Chipping the opponent, DP FADC ultra, EX DP -> ultra (won a match with that recently), legs -> ultra. cr.mp xx legs -> ultra does much more damage than cr.mp xx legs -> stomps when punishing something. DP FADC ultra is rather useful against Cammy, Rufus, etcetera because you’re gonna DP FADC anyways and you probably won’t catch them with U1. The damage on combos -> ultra are respectable even if they’re not as good as other characters’ ultra combos. Think of it like Chun’s Kikosho - it’s not much damage but it’s totally free every round.
cr.hp xx lp shoryu -> u2 actually does really nice damage. Also DP FADC U2 is more consistent than DP FADC stomps on a bunch of characters, and on a lot of characters I don’t even want to rush them down if I have the life lead.
Only has 4-6 matchups at worst. Viper and El Fuerte are dumb but you can rush them down too.
Blockstring combo: cr.lk xx cr.lp -> cr.mp xx legs
Punish combo: cr.hp xx lp srk -> headstomps -> divekick reset (doesn’t work on everyone)
s.hp xx legs -> stomps in the corner
DP FADC stomps/U2
Learn the ranges that you can combo off tanden engine on hit.
You can do a 270 to get a 360.
Do the 360 :df::d::db::l::ub::u::uf::r::df: instead of doing it clockwise (if you’re on the left side). Now the real problem is, how do you do cr.lk, cr.lk, DP FADC without getting super. For that you have to make sure you just mash :df: without getting :r:
(cr.lk xx)cr.lp (as many as you need) ~ cr.mp xx legs (The basic hit-confirm).
Crouching fierce xx lp SRK ~ headstomps x3 ~ divekick (Seth’s main punish).
cr.lp ~ close hp xx legs/SRK (Only comboes from close. Use after a jump-in for damage when you don’t need a hit-confirm.)
SRK FADC stomps x3 divekick (Use when you want more damage and a reset off of your midscreen SRKs)
Close hp/cr.mk xx sonic boom FADC ~ close hp xx legs/SRK (Big damage off of a poke or jump-in.)
Seth doesn’t really have many combos. You only really need his hit-confirm and his punish combo. The stomps x3 to divekick reset combos off of legs in the corner and U2 combos whenever the stomps will. You can link off of close hk with jabs or cr.mp, but it’s difficult. Always use the same strength legs as the normal that you cancel from ex: lk legs from light attacks; higher strengths won’t combo.
Just do the motion correctly for the SPD, and you won’t get a super. You should only do the motion once.
The SPD shortcut in this game is :r::d::l: and any :u:. You can do an SPD by only going 225 degrees in this game.
Oh, you need to go in the opposite direction of the super then. If you’re facing right, you need to input clockwise. From crouch you’re probably inputting :d::df::r: :uf::u::uf::ub::l::db: :d::df::r: :uf::u:.
Notice how :d::df::r::d::df::r: is included in that motion? Supers and Ultras have priority over specials in this game. No matter how many other inputs are registered between the Super motion, the Super will still come out if the game detects :d::r::d::r:(any forward counts for the super shortcut).
You should always use the heaviest version of legs possible in a combo because they reach farther and push back more - increasing the odds you get the headstomp juggle from the corner. HK Legs does 10 more damage than the others.
If you combo into lk legs off the cr.mp hit-confirm you will very rarely have the legs whiff (lol SF4 hitboxes). Mk legs never ever has this problem.
Only use LK if you are comboing from light attacks. Use MK when comboing from medium attacks. Use HK from hard attacks. EX to go through fireballs, armor break, or do a bit more stun than HK. Be aware that you can’t combo into legs stronger than the attack that you cancelled from (Close standing MP combos into HK legs, but IDK why you’d ever use it in a combo).