Seth Q&A: Ask simple questions here!

:nono:Double P-linking should look like

:lp::mp::hp:
:mp::hp:

And this is most people don’t even try to double p-link…

just p-link it, at most. You dont need that much of a fail-safe to not miss your link.

So I just googled, people call double plink when you plink with 2 inputs to give you twice the chance of hitting the plink, meaning Zaith’s example is apparently wrong also and it would be:

:lp::mp::hp:
:hp:

But I don’t really get the point, it’s not like plinking is that hard, and for Seth the only thing that even has a point plinking is s.hk > c.mp, and for that the inputs I gave give you 3 frames to combo - 1 more than if you did a ‘double plink’ anyway.

My bad, what Hawkins said is true. His example is the Double Plink and mine is called true double plinking. I don’t know the point of doing the reg. double plink. They both do the same ,but the true one adds another Plink.[media=youtube]lCP1sVYUxGQ&feature=PlayList&p=AC274ACD3AF16E5A&index=0&playnext=1[/media]

Does Seth have any viable frame traps? I’m trying to up my game as much as possible.

Frame traps… I do not believe so. I think he just has block strings, and use SB at the end of them. Maybe cr.lp cr.lp cr.mp lpSB FADC rinse repeat or apply mixup.

The problem with that is people can mash in between the c.lp > c.mp and c.mp xx sb.

Yea, just putting down something I do sometimes. closest thing I could think of for a trap

cl.mp im pretty sure has frame advantage or leaves you at 0 and is cancellable. its a great move that hits crouchers.

Ehh, that’s basically frame trapping yourself.

Um, only if your opponent is mashing a move with 2 frame startup, and then you might as well say c.lp > c.lp isn’t safe either as a gief mashing ultra beats that out… and then what can you do?

c.mp xx sb and c.mp xx lp/ex tanden I use with great success. You just have to mix it up a bit, if you use the same thing every time of course you’re going to get reversaled.

c.mk xx sb is another decent one, though c.mk range is odd to be at with Seth.

No, he said he does c.lp > c.lp > c.mp, and I meant to say it’s reversible in between the second c.lp and c.mp.

DP FADC is his best frame trap. cr.lp cr.mk xx sonic boom hit-confirm into FADC s.hp xx legs is another.

I do both of those often.

Okay well then you don’t need any more frame traps then.

DP FADC leaves you at -2 i thought? I know with shotos, if they ever dp fadc forward against a grappler its a free spd. I figured itd be the same for seth.

I think Seth is actually plus if I remember a convo on here a while back. I think it was +2

Did some quick and dirty calculations for the blockstun on a Seth DP because it’s not listed on the wiki.

HP SRK: 5 frames startup, 59 frames total, -32 on block
Here’s my formula: 59 frames total - startup (5) + advantage on block (-32) = blockstun (22 frames)

I intentionally included the first active frame in the startup because blockstun happens the frame after something hits.

Seth’s dash is 18 frames. FADCs add 3 frames recovery to the dash. So he has 21 frames of recovery. Therefore he should be at +1.

Easy to test if it’s punishable, just set Seth to DP FADC Gief while holding up and see if you can ultra/spd him afterwards.

can anyone tell me whats the most effective input for c.lk > c.lp > lp.spd (on block of course)? i get it to come out sometimes but only at about 60%

:db::d::df::r::uf::u::ub: is what I do.