Seth Moveset and Attributes

Do a tick SPD after that j.LK and reset the situation for more rinse and repeat fun times :lol:

I was thinking more of the fact that you can control which side you fall on, on the way down by hitting a button. Your opponent will have to recognize the attack and respond with the proper block, lest ye c.lp -> close st.fp xx legs again.

Not useful at all but if you wall jump from full screen and stomp(j. d. mk) large characters like Sagat and Geif at about knee high with all three stomps at knee high you can push him quickly into a corner from about half screen with your flying body.

Don’t know why but I find it hilarious.

Nevermind

I’ve been testing how safe cr.mk xx lp Sonic Boom is with Chun’s super. At max range, you cannot punish the Sonic Boom on block with Chun’s super. Since Chun’s super is a 2-frame move, that means that if you hit them with the very tip of cr.mk, you’re around even on frames. Otherwise, you’re minus. Assuming you did it at a safe range, you’re between -2 and -4.

Ultra: Tandem Stream
Seth pushes forward with a wave of force. If it connects, he will suck the opponent into his Tandem Engine and shoot them out at the camera for laughs and damage.

Ultra: Requires half full Revenge Gauge

Damage: 243 (6x19, 129) 340 with full ultra (8x19, 188)
Chip Damage: 0
Stun: 0
Armor Break: Yes

  • Can catch enemies that are not fully airborne, so it cannot be used to counter jump-ins.
  • 10 frame startup.
  • It takes some time for the wave to hit an opponent from full screen, so you must be somewhat psychic to use this to punish whiffed moves.
  • It appears Seth is fully invincible during Tandem Stream (couldn’t stuff out with Tiger Shots or c.Roundhouse).
    - I encountered a bug once where I would not get the first 19 hits from doing cr.Fierce > Ultra on Zangief… it soon went away and I don’t remember what may have caused it, but there you go.

Has the bolded been talked about yet.

I encountered this after connecting with Crouching HP -> Ultra
they are a few character when it doesn’t hit the full ultra.

I just never combo into ultra and avoid the whole thing altogether. Why bother when a cr.fp BnB does basically the same damage?

I think it was stated somewhere else that you miss the blender part of the ultra if you do the Ultra too early after cr.fp

I’ve missed it on some characters if I do it too late, I think.

Yea, you gain very little damage from doing Ultra after cr.HP instead of lp shoryu > headstomps or whatever is appropriate at the time. Not to mention it’s probably the easiest ultra to get off without comboing in. REALLY breaks their tempo.

I’ve got some troubles with some of my main combos. Especially on shoto characters.

The thing is that, every time, my combo is pwned by a shoryuken or such…

I’m doing these mainly :

cr.lp -> cr.lp -> cr.lp -> cr.mk -> Light Lightning leg
cr.lp -> cr.lp -> cr.lp -> cr.mp -> Light Lightning leg

The shoryu often occures between the medium attack and the Ligthning Leg.

Am I doing this wrong, or to slow ? Do I need to cancel the medium attack into Lightning leg ?

Thanks

thats strange, i think most people lose the link between a cr.lp and cr.mp…

Anyways, easiest way to test/practice is going into training mode and turn on auto blocking. If you do it correct you get all the hits, if you do it wrong the cpu will block. i’ve personally only just tried links since yesterday, and i tend to use cr.lk,cr.lp,cr.mp,lk legs because sometimes you’re just not close enough to your opponent and adding a second cr.lp will make the cr.mp whiff…now that i’ve got the timing right i need to find a way to implement it into my games (since i’m a jump away HP whore =P )
Oh and yes i do think you’re supposed to cancel mp/mk into legs =)

Yep that’s it thanks. Apparently I can do it with a cancel but it’s too damn hard.

Your combo is good, but because of my pad, it’s a bit difficult to do the input right :confused:
Is there any others good combos ending with a lk legs ?

hehe, know what you mean. I’m a wall jump HK whore, that’s why I need a reliable combo with it :bgrin:

Well, if you’re looking for simple, you could always just do cr. lk / cr. lp xx lk lightning legs.
It isn’t nearly as much damage as the link combo, but it gets the job done.

EDIT: Oh and you wanted a jumping HK combo. You can link J. HK into cr. HP, which goes into pretty much every combo EVER.

Oh if it’s off a wall jump you can indeed use walljump HK, cr.HP like chef said and go do any of the ones that are off cr.HP. also i find walljump HK, cr.MK, LK legs pretty easy to pull off but i suck at hitconfirming it so if the opponent blocks they have frames aplenty after blocked legs to punish me =\

Also j. HP, cr.MK, LK legs is a good one, which i find easier to hitconfirm. You need to get a feel for at what distance it works at (at least i did) but then it works like a charm.

I appears that I can pull off cr lp, cr lp, cr mp, lk legs pretty easy so I think i’m gonna take this one. Thanks for your help.

You can’t do cr.lp -> cr.mk xx legs. Cr.lp is +6 on hit, cr.mk is a 7-frame move.

Do mk legs off of the cr.mp. On Zangief the lk legs can whiff, and mk legs is more likely to put them in the corner so you can follow up with stomps.

It’s a good habit to do cr.lk xx cr.lp instead of 2x cr.lp since it forces them to block low. This makes them pay attention to blocking when you do j.hk -> cr.lp.

Yep but like I said, with my fightpad this combo is too unnatural and hard to pull off because of the buttons arrangment :sad:

Anyway, i’m looking for alternate ways to attack now. Usually I wall jump, or teleport and go cross up/combo frenzy. But I’m getting to predictable. Is there any good other way to attack ?

Thanks

EDIT : Ok thanks

Seth’s fireball trap is good. Throw a LP Sonic Boom, shoryu any jump attempts over, add a s.fp after Sonic Booms are blocked to catch jumps, anti-air from mid-screen with j.fp, throw fp Sonic Booms to scare people, etcetera. This is much safer than jumping in. Usually I do the fireball trap until I see an opening to jump in, since if you throw too many Sonic Booms they’re eventually gonna jump over one and combo into ultra somehow.

Sorry for the scrub sounding question.

But can anyone tell me what buttons strong and roundhouse are… I dont see why people dont put the buttons. Here it only says heavy and no strong Button config

And idk what roundhouse Is…RT?

Edit: Ok its RT.

What’s Cr. Forward? I know its crouch, but forward is?

And great combos man thanks. I love these combo threads