It was a huge difference to me when j.HP had two active frames, but now that it has four…and sorry, I was just doing it through MS paint so I didn’t measure them up exactly.
kiku did you account for how far Seth extends himself from his neutral jump point rather than just compare how long his body is when the attacks are out? Like just because his j.HK makes him look longer, doesn’t mean it has more reach when performed from the same neutral jump point.
I’m pretty sure he does extend himself because I use j.HP to stuff Ryu’s HP Uppercut (literally beat it clean.) Can’t do this with j.HK no matter how hard I try.
I just tested in training mode. Vs all block Ryu, FA2 xx forward dash (to make spacing consistent), cr.lk cr.lp x2 s.lk, neutral jump was my setup. At this range, nj.hk will connect but nj.hp will not. And the range difference is obvious if you play around with it a little more. When Seth does nj.hp, he doesn’t move forwards at all. In both nj.hk and nj.hp, the ball in his stomach is his ‘middle’ which determines where he lands.
Of course it only works with nj.hp because the hurtbox on that move is significantly better. However, the range on nj.hk is clearly better than nj.hp. nj.hp’s hitbox makes it significantly harder for someone to beat you within its range than using nj.hk because of j.hp’s disjointed hitbox (which hits below Seth), but nj.hk can hit opponents that are farther out in the first place.
Also at that range, where Ryu is hitting with the ‘tail’ of the uppercut, I would rather just do nj.mk and hold back to make his uppercut whiff. You can’t make him block the nj.hp because its range isn’t good enough so you’re only doing it to beat the uppercut anyway. I’d rather do the safer move that leads to him actually whiffing a DP.
nj.hk works better as a safe jump vs Ryu hp uppercut because the larger hitbox on the move doesn’t matter since you’ve landed before Ryu can even hit you. Normally the uppercut tripguards here against a normal safe jump since you’re right next to him, but you’re so far back that it whiffs.
In summary, I was right in the first place.
Also, I already posted this a while back, but SPD, plink whiff cr.mk, hold up forwards j.hk/j.mk safe jumps all Ryu SRKs.
I feel like j.HP is pretty damn godlike when it comes to stuffing. Every time I press it I say, “NOPE!”
It is a very safe move with high priority that will beat or whiff punish many attempts to hit you out of your jump. However, I think it’s only really amazing at a range where you’re threatening nj.hk and they try to just bop you out of the air with like Chun’s s.hp or Zangief’s s.mp, etc.
Sometimes you make me not want to post anything at all in fear that I may offend the gods of right and wrong.
Kikuichimonji always delivers
Does Seth have any overhead hitting normals or command normals? I’m at work right now and can’t test this but it came up in conversation earlier and I can’t find anything one way or the other.
Thanks
do his instant headstomps
These are still good but in 2012 you need to have specific setups on most characters for them to work - fuzzy guards or meaties.
They can be unsafe on hit if done midscreen. Neutral jump stomp puts you in the best position because you can divekick or j.hk on the way down. But they can just uppercut you.
In the corner headstomps are really annoying to deal with.
^This. Seth relies on his SPD/SRK/Tanden mixup to open characters up. I wish he had Dudley’s overhead.
Okay so apparently I’m a total douchebag and j.hp is actually a great rising air to air where j.mp wouldn’t reach. Maybe I should try moves out more before talking about them. Sorry.
so I’m new to seth and a foundation to build on!. I noticed that the first page is from 2009, so where can i get up to date info on Seth and his basics.
Normals: Seth Handbook by the S.I.N.dustry
Frame data: Seth on SRK wiki
There’s a shitton of info on this forum on Seth’s mixups and OS’s. Just cruise through the archives and you’ll find a lot out.
-What’s the pseudo safejump against shoto 3f reversals? I tried spd, whiff st.mk jump but the j.rh just whiffs too early?
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What ultra is better with Seth?
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What are some good frame traps with seth?
timed it wrong
ultra 1
cr.lp, cr.mk
stuff involving cst.MP
if they’re bothering to do late tech, cr.hp
Seth has counter-hits that lead to combos. cl.hp xx EX tanden, cr.mp cr.mk xx legs, cl.mp cr.mp/cr.mk xx legs, and cr.lp cr.mk xx sonic boom FADC cl.hp. He just usually doesn’t get a raw ultra or insane damage off of it.
People don’t mash jab or throw tech against Seth usually because of SPD. Jumping is a more serious problem, along with backdashing. If they’re mashing jab, tick throw them.
So most people know how j.MP’s first hit has juggle properties and can combo into U1 (so long as the first hit connects and the second hit does not.) But I think most people don’t know that it actually has almost the exact same juggle properties as cr.HP’s second hit. Meaning you can actually catch people with Hyakuretsu in the corner, or whatever else you can think of that reaches (basically.) I say almost because it appears to have one (tiny?) benefit over cr.HP: While cr.HP’s first hit doesn’t have any juggle properties, j.MP’s other half (the second hit) appears to have the same juggle properties as Seth’s second LP DP.
Dunno how useful that is, but it’s about the only way I can think of to actually use that juggle state in a combo without using LP DP x2. It might not even be that, but in the combos I tried, you couldn’t do stomp x3, DK (only stomp x2, DK) so I’m just gonna assume that one. Worth mentioning though because you cannot actually connect with LP DP after two cr.HP juggles, but can with j.MP.
Well…it might be possible to do another DP without the first part connecting, but I haven’t figured out a method of doing it consistently. Only happened to me in freak accidents a couple of times (simply mashing DP or timing it when it doesn’t hit does not make the second part come out, and being close or inside of them as they get up doesn’t seem to change this.)
cr.HP can juggle twice on that note, and does so fairly easy if you AA with it in the corner. Doing so outside of AAs can be quite a bit harder (depends on the character), but should be possible against everyone. As far as I can tell this is next to useless though (as nothing juggles outside of stomps, j.MP, DK, Super, and U2.) Might have one application: you go really high when you do cr.HP, cr.HP, stomps x3, DK or AA cr.HP, stomps, DK. Like you have so much time to do whatever the fuck you want (if you whiff DK, Super/U2 can hit surprisingly high, so the recovery on hit is significantly less.) AA cr.HP, EX DP is probably the highest you can carry someone with the camera…
On a final note, if anyone was wondering what happens when you try to connect an Ultra/Super after FA2/3, wait until only cr.HP’s second hit connects when they fall near the ground, Sonic Boom - you get fucked. Absolutely nothing will juggle after that Sonic Boom connects. Good chip trap, I guess.