I’m pretty sure that the hitstun and blockstun for the dive kick are almost identical.
Followup depends on whether the dive kick hit meaty or not. There are four ways to land a meaty dive kick - hit them near the back of the character model (may or may not cross them up), actually hit them with a meaty dive kick on reset or wakeup, hit them while they’re crouching, or hit them in the toe with the dive kick. After a meaty dive kick your best option is usually cr.lp or cr.lk. On hit you can combo into cr.lk/cr.lp and get a BnB. I have a mixup where I use meaty dive kick and crossup j.hk to create an ambiguous crossup on my opponent’s wakeup. Because the dive kick hits meaty I can combo off of it.
Off a dive kick that doesn’t hit meaty you’re around even on block or hit. So your ‘best’ options are SPD or Shoryuken FADC. SPD will beat any pokes or throw techs. SPD is my go-to option after dive kick. Really shoryu FADC is only for if you’re worried they’re going to predict an SPD and neutral jump or reversal. One you’ve conditioned them not to do a cr.lk or whatever with the SPD then cr.lp becomes a good option to stuff jumps and because it doesn’t cost meter. I would suggest not doing cr.lk in this situation because every frame matters in case they do throw out a poke. Or worse, if they do a stand tech they will actually throw you out of cr.lk.
Also, once you’ve conditioned them to not throw out pokes neutral jump instant air stomp -> dive kick becomes a good option. You can keep doing this to force them to press buttons. And if you do it two or three times then an SPD after dive kick is basically guaranteed.
Assuming you hit 6 or 7 times just make sure you ex tanden the second you land - too early and it won’t come out (you’re trying to do the move while you’re still in the air), too late and you won’t have enough frame advantage to continue combo (opponent will block it), much too late and you won’t suck your opponent in at all and they’re just land on their back.
First off, there’s an edit button, so no need to do a new post (not that i really mind, but some people do)
As for post number 1: You should cancel the 2nd hit. When i do a cr.HP i start the shoryuken input at/around the 1st hit and then time it so i hit LP just a bit after the 2nd hit hits. Go into training mode and just try getting a feel for the timing, and make sure you’re not just mashing SRK right after you’ve hit cr.HP.
Post number 2: Do you think your friends ass getting kicked by a bunch of Seth players will change his mind? If anything he’ll probably just be more convinced that Seth is a cheap character.
can u combo off of seths dive kick because i cant seem to do it is there a trick for gettin it to combo?
how do u get in on turtling players i was playin a guile yesterday and if i jumped in he wud flash kick sonic boom my sonic booms and be mashin punch if i teleported same happens against alot of players ryu,ken,akuma etc advice welcome??
Yes, you can combo off of the dive kick. Read post #362 on this page.
Also, why are you trying to jump in on Guile from a full screen length away or a normal jump when he has a charge? That is just asking to be air thrown or nailed by some of Guile’s great AA normals or jump back/neutral Fierce… even his garbage flash kick. Try not to raw teleport like that as Seth’s teleport has 8 frames of vulnerability(40 frames ~1-32f invincible). You are just asking to be jabbed or hit with a combo if not set up properly.
Anyway, there is a plethora of information pertaining to Seth on this very sub-forum. Take a gander at the stickies and general threads and you will get an understanding of his ability and game plan. You may also wish to check out some of the videos posted on youtube. It would take too long to explain it in this post.
u can outspam guile sonics, keep spamming sonics all day long
on an other note, how can u link headstomp after lk multikicks on corner or after j mk ? i keep press jump much earlier but seth seems to be jumping too late
Anyways, to land the headstomps after Hyakuretsu in the corner, you have to jump when the opponent is around Seth’s navel line and immediately do d+mk.
If you just hold up, you won’t be able to react to him jumping in time and you won’t be able to d+mk in time. you need to tap it up and then hold it down when Seth returns to neutral animation.
Hello, I just started using Seth yesterday, got his bnb’s/hit confirms down for the most part BUT I’m having serious trouble landing the reset dive kick after the x3 stomp. Am I missing something? Trying to bypass more hours then need be in training mode working on THIS. It has to be something simple thats not clicking.
There nothing too complicated about it just keep pressing down after the stomps and tack on a roundhouse at the end of the the stomp, it should be inputted roughly at the same pace as the stomp
Some Normals will clearly beat standing fierce and jump fierce, the ideal timing would be during the startup animation of a jump or after the opponent has inputed an attack in the air.
Standing fierce is generally a bad idea due to empty jumps -> immediate reversal
How viable is it to loop Tanden during blockstrings? Kinda noticed from limited experience seems to get at people using characters like Bison or Rufus without meter. . .
Also off of Cr.hp, would jmp into ex srk be worth the meter?. . .Seems like if he had bars to spare he could set up some big damage with it. . .
Off c.Hp your better off going for jab skr-> stomps -> air dive reset. Saves stock for super, set-up … plus you get the reset
Tanden on block is generally a bad idea, I think jab tanden is 17 frames start-up and it just goes down hill from their. Using it every once in a while in on hit & block is k, but keep in mind it’s reversible.
Edit:
If by C you meant close then roundhouse flipkick is your ideal follow-up
Fixed it. Was mostly wondering because I’ve noticed whenever people have super meter the go for the super after the cr.Hp. . . but he’s got like some long ass juggle like cr.hp, jmp, ex SRK, ex tanden, cr.hp, lp SRK divekicks/ex srk. . . that seemed like it’d be better. . .
Actually your more likely to land super after a low strong cancel or punish than cr. Hp. Due to scaling I would suggest you hold on to your bar if you happened to land a cr. Hp, super is a very valuable punishing tool to have a your disposal near the end of a match, your stock also ups your mix-up game quiet a bit.
EX Tandem is very useful. I use it more often than super because I want to get the divekick reset and the stun damage on EX Tandem combos is ridiculous.
Against Rufus, EX SRK beats all of his EX Messiah followups and because Rufus is fat it will always get enough hits on the EX SRK to land the EX Tandem afterwards. If I ever land a full EX SRK I go for EX Tandem if I have the meter. Also, EX SRK -> EX Tandem is part of Seth’s most damaging combo.
You don’t want to do the j.mp juggle because it scales too much. Instead just do s.hp xx EX SRK. Forget cr.hp for EX SRK juggles. Also, I wouldn’t do it unless I had meter for EX Tandem afterwards.
I use lp Tandem a lot in blockstrings. If they jump out of it it’s a free combo for them or they can just reversal it but you can totally get away with an occasional tandem to set up frame traps or tick SPDs. If you repeat cr.lk xx s.lk -> s.hp xx lp tandem, a lot of people will try to reversal in between lp tandem and cr.lk, which you can’t. Instead you get a free combo because they weren’t blocking low.
So yeah, don’t get predictable with lp tandem but it’s a very good tool. Its best use in my opinion is to catch backdashes because it’s safe on block too.