Seth Q&A: Ask simple questions here!

EX legs, your own fireball, s.hp, jump in, and focus attack. You get a crumple if they throw a fireball and you’re focusing. You actually have great range and leeway with EX legs through fireballs. If you’re somewhat patient then fireballs really aren’t that big a deal for Seth.

j.mk doesn’t work to jump over fireballs because it hits your legs. They’re fixing this in 2012.

If you would have to block a fireball, consider focus absorbing it, backdashing, and throwing a Sonic Boom to give yourself time to recover the grey health. The extra ultra meter, no chip damage, and better positioning makes it worth the risk often.

U1 catches fireballs at full scree if you have good reactions. The getting hit out of the ultra thing only happens at midrange or if their fireball is really fast, like Sagat EX tiger shot.

I noticed that Seth’s U2 has some good priority and will often beat other ultra reversals (e.g. I know that if Guile tries to reversal with U1 he will get hit) Anyone know which ultras lose to Seth’s U2? I’m not at home right now, but maybe after work I can test it out.

Seth’s ultra 2 has 12 frames invincibility. Most anyone can delay their ultra appropriately and hit you out of it. However, if someone just counter-ultras, usually they lose. Characters with FAST ultras are actually at a disadvantage because they usually run out of invincibility more quickly.

But most anyone can counter-ultra if they time it right.

What are the best options against really good backdashes ( Chun ), mashed in blockstrings? DP it’s difficult, maybe far HP ?

You can probably OS cr.lp xx s.lk/hk tatsu. I know you can OS Makoto’s backdash with walk forwards sweep. You can guess EX fireball or axe kick. Or you can throw them before they backdash because they’re in the mindset of “block, then backdash.”

You can probably punish on reaction with sweep or U2 if you’re looking for it. Even Chun’s.

Hi there. I’ve been fucking around with seth for a few days. Got a question. I find it kinda difficult to time 2 proper SRK motions after the 1st Srk.So i was wondering is there a major downside to “mashing” it out after I hit confirm the initial SRK.What I do is, see if the srk hits , if it does I wait a bit (so super won’t come out by accident if I have full super bar) and then mash it out( :d::df::hp: 2-3 times).I think the time between the 1st SRK and the mashing is enough to FADC on reaction if the SRK is blocked too but what do i know…

So again, any major dowsides to this method ?
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You can actually option select FADC if you do :dp: :hp:, :dp: :mp: :mk: :f: :f:. This is worse in 2012 upper though because the second hit fadc is -3 on block.

With EX SRK delaying the second hit makes getting full hits more consistent. Delaying the second hit helps for consistency overall. However, there’s not too much downside to mashing it out otherwise.

I personally don’t think it’s hard to time once you get used to it. It’s kind of therapeutic for me to do the motion correctly.

Btw is Seths EX Spd throw invincible ? If not what are the EX Spd advantages compared to the normal Spd except the slight damage boost.

EX SPD is fully invincible from 1st to 4th frame

Will safe jumps against 3f reversals still work with the new j.HP in 2012? Or did they only change the neutral j.HP? Thanks.

Actually, EX SPD is only strike invincible.

>.> Seth can’t safe jump 3 frame DPs. No one can… well except this set up.
Spd~Far MK(whifed)~ jump forward HK.
But I’m talking about real safe jumps.

Not true at all Zaith, there are multiple characters with 3f SRK safe jumps. but it mostly has to do with spacing the normal so only the tip and last active frame can touch so the first srk active frame whiffs and you can guard the second active frame. The only one that can’t be safe jumped through spacing well is Ken’s FP SRK as it has monstrous horizontal reach.

I am not great at explaining mechanics. If none of that is valid to you then what do you consider a “real safe jump”?

What safe jump setup is everyone using against Dee Jay players? (Regular + EX Upkicks)

I don’t think it’s possible to safe jump DeeJay when he has a bar.

It is no wonder I mostly avoid these forums. You can safe jump EX up kicks with a standard 4frame safe jump setup if he has EX otherwise it is easy to safe jump his slow 6 frame up kicks.

SPD whiff cr.mk hold up forwards is a ‘perfect’ safe jump by frames. It also safe jumps Ryu uppercuts because of spacing. Only works midscreen for that.

I actually hadn’t tested this before because I usually just dash and walk forwards for the crossup that can’t be uppercutted. But Dee Jay can just EX Up kicks that.

Edit: Ken can hp uppercut (but not EX, which is weird). Akuma can hp uppercut, but super and ultra don’t work.

Ken’s EX SRK is guarded because it is 4 frame start-up. I can’t find any reliable safe jumps for Ken that land in front because of the threat of the FP SRK. This is why I use empty jumps or cross-over setups against Ken.

Ken’s DP start-up frames: lp:3 mp:4 fp:3 EX:4

Thanks for the heads up.

That’s the setup I usually do against most DP characters (which works) but get blown up by EX Up Kicks. Which is why I asked :slight_smile:

a quick one how do u do the stomps in the corner after that kyaku kick

Jump down medium kick, timing is kinda tricky on some characters.