How do you control the direction of ppp teleport after LEGS,this actually messes up my mind games with opponent and i so badly want to know the answer.
Also after a Dp(3hits) when i dive kick with a pause in air(so that opponent’s anti air whifs) and opponent holds forward it misses,if i dive kick without a pause it hits but that divekick can be anti-aired with dp,cross up and it misses opponent again,so whats the safe and setup here,also is there any setup here with a crossup divekick?
i regualry play against same opponents so they knw all the mind games of seth,its all about guessing rite now.
Just wondering, Who exactly has the highest priority srk in the game? it seems seth does to me but im really bad at testing stuff like this.
priority just relates to which SRK has tyhe most invuln. In which Seth’s is the top of the class (With Oni running up there too)
Cammies succeeds alot though, i think this is due to the hitbox.
You have to time the PPP teleport as soon as you possibly can after Hyakuretsukyaku or you will end up in front of them sometimes (because after 2f passes, maybe 1f, quickstand will potentially mess with where you end up)
he cant quickstand after untechable knockdowns, so if you want to get him under big pressure, especially if hes near stun, end your combos with them, and follow with wake up combos.
Um, the only combo that doesn’t let the other player tech their fall is counter hit s.LP to sweep…
and if the other player doesn’t tech their fall, they’re open to all safe jump setups still.
Seth can apply pressure after an SRK even if they do quick stand and you can’t quick stand SPD. Only situation where quick standing is ‘good’ for the opponent is after midscreen legs. And you can ‘punish’ that with lp boom fadc teleport crossup shenanigans. If they don’t quickstand and you predict it, immediately backdash after legs and do lp boom and then teleport. Free teleport crossup shenanigan similar to post-U1.
Also you can combo to U1, hp SRK, or cr.hp to continue to pressure in 80% of all situations.
In the corner for stun resets are better than untechable because they give the opponent less time to decide what to do. Seth has good resets to stun, including divekick crossups, instant air stomp to j.hk/j.lk (very good 50/50), and tick spd on hit.
Oni. Seth is a close second.
Newbie q time.
Can I OS U1 off of chained cr.LP to catch back dashes (like chun’s)? I thought you could, maybe I’m doing it too slowly…
ie: cr.LK xx cr.LP ~ U1 ~ cr.LP, cr.MP
If they’re chained, then there’s no way that she can dash out of them.
Yes. But will it catch get beck dash? Umm you need the frame data of the cr jab or short and the start up of the ultra and the recovery frames of the back dasher. But yes you can do it buy j don’t know if it’ll catch her
Hey bunsomite I saw you playing against Gootecks on excellent adventures as cammy. You jumped into his orbs to give him the win…I feel your pain lol I’ve jumped back onto fireballs to throw away a match so many times it’s my signature move now.
i was pretty drunk when i was playing that game. haha, i didnt do most of the times i normally would have done ( good combos) lol. oh well, i was mostly going on to troll when i saw it was gootecks, but oh well
Out of thse chars which one do you think its the best alt for Seth ?
Gief,Rufus,Akuma,Rog,Honda
Also which char do you think is the best alt for seth from all the chars ?
The idea is that Seth and “hes alt” will cover as much of their bad match ups as possible.
(talking AE v2012)
^ Seth’s best alt is the character right under Hakan.
I’d say Rufus or Akuma cuz they have dive kicks, good pressure, and aren’t charge characters.
Despite that though, my own alt/co-main is Rose, who is safer than Seth, has better normals, and a much better backdash.
Picking up Seth, really want to get good and reach a high level with him. I realize that at first, moreso than any other character, i’m going to lose a lot before I win and start dominating.
That being said, I’m curious as to what some of my best pokes are, and what are my best anti-air options outside of a DP? Never seriously used the character before, so if anybody can help out I’d appreciate it. Thanks!
Good looking out, thanks!
Kara SPD…does anyone remember how this is done and if it still works? I remember the range increase being really minimal but I was thinking it could be useful in some block strings.
You kara with far roundhouse