What up Seth forums. I just started playing Seth like, three days ago. He’s the funnest character i’ve played to date. I really want him to be my main. Can i get some critique on my Seth? If you need another video reference ill be happy to oblige. ill upload more videos eventually
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I’m not quite comfortable with the cr.lp > cr.mp xx magic kick yet hence the missed combo at 2:40
Kiiroe: You’re doing too many Walljump-HK>cr.HP Try to do them more sparingly and don’t just go cr.HP since I think that’s not safe. Do cr.lk>cr.lp>cr.mp as a hit confirm combo.
Also, if you DO land a cr.HP mid-screen, or just far away from the corner, do his mid-screen bread and butter (cr.HP xx lp.shoryu>stomps) not his corner one (cr.HP xx legs>stomps)
Indeed it is. I’m actually going to be in Training room for the first time working on combos over the next couple weeks, hopefully that helps me work things out.
If you want to be lazy, you can always do cr.lk >cr. lp >s.hp xx qcb. lk, it’s a buff ass combo.
Also, do not jump too much on Akuma, he can SRK every wall-jump/jump in you do if you are not careful. Sadly, that Akuma isn’t a very good test considering he probably played Ken or Ryu judging by his use of Ex Tatsu.
If you start the combo a bit further away from point blank, you get a Stretchy arms HP, instead of his little uppercut. I think far.HP is punishable by some characters when done from that range.
close far hp (lol) is punishable by pretty much everyone, but to varying degrees.
the proper “easy mode” version would be c.lk c.lp c.lk xx lk legs imo. it’s really, really easy to learn. i used that before i was comfortable with c.lp > c.mp
I like the way you think, I was just thinking about that today, the only thing I worry about is some characters don’t get hit while crouching with s.lp, and gives them a chance to dp out.
It sometimes acts as a meaty, but for the most part, if you don’t hit confirm the lk > lp, then you can mix up with an SPD, or to be safe, Sonic boom.
Just straight up cr.lp -> s.hp is consistent, even off of any crossup. If you want to use a low and don’t mind 1-frame links you can do cr.lk -> s.hp.
Cr.hp is almost completely safe on block. It’s only -2 up close. However, if you do a jump-in and then just do cr.hp, if they block your offense is over. That’s why you go for the hit-confirm combo so that you can tick throw and frame trap if they block. Also, cr.hp xx lp shoryu -> stomps is spacing dependent. If you want something more consistent off of a crossup you can do cr.hp -> hk hyakuretsu for a braindead easy combo or cr.hp xx lp shoryu x2 -> j.d.mk x2 -> j.d.hk. You can’t cross up on the reset on that stomp combo so I only suggest it when you’re unsure if your BnB will connect.
cr.lk xx cr.lp -> s.hp is great off of a blocked tandem, a reset, or level 2 focus attack dash cancelled forwards (because then they’re at point blank range). Cr.lk xx cr.lp -> s.hp is my preferred Tandem Engine trap because it starts off of a low, combos on hit, and uses s.hp instead of cr.mp so it has more blockstun and damage.
Demon Flip = free shoryu except on your wakeup. Get that in your head. Don’t jump back, that’s a free demon flip palm for Akuma, which is a hard knockdown and really sucks. Really, if someone is in the air in front of you, you should say thank you and take your free damage. I go for lp shoryu -> stomps on random demon flip. Half of Seth’s game versus Akuma when Seth doesn’t have ultra is baiting a demon flip so he can get a reset and some offense going.
Like other people have suggested, do cr.lk xx cr.lp -> cr.mp xx sonic boom until you feel comfortable doing the legs. It doesn’t combo but it’s safe. Or you can do cr.lk xx cr.lp -> cr.lp xx lk legs which is an easier combo but doesn’t have as much range or damage.
You need to abuse j.hp more. Also, don’t jump back so much.
Don’t go for an SPD off of the ultra setup, especially if the Sonic Boom might hit them. I suggest just going for a cr.hp because it’s easy to hit-confirm off of and you can’t do cr.lk xx cr.lp -> cr.mp on some characters because of spacing. If it hits you can do hk hyakuretsu or lp shoryu x2 -> stomps.
I should have been more specific (as a friend of mine plays a mean Honda that pressures really well) but I was just curious what everyone does in that situation.
There’s no reason to try to freak out trying to get out of the corner. That’s why most people take massive damage in the corner. If you just are patient and wait for a chance to walljump out (like if they jump) you can often get out of the corner for almost free. Just try to walk your way out too. You can play your normal Seth game from the corner.
If you walljump out of the corner you should do an empty jump, not a headstomp, if they try to catch you air to air. The headstomp makes your hitbox bigger.
sometimes when I am in corner, my opponent thinks I have panic, becuse most seths do, so they do random uppercut becuse they think I am going to jump, so I punich them. Sometimes I teleport behind the opponent, and again quickly away from the opponent. It works well