I didn’t really count it as a shortcut, but you’re right and it can be useful, since you retain the crouching position and don’t herky jerky up and down, letting your opp see that you’re buffering.
And I never thought of doing that p-link/OS cr.lk. GENIUS!
I see, thanks. I tried the p-link above and it’s hard to get the negative edge working since the manipulation is rather fast. Got to go in training mode :nunchuck:
Cody’s hit box is weird, but you can dp fadc stomps him, you just have to wait until the second he’s about to hit the ground, then instant d.mk, and you can get all 4 stomps off most of the time. As I’ve already said about c.hp > lp srk > stomps, you have to do 2 srk’s and then just 2 d.mk stomps > divekick instead, this isn’t new and was the case with several characters in vanilla also.
edit: Oh, on an unrelated note has anyone else noticed how Cody makes noises like a dog’s squeaky toy when you hit him?
Has anyone had a problem with getting punished using Seth’s U2 even on hit? I was messing around in training mode and a few times the CPU was able to get up before recovery finished and hit me with ultra or whatever. Anyway to avoid this? or is it only in some minor situations.
Yeah lag totally kills lp SRK into stomps. Way easier to just do legs (or EX legs for more stun), but I still feel a bit scrubby everytime I do it, lol.
Yes, as late as possible - which if you practice against ryu in training mode is when his whole body just becomes visible again at the top of the screen. Doing this ex.srk > ultra2 will give you 330 damage.
Sometimes you aren’t close enough to connect lp SRK -> stomps on some characters when you’re say punishing a DP. Also, cr.hp -> legs gives more meter than s.hp xx legs and has more pushback so it’s easier to get legs -> stomps/ultra in the corner.
I have never touched Seth, yet I’m a huge Seth fan. In fact, I’ve only played El Fuerte.
With the release of Super SF4, I’ve been messing around with the rest of the cast to see how they feel.
I’m thinking it’s time to play around with Seth to see if I feel comfortable with him, but before I do, I wanted to ask how a Seth should be played.
Don’t have to be very specific, leave it to me to get specific information on Seth over time from reading the forums.
I would just like to get a general idea/feel for Seth’s game plan.
Not only do I know very little about Seth from vanilla, but I also hear that Seth in Super has changed A LOT. So I would appreciate any thoughts for a Seth beginner from the community.
Seth can be played in many ways, but basicly you’ll either want to play him rush down or turtle… As you’re choosing seth over say, dhalsim, I’m going to guess a rush down style probably appeals to you more - what you want to do is keep the pressure on all the time and keep your opponent on the defensive, Seth has the lowest health and stamina but also the most tools, so keeping momentum going is quite important and can often leave your opponent feeling helpless as you land constant combo after combo. You just need to really mix up your game play all the time and keep your opponent guessing; crossup, fake crossup with dive kick, cross under after stomps, sometimes don’t cross under, sometimes spd, sometimes blockstring, sometimes stop your blockstring mid way through and spd, sonic boom from fullscreen then teleport towards, making your opponent guess which way to block… or just teleport back and make your opponent react to something that was never an issue, abuse tanden engine to constantly catch your opponent trying to escape your vortex etc.
Read what’s on this forum, learn his combos, watch demos of top players and copy basicly. But having said that when I first started playing seth I wanted to play him rush down - but it was just getting me owned - bare in mind when you start you’re probably not used to such a low health character and there’s a big difference between rushing down and being mindlessly aggressive. There are a few character where rushing down isn’t generally sensible, but that is only a few and it’s basicly the high health, high-damage-from-one-correct-guess characters e.g. zangief, rufus.
Also the seth changes in ssf4 aren’t that big - I mean he got nerfed more than any other character afaik, but you still play him the same, just a few things from vanilla don’t work, or don’t work so well now.
I got a couple questions… Sonic Boom is -2 on block right? And does like almost no chip damage… why? I know you have to mix it up to keep the pressure on effectively, but a Sonic Boom block string is like the only safe way you can do chip damage.
Thanks for the tips, HawkinsT.
I always appreciate how veteran players take time out to provide assistance for beginners like myself.
You’ve also mentioned something I haven’t thought much about using: Tanden Engine.
From another sticky in Seth forums, the moveset and attributes thread, it says that the frame advantage on hit for Tanden Engine depends on the distance your opponent was pulled.
However, I don’t understand how it works if the Tanden Engine is blocked. Frame data says +19 on block.
Is it 19 regardless of how far the opponent was? Or do you get more advantage if you were closer to your opponent when starting Tanden Engine?
If you pulled your opponent almost the full distance with Tanden Engine, but he blocked. Do you still have some frame advantage? I’m reading that for a hit, if it was the maximum distance, you get almost none. So on block I’m thinking you may even be at a disadvantage?
What are the differences between different strength Tanden Engine? All I know is EX pulls opponents out of airborne state (btw does this count as a “juggle” in SSF4 system?). Other than that I can’t seem to spot any differences.