Seth Q&A: Ask simple questions here!

hey fellow seth players im looking to up my game etc etc i need some feedback from a player who actually uses seth and I would like to play with a more skilled group of people. help would be appreciated. i live on eastcoast, baltimore maryland. xbox360. gamertag:baliens

Add akgjason. I main Seth but I’m also pretty competent with other characters so I can help with matchups.

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Well I got to co-sign…switching to Seth has given me TONS of loses. the other night was down right depressing. Of course before I log off I switch to my main (Gief)…and I’m matched up against a Sagat :sad:

I’m honestly struggling to initiate offense. Watching vids of people, I don’t tandem nearly enough. I also have the sb -> SPD execution issue, but I can just be standing there and somehow it seems to come out…though the time frame for doing the motion is LONG (I tested how slow you can a 360 to land a SPD…you have at least a full second. Anyways, any tips for initiating offense? Right now I jump WAY too much and though his jump rocks out, as do his air options, its not AA proof.

  • :bluu:

don’t go balls out till you get that knockdown. then it’s mixup city all day.

seth is great at making people jump in on him. perfect opportunity to lp.srk-riverdance-mixup or just hp.srk anti air to mixup from the knockdown

can someone just run me through the whole tanden engine “vortex”? what im asking is after i tanden and they are brought in, what are my options and what are some tendencies the other player has and what i can do to stop it. for example, tanden cr.lp tick spd. i do that all the time but once my opponent catches on to that they begin to jump back or neutral jump or maybe even mash reversal and sometimes backdash. i would appreciate it if someone could just run me through how to beat what and what beats what etc. thanks in advance

You just have to mix up your mix ups, tanden beats backdashing, shoryu covers your other options, and spd beats blocking. Just try to find patterns and sometimes it’s good to block.

if you feel like they’re going to jump/mash reversal/backdash the tick spd do tick srk fadc.

I really like j.mp to punish holding up.

Anyone cares to give me a quick overview of his AA normals?

I’m having a hard time keeping people off me, as the current mentality seem to be “Seth is free, rush him”. Don’t get me wrong, I don’t expect to punish every single jump in attempt made at me, and I can try blocking/teching for as long as it’s necessary, but the amount of scrubs that keep jumping on me unpunished is pissing me off. I’ve used s.mp for far jumps and am having a hard time with the shoryu on reaction (used to Fei Long’s Flame Kick…), most of the time I think I time it too early and it trades (really hard to do a late one though, Seth feels huge or maybe it’s just me…). Do you people use cr.hp as AA at all? I’ve also seem Hiropon use cl.hp, but I’ve had little sucess with it…I either get straight out beaten or get the arms…I’m also avoiding using jumping HP for now.

Also, specific question, is there any reliable AA to Dudley’s jumping roundhouse?

Thanks in advance.

Crouch hp SRK. There is no alternative normal.

cl.hp is only useful for crossups and jump-ins that are almost crossups.

I was using lp shoryu mostly, because of the stomps after, but that may be the reason I get so many trades. Thanks for the answer.

Another quick question: people seem to refer to lp tandem as the to go option. Are the mp and hp version useless? Which strength is best for a meaty setup and can they be realistically used against fireballs?

lp srk trade > ex tanden > c.hp combo

the lp range of tandeN engine is pretty much the max at which you get frame advantage, so yeah, while the other two do have uses, they aren’t that great. ex tanden is something else to use though.

MP/HP are good for certain matches mostly when a player is full screen. I use it from time to time in the balrog match so he can’t just sit back all day and wait for me to jump on him, and so he can’t just dash punch, be it normal, or ex. It’s effective for zoning him IN. I also use HP Tandem at near full screen vs most fireball characters except maybe Gouken, in the same regard: to disrupt their zoning game. Just by moving them around, you can get in their head, or get them to flinch.

Aside from using it against runaways and lameness, Tandem engine is pretty good for catching people right out of range of hitting you with a jump in. Say a person is just walking at you, and you know their jump arch, you can use Tandem to either get them to jump (where it’s at least safe for you), or get them to block, and thus pull them closer in. If they jump, it’s possible they get caught by one of the last active frames of the Tandem engine’s pull function, which provides you exceptional block advantage.

But just because you pull a person in on block, doesn’t mean you should do something that’s uppercut punishable. Everybody hates Seth and they always expect him to do something whenever he has the opportunity. In fact, there are times in which tandem engine is punishable on block. I can’t say for sure exactly when it’s unsafe, but I would guess that the other player has to get caught with the tandem engine on one of the first active frames, leaving your Seth to have to go through all the remaining active frames, and the recovery, which could happen right after the other player recovers.

Lastly, I’d say any strength is “best” for a meaty setup, but you can still get reversal uppercut/ flash kicked out of it if you’re within that danger zone.

Right out side of max sweep range is unsafe on block and hit. Thats just using TE by itself in that range, if used with cr.:mk: from that range, it’ll be safe since Seth brings himself closer to the opponent when he cancels a move from it.

Does anyone use the (1 frame link?) s.hk>c.mp link frequently? I’ve been practising this a lot and can pretty much hit it 95% of the time now, but is it worth doing instead of a easier variation on that? I’m not exactly sure what would do more damage, I’ve been doing:

j.hk>c.mk> sonic boom fadc> s.hk> c.mp> legs

Sometimes I’ll do a c.lp between the s.hk and c.mp if it’s too laggy.

Mainly just punish, but it’s not the best thing to do.

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Why not? It is the most damaging version to isn’t it? Care to elaborate on why it is not (execution aside, since that’s not a big problem).

I use it on days my links are better and I know I can hit it (read: when I’ve had a proper nights sleep and not just done a 12 hour shift). It does significantly more damage as a meterless corner punish than s.hp xx hk legs either straight out or off of focus, otherwise s.hp xx hk legs is better as it will do more damage when damage scaling comes in to play (e.g. from s.hp xx sb FADC s.hp xx sb FADC).

Heh so I’ll throw that fadc link with the s.hk onto the ‘style’ combo pile.

Cheers.

Because c.hp lp shoryu head stomps dive kick does more, but in corner s.hk is better

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