Seth Q&A: Ask simple questions here!

after knockdown get close walk back slowly and on their wakeup c.mk into m.legs…idk why but i think its really funny when they get caught with it…

I just got a fightstick on monday after playing on pad forever and im also having the same exact problem…it really sucks

most likely this has been answered tons of times but i couldnt figure out:
1 after c.hp xx lp dp, stomps, dive kick you could do another dive kick. would it be meaty or safe against 3frame reversals?
2 only thing i know is the meaty divekick after a hp dp. is it safe against 3framers? is there something else where you could perform a meaty dive kick wich is safe against 3 framers?
thanks in advance

Captain falcon,

1-sometimes it beats Ryu, ken and Sagat SRKs, some other characters too.
2-There’s no such thing as safe against 3 frames in this game. With luck, your dive kick beats out the shoryu.

3 frame safe jumps does exist… akuma and cammy got one etc

wtf have i thought when writing this questions down?!? i should have expained my problem at least somewhat better. sry for that. right after a hp dp there seem to be two situations:
a. opponent does quickstand
b. opponent doesnt quickstand
what i wanted to know was, if situation a occurs, how safe or unsafe against 3 framers would the meaty dive kick be? in the lab it seems like this setup isnt safe but i also have to admit that my sf skills arent good or something. so maybe it is a timing problem.
lets say situation b occurs, what setup should be used here (i.e miss move x then jump for meaty dive kick) for the majority of the cast to be “safe” (you know what i mean, least risk, very short window for being hit out of it) against 3 framers (even if majority doesnt have 3 frame reversals). man i wish for easy solutions for hard questions:P

after doing his crouching heavy i can never do his toe taps, i am not sure what i am doing wrong :frowning:

help anyone ?

You cannot do toetaps directly after the c.hp. If you are midscreen you need to do c.hp and cancel into hp dp to make them fly figh enough in order to toe tap on them. When anywhere near a corner just do c.hp> lightning legs> toe taps.

Only LP shoryuken, and only if you cancel from the 2nd hit of cr.HP.

thanks man :slight_smile:

Whats the best normal anti air? If I don’t have enough time to react with a shoryuken, what normal should I use?

cl.hp. Mostly useful only against crossups.
far.mp. When out of reach for SRK (like LP Sonic Boom, fullscreen guy jumps over it).

any good blockstrings to stop ppl jumping?

After crouching jab, do close fierce/crouching strong xx sonic boom. It’s relatively safe on block, and if you have meter, you can FADC for a combo on hit or pressure on block.

So just picked up Seth yesterday. Really surprised there aren’t more Seths out there, he’s by far the funnest most diverse char in the game from what im seeing already (And more beginner friendly than I thought. Akuma was still the bitchiest for me to get ‘‘decent’’ with lol). Sucks he prob. wont be in SF X Tekken. Anyways, some quick questions!;

  1. What Ultra do you guys generally pick? Ive been rockin’ Ultra 2 today, and its sooooo easy to combo into with only 1 bar (From a great great reversal I must add too) so thats crazy. But Ive seen some still use Ultra 1. But the properties changed didn’t they? Fireballs hit him now :S (Doesn’t that defeat the purpose?)

  2. If the opponent blocks my string, what do you guys use for frame traps? Like after a cr. Jab jab (I gotta look up some FA data >_>…)

  3. What do you guys use for some more Flashy longer combos? Im looking for stuff that also have good hitconfirming & are not to hard to do (No 1 framers, me pad is no no) I know a lot do Cr.jab. St.Hp but thats not enough to hitconfirm for me, unless I do it from a dive kick so I can react a bit better. Im also doing <Jab or w/e> Cr. MP > Legs a lot, is that a good BNB? Sucks from what I’ve seen that you cant do much after it mix up wise.

All I could think of atm, Seth’s beasttttt (He seems the closest to SF X Tekken with his juggle stuff from his Cr.Hp. Lol @ Cr.Hp, Jump Mp, delay, Shoryuken, FADC, wait, Ultra 2). Thanks in advance <:

  1. I use U1 because it does more damage and sets up a very good mixup afterwards. Can also be used as an AA. U2 is more comboable, you can expect to land it every match, but the damage is really low, so it’s a matter of preference, really.

  2. cr.jab, cl.hp (2 frame gap)/ cr.jab, cr.hp xx tandem (7 frame gap). Those are pretty much the ones I use, you don’t get much out of counter hits setups, so I usually just SPD/divekick/crossup/delayed shoryuken (best frame trap every) etc. I notice Poongko does cl.mp, cr.hp xx tandem a lot too.

  3. All his flashy combos are 1 frame. The only 2 frame one that is unconventional I can think of is cl.mp, cl.hp xx whatever (add sonic boom, FA2, etc for more flashiness) and also cl.HK, cr.jab, cr.mp, both are 2 frame links. All these combos are subpar and only worth if you’re showing off like Poongko.

Besides range, what makes EX SPD different from the normal one?

EX SPD appears to still be strike invulnerable for a short period. LP SPD has more range. MP is about the same. HP has less than EX.

Ultra 2 actually does decent damage. You just have to use it as a punish option. Generally, you pick Ultra 1 if your opponent likes to jump or is a character that bases a lot of their game on jumping. Some exceptions include Balrog, Bison, Dhalsim, and Dee Jay. You can use Ultra 1 to shut down full screen fireballs from most of the cast, but there is always the chance they mix in an EX or you just do it too early/late and get stuffed anyway…

I have a lot of traps, and they honestly are not hard to come up with, so I’ll let previous answers take care of this one. Look for some that leave you in range for SPD and Tanden (at frame advanage) though.

Just mentioning it, but cst.HK, cr.MP is an optimal punish off of Tanden on a lot of characters, and is a 1f link. It is a bit difficult. cst.MP, cst.HP may appear to be flashy but it is definitely one of Seth’s best punishing options if it connects on the opponent. I have no idea why you would think this is subpar, it does signifigantly more damage than any other option Seth has. cr.LK, cr.LP, cst.HP xx HP Shoryuken is a good hit confirm for point blank. cr.LP, cr.LP, cr.LP xx HP Shoryuken works on a lot of characters too and lets you be a little farther away. You can hit confirm all your cross ups with cr.LP, cst.HP xx HP Shoryuken easily.

Another thing worth mentioning, do not get too predictable with cr.MK xx Sonic Boom.

Oh, and some of the “flashy” combos.

cr.LK, cst.LK, cr.LP, st.LP, cr.MK xx HP sonic Boom xx FA2, cr.LK, cst.LK, cr.LP, st.LP, cr.MK xx HP Sonic Boom xx FA2, cr.LK, cst.LK, cr.LP, st.LP, cr.MK xx MK Legs, Head stomp (x3), Dive kick or whatever variation you want.

FA3, backdash, head stomp (x1), j.MP, PP Tanden Engine, BnB

Is Seth named after S-Kill?

Alright thanks for the replies. And I was gonna say about Ultra 2 doing pretty decent DMG + you being able to land it every round for sure (Ive watched a lot of fights where no one used 1, but of course the idea of the opponent having one in stock already makes the other play different) but maybe its decent to me cause Ive been using Ken’s crappy non-full ultra dmg forever lol

Poongko himself also always seems to rock Ultra 2. But Ill see, I dont like trying to guess and throwing it out there especially with the fireball thing being nerfed but I’ll try.

I gotta practice varying my command grab buttons up. I always do LP pretty much but it does so little DMG. And does EX really have a bit of hit invinc? Thats good to know, Ive been trying to test it in training mode but it was a biach to time lol.

  1. Also what are the properties on his Command grab? Like Abels normal ones go through throw, his ex goes through hits. Anything here? Ive been thrown out of mine quite a lot (Might be lag/input) and just jabbing seems to stop me from doing anything as well.

  2. What do you guys use for inputs to do the instant overheads in the corner? In a poongko replay I think he did , 2,3,6,9,3.

  3. Using tanden engine in blockstrings is not unsafe right? I saw on the framedata it leaves you with +19 on block even (I know they can jump though)

  4. What special gives the most bar? Sorry I could prob test this out myself lol, but he seems to be a good bar builder

Is there a secret to toe-tapping?