Seth Q&A: Ask simple questions here!

Non-ex legs loses to rush punches generally unless it’s really early, and if you throw EX Legs too early it will trade for 5 damage. EX Shoryu is much better unless it’s a point-blank rush punch because the damage is better and you can combo off of it with EX Tandem. Normal shoryu is still better if you don’t have EX. Seth’s shoryu punishes EX rush punch hard, which you need to do to prevent him from TAPing to make you block up close or EX upper -> cr.lk xx headbutt -> ultra through your sonic booms.

Don’t jumping fierce if he has charge. It’s tempting because he’s crouching, but headbutt beats even j.hk and empty jumps clean, and he can combo into ultra even at max range. Farther away, EX Upper beats jumping away and jumping fierce too, and I think he can combo into ultra if it’s an anti-air upper.

Respect Balrogs great anti-airs, cr.hp and headbutt. You can cross him up on his wakeup or meaty him with cr.lk for free, though. In both these situations he can reversal TAP, which gets him out of the crossup, but then you can just EX shoryu/ultra him after the meaty cr.lk

S.hp beats TAP from far away if he tries to go through your booms with it.

EX Legs does not beat headbutt unless the timing is extra-specific and stupid. Legs only has 2 active frames. Any move that’s invincible during those 2 frames will whiff and probably hit Seth in his recovery.

Don’t play footsies with Balrog up close, just teleport or backdash the fuck away. His cr.hk owns your face in footsies. You can punish it with lp super, though.

Walljump is free out of the corner vs. Balrog. Headstomp usually beats crouching fierce unless he’s a very specific range from the corner.

You can cross rog up with j.hk and it will beat cr.hp, but obviously not auto-corrected headbutt. Walljumps that cross up can basically be free damage/mixups if he tries to crouching fierce you. However, if he does step back -> cr.hp, it will beat your shit, so be warned.

When he’s up close at you in the corner, you’re gonna eat damage. EX Headbutt/overhead/throw mixups can be hard to deal with. Best advice I can give is that it’s better to take the throw than get combo’d into ultra. But if he gives you breathing space, walljump away. I believe j.hk will beat his jump back fierce if he tries to stop you.

If he tries to walk up s.lp you repeatedly, lp/EX SPD his ass.

isn’t it good to do c.mk buffered into fierce shoryu outside of c.hk range (to catch dash punches)? i mean normally i’m in his face doing mixups or reeeeally far away zoning him with booms and FP, but…

Guess I got schooled :sweat:

What range would you stay at? Other side of the screen, in j.hp range or close? Assuming you get to decide that is

I’ve never tried that, but if you’re whiffing cr.mk, you’re never out of cr.hk range basically. If you mean to punish the rush punch, then I guess it would do better damage, but I don’t know how the hitboxes interact, so I’m assuming you’ve tried this. I know that with a shoto or chun cr.mk stuffs shit clean, but Seth’s cr.mk is pretty balls as far as a dodge button in my experience. Note that vs an EX rush punch Shoryu will probably do better damage than cr.mk xx shoryu because Balrog gets hit by both the grounded and anti-air hits of the shoryu because of his armor. Same reason why you can shoryu people focusing versus you.

So like I said I never have tried cr.mk, but it’s slow and has a bad hurtbox so unless you’re saying you already know it works I wouldn’t try it.

As far as spacing, you pretty much got it. Either you’re forcing him to deal with your mixups or you’re way the fuck away, throwing lp booms and laughing at him try to deal with them. EX rush punch only gets him punished at max range.

It’s important to know how to follow up and support your lp sonic boom in this matchup. S.hp can punish his neutral j.hp over the boom, his headbutt through the boom, EX Rush Punch through the boom, and his TAP through the boom. If he blocks, you can try to PPP teleport towards him for a mixup, but be wary of reversal EX headbutt. Walljumping in after a boom is a great strategy too. Neutral j.hp beats any jumping normal he does if you do it early enough and he isn’t too far away. If he’s really far away, you have to guess his timing on his jumping normal and time your jumping fierce either early or late to hit him (late is usually the correct choice).

thanks kikuichimonji. i’d rep you if i could.

What do you mean timing it? Hit down and mk, and down and hk. Just make sure you’re hitting down, otherwise you’ll get your normal j.hk. It’s tricky because you can get headstomp by holding down back or down forwards, but you can’t get dive kick like that. Just do it immediately afterwards.

Hi guys, i don’t main or use seth … well at least not yet :stuck_out_tongue: and i have a question

what do you call that qcb+punch? the one that pulls your opponent to you?

anyway, wanted to ask question

after c.hp (hit 2x), lp sonic boom, and that moves name i asked above (ex version) can seth follow up with any attacks that will hit the opponent?

Tandem Engine

I don’t know if that combo works, and even if it does, cr.hp xx EX Tandem -> cr.hp xx lp shoryu -> stomps is better. Look at my combo thread for his BnBs.

If you say FADC a sonic boom and it anti-airs someone, you can follow up with headstomps -> divekick.

well, the c.hp (2 hits), lp sonic boom and ex tandem engine works, it draws the opponent to you but somehow i can’t follow up with anything.

i can do c.hp (2 hits) ex tandem and repeatedly without issue

so since i don’t play seth or use him maybe i miss something

and does seth’s ultra juggle? ie, seth lp srk jumpin and hit on the very top when he lands can he do ultra that will hit the opponent?

Seth’s ultra has the same juggle properties as one of his normals. You cannot do the Ryu setup. The only followups to anti-air lp shoryu are headstomps or EX Tandem. If you do an EX Tandem off of it, you could theoretically combo from cr.hp -> ultra, but the timing to get the full ultra is so inconsistent and the increase in damage so small that I never do that combo. In addition, Seth’s ultra is such a great zoning tool and his reset mixups so good I’d basically rather just save my ultra. I always do cr.hp xx EX Tandem -> cr.hp xx lp shoryu -> stomps or cr.hp -> lp super.

Edit: I just realized that in theory your combo would be a better followup than cr.hp xx EX Tandem. However, I do know that EX Tandem is screwy. Depending on the juggle potential of the way you got into it, you may or may not to be able to get a full BnB off. I’ve never had this happen myself, but I know that an EX Tandem off of an anti-air shoryu or a FADC shoryu does not have this problem. I would guess that it’s unique to sonic boom -> EX Tandem, and that the low juggle potential of sonic boom makes the combo you’re trying to do impossible. I’ll test when I get home today, though.

Don’t listen to this guy, he loses to pad player for free.

Also love.

On the subject of tandem engine, what advantage does the ex version offer over the normal one and how should I try to implement it into my game? 2 bars seems a bit excessive so I must be missing something.

please try it as it makes me curious

dunno, i don’t play seth but maybe it has juggling properties and longer range? i know if you do c.hp then tandem engine it won’t draw the opponent but when you do ex, it will take your opponent to you and they can’t block it

EX tanden can juggle and hit aerial characters (i.e. tatsus, blanka balls).

kikui did you get the chance to try it? if you haven’t can you try if the opponent is in the corner will it work?

Haven’t tried it yet, will try to do it tonight.

it works both in and out of the corner but if you’re out of the corner it leaves them about a character or two away from seth at equal frame advantage, which means you can’t do a follow-up after the EX tandem.

in the corner, there’s kind of a sweet spot range where you can catch them and link lp into c.mp_c.mk xx legs >> stomps but I don’t remember the damage and i never quite got the range and timing perfect so i don’t do it much (almost never in a match)

mmm, interesting but i never expect seth to deal tons of damage otherwise seth is too godly

also wanted to ask a question regarding his spd, the movement seems to be different from gief, i have slightly more issues doing his spd that actually grabs the opponent, does his distance is shorter than gief? sorry if this is stupid question

Exia 00; Your wall jumps are reallllly easy to see coming. Plus, you hold up alot. Most of my damage was from standing strong and lariat. And the one combo from when you weren’t holding up. You need to wake up teleport more, I can’t punish that, even with Kara Hand. You also get predictable with that jumping fierce, which is easy to kick lariat or green hand when I know it’s coming. The first few games, every time I was midscreen and you through a boom, you did jump back fierce, and I got a free knock down off ex hand because of that.

LP is his SPD that has the most range, and i do think it has a little less range than 'giefs. but i have never really noticed.