Seth Q&A: Ask simple questions here!

If you do the teleport immediately after legs you’re exactly -3 if they quick stand. I tested against a lot of characters.

need to know strategy against fei long…i have a 50 vs 50 money match coming up(one who wins 50 matches wins.)…need strategies to mindfuck…
currently am having trouble against fei at a range where he rekka my blocked far hp…i dont know what r my options at tht range
other then fake neutral jump h.p or faking a fireball or waiting for fei to make a move…if he does make a move which is gonna be a rekka 80% i dont have an answer for it…i always get caught by rekka when i try to jump to punish it…its too damn fast…and also if fei is dashing in with fa…i cant do anything…because if i punish the dash with far h.p seth will be punished with rekkas…i knw i have to mix up but with what…i dont have safe options at fei’s rekka range…

So, do you guys think s.hp xx boom fadc c.hk then ambiguous dive kick is worth it?

No, I’d rather do another s.hp xx legs generally to put them in the corner.

Thats what I usually do, but I was thinking you get more stun and damage, but it’s not garuenteed.

I do standing fierce to legs if it will corner them, or standing fierce to uppercut when I want the midscreen mixup. People fall for empty jump to SPD and empty jump to low attack all too often.

Standing fierce xx sonic boom xx level 2 focus is character specific right? Who all does it work on?

i cant get the head stomps to connect after his B&B combo what am i doing wrong

You should do the stomps the instant you leave the ground. The standard BnB doesn’t work against a several characters as is. You need to do the second hit of the SRK against Dudley, Cody, Adon IIRC, and a few others

I was wondering in theory if they do remove Seth’s stretchy arms in the arcade update, what will happen if you have a replay saved of the old Seth using them? This is more of something to muse over rather then answer, because you can only speculate. I’m going to make sure to save a replay with Seth to see if it crashes the game, won’t load or play like before. Hope I will never even have to go there, because Seth doesn’t deserve to lose that move.

Which ultra do you guys use for which matchups? Are U1 traps still viable like in vanilla?

No, you can’t U1 if there’s a boom on the screen, but you can U2 if there’s a boom on the screen. I mostly use U1, it does almost the same damage, and you get a mixup after wards. U2 is negative frames on hit in some instances, and mostly I think it’s even frames or negative frames on hit.

The replays are probably saved with a code to match the version of the game.

I use U1 against the characters that that can beat U2 chip and Sagat. The characters that beat the chip are mostly fireballers and Blanka, so U1 is better against them anyways. If you can frequently land SRK FADCs and/or corner opponents U2 may be preferable for the extra damage. I’ve been using U2 in combos less because it sacrifices mixups.

I’m thinking with the arcade update, It will be a entirely new game. All the old replays will be removed, and the rankings (BP/PP) will reset.

Although I don’t think Seth should lose jump back fierce, it would help with the Gief/Hawk/Hakan matchup, and maybe Capcom will have a reason to up the vitality on him. It just sucks that I won’t be able to use U1 on the matchups that really matter.

I’m pretty much at a point where I use U1 in all matchups. In many matchups (i.e. Shotos, Blanka) it can shut down a certain portion of their game, it works as a clean, damaging anti-air against the whole cost in most situations (example of situation where it doesn’t: Ryu’s Air EX tatsu), and using U2 without it involving the opponent’s death means you’re losing meter, giving up mixup opportunity, potentially dropping it because it’s sometimes random as fuck, or a combination of the previous.

I’m 95% sure they won’t get rid of it. That’d be like taking out Ibuki’s knives or Akuma’s air fireball. except those moves have less risk when used at the same range one would use Seth’s j.HP.

Thats pretty much how I feel, but I’ve only been playing Seth for a few days. If you couldnt already combo of an SRK maybe… U2 just seems bad to me, but I though there might be more to it.

It’s not that bad. Try using it more and you’ll understand the situations where it’s advantageous.

Cl.hk srk isn’t worth it, it’s a 1 frame kink

s.hk -> srk doesn’t work on most characters because of hitboxes.

Aren’t you the guy who said that s.hk -> cr.mp xx legs is easy with plinking? Now I’m confused. s.hk -> srk would be 20 more damage than s.hp xx srk if it worked.

What situations are those?