Seth Video Thread

Some nice ones for being flashy, but imo too many ending with broken U2 giving your opponent free combo/ultra because he fell out and got up while you’re still in recovery. Very much liked the one on Dhalsim (AA 2x stomp, divekick whiff, 3x stomp, divekick whiff, super) and i wonder how hard that shit would be to time in an actual match =P

Yeah, watching the U2 glitch out is irritating.

It’s not a glitch. U2 only has a juggle potential of 14 hits.

Naked ultra 2 does 14 hits, SRK FADC U2 does 14 hits, jumping strong U2 does 15 hits instead of 16, hyakuretsukyaku U2 does 30 hits instead of 31.

Basically any hit that causes juggle will subtract from the total hits of the ultra. Crouching fierce U2 does 16 hits because crouching fierce causes float instead of juggle.

Juggle potential is also the reason that Ryu’s U1 will miss a hit if he combos it from an EX fireball.

The real problem is that Seth’s U2 takes too long to recover.

That’s not entirely right xlxlxlxl

I have once hit u2 after a combo (where it would normally drop the oponent), with the opponent being pretty high up. So what happened is that it skipped a hit (the one where they drop) but since they were high up enough, I got the consecutive hits and I got the final one that sends them thwirling.

U2 is weird as fuck.

What was the combo?

I think it was stomp>jmp>stompstompstomp>whiff DK then Ultra. I’m not sure about that though, All I remember is that the opponent needs to be pretty high up for it to work like that. I’ll try to reproduce it.

EDIT: Yes, that was it. Small correction though, there’s only one additional hit, the one that send them spinning. And yes, it does 14 hits, so you were right about that.

Yea I feel as tho U2 with Seth could have got have some tweaks before releasing the game.

IT is weird in certain situations. And the recovering frame isn’t good.

Yeah. Aren’t you at a slight disadvantage if you do it to someone in the corner? Seems like someone could just DP fadc ultra on wakeup before I can block.

One of the setups can be punished by Sagat’s lk.Super in the corner and I believe the corner hyakuretsu setup can be punished by U1 Gief, dont quote me on this last one, because I might have tested it wrong.

It seems so weird that every other ultra in the game leaves the opponent down 40+ frames while Seth is near neutral on recovery with his U2. I wonder what Capcom’s thought process for this ultra was.

I don’t think they wanted Seth to have 2 ultras in which he could position himself advantageously after landing it. Considering U2 is 1-88f invincible, and great for chip, it’s fair.

I think there’s more than a few ultras that, after landing, don’t give the best setup like for a safe jump or other mix. Capcom doesn’t hate just Seth. :party:

The high chip damage and invincibility suggests to me it’s intended purely as a chip trap Ultra. I personally would of appreciated an Ultra that could inflict stun instead of/in addition to damage but Typhoon is still decent when used in a dirty way.

U1 is a utility for more defensive players while U2 is very aggressive. It’s most likely the developers though U1 slowed the tempo of Seth during rushdown or something.

I agree with Dontdodat partially. U2 is definitely nice on characters that can’t get out of the Chip Traps and nice in the corner against characters that can’t take too much damage. U1 almost always seems like the best choice as it helps put the pressure on the other not to throw something random, jump or whichever.

On a positive note, it’s fun to incorporate U2 into Seth’s shenanigans.

One I’ll do now and then is:

On knockdown: LP Sonic Boom FADC xx Teleport xx (Hit Confirm) Ultra 2.

Haha, I think you mean a different knockdown. Unless you hacked the game :stuck_out_tongue:

Haha oops, I meant after I get a knockdown that leaves an opponent Mid-3/4ths screen without Seth being right next to them.

Shoutouts to sleep!

It would be nice, one set up of mine is:

Ultra 1 knockdown -> Sonic boom -> teleport (hitconfirm) -> Ultra 2. :stuck_out_tongue:

Or lightning legs untech knockdown, but that is almost not happening, unless the opponent messed up.

Hiropon seems to catch the unteched lightning legs knockdown a lot.

Lots of times my opponent will not tech after legs because they don’t want to eat the chip damage from the Sonic Boom.

wtf is wrong with Hyakuretsu > boom xx FADC > teleport > U2?

Also, I’m not sure, but I vaguely remember seeing a Seth player (poongko?) do the teleport+boom mixup after SPD, what’s the timing on that? That is,if I’m not imagining things.

I thought the post mix up on SPD is always FADC’d, otherwise knowing Poongko and how much he loves to SDP he would be doing it a lot more. I think you can only consistently throw light SB, wall jump HK/Dive Kick?