Well DWU kills OS, but if no DWU, or you time your safe jump to DWU timing, still gotta account for the frame changes made in Ultra such as Fuerte’s Q-bomb being a legit reversal, Rolento’s EX wall dive escape (what, if anything, beats it), etc. I don’t have the game yet, and I’m not sure if there’s a dedicated Seth player who’d care to create a list of all that information for any other Seth players out there.
The OP is really really outdated. It’s been known for a number of years now that standard jumpin normals have 2 frames of recovery + 2 frames of block/tech only. Not gonna go over the rest of it but a lot of it’s wrong, I’d suggest a mod unstick this thread cause it’s misinformation (you can easily cr.hp lp.dp using 323 input at 0 risk of getting super for instance).
DWU can definitely be reacted to since the technical always appears before your standard jump. You have to have your setups drilled on point though since there’s no time at all to think about your options. You can still fit in OS in there somewhere which is nice for certain MUs/situations, but at the end of the day, Seth the character has to go for the raw reads regardless.
Rolento EX wall dive is always 30f to reach the wall IIRC, which makes it a really shitty reversal option when cornered cause you can easily react and air-to-air him. Midscreen I believe if you don’t OS anything he can change his trajectory coming down just enough to avoid your jump fwd normal, so you can maybe OS forward dash or smth. It’s such a terrible escape option though that most Rolentos will probably prefer to block/backdash your mixup instead.
Apologies. It was written in the Vanilla days and there wasn’t a lot of hard data to go off at the time. I’ll see about deleting the first post.
Jinrai, you’re a gentleman and a scholar.
It’s been quite awhile, hopefully life has been good to you. It sucks we never had all the info back then like we do now (Seth would have been abused much more appropriately if we had).
Street Fighter life has been horrid to me, but real life is okay. Retired from tournaments in 2010 because I got worse and everyone around me got better. I just stick to dicking around on XBL Endless and offline casuals.
Roundhouse crossup (yes, Roundhouse!) safe jump setup. Credit to Eternal and sarif2soon, the latter because he also whiffs close Forward after a backthrow in the corner.
Characters this is useful against:
Cody, Gen, Sakura, meterless Guy, U2-less Hakan, Rolento, U2-less Fuerte, Vega.
Characters this works against, but have easy meterless counters:
Makoto (karakusa cannot be jumped out of), Elena (Scratch Wheel), Dee Jay (upkicks), Poison (DP), Guile (jump-cancelled Flash Kick).
If you see the Technical message pop up during the whiffed close Forward, whiff a close standing Jab immediately after and then jump in. The timing works out.
So, i’m trying to compile a complete Seth flowchart of safejumps/mixups after spd, including normal and dwu timing. Which character do you guys think is the best to use for my tests?
Use any of the top tiers, as those are the characters where it matters the most.
ERyu, Akuma, Viper, Cammy, Fei, Yun