Seth Q&A: Ask simple questions here!

Ultra 1 if he’s doing it anywhere outside of wake up on your knock down (it has recovery frames, do it as he comes down)
cst.HP if he does it really close (namely a range where reacting with U1 is a little hard.) it’s easier to AA Guy than other characters with cst.HP as well, so keep that in mind when he’s jump happy.
block low if he’s doing it on your wake up. pretty sure it doesn’t hit high and you’ll avoid the grab set up (wellllll probably, i forgot if seth can be grabbed still on certain set ups…)

I’m assuming that it works like Hooligan Throw: if Guy times the grab to hit your first wake up frame, you will still get grabbed because you have not yet transitioned to crouch. One can avoid this by preforming a crouching attack on the first wakeup frame.

This is exactly how to get out of it. Seth can probably teleport back too. But don’t backdash, you’ll get air thrown for big damage.

I have a few questions:

1.) Why do I sometimes get EX Tanden when trying to do cr.lp, cr.mp xx HyaKya?

2.) Why do I sometimes get EX Hya Kya when I’m trying to teleport on wake up?

3.) Can someone give me the details of the cl.st.MP, cl.st.FP combo? Who does it work on? How do I set it up?

4.) Does Seth’s instant overhead kick in the corner work on everyone?

5.) If you purposely whiff a divekick on a neutral standing opponent, can you SPD or SRK before they grab you as you land?

6.) Which characters do I need to do MP SRK in order to hit the toe stomps afterwards?

7.) General Question: I have a much easier time using Seth vs. higher level players compared to low level players. I think it’s because I’m not 100% sure how to “Scrub Proof” my Seth yet. Any suggestions for scrub proofing Seth?

cst.MP, cst.HP spreadsheet is in the combo thread. Except it also works on Gen (it’s just harder.)
Use it after LP Engine or after a cst.HP xx HP Boom xx FADC in the corner

Some characters cannot be hit by instant overhead as they get up (well I say some but this only seems to happen to Sakura off the top of my head)

Have to use cr.HP xx HP DP x2, Stomps on El Fuerte

Some people’s game plan for Seth is to simply try out guessing him. Have to go into turtle mode every now and then to stop this.

cl.mp cl.hp also works after a fireball FADC in the corner, and it works on El Fuerte even though you can’t do it on him normally after a tanden. You can actually do cl.mk xx fireball FADC cl.mp cl.hp midscreen on some characters but I think it’s not very useful.

You can just tech the throw. You can always tech the throw.

Source: http://wiki.shoryuken.com/Super_Street_Fighter_IV/Game_Systems/Landing_Frames_Trip_Guard

Unless they do a reversal timed cr.lk, yes. If your headstomp whiffs you can still wall jump before landing, so you can option select a walljump to be safe in case it whiffs.

Floor already quoted the wiki, so I’m just going to point out that there are four frames after landing from a whiffed air attack where you cannot do any special move. So technically they can throw you before you can SRK/SPD, but you can tech. Empty jump SPD/SRK cannot be thrown. Usually you can get away with divekick SRK (hopefully FADC) depending on spacing. Also on wakeup whiff divekick SPD is a legit setup.

See above spreadsheet. You have to do 2 parts of the uppercut, not 1, to combo off mp srk that way. mp srk will whiff on some characters at some spacings, but not on the characters that you need to do it on. lp SRK x2 -> stomps is easier and more consistent though, except on El Fuerte

DP FADC, punish uppercuts hard, anti air every goddamn time, EX legs through fireballs, keep people from walking in on you with far mk/cr.mk/far hk/far lk. Lots of stuff is matchup specific, like against bad rogs look for random headbutt -> ultra and random EX overhead rush punch.

Can SPD be OSed with throw tech by doing :360::lp:+:lk:?

You can still get thrown out of the SPD but yeah.

does anyone have any brain dead safe jumps for blanka after spd?

because i ran out of ideas with timing on normals

You would need something 1 frame slower than cr.mk in duration.

Yep

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Blanka is hacking

st.MK (23f) ~ hold up towards opponent, j.HP/j.HK = whiff
cr.MK (24f) ~ hold up towards opponent, j.HP/j.HK= whiff
Throw (25f) ~ hold up towards opponent, j.HP/j.HK= whiff
st.LK ~ st.LP (26f) ~ hold up towards opponent, j.HP/j.HK= Not a safe jump anymore!

I am profoundly confused. I can only assume I am timing something wrong; but I’m able to hit the fst.MK safe jump with no issues against 3f DPs…and I barely practiced that one at all…

:confused:

You’re whiffing your j.hk because of his hitbox when he wakes up, do j.hk later. That’s what I would guess at least.

Thought about that too. Got to the point where I was trying to do j.HK so late that Seth was landing during the start up frames. Tried to work with dive kick, and that would either whiff or get stuffed too. There is probably some dive kick angle that safe jumps him, but that would be close to impossible to do consistently because the timing is not as soon as you can dive kick and it’s not when you reach the peak of your jump.

For now, I guess I’ll just have to empty jump and do nothing more often…

Also, random note. For some reason I recall you saying that cr.MK can not safe jump Gouki’s DP. Well, fst.MK does - and it actually safe jumps every 3f DP except Ken’s (aka flaming fuck you punch.) If I’m having bad memory then never mind.

IMO, I almost never “go” to Blanka. I let him come at me about 80% of the time.

What blockstrings does seth have? When am I suppose to use the Taden Engine?

cr.lk, cr.lp, cl.lk, cl.hp, cl.mp, cr.mk, cr.mp, far mk, far lk, sonic boom FADC, normal throw, frame trap DP, and tick SPD are all useful tools.

The ‘braindead’ hit-confirm is cr.lk cr.lp (cr.lp) cr.mp xx mk legs. Off a crossup or jump-in sometimes people do cr.lp cl.hp xx Sonic Boom FADC/hk legs/hp uppercut.

Whenever you can get away with it, the frame advantage is absurd. It also catches backdashes on a read/jump in OS.