Seth Moveset and Attributes

For Magunito and Vietxmikey: http://forums.shoryuken.com/showthread.php?t=180871

Just wanted to throw this out there, a couple things I realized last night. Most people probably know this but for those that don’t I figure it would help.

vs Dhalsim: When he does Air teleports, do a neutral jump with an immediate headstomp. The headstomp stays out the entire time you are in the air and will lead to 3xheadstomp into dive kick.

vs sonic boom neutral jumpers: teleport behind into SPD when they land EDIT: What I mean is that you can teleport behind a neutral jumper while he is still in the air jumping your boom, which allows you to time your SPD for the moment he lands. In retrospect it is obvious and definitely not advanced, but just thought I’d mention it. When both people are low on health and standing on opposite ends of the screen avoiding projectiles with neutral jumps, this is something that can win it for you.

It might be because of the df df srk shortcut problem. Like if you did 23623 (numpad notation) in 3s you’d get super. But in SFIV you’ll get srk. I imagine if you’re crouching and you do 23623 srk takes priority over teleport. I’ll try it out tonight if I have time.

So everyone is aware that you can do a walljump into two headstomps into another walljump, right?

I can’t do it consistently. Does it depend on spacing/positioning, or do I just have poor execution?

HOLY CRAP. Assuming your opponent is sitting still, you can stay in the air forever headstomping them! It doesn’t combo, but it’s fun and probably hard to counter if you mix it up with j.mp and j.hk.

The trick to doing the headstomps into wall jump mid-screen is to jump off the wall the first time almost immediately. Then you hit them with one stomp in the front on their foot, one of the stomps crosses them up, and then you can wall jump again. If you do another headstomp on top of their head, you can walljump again. You can continue to do the 1-hit headstomp indefinitely, but you can’t walljump immediately or else you’ll overshoot.

I headstomped Dan enough times in a row to take away his entire lifebar.

I’ve tried this before, but it doesn’t work on any character with a SRK since they can hit you from entry or exit

You need a vid of this set to some ridiculous music.

Apparently if you’re jumping back and cammy random ultras, you can headstomp to either beat or trade with her ultra if you think you won’t be able to block it

with how much chip damage Seth takes, trading with one of the hits may actually be better than blocking when at mid low health.

Seth doesn’t take more chip damage than any other character, just more relative to his low life. Headstomp does 50 damage, I think? If you trade with Cammy and she does 70 damage, she came out ahead by far. So while headstomping to trade if you’re already in the air is far better than getting hit by most of the ultra, blocking and taking the chip is better if you can because then you get a free punish. Or you could just teleport out of the way and ultra.

Teleport + ultra sounds best, but I’ve been chipped to death by ultras from over quarter life, so taking a 70 is sometimes worth it if the choice was between that and block. If teleport, ultra is viable then that should definitely be preferred over all the others.

I’ve found Headstomp beats out alot of moves or at least trades with them.

Lately, when I do FA>c.fierce>Ultra, the first part of the ultra doesn’t hit, and I get very low damage output.

What is exactly causing this?

You’re not getting full damage from the Ultra because you’re not hitting the right height. They have to be about chest level when you activate it. Frankly, if you’re not comfortable or consistent on that juggle height, it’s best to just do a normal c.hp->lp shoryu->stomps combo into mixup.

I NEVER do cr.hp -> ultra because I want to save that awesome ultra rather than do an extra 80 damage with it. The ability to punish jumping and fireballs is just too ridiculous. And in the corner, lightning legs -> headstomps does MORE damage than the ultra, I believe. Finally, ultra does no stun, and I’m always shooting for that stun.

Wanna know something really annoying? When you do the lp Sonic Boom -> ultra setup (as they jump over), if they hit the Sonic Boom on the way back, you only get the one-hit version of the ultra (plus the 50 for Sonic Boom).

Headstomp trades with Ken’s ultra anti-air spiral. Very nice for those “Oh shit!” moments.

One thing I’ve noticed is that it’s pretty easy to combo after an anti-air focus attack. s.fp is easy to do, and the lp shory-> headstomps combo might work as well, depending on spacing. I guess Ultra would work as well, but I haven’t tried it. I dabbled a bit in training mode but couldn’t get the angles I usually get in a match. Probably have to record someone jumping forwards. So don’t just assume you can’t do anything after that anti-air FA.

ok here are some of my fav combos with Seth

FA> cr.FP> j.SP(1 hit)> land> Fierce SRK
Extra if you have it
>FADC> j. d+mk x3> d+RH

Its flashy yes but still a fav of mine

also on jump ins
Jab SRK> j. d+mk x3> d+RH

Another of my favs is
FA> cr.FP> j.SP(1 hit)> land> Jab Super
(the j.SP is surprisingly easy to hit, and you can basically mash out uf+SP and it will hit, then mash out super or SRK as soon as you land, simple and really not that hard of a combo)

for a mix up/tick game
cr.FP> j.SP> land> jab… SPD (or what ever you see fit)

cr.Jab> cr.Jab> cr.SP> Medium Lightning Legs
(in corner, stomp x3 to dive)

I was playing my friend and shut down his Viper and Sakura
Viper has real trouble if you stay moving and constantly Instant Air dash> stomp, or Dive kick for fake out. Sakura cant handle Instand Overheads with the stomp, and in corner you can lag out the 2nd and third hits for a cross up.

I had alot of fun demolishing his Sakura and Viper with Seth I would pull my high flying moves to mix them up and then play a bit of run away to get that jump in and start my fav combo that they are all starting to hate, SRK> Stomp x3> Dive Kick. B ut I had soo much trouble once he picked Ryu, cause he has mad priority and can really dish out the stun and damage. He is my biggest challenge right now, I can get through Kens by just luring out and SRK or cr.forward>Hadouken and Teleporting behind as the Hadouken is coming out and then SPD them.

I love his mix up game and I have too much fun pissing off people who think that they shouldnt lose to Seth cause he is weak, he is now part of my regular roster because of that fact. Ryu, Chun, and Seth are my mains

Oh yeah I love punishing hadoukens from full screen with the Ultra
If im full screen against a Shoto, I sit there and buffer that Ultra, once i see that Hadouken coming I press PPP and its over… well in a sense, god i wish that Ultra did a little bit more, cause he has to struggle sometimes

OK, something new I’ve been kicking around in my head…

After lightning legs, you can’t get any kind of crossup game going, so I would just tend to throw a fierce sonic boom and play keepaway.

However, I’ve noticed that you can do a forward teleport with either punch (to go behind them) or kick (to remain in front), and right as they get up you’ll be able to combo low jabs into low MP xx lightning legs. You should be within range for Jab/EX SPD as well.

This obviously isn’t so hot against charge characters, but it seems like it might actually be a viable mixup otherwise. Any thoughts?

I don’t think you can cross someone up after lightning legs. PPP teleport doesn’t travel that far, and you can’t do it in the corner. Also, fp sonic boom whiffs if they don’t quick stand. I usually throw lp for the spacing advantage. Mp might be better, though.

Something I’ve been doing in the corner to great effect is to jump towards the corner and then headstomp on their wakeup. If timed right, it beats most reversals as far as I can tell, and then if they manage to block it, I can either Dive Kick (which may or may not whiff depending on timing) or j.rh to land next to them, or just walljump away. It’s like a blockstring, only with headstomps.

- Can catch enemies that are not fully airborne, so it cannot be used to counter jump-ins.

I’m totally confused by this line. I thought the effectiveness of his Ultra is what made him so annoying to fight when you’re at less than 20% health, and pretty much shutdown jumpins?