You can hit-confirm off the OS tech with cr.lk into cr.lp -> cr.mp. But depending on range it could be useful if your cr.lk would whiff.
You might be able to do a very well spaced j.mk to safe jump since it hits so far horizontally. I know you can do a neutral j.hk or j.hp but you don’t get much off of it if they block. I usually just mix up divekick and crossups that can’t be reversal uppercutted along with empty jump cr.lk so that you can’t uppercut me reliably.
Holy shit that was fast lol I thought nobody came to these forums anymore.
1 - I know that. That’s why I’m reluctant to start doing cr.mp with the OS, since I’d only get follow up combo if I got a counter hit. However, a lot of the cast (like Ryu for instance) favor the stronger normal because it has better hitbox and can beat divekicks and whatnot. Problem is Ryu can always hit confirm out of his cr.mp, whereas Seth cannot. Guess I’ll watch some Seth videos and see what the guys are teching with.
2 - Hmmm I’ll definetly try with the mk, didn’t occur that to me. But I don’t see how you can neutral jump after a SPD, you mean maybe teleport and nj?
Another question while we’re at it: has anyone bothered to see the frame gap in cl.hp xx tandem? I’m wondering if I can use that to frame trap, or if it’s safer to do cr.lp, cl.hp xx boom as a frame trap.
I’m hyped for AE console Seth! Time to drop Hakan.
Jab Tanden is a solid frame trap, but nobody would be mashing jab or crouch tech after a close fierce. It’s better for catiching back dashes or people not blocking.
Sonic Boom can be a decent frametrap when you have meter for FADC. It won’t catch anything at point blank because it’s a blockstring.
Shoryuken after jabs is the best frame trap in the game when you have meter.
Crouching jab to close fierce is Seth’s only good frame trap with normal moves, but you can’t combo off of it without meter.
Hakan has been buffed and Seth has (arguably) been nerfed. I wouldn’t drop Hakan just yet.
Edit: Tanden doesn’t lose to mashed jab after fierce.
Tanden isn’t typically used for frame traps like xl said, just for back dashing and keeping pressure. Best frame trap imo is c.lp c.mk xx sonic boom hitconfirm and if people try to jump between the c.lp and c.mk they would get hit. Also, c.lp shoryu is a good frame trap.
Crouching forward xx Sonic boom is great. It requires 1 frame link timing though and loses to 3 frame moves. I wish crouching forward was 5 frames instead of 7.
Problem is cr.forward xx sonic boom is not a true blockstring. I can’t count the amount of times people have punished me between for that bad habit.
Also, xlxlxlxl, can you elaborate on that safe jump thing? Do you mean empty jump? Or will neutral jump roundhouse/fierce reach and be a safe jump? God I hope it’s not a safe empty jump…I was so happy when I saw that mentioned.
Yeah that neutral jump roundhouse whiffs, my bad. I was thinking of an SRK mixup. Jumping fierce works, but it’s pretty useless, like Kikuichimonji said.
It’s probably better to just go for the crossup with roundhouse or short after SPD. People fall for empty jump SPD and jumping short to SPD all the time.
Seth’s crouching forward terrible IMO. -4 on block for a 7 frame move is dumb.
1 - Does tanden count as a throw? I could never get it meaty to prevent jumps.
2 - What are the absolute easiest safe jump setups for at least 5 framers? I’ve been in training for nearly 3 hours and found: a) SPD, dash, wait a nanosecond, jump in (works against 4 frames); b) backthrow, dash, wait a nanosecond, jump in (5 frames up); c) backthrow, dash, jump in divekick (5 frames+).
Problem is the timing on all of these is ridiculously strict, and I get them like 3/10 times (and the last one, apparently you can cancel into dive kick at different times). Is there anything like Ryu’s up forward after sweep or Rog’s?
PS: I used to go for the crossup all the time. And in my noobish mind that was heaven, safe from pretty much all reversals, but then I started playing people who autocorrect and my crossup gets stuffed ALL the time. And worse, not only by shotos, but a Fei Long does it 100% and even a Balrog (who I thought was crossup free) autocorrected his fucking headbutt.
PS2: Nvm, I just found the safe jump thread and unfortunately these appear to be the best setups.
Yes. It is a blockable throw essentially. However, EX Tanden counts as a hit and will catch jumps.
LOL NOPE.
Like I said before though the ambiguous jumping roundhouse after SPD is extremely practical and hard to uppercut especially when you mix it up with empty jump SRK FADC and divekicks. Dash forwards, walk a tiny bit, jump forwards j.hk.
You might be able to get real safe jump timings by whiffing normals with Seth but honestly I don’t think safe jumps are worth it with Seth. He can’t frame trap and do walk up pressure like Rog or Ryu can, he is quick and dirty.
I play against players who autocorrect consistently and you can’t do it against a good Seth who understands the divekick and j.hk timings. Autocorrect requires you to not do a reversal uppercut. If you do a jump-in that is a fake crossup, unless they are doing the Fudo option select (don’t ask) they will get smacked in the face if they’re trying to autocorrect.
…is cr.mk xx hadouken a bad habit with Ryu? You can be punished for cr.mk xx sonic boom with Seth, but if they’re that fucking predictable with uppercuts through blockstrings bait that shit out. And besides it’s a mixup designed to catch people mashing jab or holding up back, don’t do it if you think they might try to uppercut your blockstring. Instead do jab jab backdash, empty jump SPD, jab jab DP FADC, etcetera. But cr.mk xx sonic boom is Seth’s best answer to people blocking high because with the FADC s.hp xx legs you can get people into the corner stomps from half-ish screen, you can save the meter if they block, and there’s only a 4 frame gap between the moves at a range where 3 frame jabs and throws will whiff.
1- Hm…didn’t know that about EX Tanden…maybe someday I’ll use it outside of combos.
2- Guess I’ll leave safe jumps and OS to the rest of the cast with really crappy wake up options. Maybe I’m walking forward too much so it’s a more obvious crossup, dunno.
3- I’m not refering to the gap between normal 1 and cr.mk, but the gap between cr.mk and the sonic boom. With Ryu, that’s a true blockstring unless it’s done at the very tip, in which case any half decent Ryu will use EX Hadouken at that spacing. Seth is similar to Ken, in that their fireball is complete crap and too slow to make a blockstring. So people can focus dash punish, or do a special/ultra that will go through fireballs on reaction (input the motion, confirm animation press button).
Thanks for the answers guys. I tried playing with a poongko mindset and bulldoze people but it didn’t work too well lol. I don’t know how that korean guy does it.
How do you deal with people that refuse to wake-up tech? It feels like such a loss of momentum when people don’t tech SRK and screw with my mixups.
Am I the only person that thinks that the quick stand mechanic should be removed? There’s no point to it because there’s you can’t combo grounded characters in this game. A player on defense shouldn’t be able to mess with the offensive player’s timing IMO.
If they don’t quick stand after legs and I predict they won’t quick stand, after legs I do immediate backdash -> lp sonic boom for the crossup boom.
If someone doesn’t quickstand you should set up another mixup, you have time. You should actually practice this. Whiff divekick, meaty tanden, etcetera.
Not quickstanding helps avoid dumb ambiguous setups and can give you a second to compose yourself. You should do it too sometimes. Akuma should not get a free demon flip mixup after a hp shoryuken.
I’m a huge scrub and am seeking advice to help improve my Seth game:
How do meaty tanden engines work? How specific is the spacing? Are there specific situations where you would want to use it? I couldn’t find any videos on this.
What are the standard follow-ups after an SPD? After a normal/back throw?
I’m having issues with blockstrings; I can combo c.LK->c.LP->c.MP->Legs just fine on hit, but when I’m doing the first part on block, I get DP’d out before my c.MP. How can I tighten up my execution here?
How do you guys deal with the threat of reversals? Whenever my opponent has meter to FADC, I get really nervous and that ruins my execution at times, especially after resets. I also need advice on how I should approach people with DP’s on wakeup since I always get hit. It’s especially frustrating because I’m feeling antsy in situations where I’m at an advantage.
How do you guys approach opponents that are too close for safe sonic booms? I tend to use s.MK a lot but haven’t really been successful with that. I’ve been trying to play without j.HP to prepare for AE, but it’s been pretty rough.
Apologies if some of these issues have been addressed earlier on in the thread; I tried to read all of it but I might have missed some things. Thank you all in advance. I hope that I can continue playing Seth in AE, despite his nerfs!
Tanden Engine at range is -4 on block/-1 (or zero, I dunno) on hit, regardless of which version you use. However, Seth cancels the recovery of Tanden Engine as soon as the opponent is next to him so normally you’re very + on block. You can do easy airtight strings off a blocked Tanden Engine off of say cr.mk xx lp tanden.
Meaty Tanden Engines are just like any other meaty move. Take the + of frames meaty and add it to the advantage on hit/block. Really the only advantages of making it meaty though is that it makes it safer if they jump out of it and you can combo off of it at max range (where Seth normally doesn’t cancel it).
Many people can still punish meaty Tandens with a jump-in (by holding up), and almost everyone can punish it with a reversal.
You can ALWAYS be uppercutted between cr.lp and cr.mp. You can do cr.lk x2 to catch them inputting the uppercut (and be an airtight blockstring), SRK FADC to beat their uppercut, block, backdash, or delay your cr.mp to block a reversal.
Short answer is SRK FADC yourself or block and let them waste meter. After they SRK FADC you have a mixup because they’re -2. Cr.lp, SPD, etcetera.
j.hp, tanden engine, cr.mk xx tanden, unsafe jump made safe with dive kick to bait SRK, focus/threaten focus, s.mk, dash up SPD, and the occasional unsafe sonic boom.
Wow, thanks for the speedy response! It’s very helpful. Especially since I didn’t know c.LP->c.MP was 100% DP-able on block; that really explains a lot and I’ll need to readjust.
When you say “Sonic Boom FADC cross up,” is there a teleport involved, or is it just a jumping cross up?
Thanks again for the info, it is much appreciated :>
The biggest thing to figure out is if they’re mashing or if they’re just punishing you for predictable strings. If they’re mashing, you basically have to bait and punish or SRK FADC to beat it (Seth’s MP/HP SRK has like 8 frames of invincibility, way more than most). If they’re trying to punish you for predictable strings, do cr.lk -> tick SPD or straight up SPD. Depending on how much I respect my opponent’s anti-air abilities I might do jab jab -> crossup mixup/fake crossup divekick. Seth’s blockstrings though honestly do not have as much flexibility as Ryu’s, Chun’s, Balrog’s, etcetera so you don’t really want to use blockstrings as mixups. In my opinion Seth’s best mixups usually involve risky things like jumping or meaties (but timed so that reversal SRK/backdash can’t get you out easily). I do get a lot of mileage out of cr.lk cr.lp -> jump forwards j.mp (to catch jumps) or SPD (to catch everything else) but I wouldn’t really call that solid. Honestly Seth is all gimmicks, but he has a lot of them, like for example, instant air headstomp. It’s actually punishable on hit, even in the corner, but Seth has just enough mobility to make it irritating to try to punish.
Yeah, PPP teleport. You can do it off an U1 on hit too, the timing is tight but you get a good combo on hit and a mixup on block.
What are the advantages of doing HP boom FADC PPP teleport. I have heard people talk of it, and I know it’s a mixup, but it seems like you are left in the teleports recovery for too long for it to be useful.
Also, I sometimes get beat out by normal throws when I do an SPD after the stomps to divekick reset. I was under the impression that command throws always beat normal throws. Am I just doing it too late?