Seth Q&A: Ask simple questions here!

Hold up and do it as soon as possible against everyone *except

*Viper - wait for her to fall a bit
Cammy - same story
Rose - put delays in the head stomps
Guy - put really weird delays in the head stomps

probably more I’m forgetting

Dudley I think? maybe others?

against guy is really hard to land all stomps. you have to do it like bim - - bam bam stomp

today i was in the lab testing stomps after cr.hp midscreen.
it seems that on guy and guile it is very hard to land 3 stomps after lp shoryu. should i try different timing or stick to 2 stomps, dive kick?

also, with dudley, hakan, cody and adon - after 2 mp shoryus if i stomp 3 times, i can’t dive kick 'em. so does it mean that i should also do 2 stomps and a dive kick, or there is a way to land full combo?

Do lp srk x2 -> 2x stomps -> divekick on Guile. If you start off a tanden the juggle works fine. I don’t remember any problems while Guy midscreen so I don’t know.

You can’t do 3x stomps after 2x srk. It won’t work because of juggle priority, it’s not because of the move whiffing.

In the corner vs Guy and Rose it’s very consistent to do legs -> walk forwards -> 2x stomps -> delayed 3rd stomp -> divekick.

So when legs are about to finish i should just press up forward? Sounds easier than it is for a complete beginnger haha.

I can do it after cr.hp srkx2 but not after legs :frowning:

Against most of the cast the corner juggle off legs into stomps isn’t hard. On a few it’s very fickle and walking forwards or specific timings for individual stomps are required.

Easiest would be to hold up-forward during the hyakuretsukyaku animation, and when you see the opponent’s starting to descend, is when you move to down-forward. hope that helps.

Thanks a ton!

Yeah just look for the falling body, when the feets are near you stomach, go for d+MK.

Awesome, I did 100 reps of:

cr.LK x2, cr.LP, cr.MP xx Legs, d+MKx3, d.HK

Hit it around 60% of the time. I want to do it such much is becomes muscle memory haha, especially on the left side, That’s a lot harder for me.

I tack on a typical Dash under HP SPD now and then, obvious but effective mixup if they’re not mashing.

You can plink cr.mp if you want. Also. 3 lights -> cr.mp isn’t consistent depending on character, spacing, and combo starter. So sometimes I do 2 lights into cr.mp and then hit confirm the cancel, as compared to hit-confirming the cr.mp itself. You can hit-confirm cr.mp off two lights of course, but if you’re just starting out I think you’ll mess up the timing less if you think of cr.mp as part of the hit-confirm.

Oh sorry I wrote the combo wrong! It was infact a chain of 2 crouching lights, Although I did realise you could do 3. I was pretty tired when I wrote that haha! And I’ll plink the cr.MP from now on. I was just trying to nail the timing.

Also, How important are SPD resets in your opinion? They seem to be pretty important for Seth’s damage game, if not a tad risky if it misses. After the corner combo I usually dash under h.SPD after 1 regular corner combo. Keep it varied.

Things which I think are good for any new seth player to practice (besides what you are already practicing) in no particular order of importance:

  • Tick 1 or 2 lights into SPD
  • Dash forward SPD
  • Shoryu FADC into
    -> stomp dive kick on hit
    -> SPD or regular throw on block (use random block in training mode)
  • Low jab linked into st.fierce, cancelled into either shoryu or legs
  • Meaty dive kicks (after for example shoryu) into the above combo
  • Regular FADC combos that revolve around st.fierce and sonic boom
  • SPD -> lp sonic bom -> FADC -> teleport (in front of or behind opponent, essentially making it a 50/50 situation)
    (as well as Ultra 1-> wait -> lp boom -> teleport)

Worth mentioning is that while SPD is quite risky, it provides the best mixup situation midscreen due to the ambigous crossup or safe jump/option select, but in the corner I think backthrow (into the corner), walk back a step or two, wait a little bit and dive kick is far superior due to the heavily ambigous nature of dive kick that can cross up (and combo) and cause most reversal attempts to completely whiff or cause misinputs.

Imo SPD is best used sparingly until you have confirmed that the opponent doesn’t like to mash or neutral jump during strings or after resets, or until you have conditioned him not to. Dash forward SPD however is a really useful tool to utilize due to the fact that it’s hard to react to when anticipating jumps (Seth’s main method of “getting in” I think).

Am I right in guessing when you’re solid midscreen, I should always go for a SRK ender? It seems my options on Wakeup are a lot better than ending with legs. Usually from a divekick or simple wakeup mixup.

You can’t SRK consistently off of a hit confirm unless you’re doing a jump in (j.HK, cr.LP) or be point blank on certain characters (cr.LK ~ cr.LP, cst.HP / cr.LK ~ cr.LK, cst.HP / cr.LP ~ cr.LP, cst.HP.) Well, you can technically do cr.LP, cr.LP, HP SRK…wouldn’t go for that online with my reactions though. And I disagree with some of the stuff here. As a Seth player, I think it’s absolutely required that you can hit confirm with cr.LK ~ cr.LP / cr.LP ~ cr.LP alone. Chained making it a true block string and allows you to do many things afterwards (sometimes character specific):

> cr.LP ~ cr.LP, pause, LP Engine
> cr.LP ~ cr.LP ~ dash forward ~ cr.LK into whatever or LP SPD
> cr.MP xx MK Legs (or ~cr.LP, cr.LP xx LK Legs if your reacted too late)
> cst.HP xx HP DP (or cst.HP xx HP Boom > whatever)
> st.LP, cr.MK
> whole lotta frame traps (cst.MP, cr.LP…delayed cr.LP… cr.LP ~ cr.LP, cr.HK … cr.MK xx HP boom xx FADC, etc. etc.)
> other stuff (~cr.LP into OS buffer normal to whiff if they mash, catch them if they walk forward or press buttons, do nothing to see what they do, teleport back to mind game them occasionally, ~cr.LP ~ jump and do a near instant dive kick do test their reactions…or cross up attempt…loooots of stuff you can do.)

Wouldn’t consider DP FADC mix ups a priority for new Seth players. It’s kind of a crutch because it’s practically unbeatable online but very risky (more so than other options) offline if the player knows the match up.

Don’t think one should focus on learning meaty dive kicks (at first) so much as learning how to make them whiff (fairly hard to tell if he is going to whiff) and avoid DPs.

Absolutely critical that any Seth player learn how to use Tanden Engine properly.

Dash SPD is cheap as hell, I completely agree that you should try go get the distance down on this.

While on the topic of absolutely critical skills, play games where you are not allowed to do ANY reversal options, because blocking is just that good. Getting hit by an OS or an attack in general, especially counter hits, will get you killed extremely fast with Seth.

Pretty important to learn how to OS jump ins with stuff (at first, try to find things that catch certain characters backdashes, like U1 and MK/HK Legs), and eventually in your strings (still struggling with this myself because it feels like Seth can’t catch shit without U1 against most characters…cr.LK, cst.LK Legs OS doesn’t work on too many characters and U1 OS is a real pain…)

More of a general skill but try to hit all DPs as late as possible. More damage, LP can get you combos, and Seth WILL fly up in the air like a retard if you don’t sometimes (usually because they jump in at a certain angle that DP doesn’t catch for whatever reason.)

Awesome post. I don’t understand all this OS stuff just yet. But I kind of don’t really want to. When im under pressure I just block. It really is that good, Block all day, tech shitty throws and punish. ore emphasis needs to be put on just blocking. Nevermind countering frame traps and shit. I’m just going to block until you fuck up. Then I’ll either ruin your day, get out of there, or just stop your attacks and go on the offensive. That’s how I play. I block a LOT.

By FADC I just meant it as a ‘Get out of jail’ card incase I SRK out of pressure or on Wakeup. Those 2 meters can be gained back pretty quickly and can save me a ton of life.

Dive kicks…Meh. I can’t make them whiff 100% of the time, But Meaty Dive kicks are coming to me. I just want to learn it as a whole because it’s an amazing tool.

Dash SPD is cheap I agree. I love it, and I shall perfect it.

I’m still not sure about the Tanden engine, Could someone walk me through it’s uses? I only ever use EX and that’s just for style points after cr.HP. Is it to catch them mashing?

I’m also learning Boom FADC combos. They seem pretty useful.

To answer your first question. It’s not realistic to confirm into SRK unless you do it off of a jump in, no. But you can end crumple combos or things you caught with tanden engine with SRK. I wouldn’t go as far as saying you should “always” SRK midscreen, as sending the opponent to the corner isn’t an unsound strategy (it also does more damage) since that’s where Seth really goes to work on the opponent. However, srk midscreen sets up better wake up mixups, esp meaty dive kick (which is why I mentioned it in my previous post) which is not hard to do or combo off of.

OS (while important) is mostly character specific which is why I didn’t mention it in my previous “things to practice” list.

I would go as far as saying DP FADC is Seth’s best pressuring tool since it beats everything that SPD doesn’t. From the top of my head only Oni’s DP beats Seth’s regular DP, so, yeah. Seth builds super meter like a monster and hardly needs meter for anything else except ex legs to punish projectiles mid screen or the occasional ex SPD. Ex tanden, while flashy, doesn’t usually provide much bang for the buck (remember it costs 2 bars) due to the fact that ex DP puts a lot of scaling on the combo. If it closes the match or it gets him into the corner and you got 3 meters to spare, however, then go for it.

Regular tanden engine is used to:

  1. keep opponents in a block string
  2. punish blocked/whiffed specials that has a lot of recovery
  3. catch back dashes
  4. mess with the opponent’s spacing mid->75% full screen
  5. build meter after focus crumples
  6. as a footsie tool

All but #6 are risky and #7 is generally not recommended

It can also be used meaty in some situations to chip out the opponent with ultra 2 or as a wakeup shenanigan, which if forward jumped, can be punished by DP.

cr.mk -> lp.tanden being very useful esp if conditioning the opponent not to jump with cr.mk -> sonic boom [FADC] but neither are true block strings. I also like to cancel the second hit of cr.fierce or st.fierce into lp tanden occasionally. Just remember, you can’t combo into regular tanden, it can always be jumped out of/reversaled.

OS DP FADC back dash is fine (usually) but any DP FADC forward dash = real guessing game which forces you, as the attacker, to take serious risks without four bars. Regular throw, SPD, cr.LP, and cr.LK all get counter hit by 3f normals and usually trades/beat by 4f normals unless you time SPD perfectly (where they could possibly back dash anyway, which also beats all of these) EX SPD will lose to anything with decent invincibility frames, back dashes, and jumps. I think a perfectly timed throw will beat it too (strike invincible only isn’t it?) Actually doesn’t even have to be perfectly timed. DP will lose to decent back dashes, or…just blocking (can tack on late crouch tech to stop throws.) imo It’s basically a shenanigan / shock tactic to FADC forward unless you have four bars (which does happen often enough.) I use it all the time too, but…it’s not something you should really consider going for more than three times a game, tops. imo, anyway. I do it out of bad habits (plus it is broken as hell online so eh.)

EX DP doesn’t scale combos. Three bars for 400+/650+ into reset is pretty good considering how fast Seth builds meter. I almost always go for this when you consider it’s 1-2 more mix ups into nearly unscaled stun combo or another potential reset off of a stun.

everything else requires me to type another lengthy post and i am feeling lazy at the moment

simple run down with tanden: you need to establish the threat of it or footsies will be a problem

any focus attack you land gives free meter, but iirc it’s only 1…it’s probably better if only because it ensures combos work or are easier…

You guys help a ton, i really appreciate all this information!