn’t really need some of them (imo.)

Makoto stand MP

i wish seth had it

Those images aren’t synched up correctly. nj.hk has more range. You can use it to safe jump Ryu’s hp uppercut.

Image

Spoiler

http://img684.imageshack.us/img684/8382/hkhp.jpg

That was a conservative change, I think the range difference is even more.

Also, active frames make a HUGE difference in air to airs. It lets you do your move faster and take advantage of the tip of the move as they jump into it, rather than waiting for them to get close and then doing your attack.