Seth Q&A: Ask simple questions here!

Thank you! Hit confirm seems to be what I was talking about. :slight_smile: You kinda reminded me… I GOTTA STOP DOING DOING THAT FREAKIN FULL SHORYUKEN! :crybaby: Those headstomps are boss. Seriously.

I’ve been in training mode trying to recreate Seth’s super absorbing akuma’s EX ground fireball, and it recreated it plenty of times, but have no idea why it works sometimes and sometimes it doesn’t.
I’ve uploaded a video to youtube. First ones go like you’d expect, it aborbs 1st hit and gets hit by 2nd, but at 0:38 the first succesful absorb of 2 hits and akuma gets hit…1st ones are all lp+mp EX fireballs, then at 2:45 i record a mp+hp EX to see if that changes anything, which it doesn’t.

Gonna try with some other chars EX fireballs now, see if i can get the same results.

EDIT: oops, forgot to mention the link =)

[media=youtube]I4PMJZN66ow[/media]

What strength super are you using?

Every strength seems so work. At around 1:50 i use lp super just to show that akuma does not get sucked in before the fireball comes out completely or anything. So far this has worked on everyone’s EX fireball except for Ken, Guile, Sagat and rose. Completely forgot to do Seth himself though =)

Sakura and Dhalsim’s EX fireballs seem to always fail against Seth’s super because so far i’ve had a 100% success rate against them. (Sakura’s EX fireball both regular and charged up)

Also been screwing around with using lp super at point blank range (for example when someone would do wake up ultra) and so far lp super (done AFTER the opponents ultra animation has started) beats Gouken, Ken, Ryu and Sagat’s ultra.
Will try to do it on everyone’s ultra later (unless i missed the memo and someone checked that already?)

EDIT: just tried with Seth, Seth super wil absorb seth EX boom 100% as far as i can tell, and his LP super also beats Seth’s ultra at point blank range.

Ok i’ve just tried Seth lp super at point blank and the list of ultra’s it DOESN’T beat is quite short so i’ll type em here:

Seth’s super does not beat Blanka, Zangief and Vega’s ultra

(i keep getting the nagging feeling i’m forgetting one, but it’s 6:30AM and i’ve been up all night so i’m not very scharp right now)

Everyone else can get hit out of ultra with his lp super, although some people like Chun and C.Viper seem to have a really small window for it.

I have a hard time following with combos after ex shoryu, ex tanden. It seems that it’s super inconsistent on how much time i have to do anything before my opponent’s hit stun goes away and I start eating counters. Is that just me or is it not a reliable (let alone functional) option to do the ex tanden.

If it is useful, anyone have tips on which combos I should be using following the EX tanden?

@novastorm: yeah it seems Super is a pretty horrible option to counter ex projectiles.

Eh? Well i dunno, 100% succes at absorbing dhalsim, seth and sakura’s EX fireballs and some success with Ryu, Akuma and Chun. If only someone can find a way to get a better succes rate with them you have a new option against them. As long as it’s random it’s not very useful i agree, but personally i simply never used super against EX fireballs when with some chars i now know i can.

Well, it just crossed my mind when I was bored in math class lol Is it possible to punish a whiffed fierce shoryuken or Tiger uppercut with headstomps ? Sometimes I miss the timing on the when c.fp. My fingers get really slow after a while :shy: It would probably help for punishing at a distance or something if that’s the case… I haven’t played in a while :sad:

It’s better to punish a random fierce upper with j.mp -> stomps than just stomps. J.mp has a better hit-box.

And if you have trouble with the Cr.hp, do a lp Tandem first. Really, saying “you can’t do Seth’s BnB consistently because your fingers get really slow” is kinda weak in my opinion, though. You get like a 14 frame break in between crouching fierce and lp shoryu. Just go practice it for 30 minutes and work out the kinks, and then you should have it down well enough to do in a game. The trick to the headstomps is to tap, not hold up, to jump and then exaggerate the up, down, mk motion, by the way.

Yeah, it’s a weak excuse. It probably ain’t my speed. I just need more time in training mode :shy: I just tend to wait too long after blocking or back dashing an upper lol That can be fixed. I blame the controller :annoy:

Thanks for the help :china: I never really used j.mp at all to be honest.

is there any way to figure out seth’s option selects? does he have any?

im just beginning to figure out/crasp the concept,and would like to know if he has any.thanks in advance.:slight_smile:

…wow…neither have i…been too stuck on j.HP…i still can’t get rid of it! i try to tell myself "this time i’m gonna NOT do any j.HP’s and then i keep meeting people who walk/jump right into every j.HP, or try to crouch block everything when i’ve already proven you can’t crouch block j.HP ten times that round already…i’m never gonna be able to get my groundgame going…the question i asked in the video’s thread still stands…what is the best way to practice groundgame with Seth?

Speaking of which i’ve upped some new vid’s of me spamming jump HP in that tournament to youtube, i’ll link in video thread. First i’m gonna go put mike tyson on ignore if thats a possibility here…results were in by the way, i placed 13th in that tourney with my scrubby Seth…

Yeah, I know what you mean. I never really have to do anything fancy on PSN cause everyone is so used to crouch blocking everything lol (c.mk legs->heapstompx3-> dive kick is as fancy as I ever have to go)

Good shit at the tourney bro. I’ll check out the videos.

I’ve noticed online that most people just crossup j.hk > c.hp > lightning legs. I’ve found this to be the best option also because his c.hp xx lp srk > j.d.mk etc combo isn’t reliable on crossups and against some characters, as the stomps whiff. The highest GP Seth on PSN (#2 overall, #1 if you don’t count VoFam because it’s multiple people) uses EX legs in that combo which is pretty depressing.

I fucking hate the c.lk > c.lp > c.mp xx kicks combo because the link on c.lp > c.mp is just too tight and I either get 99% of the damage blocked/punished because I don’t have time to hit confirm the qcb+k or just eat a reversal every goddamn time. I’m trying to use c.lp > close.hp to replace that link but you can get burned pretty hard if you mess up the spacing and throw out a regular s.hp.

I think that’s actually a pretty lenient link, just keep trying, and get the rhythm down.

This stock PS3 dpad is whoopin my ass. Anyone know if the fightpads are any better ? I’ve been watching reviews and some hate it and other love it to death. I just wanna play with something till I get the TE MvC2 stick. I really want to stop teleporting by mistake.

The six button layout would make calling assists easier on MvC2 :party:

I still teleport by mistake with the stick, so i don’t think a different pad will make it much better…

Errr… I gotta practice then. I still might pick one up cause there cheap lol

Can someone explain to me why sometimes I’ll get ex.Lightning Legs instead of Backwards Teleport using :k:x3?

Also, noob question, but how many frames does counter add to a move? Landed c.Strong -> c.Jab -> c.Strong -> Lightning Legs in casuals the other day and it looked friggin’ sweet!~

Question one: probably due to the stupid shortcuts in SF4, other possibility that legs was not possible at the time but teleport was, so instead of doing nothing the game “decides” to give you teleport.

Question two: not sure thats a viable combo…the fact that it worked in a situation once might depend on what your opponent was doing at the time. If you can make it work in training mode with blocking set to auto. Don’t have time to test it out myself atm, sorry.