Seth Q&A: Ask simple questions here!

Well for one c.lk > s.lk > s.hp is better. And make sure you are at point blank range when you do it, the link itself is pretty easy with the exception of a few characters (some it doesn’t work on).

It’s definitely worth doing, gives a lot more damage and stun and opens up a whole load of s.hp combo options with meter.

It works consistently if you do a really deep jump-in but not off a crossup. It’s one of those things I think really good Seth players will take advantage of when they can because Seth needs all the damage he can get and also it’s an easier link than cr.mp.

It won’t work well on a few characters but it is rather consistent. If you hit s.hp too late in some scenarios you get the far version.

s.lk makes it a bit less consistent on say Rog for example I believe.

It’s guaranteed if you do it after a tanden engine.

Very true. Also after a blocked level 2 focus.

Also, wouldn’t s.lk push them back more than c.lp?

I didn’t know about the lvl 2 focus, thanks.

If I see that I hit with the cr.lk and I want to go for decent damage and I am not close enough to connect another light attacks into cl.fp then I use cr.lk > cl.fp instead of cr.lk > st.lk > cl.fp.

One question about the dive kick. When my divekick hits the opponent, sometimes I can’t seem to combo after that, I would get srked or the hits after that gets blocked. But sometimes it combos. Is it because of how deep the dive kick hits?

Yeah

EDIT

U1 is great for punishing fireballs & moves that have bad recovery from close to full screen and AA. It can be used for comboing even though it doesn’t do that much damage. It gives you another mix-up option afterward.

U2 is great for doing all the same things but at a very close distance. It’s used for meaty chip damage and great for combos, but you can’t really do anything special afterward since you almost wake up at the same time as your opponent.

C.Viper- Use U2, comboing U2 on her does massive damage since she has low health. CL.:hp: xx Legs - U2, and your basic CR.:hp: xx :lp: dp(optional for the second hit to make sure you hit it) - U2. Also using it as an AA is great. Anytime you see her super jump from Seth’s Nj. :hk: range (or even a little outside of that), just U2 and you’ll most likely meet her air to air in the fight, so Jf. :mp: to U2 is good, too. U1 can be baited or whiffed by Viper if she does :hk: BK after U1 if she’s in the air.

Cammy- Use U1 since she can get out of meaty U2 setup with Ex-Spin Knuckle, plus U1 completely stops her way of getting in easily (spin knuckle, cannon drill, hooligan throw, jump-in)

Guy- U2. He’s easily able to be put in the corner for free U2 combos, It also stops the bushin flips even if they do get a little bit behind you. He also can’t escape out of a meaty U2.

Hakan- U1. Stops him from oiling up (by time the ultra is finished hes un-oiled). I would say U2, but Hakan players usually use their U2 in this match up giving you a hard time to get on him, but before he has U2, you can Magneto loop him all day :rofl:.http://shoryuken.com/f263/magneto-loop-222359/

Balrog- Well I use U2 because it can stop most of his things like U1 can(all dash punches before hit including TaP, blocked headbutts, jump-ins, and both his ultras) and it can be comboed for some nice damage (once you knockdown Balrog he has poor wake-upstay on him) The only thing it can’t punish is jump-ins from full screen and you can bait TaP with SB to U2.edit

Vega- U2 and U1 are both fine. I use U1 to punish wall dives. As soon as I see the wall dive, I just towards :3p: teleport and do U1 to punish his recovery of it, same thing for the punch version of the wall dive, but I just punish on block.

Gen- This is another character I use U2 for. You should be constantly on him since he only has wake up ex-dp. It’s obvious & has horrible recovery if blocked, and he can’t escape meaty U2. For the wall dives, anytime you see him doing it, just do U2. (Do it when you see him leaving the wall to confirm that it’s not a fake.) If he does the dive kick that goes to the top of the screen, you can do a late U2 and it will auto-correct. If he does the option of going to the other side, or if you don’t want to waste Ultra just to punish it, you can take a step back and do a CL.:hp: when he is about to descend.

Fei-long- Use U2. Anything you would use to punish with U1 in this match-up, you can do the same with U2 except jump-ins from full-screen. Since you can do U2 while an SB is stlll on screen, you can bait that half screen chicken wing nonsense:rofl::nono:

Sorry for being so late to responding to this post. I didn’t have any internet for the past week :sad:

Why would you use U1 on Abel?

[media=youtube]bdRMqKu73KE#t=1m25s[/media]

Why 1fr link turns into a 3fr link? Why you need press LK? If I missed link with cr.MP, I get cr.LK instead?

Do you know what plinking is? If not, watch the first and second video. If you have a good grasp on what it is and why it works, just watch the second.

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Thx for answer.

I see both videos earlier, but I dont understand how do true double p-link consistently. Sometime it works, sometimes not. I just need push MP~LP and then LK~LP?

And if I do cr. MP~LP, cr. LK~LP input I get true double p-link?
Inputs on screen be like that?
LK, LP
LK
LP, MP
MP

or I must do MP~LP and just tap LK?

LK
LP, MP
MP

?

Edit: I was wrong

When I watch some Seth rematches, and sometimes when I play, I see a lot of this situation happening:
The opponent has a sliver of life left. Seth rushes up and does a U2.

When this happens, the opponent does one of two things:

  1. Blocks, which results in a KO, if Seth does not miscalculate the amount of remaining health left on the opponent.
  2. Mashes (or not) a reversal move, either an EX something or an ultra.

In regards to #2, I was wondering if there IS a move, if any, that can beat out Seth’s U2 when it’s used in this chipping situation. So far, I haven’t really found any, as most ultras get caught up in the typhoon, but it would be helpful to me to know what kind of characters I should or shouldn’t use this on, if the situation does occur again.

This is incorrect, they’d look like:

:lk:
:lp:, :mp:
:mp:

Don’t use it against anyone with a teleport since they can do that to get out of it. I haven’t tested this but Makoto might be able to get out with U2 and make it land on the other side of the screen.

http://shoryuken.com/f315/ultra-vs-ultras-242682/index2.html#post9171636 lists the ultra’s that work, then there’s also Seth EX SRK goes trough it, Cammy can EX hooligan or spin knuckle (don’t remember which), Abel can (EX?) Roll trough it, and ofcourse everyone with teleport can just teleport away or behind you…probably more still to be found =\

Characters that can escape Ultra 2/meaty Ultra 2 are:
Ryu - Ex DP
Ken - Ultra 2
Seth - Ultra 1&2, Teleport, and Ex DP:sweat:
Gouken - Ex Demon Flip
Akuma - Teleport
Dan - Ex DP
Juri - Parry move
Chun-li - Ex Hazanshu (If she is as close as possible to you)
Dhalsim - Teleport
Abel - Ex Roll (Reg. Roll too, if done before Ultra 2)
C.Viper - Ultra 2 (If she right above you, she can slide right past the typhoon.):sweat:
Dictator - Ultra 2 and Teleport
Cammy - Ex Spin Knuckle
Blanka - Ex Up Ball
El Fuerte - Ultra 1 and Ex Leg Throw:sweat:
Vega - :3p: Flip (Can’t escape if In the corner)
Balrog - Ex Headbutt (Has to be done before Ultra 2)
T.Hawk - Ultra 2:sweat:
Adon - Ultra 1 and Ex Jaguar Kick:sweat:
Rose - Ex Soul Throw

Yeah, I thought double plinking was something different than what it is.