Seth Video Thread

hey guys. i need some constructive criticism on my seth. i think hes ok but theres alot i need to work on. in these particular videos i play very shitty but nonetheless please feel free to criticize my seth play. thanks

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More SPD Mixup, and stop throwing too many cr. LP before the cr. MP ><

Besides that, good Seth.

thanks i usually go spd off of dive kick (witch i think is a under rated part of seths bad ass arsenal of moves.) or a neutral jump HP witch i think i did once in the video.

You vs. Chun match:

[LIST]
[]0:39 you go for a left/right teleport mixup and you get a tandem engine. You probably got it from negative edging your cr.mp. To avoid this, you need to either hold down mp the entire time or only lightly tap it.
[
]0:44 You do a punishable instant air headstomp. That is a free sweep for chun.
[]0:48 you throw an EX Sonic Boom, and then you walljump in. These make no sense together. Either you want her close to you, which is why you walljump, or you want her far away, which is why you’d use EX Sonic Boom.
[
]0:50 gj on the combo
[]0:56 EX SBK is punishable on block with sweep, and also I believe cr.mk xx mk Hyakuretsu. Do not let Chun get away with EX SBK for free. It can ruin your reset game otherwise.
[
]0:57 you walljump out, which is smart. Against chun, rule #1 is don’t get hit by cr.lk -> ex legs -> ultra. This is the most important part of the matchup.
[]0:59 she could have ultra’d you.
[
]1:01 She has charge, why are you throwing a Sonic Boom?
[]1:03 Don’t walljump at Chun at that range. It’s free j.hp -> stomps for her.
[
]1:06 You could have shoryu’d her there.
[]1:07 Nice teleport
[
]1:13 You do another punishable-on-hit headstomp. This won’t fly if the opponent knows you lose tripguard on the way down.
[]1:16 bad ultra. Chun’s fireball is harder to catch than a Hadouken. You can do it on reaction, but if the fireball is already out, it’s basically too late to do the motion and ultra.
[
]1:20 She punishes a walljump for the second time and what do you do? You go for a third one!
[]1:21 Whiffing j.mp isn’t safe, just so you know. Chun could have beat you with j.hp x2 -> stomps, s.hp, and probably s.mk. Or she could have swept or cr.mk’d for a free knockdown.
[
]1:23 Chun punishes you for using the same setup for the third time in the round.
[]1:25 Just back KKK teleport out. It’s hard to really punish unless you backdash, and that can be beaten by changing the timing of the crossup kick. Shoryu-ing only works if they mess it up.
[
]1:36 Cr.mk xx Hyakuretsu would have been a better combo. I have the same problem, because I’m afraid of getting punished for a blocked legs, but you need that damage and the knockdown when you can get it.
[]1:38 you do level 1 focus and forward dash cancel. I think it is never worth it to do this because you are -2 on hit or block. Always backdash off of a level 1 instead. It’s much safer. (note - CHUN CAN ULTRA YOU HERE IF YOU BACKDASH. But anyway, the point is that level 1 focus is unsafe. It’s better to just dash forwards before the actual focus attack and SPD if you want damage)
[
]1:40 nice tick
[]1:44 Nice job stuffing EX SBK. Note that if she does it later, IE not reversal, she will beat any jump-in attempt. However, you can easily safe-jump EX SBK with j.hk and then punish on block, so that’s easier.
[
]1:48 Good combo
[]1:55 NEVER do the lp shoryu juggle in the corner. Cr.hp -> mk Hyakuretsu -> stomps is impossible to mess up and does more damage and stun. If you’re ballsy, do s.hk -> cr.lp/cr.mp xx Hyakuretsu for even more damage and stun.
[
]1:58 Don’t mash out SPD. Otherwise that shit happens. Exaggerate the motion and it won’t come out as a normal.
[]2:01 That walljump was either really psychic or really a last-ditch effort. Jumping fierce would have put you at 20% if it had hit you.
[
]2:03 You deserved that. Do not throw Sonic Booms at Chun when she has charge and ultra, EVER. It is not worth it.
[]2:23 It’s good that you didn’t jump in here. You won the round the right way, IE the mostly-safe one.
[
]2:45 Good job on the Sonic Boom FADC Teleport -> blockstring combo
[]2:49 If the opponent isn’t quickstanding your Hyakuretsu, throw a lp Sonic Boom right as they land. You get your ultra setup for free.
[
]2:53 j.mp would have won if you had thrown it sooner.
[]2:57 You should have gotten a free full HP shoryu
[
]3:01 Yeah… Don’t teleport in the corner.
[]3:04 Shoryu her!
[
]3:10 She had charge. Dash ultra would have gotten you.
[]3:15 Eh. Happens to me too. Think I saw Arturo do that once. Just gotta do it more slowly.
[
]3:20 You miss a combo pretty badly for her to get that EX legs off. I mean, we’re talking 4 frame window here.
[]3:21 Nice teleport
[
]3:26 Chun’s ultra is not really dangerous from behind. You can do j.hk to punish it more easily, or just KKK forwards teleport, or dash up. Also, why did you shoryu? Any competent player would be blocking there. S.hp would have been safer and would have hit more quickly too. EX SPD would have been a good way to cover your screw-up. Also, you had meter to FADC. You can do it on reaction with Seth.
[/LIST]

Oh, and on the Sagat game, you should stop adding the jabs if you’re punishing. Either go for the full cr.hp juggle or do cr.mp/mk xx mk legs for a punisher - it actually does the same damage if you leave off the jabs and better stun. If you wanna be fancy, do cr.mk xx sonic boom FADC s.hp xx hk legs because it’s easy or do the s.hk -> cr.mp link if you’re crazy.

Edit: About the instant air stomps, if you’re tricky about it, you can make them hard to punish. Try to get a second heastomp before you bounce away, because if you do it’s harder to punish because of distance. If they keep sweeping you, a dive kick or headstomp might beat it. However, it’s much more solid if you only do 1 poke before the instant air stomp because then you will always hit them on the way up, which makes the second hit easy and even a third possible. Ending with j.hk off an instant air headstomp doesn’t really work because you bounce too far away, that setup only works off a jump-in. Doing a dive kick off the jab, jab, bounce headstomp, divekick is a good idea because it changes the timing to trip you or throw you and if they aren’t careful they’ll walk into it. It might even just flat out cross them up dependent on spacing.

holy crap dude thanks you broke down everything right there. i have a lot to practice. :sweat:

great info Kikuichimonji. If I do a video later(in a few days) will you help me like that?

Just some quick matches I recorded the other day, if anyone can help me on my game feel free to comment.

Seth(me) vs Vega
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Seth(me) vs M. Bison
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Seth(me) vs Ken
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Seth(me) vs Sagat 1
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Seth(me) vs Ryu
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Seth(me) vs Sagat 2
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Seth(me) vs Sagat 3
[media=youtube]SegYeVYSQ8w[/media]

Seth(me) vs Chun Li
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Seth(me) vs Dan
[media=youtube]d6v1FO8J98U[/media]

Seth(me) vs Another Sagat player
[media=youtube]VAiKlkbhNoI[/media]

Well my first comment would be “yuck, english voices” but that’s a matter of taste =)
Will edit my post as i watch.

Just watched Vega, not much to say there except for a seemingly random ultra that connected.

With Bison he seemed very slide happy, on block punish it with LP SPD (MP/HP works if you’re sure it’s deep), also jump(back) HP is good to counter his headstomp attack, and if you do it pretty late it can usually be followed up with c.MKxxLegs. I think you could have won if you were a bit more defensive, waiting to see what he would do.

The Ken player sucked balls, you could have just FADC’d his hadoukens all day and used ultra 3 times a round…you made some mistakes because i believe you were just toying with him…don’t know if you think you need tips on this one =P

Well the Sagat match was the same guy as the Ken video before that, and i didn’t watch past the 1st round because he still sucked, am i correct in thinking he picked Ken 1st and Sagat 2nd time? looks like he decided that since he hit you a few times with Ken, he’d KO you if he hit you an equal number of times with a more damaging character…

Against Ryu, again try to FADC more of his hadoukens and see if he stops spamming them, random ultra in round 1 seemed a bit desperate? you can wait for the hadouken and do ultra on reaction and it’ll hit, be patient. In round 2 i would not have used ultra after both FA AND c.HP-EX engine-c.HP because while it looks nice the ultra does almost no damage…i would have saved it for a hadouken which almost certainly would be coming. Lastly that wakeup ultra…you should have seen it coming in someone so happy with hadoukens being that low in HP, but then again i’m someone who’s almost never close when someone with ultra is standing up…

Sagat 2 and 3…same guy as Sagat 1…can’t believe you actually lost 2 rounds when it’s obvious that all you had to do was block and punish all his random TK/TU’s…although if i have a bad SFIV day i tend to lose to that as well =)

Chun-Li fight i think you should have used jump(back) HP a lot more, seeing as almost every one you threw out hit. Also wakeup teleport is your friend (when not in a corner). In round two, where did that super come from? at full screen i always do a LP boom to bait a jump, then do HP super. Funny to see the name of your opponent by the way…now why wouldn’t he have picked Gief? hmmm… =P

Nothing much to say about the Dan match. I really hate that knee of his in the air =P

Last Sagat, finally one who knew a bit more about how to use him, and here again it shows lots of impatience on your side. Especially at the end where you had no HP left, but you went jumping after him, probably hoping for a j.MP because you seem to love that normal to death when again a little patience might have turned the tide. Also it looks like the land of missed opportunities. It’s like you don’t know that you can teleport in front of your opponent as well, because at 1:10 you dizzy Sagat, then teleport behind him and start a combo AWAY from the corner, where you could also have teleported in front if him and done c.HP>legs>headstomps combo for the KO. 2:36 you really should have had him after that missed ultra, you have ages to do your own ultra or even an EX boom would have finished it. At 3:05 you do the teleport behind again. In this case it wouldn’t have mattered for the KO but legs>headstomps in the corner still would have gotten you more damage plus your opponent in the corner.

All in all your Seth is very good, but patience is key. Now we all know that looking at a vid you know all the things you SHOULD have done, but playing it yourself it’s not as easy, so all my comments are just constructive critisism. My Seth play is totally different since i’m very much keepaway, and i often get accused of being boring, but on a good day (i’m normally not patient, on a good day i can control my impatience) i can just jump away HP all day untill my opponent finds a way around it and if they don’t then jump HP is all they’ll ever see. I can also enjoy people who only do fireballs when i have HP advantage…just absorb some, jump over the others, block or get hit by one so they feel it’s paying off, and then ultra when the bar is full and they’re still throwing hadoukens.

Also i have no groundgame…none at all…i notice you love jump+mp but it gets you into trouble pretty often…improve your groundgame (again, coming from someone who sucks at groundgame =P )

With the Bison I tried to punish the slide with mp and spd but I guess my reaction was slow because I got thrown out of it. My hardest match up is with Chun li, my brother plays with her all the time so sometimes i try to play other Chun li’s like this the same I play my brother (bad habits). Defense is something I know I will have to work on and I am still trying to get in the habit of FP dp after sonic boom.

Bigdave, I’m kinda mean in these comments, so sorry:

Sagat 2 vs Seth

[LIST]
[]0:14 You can’t really get in at Sagat by focusing his shots.
[
]0:16 Nice punish
[]0:21 It’s good that you know to use dive kick to dodge shoryus after fireballs. Note that if you’re too close, you’ll get hit anyway, and that range is farther than you might think
[
]0:24 If you’re gonna take a risk and jump at Sagat, don’t throw a j.mp. You could have done j.hk -> cr.mp xx hyakuretsu for a lot more damage and a better knockdown.
[]0:51 about goddamn time.
[
]1:02 Uh, nice way to risk the entire round on whether or not he can mash uppercut?
[]1:12 Anti-air shoryu would have been more solid than jumping, but you got lucky.
[
]1:18 j.hk would have been a free j.hk -> cr.mk xx hyakuretsu -> stomps. Don’t jump in with j.mp. The only exception is if you’re doing it say on their wakeup to make them block overhead twice, but you’re not timing it right to do that either.
[]1:22 I would have gone for the cr.hp combo, or at least s.hp xx legs, but at least you got a good punish in.
[
]1:28 Gave away damage by jumping in with j.mp. J.hk is a good air-to-air, too. There’s really no reason to do j.mp unless you are pretty sure they’re in the air.
[]1:31 Nice stomps. Note that lp upper is really prone to trading with stomps and giving Sagat ultra unless you do it early like you did. The reason why you walljumped is that you weren’t holding down, you were holding down-back or down-forwards. So in the corner it’s really important to hold down correctly during stomps.
[
]1:35 J.hk would probably have won. I don’t know why you do this silly j.mp thing.
[]1:37 Try not to quick stand into meaty projectiles. Not quickstanding randomly makes applying pressure harder.
[
]1:38 You’re lucky he sucks at shoryuing
[]1:42 J.mp gets you a free anti-air tiger uppercut. Whee.
[
]1:48 This Sagat player isn’t very good at the Seth matchup is he?
[]1:59 Off of the ultra, you don’t need to use meter to get a crossup boom on their wakeup. Just throw it a half second after you recover and PPP teleport. Depending on when you do the teleport, it will or won’t make the boom crossup. If you do it correctly, it’s so ambiguous that even I can’t usually tell which way I’m gonna end up.
[
]2:13 Neutral J.hk or neutral j.mp would probably have won.
[]2:19 That’s a pretty wacky execution failure if you went for EX Tandem and got EX Sonic Boom. But whatevs.
[
]2:20 You need to learn to time your jump-ins/crossups better so that they don’t get you punished like that.
[]2:26 I would have gone for the EX Tandem for a couple of reasons: 1- It gives you time to recover your grey health 2- It makes the followup stun easier. Oh, and you got j.hk because you were holding down-forwards or down-back again.
[
]2:33 Versus a better Sagat player, that would have been FADC ultra to follow up and ended the round.
[]2:34 Nothing wrong with whoring out teleport if they don’t punish it.
[
]2:38 That was either a really ballsy jump or a really stupid one. I’ll let you decide.
[]2:39 When they end up a bit away from me like that and I do a cr.hp, I like to do EX Tandem because it lets me get the full juggle in.
[
]2:42 If you think they’re not gonna quickstand your boom, press the punch button for the fireball right as they land on the ground for a free ultra crossup boom setup.
[*]2:45 I think it’s better to be cautious with the ultra than be on a hair trigger in general. Better to save it until you know you’re gonna get it than waste it. Oh, and that was really lucky that he was doing something.
[/LIST]
Versus Chun (I know this matchup really well):

[LIST]
[]0:16 Should have anti-aired with hp shoryuken for free instead of hoping she was holding down. It’s scary, I know, but you need to do it, otherwise they will jump all over you.
[
]0:20 Never reversal lp shoryu. It will get beaten out by all kinds of shit on your wakeup. Wakeup teleport would have been safer, or just block since she was just crouching away from you.
[]0:22 Crossup kick is a free backwards teleport away. Try to always do it, otherwise she gets a good mixup.
[
]0:32 Missing that hyakuretsu was big, because she was in the corner. Learn to exaggerate the motion to up backwards
[]0:34 Free hp shoryu
[
]0:40 You deserved that for jumping around on Chun.
[]0:42 Good.
[
]0:53 It’s really good that you know not to throw projectiles when she has charge, but you really need to ultra her projectiles, especially at mid-range. It’s definitely doable, especially the EX version. If you shut down her Kikokens and dash ultra, her only legitimate way through your projectiles is Hazan Shu really.
[]0:55 Kinda gave her a free ultra if she wanted it
[
]0:56 CHUN CAN ULTRA THAT ON BLOCK.
[]0:58 I always follow up my jump-ins with cr.lk xx cr.lp so that I get better chances to tick throw and frame trap on block. Also, you can punish someone for mashing shoryu with the low if there’s no frame window to reversal. You probably should too.
[
]1:04 Nice ultra
[]1:23 You don’t beat Chun’s j.hp air to air. You can’t really unless you do a psychic j.mp.
[
]1:24 Exaggerate the SPD motion so you don’t get that.
[]1:26 Teleport
[
]1:32 Welcome to the wonderful world of charge characters. You can punish EX SBK with sweep or ultra on block. You can also beat it with instant air stomp.
[]1:33 That was a reversal lp shoryu, wasn’t it? See, they suck. HP shoryu would have won. But you probably should have just blocked.
[
]1:35 That’s why you teleport out, because that doesn’t always cross up and it sucks.
[]1:51 That’s why you don’t do many cr.lp to hit-confirm your cr.mp. Just do two pokes. Otherwise the combo is actually impossible on some crouching characters.
[
]1:53 Teleport
[]2:00 I have no idea why you threw a sonic boom and made yourself vulnerable on her wakeup.
[
]2:08 Don’t do that on Chun. She had charge. She could have ultra’d you.
[]2:09 Another free ultra
[
]2:15 Seth’s super is so bad at punishing fireballs and so punishable I just don’t do it anymore.
[]2:29 Gotta watch the spacing on that divekick. Otherwise that happens.
[
]2:43 That was painfully obvious.
[]2:47 Free hp shoryu, almost painful j.hp.
[
]2:50 See?
[]2:55 Another free shoryu, passed up.
[
]Teleport, again.
[/LIST]

You know your combos, and that’s better than most people, but you jump in too much and don’t have a solid ground game. Work on your patience, blockstrings, and combo execution.

Yeah, after playing around a lot on Live I have also found that 2 hits either cr. lk, cr. lp or cr. lp, cr.lp is the best option but sometimes out of bad habit I do 3. Like you guys have said the ground game wins fights. I am also trying to get better at tech. throws because a lot of people do the jab jab throw thing.

If I could play some of you Seth players maybe I could get better at my game playing you guys.

The characters I have the most problems with are Chun Li, Blanka, and Cammy. Good Sakura’s can be hard too.

Right now I am working on block strings and trying to work spd’s in better. On Ken and ryu’s my block strings get dp’d so I guess I am not doing them quick enough.

Most of my fights even though I can get reckless I am trying out things and having fun with the character. Like I usually headstomp Sagat’s ultra, but instead of connecting it actual hit because of distance.

Like you said I love using the jp. mp I will try to not over do it but it has priority over a lot of moves like Blanka’s B - F + Kick move.

I agree with everything you guys have said especially about the ground game because I saw that my self and been practicing that for a little while.

Hit me up on live anytime.

i just started my new account ill be uploading seth videos of myself playing in hope of some constructive critism and because there are not to many out there and i do realise somethings i dont do the best stuff because online is wtf… lmao

[media=youtube]QuJVyN8BAQ8[/media]

That Ken player kinda sucked. I would suggest not just doing s.hp xx sonic boom off a reset. Do something like cr.lk xx cr.lp -> s.hp xx Sonic Boom/Hyakuretsu depending on whether they blocked or not. That way they have to block low, which makes an instant air headstomp another good mixup choice. It also gives you chances to tick throw. Also, if you get confused as to which way you’re gonna land on the opponent, you might accidentally do Tandem Engine instead of Sonic Boom.

Cr.hp xx EX tandem -> cr.hp xx lp shoryu -> stomps does more damage and stun than s.hp xx Sonic Boom xx EX Focus -> Forward Dash -> s.hp xx Hyakuretsu

i put in my comments on youtube that hp -> SB was a flop lol usually i can hit confirm into legs but it was a particularly laggy game. doe the tanden engine -> hp dragon do more damage still after the damage meter has gone up?

and finally lk lp standing HP is just like standing hk -> c.Mp -> legs… online near impossible but ill still try and put it into my games in the near future thx for the advice

The cr.hp juggle will always do more damage than any other juggle regardless of scaling effects. But the real reason you use it if it’s gonna be scaled is that you get your divekick reset.

cr.lp -> s.hp is a 3-frame link. S.hk -> cr.mp is a 1-frame link. A 3-frame link is very easy, a 1-frame link relatively hard.

great videos bigdave629, I learned some nice thing from you. Just a tip.

If you do super with light punch button, it will not suck the enemy from the whole map, do always with HK!

[media=youtube]iVShuR4X2zA&feature=player_profilepage[/media]

The Sagat player was horrible. He got a free ultra off of the Tiger Uppercut trade and didn’t take it. Also, the Seth player was mashy and predictable, even though he had his combos down.

Hey Kikuichimonji or sabin or any seth who feels like answering, im having problems gettin spd out in the following situations

after bnb d+rh dash under spd (tandem engine comes out)

after drh on block tandem engine sometimes comes out

after crouching mp on block (any move from ex dp to tandem engine comes out)

and out of a teleport.

I wanted to say it was cuz my circular motion is sloppy, but i exaggerate it alot as of recently to make sure its 360 comin out, and im still not gettin spd consistantly…HEEELLLLPPPPP!!!

Well i’m not Sabin or Kiku…igiveup but i know something =)

for one, you don’t need the full 360, i do 412369 you seem to do something ending in 214/2147 which gives you tandem if it doesn’t read the SPD input right. If my SPD input is not read right the game gives me sonic boom, but i’ve almost never had this happen, just try to make sure you end your inputs on a 9 or 7.

(in case you didn’t know yet, the numbers are directions based on keypad of keyboard)