After a level 1 focus you are -2 (-3?), after a level 2 you are like +4.
After blocking hk/EX Chicken wing you’re at +0. So instead of blocking DP it.
Most characters are minus frames after DP FADC. Seth is +1 but he’s unique. So really unless Fei does an invincible move you can beat it with low jab. Chicken wing is too slow to catch a low jab also.
Did you account for the number of frames that the focus cancel can’t be dash cancelled? I just tested it. Zangief’s reversal U1, a 1 frame move will connect, but a reversal SPD, a 2 frame move will whiff if I hold up before the dash is completed.
after watching many matches of hiropon and poongko(man this guy knows how to rush)…i only once or twice saw a divekick punished…the reason behind tht i found tht without a divekick and with jump hk seth would have cross up…now with same distance and same block strings when i do a divekick…i always get countered with opponents jump hk back and neutral mainly…is tht because of playing offline and hiropon and poongko were playing online or mayb am not mixing it well with tandem engine sonic boom etc…also what r the disadvantages of cancling a jab tandem engine from a block string besides they can jump and punish???
Dive kicks have 4 more frames of startup, slower descent, and supposedly a weaker hitbox than in vanilla SF4. Do you remember when dive kicks used to beat every air move clean? They are easier to react to now, so you either need to do the dive kick as early as possible or react to their jump with a j.mp when they are in range or a j.hp when they are too far away. Bullshit like this makes me wish Seth had an air grab.
When cancelling into a tanden engine the opponent can also hit you with a reversal, mash light attacks or sweeps, or back dash before your cancel. Cancelling into a hp sonic boom will usually beat jumps. Being predictable with tanden engine is it’s main weakness. You should mix up between tick SPDs, cross-ups, and fake cross-ups when you notice that your hit-confirm blockstring is being blocked. When you end a blockstring with a normal, don’t be afraid to dash up SPD sometimes. I’ve noticed several times that I would have caught my with that.
hiropon and poongko were doing a divekick at a distance where j.hk wud cross up…and mago was mayb looking for a cross-up and didnt counter divekick…iam looking to add that in my attacking too if i need to rush…[media=youtube]j7JyeyzUuvY[/media]
yeah i do tht dash up spd at the end of blockstrings too…also when opponent lands just infront of me after a jump over sonic boom…
So, I stopped playing this for 3 weeks (school, being tired, don’t want to) and I come back, and the online is a lot tastier I’m no longer fighting never ending hordes of Ryus and kens. i mean, there are still some, but i’ve been fighting DeeJays, Guiles, Vipers, Fei longs, juris, sagats, giefs etc… Did something happen in the community while I was out? Anyone else noticing this?
Also, U2 isn’t as bad as i used to say it is, because I’ve been using it exclusively, and you just have to use it less than you’d use U1 It’s still sucky as anti-air though, too slow.
I’ve had great results with it as an anti air. I’ve done it very late and still caught them. Do regular jumps have a few frames of recovery on landing? because I’ve definitely activated the ultra just before they landed in front of me and it pulled them in as they landed w/o giving them a chance to block.
The only good ones Seth has are cr.lp -> close s.hp, cr.lp -> cr.mk xx sonic boom (hit-confirmed fadc s.hp xx shoryu/legs), and anything -> shoryu fadc.
Also any SPD tick is usually a frame trap as well.
Seth doesn’t really need many good frame traps because you can’t tech his SPD anyway. It’s more of a jump/don’t jump/reversal/backdash mixup.
Besides, the fact you have SRK FADC/SPD mix up is more than enough to compemsate for more frame traps, as both of them leads to much more preferable position: reset/knockdown respectively, and the opponent must guess either reversal, block or jump.