It’s garbage, only use for c.hp > j.mp is to then follow up with c.lp/c.lk, which gives you a fairly safe and well spaced tick lp spd, lp tanden or ambiguous divekick setup, just when you want to mix things up a bit from the c.hp xx lp srk > stomps reset.
c.hp > j.mp > c.mp => j.d.mk > j.hk (crossup, non-combo) can also catch people out but it’s very unsafe, unlike c.lp and c.lk options which are pretty solid.
Yeah I just don’t understand these tick SPD setups. Also c.hp jab reset in corner. What do they offer over over the normal c.hp stomps combo, just the element of surprise? It appears to be less damage and fewer options for your opponent to worry about.
It does less damage, but if for example you’re doing it off of stun or long combo the actual difference in damage can be very minimal so what you want to be able to do, instead of having the longest combo possible is the greatest chance of being able to continue the damage after a reset (which can be better than getting ~50 extra damage outright). Now say you’ve done c.hp xx lp srk > stomps to someone a couple of times… now they’re stunned, they see you doing this same combo again and are just waiting for the stomp, stomp, stomp, stomp reset, only this time, giving them hardly any time to react you’ve just done a much faster reset they’ve not seen before - chances of additional damage are much greater. Also c.hp > s.lp in corner allows for a dash crossunder/fake-crossunder leaving you still at frame advantage, which is a nice additional mixup.
Another nice reset from stun, is to jump in front of your opponent and just before you land do a single headstomp, followed by an hk. The hk will crossup and can be followed up with an s.hp combo, resetting both the damage and stun instantly, and unless your opponents seen it before, chances of them blocking it are pretty slim.
Basically just surprise then. If we want to be crude about it, it really comes down to if they have the meter/teleport to mash and if they picked the right direction to hold on their stick. If they know what’s up they’ll pick their option quickly, and it makes no difference to them because no mixup actually brings anything new to the table.
I had a long session with a friend of mine. He doesn’t play much but he managed to block this the second time I tried it. I’ve been experimenting with corner stomps and LK usually lands me in front of them rather than behind. Could just be me but timing’s a pain. Again though the instant he caught on I was wishing I took the guaranteed damage/options.
I submitted the Cr.HP st.HP to EX SPD a while back. It’s very useful when playing against people who don’t have a very good reversal. I wouldn’t recommend doing it against someone prone to mash good reversals(SRKs) though. It does more damage and stun than the cr.hp >legs> stomps in corner. Just don’t do it all the time.
Well they shouldn’t be mashing, but if they are the reset I just gave is a lot safer as it puts you a distance away from opponent so lp/ex tanden is safer and if you go for the divekick 50/50 and they’re mashing srk the srk will whiff no matter which side you end up on I believe. But yeah, it’s just to vary things up on occasion as Seth is all about keeping your opponent guessing, his health is so low he needs to keep the momentum up. It’s really about play style though e.g. if you watch poongko he’s always doing this sort of thing, and never really playing 100% by numbers, but it still works against the top ssf4 players! Hiropon on the other hand is much more a play by numbers person, and again, that style works out for him - having said that, once Seth’s j.hp is gone I think poongko’s style is going to be the one to win out (if any and he doesn’t just become over night fail-tier).
About d.mk > hk reset yeah, as I said, use it once… but that’s only one of several reset options Seth has.
We need poongko and hiropon at evo next year, provided we’re still playing super or the seth changes arent permanent.
Ive been using a lot of neutral jump mk lately (splash) instead of just empty jumping/neutral jump fierce. I always see Hiropon doing it so I just X-Copy. Is EX Tandem comboable off anything besides cr.hp? I swore I saw Hiropon do it off some kind of J.mp but I cant remember.
Also, seths worst matchups? I hate cammy and aggressive sagats give me trouble, sometimes blanka
Blanka matchup should be in Seth’s favour. Sagat matchup isn’t too bad I think, though I actually preferred it a lot in vanilla.
Splash is ‘okay’ for faking j.hp basically, only reason for it.
Ex tanden combos off of c.hp, angled j.mp, ex srk (6+ hits), high up normal srk’s x3, and srk x1 on trade (this is a great use for it - I often throw out late lp srk’s just to try and get the trade). Ex tanden is also good for ‘certain’ frame traps, but due to it’s one hit bug you need a lot of frame advantage for it to be that useful - essentially c.hp xx ex tanden will catch jumpers on block (as well as button presses, lp srk’s etc.) for a free c.hp combo, s.hp xx ex tanden will catch jumpers etc. on block for a 1 hit launcher combo (hk legs in corner or hp srk midscreen), or jumpers on hit for a full c.hp combo - the exceptions to the rule are gief and t.hawk with 6 jump frames instead of 4, who on block you can catch while avoiding the ex tanden-in-air bug for c.hp combo still.
I just looked at what I typed and it looks like theory fighter, but I swear it happens among the people I play. My point is that there isn’t any reset off of c.hp that makes them guess in a different way to the regular reset. Furthermore theres no way for me to punish them for guessing as soon as the c.hp hits. Therefore as soon as I do c.hp they know all their options and will make a guess, for example holding up which screws me the minute I go for SPD, no matter how I get to that point.
I’m going to have to disagree with you there, I say Viper is 6-4 Seth, mix up tanden on wake up, shoryuken flame kicks, and if they fake a close flame kick(far away, they sj then do lk. burn kick) just stand far hard punch, Super, or Ultra 1. That’s basically the match up imo.
Cammy and maybe Bison are Seths only bad match ups imo.
So I’ve been using c.lk c.lp c.lp > Legs as my main bnb, but are there any stronger variations on this? I noticed guys like hiropon and onlinetony use something entirely different but I cannot seem to figure it out…
Personal experience. I have a hard time securing a knock down on Bison, I have a hard time air to air and I get out poked for free. I just can’t keep him out. These things usually mean me stood in the corner thinking about how long I can possibly go without needing to do something random. He also escapes divekick resets quite well. Basically I end up playing like a bad ryu, and the match isn’t great for ryu to begin with.
c.lk -> c.lp -> c.mp -> lk/mk legs
2 frame link to c.mp instead of 3 frames, gives maybe 20 more damage. Standing lp instead of c.lp is an easier link and does 10 more damage. Standing lk is also 2 frame but does 15 more damage.
A lot of guys also do crouching lp, close stand hp, dp/hk legs in corner or crouch lp, cl stand hp, boom, fadc, stand hp, dp or hk legs in corner. This is harder to confirm and spacing dependent but it’s not hard to execute and does nice damage. It’s good to use from divekick or j.hk or tanden or sonic boom fadc where you already got a little bit of confirm.
There’s also close standing hard kick, crouch mp, legs. It’s a 1 frame link and spacing dependent but does nice damage. I don’t know where it’s preferable to use this but I do know it makes me pumped up to see it.
should always be used except against blanka, where s.lk whiffs when he’s crouching, so for blanka use c.lk > c.lp > c.lp > c.mp xx legs when up close, or when at a distance remove one of the c.lp’s.
You should also be doing c.lk > s.lk > s.hp xx hp srk (or hp legs > stomps in corner for for knockback) when close to your opponent, though you need to memorise who this doesn’t work on (as there are a few):
dudley, sakura, c. viper, m. bison, deejay, cody, hakan, guile, blanka, zangief, rufus, balrog, fei long, t. hawk, rose, juri, guy
The s.hp won’t connect on, though against juri and guy you can do c.lk > c.lp > s.hp xx hp srk instead - you can also use this combo against any of the other characters c.lk > s.lk > s.hp works on at a little bit more distance from them.
Alright thanks alot, I really should hit up training mode more for Seth, for some reason I always skip training for him but not other characters like Viper.
Did you guys know you can actually cross up with the splash? (neutral mk). When I mean cross up, I mean it actually hits the opponent, not whiff.I’ve found some sick set ups for it =D. My bad if yall knew about it already.