Hummm. I thought about that a while back too but I kinda just stopped thinking about it haha. I think Seth basically wants the opponent as high in the air as possible because it gives him more time to do stuff. This is kind of important because some characters are difficult to actually cross under otherwise.
DP xx FADC, if you can hit all three consistently, then you should do so. It’s easier to do some set ups with two dive kicks, but not necessarily required. Some characters are real annoying (ya, Cammy) while others are easy (can’t remember the last time I didn’t hit all three on Boxer.)
Never gonna discount the possibility of there being unexplored stuff though.
As high as possible is good because it gives you more time to set up options. If you don’t understand how Seth’s reset works intrinsically by now, you can’t really open people up. Something as simple as walk under block to bait mash uppercut is extremely effective. You need to understand the best timing for meaty cr.lk just based on their reset height.
Some characters, like Adon, Cody, Honda?, and Dudley, I can understand going for 1 headstomp into divekick. But you can get three if you delay your first stomp long enough and jump forwards, not neutral jump.
More headstomps is always better, the damage is non-negligible.
Being able to work on the fly is so essential to Seth’s mixups because none of his mixups really put the risk/reward solidly in Seth’s favor. You need to be unpredictable enough that they feel like they have to react to what you do and then guess.
As for the toe tap question, I generally prefer to keep them as high up as I can. Especially for characters like cammy, I just generally do the 2 taps into dive kick as it’s more consistent with a few setups, and generally just easier. I’d love to see the video if you were to make one though.
I would also like to have some sort of transcript following the vid something like:
transcript
Spoiler
Ryu
[INDENT=1]legs > stomps – hold upforward, rhythmic taps, but quick[/INDENT]
[INDENT=1]SRK FADC – hold up, d.HK ASAP after 3rd stomp[/INDENT]
[INDENT=1]c.HP xx LP SRK – hold upforward, rhythmic taps, but quick[/INDENT]
transcript can definitely be worded better though…
The only problem about making a video about stomps is that there are so many different variation of the stomps (timing), which makes the opponent a little higher or lower in the air. When I am using Seth, it’s a bit hard to calculate the height that are you wanting them to be at to start a mix-up, and also the chances are you wont do it correctly and get massively punished as a result. I personally think you just need to ‘feel’ what to do next. Seth works with flow.
EDIT: This could just be me because I have used him for so long, but what I really meant is that when i’m starting a mix-up, I will know exactly what i’m able to follow it up with (stomps -> cross under) without having actually realised where the opponent is in terms of height. I can’t really put it into words.
EDIT2lol: Having the opponent higher in the air after stomps works both positively and negatively, yeah it gives you more time to think, but also more time for them to think and also watch your character. I usually love to just hold forward and be surprised what side they land on even from it being a relatively low set of stomps.
Yeah that is why I asked “What constitutes an optimal stomp sequence?” In the vid my goal was to show stomp timings and show that they were done fast enough so that Seth could walk or dash to the other side. You are right though, after playing Seth for a while you kinda just know what you can go for, depending on the height. The vid is most likely just going to be a reference, in case you really don’t remember the timing of legs > stomps on a character you don’t play against too often.
Anyone know why I keep fail boating the SPD input and it comes out as Tanden? I usually get the wrong move out when I have my opponent blocking, and then I go for a SPD cause I know they’re scared to DP.
I know about the SPD shortcuts. Maybe cause I play Bison and all I have to worry about is holding back.
Also maybe this has been answered already but how do you deal with the Input shortcut.If i do a blockstring with seth and end it with Light Tanden I always get SPD
You just have to be that precise with your inputs. I would suggest holding directly down when pressing buttons for your block strings and then QCB + P. That way if you accidentally go to far and press up-back or up, you cancel the jump with a Tanden instead of a SPD. SPD comes out if you were holding down-forward, did the QCB but went to far to up-back/up or…
Dash SPD: :f::f: (slight pause during dash animation) :f::df::d::db::ub::u: + punch (the final up stops the occasional missed input bringing out a Tanden)
DP from :db:or “No Super or EX Hyakuretsu pls”: :f::d: hold :df: + desired button
Tanden Engine from :db:: at final button in string, move to :d::db: + :lp:.
Goofy stick / pad / whatnot giving you additional inputs: a little earlier during the cancel window, try to hold the direction you want before doing the motion and end holding the finishing direction. if you want DP from :db: but are getting super for example, train yourself to go from :db:, neutral, hold :f: for a tiny bit, :d:, hold :df:. a lotta people will say “just do df df” but that doesn’t translate well to other games and this tends to help in other games as well.
There’s this one guy who keeps jumping. When he’s on the ground he usually uses Shoru or Tatsu. How do I do divekick mixups?
At the moment, I don’t think it’s possible.
Is there an unblockable thread for Seth’s unblockables against other characters?
Crouch block, if the second hit whiffs you get to punish with either cl.hp xx whatever or cr.lp -> whatever. Depends on distance whether the second hit whiffs. It’s also -2 on block, the only ways he can avoid your SPD afterwards are jump, backdash, teleport, super, or ultra.
If he keeps jumping, just kill him for that. If he does tatsu, punish with crouching uppercut. If he does shoryus, punish them.
Not currently. It would be a good idea to make one soon since Breaker aka unblockable master has been posting some. The ones posted are scattered around in the setups thread and video thread.
Sooooooooooo…trying to figure out why this happens…because it seemingly defies everything I know about the engine.
As everyone knows, EX Tanden is a strike attack…and you can use it to catch people in the air. Or so we thought? Try to catch an opponent with EX Engine as they start to fall from a jump…and they’ll get sucked in as usual. Except…none of your normals are going to combo, no matter what. And most of your specials won’t either.
cst.HK = only first hit connects.
cr.HP = only first hit connects. every normal, another normal that links from said normal = normal goes through opponent (chain/bigger frame advantage) or they block it.
cst.HP xx HP Boom = Sonic Boom goes through opponent or they block it.
Head stomp = doesn’t combo
Sonic Boom xx FADC, anything normally possible = it goes through them or they block it (exception: Super will connect? didn’t try U2.)
Sonic Boom xx Super = getting blocked tim
cst.HK xx Super = blocked
EX Boom = second boom flies clean through them
cst.HP xx Hyakuretsukyaku = goes through them
Buuuuuuuuuut.
Hyakuretsu into stomps works.
DP (1/2/3) works. DP FADC, stomps works.
EX DP, EX Tanden works (everything works normally after second engine, but you can’t do this normally anyway since you already used EX Tanden.)
Super works.
U1 works.
da fuk happened to EX engine? As far as I can tell, this will only happen if you catch someone in the air with EX Tanden without anything prior. So it’s not really a big deal/problem but it’s kinda strange…
It has something to do with the juggle point state of the EX Tandem, usually a move is meant to either reset you in the air or cause a soft knockdown or hard knockdown, so for EX tandem that sucks you even after HP shoryken 3 hits if you are fast enough then catching you in the air into a standing position glitches out the Juggle point system. will investigate though