Seth Q&A: Ask simple questions here!

Same with Cody.

Delay your stomps a LOT. You don’t want to let him cross you up though, it will mess up the hitbox. I think. It might be the opposite, I don’t remember. You can get 3 stomps + divekick on these characters in training, but I don’t understand exactly when.

Jump forwards headstomp whiffs completely on Dudley and Cody. It’s not any better than neutral jump stomp at least.

You can get 3 stomps and ambiguous crossunder every time on dudley with a delayed forward jump… but I just neutral jump everyone, makes things a lot easier.

I think tanden engine c.hp lp srk works on people that need x2 lp srk

Yeah, I’ve definitely noticed some weird stuff when doing srk-fadc-stomps on Cody. The stomp tends to whiff a lot.

It’s character specific.
http://img199.imageshack.us/i/sethcrhpinfo.jpg/[URL=“http://img199.imageshack.us/i/sethcrhpinfo.jpg/”]

Nope, just guile afaik.

edit: too slow.

Sorry if this is in the wrong thread, never went to Seth forums. Never in a million years will I block this. I’m the Guile

[media=youtube]DcUd3DpPH88[/media]

Holy shit, me neither

that’s happened to me before but it just made Seth whiff rather than mix up like that

why do most seths punish major whiffs like whiffed srks punish with clHP xx HP SRK instead of clHP xx legs? i know cHP isn’t the best option due to it’s long startup, but why punish with srk? i mainly sacrifice the extra damage and push them into the corner. besides, after two dashes and the opp doesn’t quickstand, seth got a safejump setup. are there any setups after the srk? or is more damage the only reason for that punish?

You get some pretty nice options after a SRK, you can do a meaty dive kick, a cross up, meaty srk fadc, etc Legs is good if it’s going to corner them, but if legs doesn’t send them to the corner It’s better to do SRK.

You have an ambiguous crossup after srk (and other options) ontop of the extra damage - and half the time with hk legs you’d be pushing your opponent further away from the corner anyway.

The real question is why many people don’t punish with c.hp combos.

Aside from whiffing fierce and EX SRKs, things recover a bit too fast to punish with crouching fierce.

Well yeah, my point was when the situation arises where you can punish with c.hp, I see so many times Seth players failing to do so.

speaking about cHP - how do you incorporate that move into your game? i mainly use it after stun or FA crumple, in most other situations it’s just to slow to be a viable option. even against opponents who got sucked in by tandem engine, cHP can often be blocked. starting the bnb with cLP, clstHP does less damage, but is much more reliable.

what is your way to connect your most damaging launcher?

I usually land crouching fierce from punishes and tanden engine. I FADC SRKs when I want to land stomps midscreen.

Learn the distances from which you can connect lp TE -> cr.hp. If I catch a backdash with TE I do cr.hp.

You can also land cr.hp as a fireball punish jump-in combo, say off a walljump vs Akuma red fireball or whatever

You can use it as a really ghetto frame trap if you want.

You should learn which reversals can be punished well by cr.hp. EX Rog Headbutt should be cr.hp’d, not cr.mp’d or s.hp’d.

I hope you’re not saying you FADC srk in a combo when you could have done cr.hp xx lp shoryu -> stomps.

Without meter off of tanden, focus and j.hk are the only ways really. After j.hk is pretty good so long as you don’t overuse it.

Wouldn’t risk this personally :/.

I suppose I should have explained that better.

I do cr.hp xx lp shoryu -> stomps for punishes when possible.

I do SRK FADC in hit-confirm combos (crossup j.hk -> cr.lp -> st.hp xx HP SRK FADC stomps) and during blockstrings/on the opponents wakeup when I predict that the opponent is doing something other than blocking.