Seth Q&A: Ask simple questions here!

i still do the 2 jabs>crMP sometimes, but I have been dropping it for cr.lk>st.lk>cr.mp

It’s important to vary up the holes in your strings so you don’t get DP’d. So that’s one reason why you might want to do two cr.lp’s.

Also I think the short/forward/whatever notation looks really funky in shorthand.

Sorry to ask this again, but I’ve been working on getting the god damn taps to come out after legs or lp dp. And I can do it like 90% of the time with legs but for some fucking reason I can NEVER get it to come out with DP. I’m really frustrated with it and have no fucking idea what i’m doing wrong here. I do the Lp DP and as soon as I do I hold up forward and then when he jumps the tap comes out but it never catches the opponent. I was under the impression that mean I’m not tapping soon enough but if I speed it up i just get a C.MK which means too slow. you don’t need to fadc the DP or anything right? How is the timing different for the two? I have like no trouble with legs so this is just killing me. Thanks in advanced.

cr.HP CANCEL THE SECOND HIT OF THE CR.HP xx lp.SRK > taps.

it’s not that hard man…

By taps you mean the headstomps?

To get headstomps off an lp srk:
-lp srk against a jumping opponent
-cr.hp, after the second hit, lp srk
-lp srk fadc, immediately after you dash, jump straight up

You should have plenty of time to do headstomps by those setups. You CAN’T just lp srk a standing opponent in the corner, because you won’t recover fast enough to get the headstomps in.

To continue where Kanta just started: What are you doing before the SRK? You can’t do LP SRK on a standing opponent and then just do headstomps. You need to use LP SRK as an anti-air, do cr.HP and cancel the 2nd hit into LP SRK or FADC your SRK for stomps to hit. Also depends on what character you’re training on. Oh and after e.g. an anti-air SRK you need to jump forward and not neutral.

I can keep typing tips and stuff but untill we know what you’re trying to do we can’t really help. Try posting exactly what you’re trying.

EDIT: ninja’d

Also, you can land stomps off a meaty srk, but let’s not confuse the guy.

Shit do you have to cancel it off cr.hp for it to work? I’ve just been doing naked dp face palm

You can do stomps off a srk, it just needs to hit with its last active frames.

Somehow, i fucking knew it.

Do you guys think Seth is still tourney viable now? I mained him in Vanilla and i’d like to in Super (kinda maining Cammy at the moment, but i still play Seth some days), but the nerfs make me feel like he wouldn’t be able to compete in high level tourneys. He’s very enjoyable to play, so i’d love to repick him up and get serious at tourneys with him. :slight_smile:

And who would you say is Seth’s hardest matches and what secondary character would be good to pick up for those bad matches? (If they’re that bad that needing a secondary is necessary that is, i’d rather just focus on learning the fights on one char than 2-3)

Seth is viable if nobody else knows the matchup.

Once they know the match-up, you likenessability (wut?) of you winning drops CONSIDERABLY. because one flaw they see in your game leads to you eating 80% dmg easily.

This wasn’t so glaring before because there weren’t so many gaps in his game.

EDIT: And I’m learning Abel to back-him up. Feels good to play him. I don’t even bother about losing life trying to get in, I just charge forwards

You can do naked cr.HP -> HP SRK x3 for 209 damage. Not significant, but definitely a time killer.

Seth is still viable, but you have to work 10 times as hard in Super than you did Vanilla to win with him. All the characters that got buffs just throw shit out in your block strings because they whiff, they have vitality so they don’t care. It lands, “OH THE READ!” is all you’ll hear.

His worst match-up at the moment, in my opinion, has to be Bison (Kind of dumb as fuck seeing how he used to be Seth’s easiest). Ex Psycho Crusher, s.HK, Ultra 2. All of these have become serious problems because of the nerfs Seth has now come into contact with.

You either perfect people or scrape by the skin of your knees.

On this note, my only suggestion for someone considering Seth in tournament: Do something different all the time. Use SPD once per game if you end up playing against your friends in tournament, and SRK after you end a block string if you ever whiff an SPD. It will piss off your opponents hard.

I hate this, I could beat the shit out of people before Super came out up here, now… I have either trained everyone too well, or the nerfs/buffs just rape me.

Yeah canceling was the problem, still not great it it even though I can do it after legs or a jump in with no problem don’t know what the difference is. Might just stick to H.Dp instead of fucking it up in a real match. And about real matches I got destroyed in some matches with friends last night I won a couple but MAN. seth is just so damn hard to win with, I’m sure I’m terrible but I’ve been using Vega for the same amount of time and just having a way easier go of it. I still really like seth but my game just feels so full of holes. How long did it take you guys to learn him?

Tanden engine seems really important for seth to get any combos in but I am eating so many DP with it it’s not even funny. What kind of timing does this thing have? How much time are people trapped before they can reversal? And when do you guys teleport generally? I don’t know when it’s safe or with it so I generally don’t. When do you guys use it?

Winning with Seth you have to play smart the whole time because one mess up can mean 70%+ from an ultra. Even if your opponent is low on health, watchout for wakeup DPs/ultras and try not to get yourself setup for an easy counter. As for tanden engine, I mostly use it on people who like to focus when they get kind of close, gives me free combos. Also after a focus attack to gain a little meter + bring them as close as possible. EX Tanden is your combo enchancer after EX SRK or cr.HP, you can suck them out of the air with it, but you will only get one hit, the next whiffs automatically. Teleporting I rarely use because it can be very unsafe, the only time I do use it is for sonic boom mixup.

Real talk. You can win games with Seth just by spamming j.hp, Sonic Boom, s.hp, and anti-airing with DP. j.hp is such a huge pain in the ass for some characters to deal with. You can get most people to do dumb stuff by throwing it out there. Yes, I mean competent players, not online mashers. I know because there’s another player in my area that plays Seth and it is extremely frustrating to deal with his zoning unless I’m playing Seth too.

It’s really slow on startup. How much frame advantage you have is dependent on how far away they were when the move started up. See, it cancels as soon as the opponent is next to you so if they were closer to begin with you get more frame advantage. People can always jump or DP instead of blocking the tanden engine. But if they’re close to you you can do an airtight blockstring from the tanden engine into cr.lk or whatever. You can also do a headstomp and they can’t DP it. However, Tanden Engine is risky to use. You don’t want to be predictable with it because you will die. If people like to DP/jump during your blockstrings, bait that shit out.

Generally teleporting on wakeup is only safe if the opponent isn’t doing an option select jump in to catch it. Teleporting in is basically never safe unless you’re doing crossup Sonic Boom tricks. Teleporting away during blockstrings or when the opponent is just close to you is usually pretty safe depending on character. Really, you shouldn’t view teleports as “I will only do this when it’s 100% safe” thing. You should view it as “I’m going to teleport only when my opponent isn’t thinking about punishing it.”

And about Seth’s viability in high-level play: I used to have problems with people DL’ing my Seth in Vanilla. Complaining about gaps in his skillset doesn’t really make much sense to me. Sagat can’t WALK and he was #1 in Vanilla. The trick with Seth is not to try to play it solid. The trick is to do so much dumb shit that most of it will work because they weren’t anticipating it. Seth has too many tools to cover all of them at the same time. You have to be creative with Seth in order to get damage, or at least have so many setups that the opponent can’t recognize them all.

People just do random reversals and win? Do things that are safe from their reversals. Do DP FADCs in your blockstrings to catch their own DP because Seth’s has more invincibility. Backdash in blockstrings to punish people who think they can just DP FADC to get out of pressure for free. Vary up your blockstrings with chained cr.lk’s to catch reversals.

People jumping out of your tick throws? DP FADC or jump forwards j.mp/stomp. Or wait for them to jump and ultra 1. Or chain cr.lk’s for a free combo.

Honestly Seth’s mixups are so goddamn good that I still feel like I can easily win off of one reset or knockdown. Yes you have to have very good execution to get anything offensive to work. But that’s just the character. He’s also the type of character where if you’re just concerned with matchups you don’t need a secondary, similar to Akuma. His worst matchups are like El Fuerte and C Viper and those are both totally winnable because those characters can’t play lame and win. You just need to have good reactions and know specifically what’s safe and what’s not in those matchups.

Don’t get me wrong. Seth can play an annoying keepaway game no doubt, but it’s very risky in this game. A mistimed sonic boom or anticipated jump back fierce can mean trouble for Seth. Jumpin roundhouse always hurts no matter who the character is (especially when a combo is involved), and a psychic DP will knock Seth on his ass if the opponent anticipates a stretching fierce. Best case secenario, the DP will trade with it, and trading is never in Seth’s favor. As far as dumb shit goes, it’s only dumb if it doesn’t work, but when it does…ouch.

Who was the character you played before moving to Seth?

Yeah you can punish Seth’s stuff but then it’s moreso about knowing what your opponent’s looking for and then doing something else. And yes everything Seth does has the potential to go terribly terribly wrong. But like I said before, if your opponent can’t guess what you’re going to do it’s hard to punish you for it.

Yeah psychic DP can work but it’s risky for the opponent too. Sonic Boom, hk legs, ultra 1 all punish psychic DP even at almost full screen. Getting hit by it sucks but if it hits you often you deserve it for being predictable.

I played Abel first before Seth but I second Dudley, Gouken, Guile, Ryu, Dan, and Cody. And Seth’s neutral j.hp is hella hard for me to beat with most of them. Requires a lot of patience, reaction, and guessing.

News: Tournament Wars has a Seth in play-offs now due to how fucking lame I played last night.

Fucking had a 3-way tie for 4th place in my division, so we had to play a round-robin to determine who got into play-offs. Let’s just say my homie and I played damn clutch when the pressure was on. :smiley:

Sadly, none of it was recorded lol.

damn. I would have liked to see that.

When I play Abel against Seth, I go with Ultra 1 and usually build meter with rolling and focus absorbing Sonic booms. I don’t try to chase him because it’s hard to catch him with characters that aren’t quick or agile. I use lk roll > EX CoD to beat out Sonic Boom > standing fierce, until I get ultra then I’ll use souless for serious damage. If you get an Ultra 1, Seth shouldn’t be doing too much Sonic Boom without fadc meter. At the right angle you can use jumping mk to stuff a jump back fierce. Seth players who know the threat of Abel would probably prefer to play rushdown against him then trying to zone him out. It’s way too risky when he’s has meter and an Ultra. I should probably put this in the Abel forum lol.

Dudley can be frustating to use in this matchup, but use his duck to go under sonic boom and block (or even DP) an anticipated stretch fierce. If you do it early enough, you can setup some devastating combos. IRCC, EX MGB goes under projectiles but I gotta play more Dudley to confirm it.

Gouken can counter-zone Seth with fireballs, and use the palm move to go through Sonic Boom or if you have meter, use EX demon flip throw to suprise attack him. Seth is tall enough that you can catch him fairly easy with this.

With Guile, I jump over the Sonic booms and make sure I stay outside of Seth’s DP range. I retain my charge when jumping over them (by holding down-back) so if he jumps back fierce I can tag him with a flash kick. At worse, I’m looking at a standing fierce if I misread the jump back fierce. I do enough just to get a life lead and sit on it, cause trying to play Seth rushdown against Guile is a headache for Seth players.

If there’s one thing Ibuki players taught me, is that chasing isn’t always the best option against characters that are hard to catch. It’s better to just get a life lead and turtle for meter.