Is there a reason why you should only lp srk once -> stomps
rather than do a second srk -> stomps?
Also, which srk is the best for AA and is there a preferred strength for Tanden in a blockstring?
Is there a reason why you should only lp srk once -> stomps
rather than do a second srk -> stomps?
Also, which srk is the best for AA and is there a preferred strength for Tanden in a blockstring?
x2 srk will make the dive kick in the end to whiff.
Jab srk is good for jump in’s for the head stomps and it trades so you can headstomp. EX srk is the best in the game.
I use Fierce tanden. Idk if it’s the best choice though.
lp tanden is the best one in a blockstring because it has less startup than the others. mp and hp tanden have more range but that doesn’t matter in a blockstring.
+19 is if you are right next to your opponent. Tanden Engine cancels as soon as your opponent is next to you, but the hitstun/blockstun is always the same. So if you are farther away when you activate you get less frame advantage.
If your opponent is too far away to get sucked in the whole way you end up with -4 advantage on block and either +0/-1 on hit. Yes, this means that Guile can punish Tanden on block with a flash kick if it doesn’t suck him in all the way. Unless of course the tanden hits meaty, that improves the frame advantage.
lp is the fastest but has the least range. hp hits almost full screen but is the slowest. Also, they all suck the opponent in the same amount, it’s just that the higher punches have more range. Honestly you really shouldn’t be using hp tanden ever because at the range beyond mp you can’t combo off of it ever.
EX Tanden resets the juggle counter. It’s like you just landed a jump-in on the opponent, you can re-juggle them or go into a link combo. However, there’s a glitch that if you suck in an opponent that was airborn but not in a juggle state (like Ryu’s tatsu) you can only hit the opponent once on the ground. If that happens just do a DP.
Yes, one srk is more reliable and also allows you to walk crossunder at the end, instead of dash crossunder, which the opponent can see if they’re paying attention, and block accordingly.
Excluding ex srk, hp srk is the most reliable - lp srk can trade, however lp srk is the most reliable for then going in to stomps, which will do the most damage, and can often combo in to stomps even on trade.
x2 d.mk stomps is implied I’m sure.
yeah just to add to your last post there hawkinsT…
Double Shoryuken into stomps
do your Double SRK jump back at them to do your stomps but only do 2 stops and then do the dive kick.
You can either go for Tanden Typhoon off this or set your self up for another combo or what ever you choose to do on this.
Edward! Glad to see you are checkin’ Seth out a bit. Just gotta say, if you’ve ever got questions and shit, you’ve got my cell so by all means.
well said my friend
Yeah I’m trying to pick him up as he’s hella fun to play. Thanks guys for the replies.
if you do a throw, dash twice on their wakeup, then crossup dive kick, is Seth disadvantaged on their wakeup? I keep getting thrown whenever I try this.
Any time you do a move while in the air, you have 4 frames of recovery when you land. Meaning you have to put them in block stun or a whiffed move can be punished. Dive Kick’s frame data has been a mystery to a lot of us as of the switch from Vanilla to super.
My other insight regarding this is it’s pretty known that Seth’s Dive Kick is not able to combo on tall opponents if the DK lands on their upper torso/head and typically he is at disadvantage (punishable).
Technically I’ve got nothing to add to what Hawkins didn’t already say brilliantly, but if you’ve played shotokans before, get used to unlearning shoto habits. Seth’s sonic boom is near worthless up close or midrange unless you’re combo’ing it. Go to training mode and practice crossing up with your Command Grab. For the longest time, I didn’t bother to learn the 360 because I still suck on the pad, but I would go so far as to say it is Seth’s most potent move in his arsenal. It’s literally the key to Seth’s mixup game.
It also allows you to stay comfortable fighting in close. Because of his health there will be times when your instinct is to run away and mash j.FP. Learning the SPD will help stop potentially bad habits, as will the Tandem Engine. And learn the Magneto Loop…just because it’s the tits (Salma Hayeks’).
Also, unless you were some kind of Elf wunderkid, be prepared to lose…a lot…
how do i headstomp then cross-up rh from stand up characters?
you have to stomp the character on the way up and cross up on the way down. its character specific so check out the magneto loop thread to see the setups.
Thanks!
Well, that’s one way, the other is to empty jump in… though at the last moment d.mk - then rh and it’s a completely ambiguous crossup.
edit: and after rh, either follow up with spd or c.lk blockstring, both work well.
Is it possible to end a block string with cr mp xx tanden? often times my friend gets away from jumping which makes me think the startup may be too slow, I’m using the wrong punch, doing it wrong or whatever…
but am I able to suck them in during blockstun so that they can’t escape?
It can be jumped out of or reversaled by certain moves, but catches others… if your friend always jumps out end your blockstring (on block) with sonic boom instead, that should hit him and teach him not to hold jump back - then you can start mixing the tandens in.
Is it character specific on who it catches?
I’ve been using cr.lk~cr.lp~cr.lp~>cr.mp xx boom as a block string and FADC-ing the boom. That gives me plenty of time to hit confirm it and go cr.mk>Hyakretsu. It also catches a lot of people off-guard.
Nice one, but wouldn’t it make more sense to do cl.HPxxLegs instead after FADC-ing the boom since close HP is 3 frames faster and does more damage AND stun?
Or are you too far away after that blockstring and the FADC’d boom to do close HP?