Seth Q&A: Ask simple questions here!

Yeah Seth will cover Boxer’s bad match ups pretty well. Gouki is a little difficult but it’s not that bad while a good Sagat will make Seth turtle a lot as he tries to get in.

Guile has trouble with Seth once he gets opened up. Sim and Gief have a very hard time against Seth, although Gief can try to guess his way to victory.

Hi,
Just searching for an accurate explanation for something really annoying?
How come I frequently have ex dp to come out when I teleport (PPP map to one button)?
Sorry if this has been answered before, I didnt go trough the whole thread.

I haven’t really seen this answered myself. This happens to me a bit too often. If I try the lightning legs >> teleport setup, and I do the teleport a bit too early I get EX DP even though I am an 8 button warrior… If Seth is neutral and you go to teleport and get EX DP then I would suggest buying a lot of new electronics.

My GUESS is this is due to poor coding and the various input leniency that is part of the game. I would GUESS that one of the punch buttons that is part of the PPP macro gets lost or ignored when done too early.

It is better to learn the timing to get around this. There is a reason Poongko presses all of the those buttons during lightning legs, tanden, SPD, EX DP, etc. When he does lighting legs you normally see a lot of :lp:s and then when the final hit of lightning legs hits, you see :lp::mp::hp:, that is how he knows when to teleport at the earliest possible moment and actually teleport instead of getting EX DP.

Yes, this has been asked plenty of times before. It’s negative edge. You’re inputting the teleport too early and the EX SRK is triggered by the release of the punch buttons. Do the teleport input later and start holding 3P down to avoid accidental SRKs.

Also, 8 button is dick.

Ah so I was right, poor coding. Even though it has been around forever, negative edge is my bane.

Although, that still doesn’t really explain why a EX SRK comes out. :dp::lp::mp::hp: is a teleport except for this instance. Obviously you have to use MP+HP to get an EX SRK to come out. Negative edge or not, why doesn’t inputting all three punches get you teleport?

Keep it classy.

I think what’s happening is you’re inadvertently kara cancelling your teleport into ex. SRK. When you input f, d, df + 3p, Seth goes into the start up of his teleport, but then when you release the 3 punch buttons, the negative edge triggers a kara-cancelled ex SRK since you still have f, d, df in your input buffer (and since you can’t kara into another teleport).

//seth does not have kara teleport-srk afaik.

and its not poor coding, its done on purpose (I hate it too sometimes). It just basically doubles the chance for special to come out :slight_smile: Capcom use this technique pretty long, I remember it from DMC3 and royal guard blocking, when you could press stylish button to royal block, or hold it and release it, outcome was exactly the same, if you timed it correctly.

and explanation:
SRK has higher priority than insta-teleport using negative edge. Some moves and attacks has just higher priority on input than others do, but ex srk instead of teleport has never happened to me, even when mashing like scrub.

i.e evil ryu hadoken vs axe kick->axe kick wil come out every single time, even if you press MP&LK at same time and MP has higher priority…
fire hadoken vs tatsumaki-> tatsumaki

and I hate when instead of cr.mp- hyakuretsukyaku, tanden engine comes out, and I eat counter hit combo, also stomps after kick, when I whiff 2nd stomp on character with specific timing (i.e Guy) thanks to negative edge…

An easy way to make sure ex-srk never comes out when you meant to do teleport is to hold down the PPP buttons for a second or so, that way negative edge will never cause you to ex-srk.

Sorry, but I don’t get it.

If you screwed up timing and did it too early while holding PPP, nothing will come out because engine sees that there is “no input” if you wait 0,3s, also when you dash toward the opponnent, it will be unbuffered.
if you did it too late ( :f: :df: :f: :3p:, teleport will come out, and there’s no point in holding :3p: once the animation started.
if you mean it to hold it after input, well I guarantee you that the moment you see start of teleport animation, ex srk wont come out.

There is only one good advice- press LP MP HP instead of PPP, if you plink it, you have bigger chance for teleport to come out, but its also little bit risky.

It’s for people that mess up teleports often. If you’re prone to messing up the teleport timing, holding the buttons will prevent you from wasting meter and getting ultra punished. It’s not necessary at all because a properly timed teleport will never come out as SRK.

My bad. Thanks for clearing it up and explaining what was going on. :slight_smile: I thought it might be a kara-cancel or something since Bison could do something similar with his teleport.

I’ve been recently playing with Seth and I have a problem. How does Seth cope with mid range? He can’t sonic boom without the risk of eating a combo that’d take away 60% of his health; limbs can be easily focused/jumped over. Tanden can be jumped over although it can be used occasionally. I guess once in a while, a random dive kick is a viable option but it’s generally useless to anyone with a decent reversal. Maybe Dash SPD can work once in a while as well. I just feel like these options are those occasion “gimmicks” though…

It’s just incredibly annoying when your “anti-footsies” normals don’t work that well and you have smart ryu players playing the cmk footsies game with you. Is the only option really to get the hell out?

either get out of the range, do nothing and wait for them to do something, or sonic boom fadc into a more comfortable position

characters with a good walk speed and strong pokes like ryu, adon, and chun are generally just disadvantageous match ups for seth because of this. if they have ultra you basically cannot do anything but back yourself out of the range and play very patiently. you can try to counter poke in some cases but you’ll need to anticipate them and you can forget about it online…

I don’t think that Seth has a bad matchup against any of those characters (except for maybe Adon, and Fei). It’s just this one piece of space where Seth can’t do squat. So, just get the hell out of that range. Thanks for your advice. I’m going to have to work on my Seth footsies and “anti-footsies” now…

You guys are awesome, I love you all.
If I saw you’ll in person, I’d give you all big hugs and pretend you guys have sexy lady bodies so it wouldn’t seem gay.

BTW, I got a question…
How much is Seth’s level 1 and level 2 focus on block after a dash?
Looking up the frame data, it’s only giving me info on how much it is without the dash. Anyone know this one?

Level 1 is minus frames, but I forget how many. Level 2 is +3 IIRC.
EDIT: Here’s a table. http://www.eventhubs.com/guides/2010/may/02/walk-speed-comparison-super-street-fighter-4/

Cody’s U2 will go through our U1 even if you start it after his. This is some ol bullshit.

I’m okay with that because he’s free as fuck to OS EX Legs after knocking his ass down. Also I think if you’re airborne, his U2 will drop you out and you get a free punish. Not sure how this works though because I’ve had it go both ways.

What I am not okay with is how Sakura walks back and forth outside of dash SPD and Tanden range with 3f cr.LK and cr.MK into die. :frowning:

not sure about ultra 2, but his ultra 1 will catch you in air too.

Okay, what do you do against Guy’s Bushin Flip?

I can’t seem to find an answer for this move.
It feels like he just gets free pressure on Seth.
Using other characters, never have I had such a hard time dealing with this move until I picked Seth. I thought it was just me not knowing Seth too well, but months later that move is still raping me.
What do I do?!?!? :frowning: