Seth Q&A: Ask simple questions here!

Guess since nobody else will answer. Been on a break for a while from SFIV until recently, so I’m probably not 100% correct (which is why I didn’t answer until now.) The stronger version you use of Tanden, the more range it has. The recovery is also worse with each stronger version, though you can negate that issue with proper spacing. The best version to use when you’re pressing buttons (don’t really want to call it a block string) is LP. I think EX has the best recovery and can grab people out of the air, but it uses 2 meters. Generally I’d save EX for punisher BnB and very rarely throwing your opponents game off if they’re jump happy.

Don’t get too happy with Tanden Engine though. It can be escaped relatively easily, especially if you’re too predictable with it. You should really only be abusing it on certain characters (like Juri) whose wake-up is demolished by it, otherwise try not to use it too often. Think of it like how you’d use limbs - better to keep your opponent guessing as to whether you’ll do it or not.

Now that AE is out can anyone confirm any new Seth combos? Specifically, I’m wondering if it has actually become easier to combo close standing roundhouse into crouching strong? I heard people saying it was now easier, can anyone confirm? The reason I ask is, I saw a Seth combo close standing roundhouse into close standing fierce. Does this work and is it character specific? Havn’t got access to AE yet, thanks guys.

The only new combo option I’ve seen is close standing strong. It’s +5 on hit, so it combos some stuff. That standing roundhouse to standing fierce probably is character specific.

Also, Seth can combo into super from hyaku in the corner now.

I love the new Seth.

Do you love playing him or you love owning him? Show me why on PSN next time I’m online. I can’t stand the new Seth. People get away with so much junk they wouldn’t have before.

I love playing him. We can play next time we’re both on.

Hi. I’m trying to learn a more aggressive Seth with the changes, where I used to focus more on zoning with wall jump punishes to start an offense. The thing is now that I’m trying to play aggressive I’m struggling with getting in close. You can’t rely on jump ins and wall jumps, as that’s too two dimensional, but apart from a few quick dashes or boom FADC follow, how do you set up the approach? I’ve mained Abel since Vanilla, so I’m used to just being able to power in and not have to worry about taking a few hits, but with Seth you’ve got to be thinking two steps ahead.

You can’t and you don’t. Without getting lucky or punishing something, it seems like you have to back fireballers into the corner to get in now. Get 1 bar of meter, dash up and threaten the opponent with EX legs. If they throw a fireball, you can knock them into the corner. Weaker players will walk themselves into the corner if they know that you will punish the fireball on reaction.

Yeah, that’s chiefly what I’ve been doing. Zoning them out and slowly pushing them back until I’ve either got the life lead or they’re backed into a corner, and I can that get offensive pressure going. I’m not complaining, I can do that just fine. I’m just in awe at how Poongko and Online Tony seem to get in whenever they need to.

They don’t get in whenever they need to. Poongko has been kept out by solid defensive play and beaten without having got any offense going at all. Poongko takes risks and throws baits whereas Tony generally plays safer, tests his opponents reactions to things then plans his offense accordingly. But if it looks like they get in whenever they want it’s because these two players are good at making correct reads (amongst being good at other stuff as well). With Seth if you want to get in then you have to take a risk, of course if you know what your opponent is going to do then it’s not really a risk is it?

It’s hard to teach players how to get better at making good reads it’s something you must develop through character knowledge and matchup knowledge as well as the habbits, tendancies and playing style of your opponets. But my advice is Seth has a lot of options on approach (a lot of options generaly in fact), none of them being safe but he does have a lot. If you vary them and keep your opponent guessing, whilst applying pressure and throwing baits you can get in with one of his many ways, or maybe they’ll come to you as you throw baits e.g. dash forward whiff stand jab, or stand short, or crouch jab, did they think it was a sonic boom? Did they jump? If yes then they took your bait SRK them, get your knockdown, get your offense going with mix ups and option selects and stay on their ass, for as long as you can. Seth is a rushdown character that thrives on mix ups and once he gets his knockdown his momentum is incredible, if he could get in for free or easily it really wouldn’t be fair.

Wouldn’t be fair? In Vanilla, as much as we loved it, Seth was unfair in that he had all the tools he needed and then some. Then Super came, and he became a character that was pretty close to “fair.” Now he had a few issues against him, but he could still do pretty good. With AE, he pretty much got shafted. Seth was not a rushdown character. Seth was a character that could switch between styles. He’d zone people out, making them work their way in and then go toe to toe with them with his awesome mix ups. He excelled at both, allowing him to focus on one style if the match up needed him to. In exchange, he wouldn’t be doing much damage, couldn’t play footsies, and had to take big risks with his crippling health. Now Seth is basically an incomplete character. Existing bad match-ups are still bad. Many more characters can effectively zone Seth and keep him out. Rushdown characters have a much easier time getting in on Seth and giving him hell.
Quite literally the only things Seth has going for him anymore are his 3f command grab that does crap damage, a nice focus attack, and being a badass. Relatively, he doesn’t have many options for approaching either. Walking slower than Sagat plays a pretty big part in this. And who is going to think you’re throwing a Sonic Boom at the range DP covers?

To keep it on-topic - is it just me, or does Tanden Engine no longer stuff Juri’s wake-up options?

Vanilla Seth was unfair, had he been in Super. I mean, he was balanced in Vanilla’s non-balanced-ness

What makes poongko’s style so effective? also why is he so godlike??

Wish I knew the answer to that. The very fact Poongko pulled such baller shit today? I don’t even care if Seth has an 8-2 match up, I will gamble that shit all day and hope for the best now.

lesson is, doesn’t matter how bad all your options seem to be if you’ve got a swiss-army knife for tools to pick from.

More like, doesn’t matter how sucky the char is if the player is willing to put in 3x the effort anyone else is. Here’s hoping this might revive the forum a bit.

3x effort doesn’t matter if you can’t open people up. That’s why some characters are legitimately bad. Seth’s plethora of options allows him to do so.

i don’t think that really matters in the long run. hakan has a command grab and some nasty stuff at opening people up and he’s pretty much the worst. dan is ranked higher and he has a very hard time opening up people. fei has a hard time cracking turtles himself from what i can tell.

i find being able to start your offense (as in being able to get to your opponent, outfootsie them, or consistently keep them near you) goes a long way and seth has some issues doing that.

that has mattered since vanilla.

cammy(super), rufus, twins, akuma, viper, abel(super), gief, maybe ibuki… all characters who strive around mixups and always made it far. It was either them or characters who are damn solid (ryu, sagat, fei).

I have no idea about the type of consistent pressure Hakan can apply comparatively…

and nobody knows if hakan is the worst, everyone puts him near the bottom because nobody knows nor cares enough to do some research.

Cammy has good normals. Rufus had Ultra 2 and was hard to get him away once he got in. The twins and Akuma, well…duh on this one. Viper can get in easily because she is very hard to zone and then is hard to keep off. Abel - again - hard to get off you, and could get in without too much effort. Zangief gets in and it’s over. Ibuki is similar.

Seth can be zoned fairly easily now and doesn’t excel at keeping people out. He can’t rely on footsies. So he has to rely on risks and reads more than other characters do. Guess who has these issues? Everyone ranked fairly low. Seth pulls out above the worst from a viability stand point because your opponent fucks up, you have a very real chance of winning. But the odds are still against you -and- if your opponent doesn’t fuck up you have to work three times as hard as anyone else you mentioned.