I react to every single twitch. Which often leads to me wasting Ultra.
my reactions are pretty good though.
I react to every single twitch. Which often leads to me wasting Ultra.
my reactions are pretty good though.
Yeah, which leads me to believe it’s not possible to react (unless you’re always playing in perfect conditions). Sure not so good Guiles you can easily get it on, but then the point of this forum isn’t for tips on how to beat poor-average players and good Guiles will bait your U1.
yeah, you’re right. Absolutely right.
For Cammy, I always play U1. If you zone her out and keep her away, sometimes you’ll catch an EX Hooligan. If I’m not mistaken the timing has to the slightly late, or she goes above the hitbox of the U1.
Dudley is really a toss up. Dudley players tend to not jump enough to catch with U1 or have too many moves (other than the Command Dash) to catch on reaction with U1. U2 works if you are being extremely aggressive, but I like playing U1 in that match.
I’ve only played 1 Gen (my friend’s) and that was in Vanilla, so like you I don’t have enough experience in that matchup.
Guy, I’d probably stick with U1 to catch his constant movement (Elbows, Run/Stop, Etc.)
Hakan. I would say probably U1 since you don’t want to play this matchup too closely. Also catches the eventual oil up.
To be completely honest though, I’ve been running U1 every time I play Seth. U2 is fun, and the chip is decent, but having U1 shuts down any random button pressing, random anything, neutral jumping, forward jumping, backdashing, fireballs, etc etc. I also like being able to OS it for backdash happy players.
For Cammy definitely go with U1, found out when playing an EX hooligan happy Cammy that she can actually land on the other side of you when your U2 is starting up, while U1 gets her every time (or maybe thats just my timing?)
You can just lp shoryu -> ultra. Or just DP it. EX Hooligan is pretty dumb to do randomly (unless she’s punishing Sonic Boom) so it’s not like you have to have U1 to shut it down.
Cant you just activate your ultra 2 a little further away from the other char so their EX invinc wears off? It works against Ryus srk, dont see why it wouldnt work on everyone else.
EX Hooligan isn’t invincible, it’s just fast. Yes, if you do it early enough it will work. But if you do it too late you will hit her and then she will fall behind you and get a free punish when she gets up.
I have a friend who plays Cammy and I always use U2 for that reason - to punish EX Hooligans. Either that or just some other punish.
I also do the usual U1 for fireballs and U2 for everything else. Sometimes my U2 will only do a few hits and the other player gets up early, or they land on the other side and get a huge combo. Although it hasn’t happened a whole lot, it has happened.
Anyway, I had a question about a particular combo that is pretty famous with the Seth players.
Shoryuken > FADC > Step kicks > Dive kick
I’m not sure what it is, but when I manage to pull this off, sometimes I can get 3 step kicks, sometimes 2, and sometimes 1. Most of the time it’s 2, but it’s not consistent.
Does this have to do with what strength of SRK you use? The pause between the SRK and the juggle? The character you’re fighting?
It’s just been something that’s been bothering me for a while because I do like to get all the steps in.
It’s dependant on the distance from your opponent when you srk and the delay after you fadc before you do stomps, as well as if you neutral jump or jump forward. The last two are really character dependant.
And you should always be using hp srk for FADC’s.
Then why aren’t you using U1? Better damage in a punish unless you’re doing combos into U2 and you get the left/right mixup after U1.
The only things that affect it as far as I know:
[list]
[]Distance from the character before you FADC
[]The character-specific hitbox
[*]Whether you delay your jump at all
[/list]
You have to eye ball it to know when it’s right to do 2/3 stomps and then dive kick after SRK xx FADC. it’s not too hard.
I still prefer U1 over U2 against every character due to its versatility. It has a few issues, but not as many as U2.
-Larger punish distance, shuts down every characters fireball game to an extent.
-punishes things U2 can not
-Sets up mix-up opportunity after for even more damage opportunity
-it is punishable but not as horrible as U2 in this regard.
U2 is easy to combo into, but I rather go for mix-ups most of the time.
If Guile even thinks about throwing an EX boom when I have Ultra it will be punished unless I committed to a move.
I have a pretty odd question to ask, lately I’ve been getting randomed out quite a bit. By this I mean, srk masher/grab masher.
When playing any other character I can easily identify if/what they’re mashing since I can actually take a few hits.
But with seth’s low health this isn’t really an option since one bad guess and you’re almost dead. What I tried to do for a little while after a knockdown, was to late o/s throw tech but either due to me mistiming it, or them delaying their srk/grab I kept taking damage.
So my question is, are there any specific setups you use to identify mashing?
Stop your blockstring after for instance 2 jabs and backdash. If they are mashing anything you shouldn’t get hit (unless they’re mashing a far reaching ultra ofcourse)
I hate online mashers. At least when someone is mashing right next to you, you can hear that fool.
I mash online, for the simple fact that online i never get anything to come out on my wakeup unles i’m mashing it, and even then sometimes i don’t get my teleport or SRK to come out =(
EDIT: oh yeah and for some reason i always hit punches way too many times for EX SRK =D
I use DP FADC to catch both jumps and button presses. Oh and tick SPD should beat any normal.
What’s up with that cr.lk, cr.lp cl.hp link? I can’t seem to hit it on some characters no matter how fast I chain the jab xx short. Is it character specific?
Same for me. I’ve given up on trying it because I always get far.HP>Death