Seth Q&A: Ask simple questions here!

some instances your best punish to a whiffed uppercut might be sweep. if you cross them up, and their DP doesn’t auto-correct, they’re going to move too far away for any other punish aside from U1 or Super. And depending on the match-up and play style, you might not have either of those options available. Damn sometimes I punish DPs with j.MP to stomps just cuz I was already in the air at the time… :wink:

Two quick questions, please quote me if you can reply so I can get a notification.
Anyway, How do you do the Cr HP Lp SRK to toe taps combo? I seem to be always whiffing the toetaps, also when you FADC a srk sometimes i just straight up and do he toe taps and they whiff as well, is there some tricks to these?
And lastly for the tandem engine, is there one that leaves you at more frame advantage on block, because I seem to do it on a block string, they come to me I do a low short and get counter hit, maybe im pressing the wrong one or something?

Since Capcom screwed with stomps, the timing for stomps has become character specific. The crouching fierce combo has never worked on some characters (like Dudley and Guy) with a jab SRK. You need to do crouching fierce xx Strong SRK x2 on some characters.

SRK FADC neutral jump stomps is spacing dependent. It tends to whiff on the same characters that the above whiffs on. You need to jump forward sometimes and give up the better mixups that a neutral jump gives.

There’s a thread about this somewhere that lists all the characters. I’ll try to find it.

They all give the same frame advantage, differing only in startup and range. You are either doing tanden from too far away, or pushing short too late.

Oh okay thanks a lot man, do you know by any chance just what the frame advantage is on a blocked/hit tandem engine?

At point blank, you are +24 on hit and +19 on block. Of course, you don’t usually land it from point blank. Doing it meaty, catching backdashes, etc causes the frame advantage to increase also. Generally you’ll have less frame advantage from further away. You can be even to minus frames if you do it from near max range.

yo guys, I tried to search through this seth forum, but I did not find what i need to know. So my questions are:

1.Is cr. LP into cl. HP 1 frame link? I checked frame data and it says there is +3 hit advantage for cl. HP, but there is a pushback and if you take your time to exec close st. HP long arms will comes out and you drop combo. Thanks.

  1. Is guy one of the characters where you can not land all 3(4) stomps? After milion kick I was not able to land all headstomps, and I dont really know if I screw up the timing or guy and others have weird hitbox…

Thanks in advance, guys!

  1. cr.LP, cl.HP is a 3 framer I believe. It’s quite easy to do, but you just have to be close to them. I find that clst.LP, clst.HP is a little easier to do.

  2. You may just have to adjust your timing depending on the character you are playing against. Make sure you aren’t mashing out stomps, it will do you better in the long term to individually press each stomp. As said above, c.HP xx LP DP Stomps doesn’t work on some characters (reliably).

thanks, gotta try it.

Just a quick question about Seth’s U1, how does this thing work?

I mean it seems to beat my empty jumps, but if I activated a special in the air after Seth activated his U1, I could escape (i.e EX tatsu with shotos), why’s that?

it hits the ground all the way to the other end of the screen, it’s about as fast as an EX tiger shot & has the hit coverage of about half way up the screen, of course it’s also invisible. The reason your EX Tatsu saves you is because you don’t drop in to it’s hittable area.

It’s a very good Ultra that is a potential comeback mechanic.

If you look closely, you can see the wave that he shoots out.

Hey, does anybody know a video or some sort of guide on seth on :
-Combos and the most damaging ones, without meter and with meter.
-timing of the hykeratesu, however you spell it. I can perform it but not consistantly

it would help alot. thanks

If you’re talking about the timing of the Yosokyaku (stomps) after you do the Hyakuretsu (firework kicks) in the corner, I just hold up until the kicks are done and as soon as I see Seth jumping I start pressing down + MK. As far as videos go, I recommend looking up vids of Poongko or other experienced Seth players especially ones that have input display. You can find some seth players on the leaderboard and follow them to watch their most recent matches. Here’s one video I think is useful:
[media=youtube]n-qTS9xa_kg[/media]

The main hit confirm combo you should be using when close to your opponent is cr.LK, cr.LP, cr.MP xx MK Hyakuretsu.
If you catch someone with LP Tanden, cst. HP xx SRK x 3 (this gives you another mix up situation. Alternatively, you can cancel into HK Hyakuretsu).

Having 2 or more bars of meter opens up the majority of Seth’s combos, which revolve around canceling Sonic Booms (into FA level 2 or FADC into cst. HP) and using EX Tanden Engine (after EX SRK x 3 --make sure to delay the last one, cr.HP, or air-to-air MP --personally I prefer to just do stomps x 3, divekick in this situation). Check the combo thread for more and for information about which combos are character specific.

Hey I’m a new Seth player and wondering, what do you guys use tanden engine for exactly? cause usually when i use it to suck an opponent in, I eat a mashed dp or whatever. Never seems to be in my favor, so do you guys think its an valuable tool or just useless?

I use Tanden:
as an option in DP/SPD mixup to catch backdashes or pulls blocking opponents in for a chance to mixup again.
from around Standing Forward range to the opponent in (and get a free combo if they pushed a button).
as a meaty against certain characters.
as a very situational anti-air.
in combos for extra meter.

  • to evade bad spaced fireballs & catch opponent, but can still eat ultra when you misread something.
  • if you are near to stun/dizzy oponent you can do extra hits.
    dunno if its actual in v2012 but it reset the damage scaling in older versions i believe.

Hi, i got two questions:

There is a setup that i see a lot, after a combo into fierce DP x3 (typically st.HP xx fierce DP x3) is going into a dive kick. It lands in the front and actually hits VERY often, which i think is weird for a simple dive kick on wake up… You can even tell that people who know the matchup won’t quickstand after DP to avoid this. So what’s the deal about it, is it some kind of unblockable ? Also do you just hold up-forward after the DP or is there a particular timing ?

I’m also wondering about teleport after legs. Can you do it no matter if you landed LK, MK or HK legs ? How come PoongKO seems to have such a big advantage after it when i usually get punished for it ? Something weird about it is that if i try to teleport as soon as possible, a DP will come out. I actually have to delay it to get a teleport, for some weird reason.

**1: **It’s used often because it can be OS’d, as well as looking like you’re going for a cross-up… why it hits often is anyones guess, it’s no more effective than any other meaty dive kick set-up

2: KKK forward teleport leaves you at minus 1 if i recall correctly, PPP teleport leaves you on even frames. Though i don’t remember exact figures. Poongko is porbably better at teleporting on the first active frame than you are?

Though there might be some logic behind how the hyakaretsu hits, i tested all versions, but not whether it alters if you hit airborne or during a juggle or what have you.

I don’t know for sure but i think it doesn’t change anything if the hyakuretsu hits airborne or anything because it locks the ennemy on the ground anyway.

Anyway, is there really a small window after hyakuretsu where a DP will come out instead of teleport ? Or is it just me ? I’ve seen it happen sometimes in replays of pro players too.

Tanden has never reset damage scaling. But it doesn’t factor into the combo it’s in either.

Tanden is for pressure, dealing with strong zoning characters, and moving the opponent around (to try to mess up their control of the screen.) Don’t bother using it very often against…“lesser” players, put it that way. It’s a very powerful tool to deal with footsies, which is probably Seth’s biggest weakness. But most “lesser” players will simply jump in footsie range because they don’t know what else to do at that point. On the other hand, higher level players will be looking for Tandens in situations where Seth would most definitely want to use it…so, it’s something you have to use just enough.

The dive kick after DP is usually just a fake cross up. Most people automatically think it will cross them up (you have to train yourself not to block for cross up when you see it.) That isn’t to say it can’t cross them up (well, for a few characters anyway.) That’s usually the aim though. If you delay the DP properly and dive kick as early as you can, it’s actually a safe jump as well (5f iirc.) Don’t think many Seth players actually know or bother trying to do this. (edit: actually thinking about it, that miiight be cammy exclusive)

KKK teleport is -2 on most characters. I think some characters, you can be 0 … and one two or three characters you’re actually like -4 (lol.) PPP teleport leaves you at 0 on most characters, same wake up problems change frame advantage or disadvantage. If you throw a Boom before teleporting you are technically not safe. You can never really try to meaty someone safely after teleporting in either…there’s always a risk. On another note, you can actually control if the PPP teleport puts you in front or behind them in place of KKK teleport…but I don’t know if it’s safe or not.

There is a small window where you cannot teleport after Hyakuretsukyaku no matter what. I guess the dev team didn’t like how easy it was in Vanilla to do teleport shenanigans since you can do any other special (and that’s what you will usually get trying to do a teleport until you get the timing down.)