SPD will beat normals and command grabs (usually) if they come out at the same time or after SPD does (providing they don’t have special properties like invincibility, put the opponent in the air, or throw invincibility.) It will lose to frame traps and invincible moves unless it’s EX (and it will still lose to most invincible moves.)
For overheads it really depends on the character. In general, 9~head stomp will work on everyone and give you a cross up opportunity afterwards. 8~head stomp works on some. Otherwise, you can only do it on the way down now, and that’s massively unsafe.
Frame data is incredibly misleading, it’s almost never +19 or anywhere close to that. It is generally unsafe without great spacing. With great spacing (which you’re usually only going to get on set ups), it is either small advantage (enough to frame trap), even, or slight disadvantage (usually safe.) Keep in mind you can hold up to always beat Tanden and get punished (hard punishes too.) I’m honestly still kind of learning how to use this, so someone might be able to correct me.
Shoryuken is probably the best meter builder to use after landing a stun or being incredibly far away. Tanden hardly builds any meter but you might as well do it since it doesn’t scale combos.
Toe tapping (head stomps) is largely character specific now. But, there is something of a pattern. All 3 really fast, two fast then delayed head stomp into dive kick, delayed intervals between each head stomp, or the few characters like Guy…who landing them on can be really fucking dumb sometimes in the corner…
My main question is how to start it. I just try and jump, immediately after hold down and LK, but 19/20 times I just whiff and go over them or not far enough. (in the corner)
SPDs are active from the third frame and have no special properties (other than being untechable obviously). EX SPD has strike invincibility through the active frames.
The input is simply :uf::d:. Stomps can be performed with any down, so use what’s comfortable. Instant stomps are much less effective and safe than they used to be, though.
You can reversal and jump out of it and some characters can jab you depending on spacing and what move you cancel from. Tanden is usually +frames enough for a true blockstring with jabs or shorts when you cancel it from a normal during a blockstring.
Unless Seth’s meter gain has changed from Vanilla, SPD builds the most meter when connected, followed by SRK. They both build the same amount of meter on whiff. None of Seth’s specials are really safe for meter building like Twin Palms, though. A solid meter building move from full screen is Far Fierce. It builds good meter on hit and on block and is relatively safe from jumps and focus at full screen.
Yeah, in the end, the names managed to fit into a Biblical reference. I was surprised when I first learned that there actually was a brother named Seth.
Hello everyone i picked up seth like few months ago, doing pretty well with him, i used to use balrog, i find seth so much fun, because im a combo fanatic, i main tekken and have made cmvs for my char steve fox, but i’m starting to play alot of ssf4 lately, and i want to know more about seth. i hope people can help, im sorry if i use the wrong notations because i don’t know them properly…
firstly i want to ask, is there any such thing as block strings being safe?, ie, if i did crlk crlp crlp . will i get interrupted by ryu dp all the time?
i want to bait them to do dp but i find myself gettin hit after any block string i try to mix up with. what am i doing wrong?
some characters are easier to toe tap because the’re bigger, Balrog also raises very slightlywhen you hit him in the air which makes Toe-tapping on him pretty damn easy. for the corner, there are a few character that are awkward.
In terms of the corner, after Legs.
1 stomp immediately after legs finishes, has to be very quick quick, followed by a delayed stomp, then everything else should hit fine.
Guy - tough that one - Rose, Chun Li, Ibuki, Fei Long… also can’t remember fully but maybe Juri
Funnily with Cammy, you have to wait a bit before you jump, it’s actually quite easy to hit it after that.
can anyone tell me if i can get priority over block strings? ie, if i do tandenengine, then clk clp shp would i hit them if they had a generic shoryuken? also i have trouble vs vega players alot of trouble, he does that evade move alot and it messes my flow, and i always get hit by the jumping throw, i know i can focus his jump moves except the ex jumpslash, i know i can punish his evade move with either long range move or ultra1, if timed correct. are there any other punishments i should know about? what bout his ex high move? i dont know the notations plz excuse me, its like he goes through me from side to sidE? lol can i punish that?
when doing clk chp in block,u will hit by dp,super and ultra,to punish that evade move,time your tanden engine or magic kicks,you will hit by that jumping throw unless you mess their timing,to do that either do a jump back hp or keep altering your position so that u get a jumping attack rather then a throw,focus that attack and punish,you can ultra 1,super after block that ex high move which goes from one side to other,i think hk magical kicks as well.Hope This Helps.
Wanted to ask the Seth players if they know where I can find some high quality Seth images to mod one of my sticks with. I’ve checked around online and haven’t found much, probably because no one uses him and everyone hates him, thinking he’s cheap and op. I’ll cut the image to template and stuff. Any help appreciated guys, thanks.
Sometimes when I go for a lp sonic boom -> teleport crossup, I get an ex dp instead (and this is using 3p button; I play on pad), any idea why? Are there frames following the sonic boom where you aren’t allowed to teleport? Or can sloppy directional inputs somehow shortcut you an uppercut over a teleport?
I thought EX DP was something happening because of negative edge, but after thinking about it for a while, it always happens regardless if you do it too soon, so I’m not sure what the deal is. You have to delay the teleport if you are consistently doing EX DP.
A similar oddity occurs with Sagat in training mode after EX DP. If you have your Super set to refill, and you do the Ultra motion too early, your Super will come out instead.
The only good Seth images I’ve ever found are from the art book. Google it since I can’t upload it here, I guess.
Sorry, i need to do a super-noob question:
i’m tring to perform the classic combo s.Hp, sonic boom, FADC, s.hp, spin kick but i’ve a problem with the FADC. Now: i must to press mp+mk when sonic boom is being born or when it is on hit?
I need also a tip on fingering: i use s.hp, lp sonic boom but maybe is better use mp or hp sonic boom?
Hi, I was playing my friend in versus I am seth he is Dudley and I noticed I can’t cr. HP xx L. shoryuken xx 3 head stomps…The 3 head stomps (don’t know the move name) don’t connect after the light shoryuken. He also uses the Top hat costume for dudley maybe its the costume idon’t know. Any1 know about this at all?
You need to FADC the Sonic boom as it is being “born”. Try FADCing full-screen sonic booms to learn the timing. I use Jab sonic boom when I’m cancelling from standing fierce and fierce sonic boom when I’m cancelling from crouching forward.
You need to do 2 hits of strong SRK (into 2 stomps and divekick) instead of jab SRK into stomps. Dudley has a weird hitbox. Things like point-blank SRK FADC neutral jump stomps don’t connect on him properly either. The AE stomp changes make things even harder.
Vanilla Divekick started up in 8 frames, so that little pause he does before the move isn’t really noticeable.
Super Divekick starts up in 12 frames, so it’s easier to react to.
AE Divekick lost some hitstun and blockstun, so it’s harder to hit-confirm form. It isn’t even faster than the Super version. I’m assuming that was another lie from the devs or the change is too minute to matter.
Also, don’t make the same post in every thread like that. Just ask questions in the Q&A thread.