So far playing with Seth I’ve found I tend to burn meter alot, mainly for fadcing a dp. If it hits I can do headstomps, if it misses I can do a throw attempt or SPD.
I feel that Seth builds meter rather quickly aswell, but then again I mained Gen and we all know how his meter build got nerfed to hell…so it might be that.
Also, what is this super trap I’ve been hearing about? Couldn’t find it in the combo thread.
Oh damn I thought it worked only if they did a attack. I usually fullscreen lp boom then instant neutral fp to punish jumpers, why does the super punish empty jumps? I wouldn’t think that would work.
It’s just the hitbox, if the opponent is too high when you catch them with super he won’t do it, so for example if you’re catching someone with super after srk or stomps, make sure to activate super as late as you can (before they just fall through it) for max damage.
Been loving my decision to main Seth so far, but I still have 2 questions:
I’ve noticed I never use teleport. What would you guys say are the best things to use teleport for except escaping? I’ve seen someone say it has been nerfed so…
Is it possible to combo off a divekick? I’ve only used it to reset after the headstomps.
If you get him in Ultra1, throw a lp boom as soon as you can and use PPP teleport (be careful not to get an EX DP). You will teleport behind him and he’ll have to block the boom correctly. You can then go into BnB from there.
Every now and then after a knockdown, I’ll throw a boom, FADC and teleport behind.
re: divekick
Yes, you can combo into it if you hit is deep enough. I suggest starting with cr.lk after the dive kick. What it’s really good at doing is throwing off the timing of alot of anti air normals when they are expecting j.hk.
As a followup after midscreen ultra and legs are good setups - basicly any time they’re on the opposite side of the screen on the ground (if they’re standing they can neutral jump and punish you, though this doesn’t mean don’t use it when they’re standing, just don’t make it obvious and try to read your opponent) - and follow up teleport with c.lk > combo. If you try and teleport too soon after the boom you will get ex srk instead, too late and you will teleport infront of them, not behind (which if your opponent is a bit more clued up in the seth matchup can sometimes work out). You can also sb FADC PPP teleport from just over half screen width and combo pretty much anything from that (e.g. c.hp - though c.lk/mk will force them to block low so may be more desirable).
s.hp xx sb xx FADC/FA lv2 > combo is a nice follow too imo and links easily (as long as divekick isn’t too high). High divekick is great as a fake crossup which keeps your opponent guessing, and you can still end up at frame advantage (spd is a nice followup). Divekick is also useful in changing your jump ark, trying to make your opponent whiff attacks.
Nah, it’s just your imagination. It’s pretty obvious that his main comboing and forward momentum move, Hyakuretsu, should have like -20 frame advantage. OBVIOUSLY.
The one where his super gets one hit and whiffs?
Where his teleport dicks around?
Where the dive kick is awkward to come out because of it not being as easy as stomps? ):