Rapid Seismos
Rapid Siesmo is one of C. Vipers most important tools on the fate of two worlds. Mastering this technique gives you a great zoning game. You control the screen from the ground to anything in regular jumping range and about 4/5ths of the screen. Mastering this technique and mastering how to apply it is crucial to her game.
How to: This technique uses one of her most known tools in Street Fighter VI which is the super jump cancel (SJC). To preform a SJC you do a :d: :u: motion as soon as the first seismo hits the ground. This causes you to cancel and jump out of it. There are 3 start-up frames in a jump before you actually take to the air. The way to doing a rapid seismo is to be able to do a seismo into SJC into another seismo.
This is technically how the game wants the inputs to be to trigger a rapid seismo.
:dp:+:atk: :d::u::dp:+:atk: <— (Not the way to do it. Just an explanation of how it is meant to work.)
The notation above is way too many inputs and is impossible to pull off within the 3 frames necessary to create a Rapid Seismo.
Thanks to Capcom’s lenient button inputs there is a very easy way to combine both a seismo into an SJC seismo.
:dp:+:atk: :dp::uf:+:atk: <— (Rapid Seismo Input)
You are simply placing the input for the first seismo and then doing another seismo with an :uf: motion added to it as you press the attack button. This causes the game to think you have placed the necessary inputs to preform a rapid seismo since between the second seismo input you have already placed a :d: motion and added an :uf: motion.
Doing it Right: Now that we know the motion to the Rapid Seismo Input you should give it a try. It isn’t hard to do but doing it consistently and fast is another thing.
To get it right there is one thing you have to know that during the rapid seismo (at least in my experience.) If you ever let the joystick hit the dead zone (aka the position where the joystick is when you don’t touch it) you cannot do the rapid seismo at 100% speed consistently. If you try to do rapid seismos at 100% speed letting the joystick dead zone you will most likely get a SJC Thunder Knuckle to come out.
Simply put, avoid the dead zone in Rapid Seismos.
This is the way I do a rapid seismo in a series of steps. (which I can’t remember who told me this but it helped me a lot so I assume it will help others)
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First you do the :dp: ofcourse then :atk: when you finish the first seismo you continue to hold :f: for a split second to buffer/register the start of the next seismo.
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From there i move to :d::df::f::uf:+:atk:
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Next from :uf: you would think to reset to the dead zone to do it again but of course we don’t. From there you move back down to :f: and then cross over to :d: then :df::f::uf:+:atk:. Rinse Repeat.
You could also do it as a sliding motion or consider it an “L” shape pattern and continue drawing an L (backwards L in this case) with the joystick after the 2nd seismo. This is how the button input will look if you use this method.
:dp:+:atk: :f::df::d::df::f::uf:+:atk: :f::df::d::df::f::uf:+:atk:
This “L” shape method is less efficient considering you will be adding unnecessary motions to the rapid seismo, but if it helps you go around the dead zone more than skipping the :df: from :f: to :d: then go for it.
Doing it Wrong: Its good to know where your mistake lies when something other than another seismo comes out of your SJC cancels.
There are 2 things that happen when you do rapid seismos wrong.
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You jump in the air. The cause of this is you aren’t pressing the :d: motion or some part of the :df: :f: motion within the SJC seismo. Be weary of your timing of the :atk: input. It’s not hard but that could also be the cause if you press the :atk: button late. In most cases though the jumping comes from not completing the right motions on the joystick.
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You do a Thunder Knuckle. I go into greater detail into why this happens and how to prevent it above in the area talking about “dead zones” but it involves you not pressing :f: immediately after :uf:+:atk: on the rapid seismo cancel.