Seth Q&A: Ask simple questions here!

I never knew it was 1 frame link, Cr.lp Cr.mp is 2 frame link if I recalled, but Cr.lp to St.Hp felt a lot easier, almost as if it was late target combo.

As a frame trap, I always use Cr.lp ->
Close St.hp
SRK FADC
SPD

Works wonderfully after close Lp Tanden.

cr.lp -> s.hp is a 3 frame link. cr.lk -> s.hp is 1 frame.

Seth’s Tandem engine is what on block and hit? says 19 and 23 and I say bullshit

It’s dependent on spacing because Seth cancels the move as soon as the opponent is point blank. If the opponent doesn’t get to point blank is 0/-1 ish on hit and -4 on block (free flash kick).

It really is +23 on hit at point blank range. You can combo point blank tanden engine -> level 1 focus even though it’s like 21 frames.

so anywhere but point blank is -4 ish? and farther is more unsafe or more safe.

The further the opponent is when the move becomes active, the less frame advantage you get. You wouldn’t want to use a jab tanden engine from max range, due to it giving almost no frame advantage. Using it during blockstrings while the opponent is still close and doing it meaty on the opponent’s wake-up are its main uses and give plenty of frame advantage.

Not a question: I only noticed yesterday they nerfed the range on Seth’s back KKK teleport.

whats the difference between the 3 versions?

From light punch to heavy, distance covered increases but the start up gets slower noticably the higher you go.

Yeah. I rarely use the move any more. It used to go full screen.

anything against bison and akuma…i red here tht any block scissors kick on block is free spd for seth…what shud be my jumpin attack against bison cuz bison’s jump hk?? is bad for seth’s health…also ex spd on akuma’s far hk is not really useable for me…his far hk is really fast…how can one rush down akuma when he has ultra 1…cant cross-up/fake cross-up/divekick after spd or backthrow…at the moment am dealing akuma with focusing his fbs for ultra meter and punishing red fireballs with wall jumps…at mid range baiting fb for a demon flip or air fbs…but at range where he can do his far hk i have only two options neutral jump…back jump…other then tht…i dont have anything in my mind…

scissors kick on block is not a free SPD. lk Scissors kick is 0 on block. Most likely, he won’t even be in range of SPD, if he spaced it right.
Don’t jump against him, you’ll get either Anti-air’d to death, or Air-to-air’d to ultra, to death.

Against Akuma… block his farHK? it usually works for me : /

Forward and Roundhouse and EX scissor kicks are punishable with SPD if Bison is in range, but a good Bison won’t be getting these blocked. You should only be jumping in against Bison (or anyone for that matter) after you’ve gotten a knockdown.

To rush down Akuma, you need to be able to punish his teleports with Hyakuretsukyaku, super, and Ultra 1 on reaction. If you can’t, a standing fierce will get you damage, but Akuma will just start his air fireball bullshit again. You need to know when to dash under air fireballs and when to focus absorb them.

Try to keep him in the corner with your magneto loop and stomps reset. A hit-confirmed SRK is better than a Hyakuretsukyaku if it would knock him out of the corner. Don’t jump in on him in the corner without a knockdown, because he will get out for free.

When you try to EX SPD his far standing Roundhouse, he needs to be in range obviously, and you need to do the input very quickly. If you can’t SPD it, just block it and back dash afterwards. Don’t get predictable with back dashes though, because they can be punished with another Roundhouse.

Zack, to know which sccissors kick are punishable aside from ex, look at Bison’s face.

If he is smiling, he is doing the heavy (and medium?) version of the kick, which is -5ish on block.

What kind of followups to you guys do after legs mid screen?

Sonic boom xx FADC> teleport
Sonic Boom> walljump (not safe)
dash dash dash
SPD SPD SPD to build meter
walljump to get close and continue pressure.

I try not to do legs midscreen unless I’m fighting a character that I prefer to zone. I usually do a light boom to standing fierce for meter when I do though. You can teleport over and SRK FADC to beat punishes that are more than 3 frames. You can dash up into meaty tanden engine. Your other follow ups are pretty much what Kanta said.

what about kkk or ppp teleport…is tht safe…i do ppp teleport and then spd/DP FADC SPD…ALOT…

Seth should never whiff SPDs to build meter. Instead whiff lp shoryus. Same meter gain, less vulnerability time, will actually hit them if they stick something out somehow.

Against characters without 3 frame reversals (which will punish this) legs -> teleport -> EX SPD/DP FADC is a legitimate mixup and more solid than Sonic Boom FADC in my opinion.

After legs if i try to do forward KKK teleport or even PPP teleport i get jabbed out before i can even do anything. I usually just dash forward once and hp sonic boom which keeps them locked in place or hits them if they try to jump or whatever. Or wall bounce to immediate dive kick to try and bait something. Generally though dash twice and wait seems to be the best option. I dunno, I play a really aggressive seth rather than turtle