Seth Q&A: Ask simple questions here!

Frames of Start-up and Range.

LP Start: 6 ~ 1/3 Screen
MP Start: 11 ~ 2/3 Screen
HP Start: 16 ~ Full Screen

Also, the fact you can combo into Super you pretty much need to use LP Super.

What are the best ways to combo/bait into super?
And which Ultra is more versatile?

Ahh okay, thank you. So I should be using MP to catch jumpers and LP in my combos. Cheers.
And I’d also say that U1 is much more versatile.

How should the tandem engine be used? It’s the only move I don’t really get so far from his moveset. So far I’ve tried to use it but I usually fail and get punished hard for it. The only time I seem to use it is when I land c.hp> ex engine> etc.

Also, what is his best anti-air normal? Sometimes people jump in too deep to do srk and I have no answer for it just yet.

Thanks in advance. :slight_smile:

I use Tanden Engine to keep pressure. Like doing a blockstring, and bringing them closer. It also works wonders on people who backdash a lot. But I don’t use it much and would appriciate hearing from more experienced Seth’s. On the AA normal, maybe close HP?

I think I’m retarded, I been getting j.mk instead of d.mk after c.fp xx lp dp all day, It only happens it seems if I do d+mk instantly which makes no sense. So, yeah, I look retarded doing a dp the j.mk instantly in the corner lol

1 of 2 things:

  1. You’re not waiting long enough for your recovery frames to end before you try to jump and do d.MK.

or

  1. You’re pushing the stick towards one of the corners in which if the micro switch is touched it will produce a j.MK and not a d.MK.

I pick 3.

Use it to extend a blockstring, ex:

Dive kick, c.lp, s.hp xx lp tandem, c.lk, s.lk, s.hp xx sonic boom

c.lk, c.lk, c.lp, c.mp xx lp tandem, c.lk, s.lk, SPD

c.lk, s.lk, s.fp xx lp tandem, s.rh, c.mp xx sonic boom

Etc, etc, just dont abuse cause they can always jump out if they predict it and punish you hard.

Nah, that’s only for d.hk, d.mk can be in the corners and it still works.

Yeah which is why im like wtf how do I mess that up and get j.mk lol

Training mode: input display on

and find out =).

Interesting, I guess I just never let myself get into the habit of allowing that margin of questionable error.

I would assume the only option left regarding this is execution/timing. Do it slower until you always have the Headstomp, then just do it faster after you get the timing down.

I sometimes used to get a j.mk when attempting to do j.d.mk and I think it was because I would accidentally tap forward + MK while trying to bring the stick to the down position from the up-forward position. Basically I was tapping on MK earlier then I was supposed to.

I used to have a similar problem executing dive-kicks with my JLF’s square gate, so I modified it a bit to have a notch on the down input. Basically, when I hit the down input I get a tactile response that lets me know I am in the down position and not the corner of the gate. Ever since then I rarely ever miss a dive-kick anymore.

When I first started using Seth I tried using an octo gate and did fine with dive-kicks and headstomps, but I’ve grown to favor the square gate more. The one thing that I liked about the octo gate was that it was very easy to determine when you had the joystick in the downwards position, so I took that feature and incorporated it into the square gate. :lol:

You sir are a gentleman and a scholar. I don’t know why I didnt think of that lol.

Ding ding ding, thats what I was doing. No sleep kills me lol.

I’m going to have to test out the seudo-snk input for an SRK>FADC>U2 as I’ve been consistently messing it up and eating a punish because of it.

Are there some characters that you “must” burn meter on and some you shouldn’t? As in, what matchups require the most calculated use of your meter?

EX, FADC (ok, I admit it, I still can’t FADC my DP’s consistently, and certainly not with any sort of precision), are things I normally find I don’t often use against certain characters because I happen to like Seth’s Super, particularly the trap. There’s no rhyme or reason to this, so I’m curious to hear opinions from people with a better sense of matchups.

It’s your meter, do what you want with it. But my philosophy is that if I can do more damage and burn meter I do it. EX Legs through fireballs is amazing, but otherwise the move is pretty useless. I use DP FADC in my mixups a lot because it’s mostly safe and it beats every option besides block except against maybe Blanka and Balrog. EX fireballs usually aren’t worth it. If I’m going to reversal I’d rather not do an EX DP and instead just DP FADC. Seth’s super trap is really good though so saving up the meter can totally be worth it.

I use meter whenever I can, it’s there to be used and you can build up a couple of bars in one combo so if you have to use a couple of bars to get in to that combo, no loss. And still I find myself with super a fair amount.