Seth Q&A: Ask simple questions here!

I love the tanden engine. I probably use it way too much. It’s nice that you can cancel it from cr.MK, cr.MP, cr.HP, and cst.HP. My friend that I play against regularly has noticed how much I like to use, so I’ve tried to mix it up with cancels into sonic boom or jump forward MP to catch his jump. I agree that it probably isn’t advisable to use it for footsies too much, but if they are staying grounded or throwing hadoukens it’s so nice because when you catch them, you can do really damaging combos. I also think that the EX Tanden is worth the meter after a EX SRK because you can go into cr.HP xx LP SRK, stomps (which sets you up nicely for another mix up). Also I like to do a reset at that point that works on most of the cast, which is cr.HP, j.MP, cst.HP, (Dash SPD/xx LP Tanden/xx Sonic Boom) I love how often that reset works against people and once they catch on and jump out of it I can sit back and DP them instead.

I got blown up by a few B ranks tonight. Like they weren’t even trying and I was getting my ass walked on. It’s pretty demoralising when you learn the basics, and apply them to your gameplay but still get beaten by a Ryu player with around 7 x’s in his name :frowning:

So, My Questions:

How do I stop sucking? What should I NEVER do? (Specific to Seth…)

Open ending question, I know.

get knock down > walk back > dash forward ~ spd

get knock down > dash forward > dash back > dash forward ~ spd

stand still just outside of footsie range (they always do something stupid at this range, either something massively unsafe like ken doing fw.MK > HOLY COW GOTTA DP or the incredible “hmm he isnt doing anything what the fuck guess ill jump in” ryu player)

never fst.hp unless you’re sure a jumping attack will not reach you because ranked players are some of the best acrobats in the world

never try to rush a zangief in ranked. feel free to stand outside of spd range and use lp tanden though, this catches a ridiculous amount of giefs online (lol some top giefs on xbl are frauds)

always go for the relatively safe j.HK cross up (if they love that dp you can just j.hk them again after the first one connects) until you figure your opponent out / force him to block (excluding Dee Jay, where you should spam cr.LK on his knock downs, and grapplers which you should just lame out…and a few others but you get the idea here)

always make sure you get a decent punish on something stupid. some people in ranked actually do realize “hmm i just got hit for 250 twice, maybe i should block.”

never test chun’s reactions with u1. she has the eagle eye!

try to save the desperation dps for after a blocked jump in. try not to desperation dp as soon as you get the meter.

just about every seth i’ve played in ranked tries to go for sixty wall jumps / jump around like a psycho when they aren’t in your face. don’t do this. hold your ground, steadily advance. you have to jump with seth but don’t try to play mid-range like this.

use fst.mk and fst.lk more. you can’t use these enough, ever. buffer cr.mk into mk legs more if you aren’t.

of course, this only applies to about 80% of the shit you run into playing ranked. seriously, if they dp you three times in a row on a knock down, back dash whenever possible, or something similar, just lame it out - it’ll work.

i repeat: none of this will apply to a half decent player, only those that are trying to derp you out. (edit: well okay, fst.mk and fst.lk are pretty awesome.)

one thing that does apply to good players and bad players a like - spend the first round trying to figure their patterns out. this goes a long way to beating everyone.

How do you whiff the dive kick after riverdancing in the corner? I’ve seen a combo video where someone whiffs the dive kick and juggles into U2. I can’t seem to do it though :frowning:

That combo is bad because you whiff most of the ultra. Doing super is much better but still not as much damage as a standard combo into super. The way you do it is you space out all 3 stomps.

lol this is so true. It’s hilarious how much jumping goes on online.

Learning how people play is so important. Last night I played a Ryu and I knocked him down with a SRK, jumped over him and did a meaty SRK FADC OS, which knocked him down again, so I went for an SPD the next time thinking “surely he’ll block now” Nope he mashes out the SRK. Every single time I knocked him down he mashed SRK and he had over 2,000pp/5,000bp, so you would think he would know better. Next round the **only **move I did was SRK, and he didn’t learn the entire time. It had to be the most retarded match I’ve ever played.

I far s.hp nowadays to get people to jump at me. Offline of course. Whiff stand jab is apparently a good bait.

yeah don’t abuse of far hp as people online just tend to psychic jum-in

What are Seth’s safejumps and setups (including meaty dive kicks)? I couldn’t seem to find a list of them, even in that safejump/os thread.

SPD dash walk a tiny bit is a ‘safe’ crossup that can also be a non-crossup divekick. After legs in corner, you just do the left/right reset. After midscreen uppercut x3 I think I wait, then dash, then walk to set up a safe crossup/divekick setup against quickstand.

Seth’s setups are pretty braindead for the most part. Same thing off everything.

SPD whiff cr.mk hold :uf: j.hk is a frame perfect safe jump and safe jumps Ryu hp DP too.

You know about land U1, wait, lp sonic boom, and then :PPP: teleport to make the boom cross up right? Can do the same setup off midscreen legs if they don’t quick stand and you backdash preemptively.

you don’t have time to do a dash after a quickstanded, non EX SRK, even if you delay the last hits as long as possible. Moreover, a forward dash puts you too close to land a crossup or a divekick. The setup from SRK is to walk forward or back slightly and mixup with Divekick, jumping Roundhouse, jumping short, or empty jump whatever.

Also, Back Throw to walljump safejumps 4-frame reversals.

my niggas gotta get with those fullscreen wall jump cross ups after a no quick rise

im more interested in set ups after EX SRK and regular DP. finding some stuff which is pretty nifty that doesn’t involve “walk back a while, jump over and hope it doesn’t autocorrect.”

Yeah, you’re right. I forget how to do it after doing it so long.

You can wall jump with different timings. Is that the immediate timing?

You can wall jump with different timings. Is that the immediate timing?

The divekick will hit people trying to autocorrect a crossup usually. If you jump immediately and empty jump it’s safe against 3 frames. Also the divekick can be spaced to be safe against uppercuts.

I think you can make the crossup or divekick a safe jump but the timing and spacing is weird.

for cross ups and shenanigans, the timing is different for every character and it doesn’t work on everyone (but you can do some really weird stuff to just about everyone)

the wall jump safe jump is immediate timing against most characters (rekka tec posted this a while back)

dive kick will hit some auto corrects, won’t hit others…safe jump timing is annoying as hell…i’m starting to think an EX DP may be worth it alone now since it gives you more time to do stuff. and seems to hit a tiny bit farther…not really sure why because i don’t think it actually does.

im finding that hyakurestukyaku knock downs seem to have different timings against different characters, because you can do boom, teleport cst.HP cross ups if they quick stand on some characters, while i couldn’t do it to other characters (viper comes to mind)

I usually set up those wall jump crossups when people try to jump forward over certain sonic booms from near full screen. I can’t really explain it, but I land it pretty often.

Safe jumps from SRK make me wish that this game didn’t have a quick rise system. I get really sick of people that decide to not tech when they keep getting mixed up. I need to find an unblockable or something after a non teched SRK to deter that.

Did you figure out on how to do it?
It might be character specific.

What are some non-fadc ways to combo into Seth’s Ultimate 1? ( some BnB style moves that you can combo into Ulti 1 )
sorry if it is posted somewhere in this thread, but 30 pages is alot to read :slight_smile:

Juggle from cr.hp, far lp sonic boom, tanden from up close, FA2, raw j.hk, character-specific tanden, cl.mp cl.hp xx Sonic Boom FADC U1, and character-specific crossup j.hk cl.hp xx EX Sonic Boom -> U1.

Naw. Something came up that next day and I totally forgot about testing it. I remember one of the guy said that it worked on Blanka, but the boom only connected if he was blocking.

I’m sure that Kikuichimonji meant EX Boom where he typed FADC.

Note that in most matches U1 will serve you better as a “Dumb Shit Deterrent” than in combos. If a combo into U1 is the only combo that will kill, go for it, but be aware that it gives your opponent darn near a full EX bar.