Just curious what are the properties of his SPD and his EX SPD? I just want it confirmed.
Are either throw invincible and are either hit invincible?
Regular SPD I know is not hit invincible, but that’s all I know. I felt like I’ve been thrown out of reg SPD also, but it’s possible I just mistimed the spd on someones wakeup…
As far as I know, regular SPD is throw invincible, and EX SPD is totally invincible. I’ve also been thrown out of regular SPD, but I think it’s because I either mistimed it or got lol Tandem Engine.
As far as I can tell, EX SPD, it is throw invincible. I think I’ve been hit out of EX SPD once or twice before but I might have been just out of range for it so the invincible frames may have expired. I can’t say if either of the moves are hit invincible but some situations I’ve been in would suggest that is is hit invincible while lp SPD is just too damn fast to get hit by most defensive attempts.
As some of you may know, if you do a forward jumping headstomp on your opponent’s wakeup, you can actually beat most reversals in the game. I’ve tested against the most likely reversals that would have a chance of beating or trading with it so that you can know what happens where.
Hit=You hit the opponent and they stay grounded
Juggle = you hit the opponent out of the air
whiff = you both whiff
trade = you both hit each other
Fei Long (burning kick): juggle
Cammy(Cannon Spike): whiff
Akuma (shoryu): juggle
Blanka (EX Up ball): juggle
Blanka (Electricity, any kind): whiff
Chun Li (EX SBK): Juggle
Ryu (shoryu): lp juggle, hp hit
Honda (sumo slam): lk juggle, hk/EX whiff
Zangief (P lariat): Hit
Guile (Flash Kick): juggle
Ken (shoryu): lp/mp juggle, hp whiff
Seth (shoryu): lp hit, hp juggle
Sagat (uppercut): HP hit, lp trade
vega (backflip thing): juggle
Balrog (headbutt, any): whiff
C Viper: HP TK: Whiff
Rufus (EX Messiah): juggle (!)
Sakura (shoouken): EX whiff, others hit
Dan (koryuken): lp hit, hp trade
Gen (waterfall kick): whiff
There are also a few characters than can just duck underneath this (if it’s timed to beat reversals), so it’s not good as an instant air overhead. Chun-Li, Vega, and Blanka at least can duck underneath it mid-screen (I don’t know about the corner). It may be possible to change the timing to catch Balrog’s headbutts, I don’t know. Also, many EX reversals can make you whiff, but generally not lose in a situation where you wouldn’t have.
Nice, thanks for researching, but can you tell me about the timing? Often when i’ve tried headstomps on wakeup on shotos i get hit by shoryuken…am i too late or too early? do you wait to see the wakeup animation start or time it so you’re above them when wakeup anim starts?
You want to time it so that you hit them in the forehead if they’re standing. It shouldn’t hit crossup.
I know I forgot like 2 reversals, one of which is Gouken’s EX Tatsu and the other I forget.
This is kinda unsafe on hit/block except in the corner, so I wouldn’t abuse it unless you’re A)fairly certain they want to reversal B)50 damage from killing them or C)in the corner.
Fun Fact: totally irrelevant, but if you c.mk then c.lp, Seth moves forward an incredibly small increment forward. I think it has to be as soon as possible on the c.lp, as if they might combo or something.
Been in training mode with the backgrounds turned off and noticed all the lines moving when I was inputting an akuma hit confirm (c.lp c.lp c.mp c.mk). So, after investigating more, it turns out from the c.mk to the c.lp seth moved forward so long as I did it within a certain timeframe.
I have found a use for Seth’s splash. You can dodge shoryus with it. This is really really useful, because then you can punish with Hyakuretsu or ultra. Unfortunately, it really doesn’t dodge fireballs well at all because of the way Seth spreads out his legs. It probably has some corner uses versus low tiger shots. You might be able to land behind a fireball and recover in time to block, but you can’t use it like Rog’s or Honda’s jumping fierce.
So, lately I’ve been feeling that Seth is missing truly good Anti Air options.
Shoryu is good, but really no good players will jump in at an angle that shoryu can hit, so I feel that it’s more of an offensive tool. Besides that we’re missing any strong normals that work as anti airs. For instance Ryu, Akuma, Guile, Sakura, and Balrogs cr.HP.
Is there any other way to get people out of the air that I don’t know of?
Jumping fierce, neutral j.hk, forward j.mp, far s.hp if they throw out a move in mid-air, lp/EX Sonic Boom, teleport away, close standing fierce, close standing heavy kick, cr.hp, ultra.
If they throw out a move, it doesn’t matter what angle they jump at. HP shoryu will tag them. Dash -> hp shoryu is also a legitimate way to anti-air people who jump at you from far away and try to make you guess whether they’re going to throw something out. An early lp shoryu also has good range.
Also for Gouken’s counter, it triggers his counterattack but it doesn’t hit you since you’ve already bounced back up. Might be able to make use of d.hk outside of corner to punish the recovery on it, but I haven’t tested it
Well, all the jumping ones don’t help, since I’m on the ground. teleport is very punishable, cr.HP is a shitty anti air. I know c.HK works on crossups a lot, I’ll have to check that out. Oh and Ultra always works.
HP Shoryu will NOT always hit people. For instance Akuma can dive kick right over that.
Uh, I’ve only been punished once for KKK teleporting backwards as anti-air, and that was with Ryu’s bullshit fast super. And yes, j.mp is an anti-air. You jump at them on reaction to their jump-in and do j.mp immediately. Unless they predict it, it is very good because they will be timing their normal to hit you on the ground, rather than the air. I seriously think this is the option you’re looking for. So is using j.hk and j.hp in the same way. Cr.hp isn’t shit anti-air, it just requires a lot of time to get going and precise timing and there are usually better options. I come from the land of Abel, where your only legitimate anti-airs get stuffed clean by some jump-ins.
And you haven’t said anything about anti-air Sonic Boom. It’s really quite good, especially versus people that aren’t quite jumping in but are definitely jumping at you. The only problem is that you might trade if you mistime it or use it instead of a shoryu.
You need to do the HP shoryu at the last possible second, and yes it will beat every jump-in, especially if you do it from a crouching stance to do it especially deep. Deep HP shoryu will beat any jump-in that I know of sans anti-shoryu crossup tatsu shenanigans. And lp shoryu is better versus closer jump-ins (like the dive-kick) because it’s easier to time. Seriously, Seth can just hp/lp shoryu 98% of all crossup and jump-in attacks. And if you’re worried about a shoryu getting stuffed, just backdash or teleport backwards.
well i try to use ex shoryuken as an anti air, and try to time the second SRK to get total of 6 hits, and link it to ex tandem. hence i turned a defensive position to a combo opening.
its hard and really not that reliable, but the option is there…
I think EX kicks works as an anti-air. It’s worked in matches and training mode but I can’t tell if it just works because people don’t block as they’re landing and the invincibility makes it so you don’t get hit by their jumping attack. Does anyone know anything about that
i wanted to ask question does seth’s c.hp, lp srk, jump forward headstomp 3x, dive kick works on all characters?
i tried to do it on viper and rose and i couldn’t hit them or is it because of the lag? it was 1 to 2 bars
also does seth’s hp takes more time to recover than sim’s?
his sonic boom sees to be very slow to recover
about his health point how many does he have? seems like he get beaten too quick
As far as I know, it works on all characters. It is spacing specific, meaning you have to be close to them for the headstomps to connect immediately after the lp shoryuken. If you’re far away, use EX Tandem or cr.hp xx mp shoryuken x2 -> j.d.mk x3 -> j.d.hk.
Yes. For example, Abel can ultra it on block up close.
Yes it does.
My own testing with Dhalsim came up with 750 vitality. I’m pretty sure it’s not 700. The thing is, though, is that because SF’s ultra combos usually do about 400 to 500 damage, that leaves 250 vitality left to work with if you get hit with an ultra, as compared to another 500. So to say that Seth still has 3/4th the health of other characters is technically true, but if you assume you’re going to get ultra’d sometime in the round, he really has half the health to work with compared to other characters.
Now, the answer to this is “don’t get ultra’d.” A good Seth player knows that if he gets ultra’d, that’s most of a round’s health. So with Seth you have to know exactly how safe certain things are (throwing sonic booms, j.hp, s.hp) because you can’t afford to get hit by a clutch ultra. It’s really hard to come back then.