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Posted

Brett has been putting in mad work on this forum man, much props to you sir.Two questions here... 1. Shouldn't we update the wiki with these combos? and 2. Are you guys up for making a skype group for Seth?

God bless Brett. And yes to both imo

As for the Gord MU I've had like 99% success calling out tick command throw setups with 5C. Don't needlessly jump in the air you will get bopped every time, unless you're baiting and want him to whiff, in which case you'd have to be confident you can outplay him (read: feel out the Gord player before you do this shit). Can't do setups in the air behind him either when he's waking up you will just get swatted. 66C works pretty good against him if he's getting repetitive with 5C, BC, or slide timing/spacing. Rinse and repeat until he starts to respect it, which is when you can start the yomi game and maybe start to sneak in some orbs. Unblockable setup works against him so make him hurt when you get meter, especially w/ vorpal for CS. but yeah guard is key in this matchup and just in general for playing Seth, make him earn his win through your defense and if he can't then call em out

 

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Posted

God bless Brett. And yes to both imo

As for the Gord MU I've had like 99% success calling out tick command throw setups with 5C. Don't needlessly jump in the air you will get bopped every time, unless you're baiting and want him to whiff, in which case you'd have to be confident you can outplay him (read: feel out the Gord player before you do this shit). Can't do setups in the air behind him either when he's waking up you will just get swatted. 66C works pretty good against him if he's getting repetitive with 5C, BC, or slide timing/spacing. Rinse and repeat until he starts to respect it, which is when you can start the yomi game and maybe start to sneak in some orbs. Unblockable setup works against him so make him hurt when you get meter, especially w/ vorpal for CS. but yeah guard is key in this matchup and just in general for playing Seth, make him earn his win through your defense and if he can't then call em out

 

Ok cool.. i guess ill make the Skype group.. Everyone in this forum please list your Skype name. Mine is facebook:michael.a.edwards.395

Posted

1. Shouldn't we update the wiki with these combos? 

 

A lot of the combos are good, but the main issue with the wall of combos on the wikia / the 2nd post in this thread is that it is really hard to process. Combo theory for the 6C > 236B route should just be explained, as well as the various options afterward (2C(1) > 623A, delay j.214A, back airdash j.214A, Dash C, 5B > j.B > j.6C, 623B, etc etc)

 

so that you can just see stuff like "Dash C > 623B > 623A > 2C > 214CC > 6C > etc" 

 

will make things a lot cleaner.

 

Also things like how there are random VO combos in random places, when they should have their own section. Also no real explanation on when you can end in oki setups. The corner 623B > un-corner 623A > 6C combo is on the list, but there's no mention of how you can end in 623A > 236C > (236A/B) for a really nice oki unblockable setup.

 

What people really just need to know is what his basic 6C route is and how to adjust your starter to go into it if possible, and then what to do if you can't go into 6C route.

Posted

A lot of the combos are good, but the main issue with the wall of combos on the wikia / the 2nd post in this thread is that it is really hard to process. Combo theory for the 6C > 236B route should just be explained, as well as the various options afterward (2C(1) > 623A, delay j.214A, back airdash j.214A, Dash C, 5B > j.B > j.6C, 623B, etc etc)

 

so that you can just see stuff like "Dash C > 623B > 623A > 2C > 214CC > 6C > etc" 

 

will make things a lot cleaner.

 

Also things like how there are random VO combos in random places, when they should have their own section. Also no real explanation on when you can end in oki setups. The corner 623B > un-corner 623A > 6C combo is on the list, but there's no mention of how you can end in 623A > 236C > (236A/B) for a really nice oki unblockable setup.

 

What people really just need to know is what his basic 6C route is and how to adjust your starter to go into it if possible, and then what to do if you can't go into 6C route.

Brett.. if you want to .. you can make the Skype group. For some odd reason.. they make it mad hard for ppl to find me since my FB account is linked to my skype. 

Posted

Brett.. if you want to .. you can make the Skype group. For some odd reason.. they make it mad hard for ppl to find me since my FB account is linked to my skype. 

 

I honestly don't really use skype lol

 

Edit: typed this up as an example of what I was talking about. Much easier to understand, and that's not even with any actual explanation of how things work (which is also necessary)

 

aC4uw.png

Posted

I honestly don't really use skype lol

 

Edit: typed this up as an example of what I was talking about. Much easier to understand, and that's not even with any actual explanation of how things work (which is also necessary)

 

aC4uw.png

When i start the 5C combo before the orb hits.. i can get it off. But when the orb hits first and i do it, it doesn't work. The orb's supposed to hit after.. right?

Posted

I was down for a line discussion group cause sadly I dont have a laptop :( but im down and shoutouts to to brett

Posted

I'd like to know the optimal BnB on Linne. I was playing against my local Linne main last night and the standard 214[C] > 6C > j.236B > 214A route was super inconsistent midscreen because 214A would whiff due to her being so short. I opted for 214[C] > 66C > 623B > j.C > j.B > j.214A > 214 > j.236B > 22 route instead. Having the ender as an air tech with an orb out and Seth underneath Linne is fine and all, but is there a consistent way to get 6C oki midscreen on her?

Posted

I'd like to know the optimal BnB on Linne. I was playing against my local Linne main last night and the standard 214[C] > 6C > j.236B > 214A route was super inconsistent midscreen because 214A would whiff due to her being so short. I opted for 214[C] > 66C > 623B > j.C > j.B > j.214A > 214 > j.236B > 22 route instead. Having the ender as an air tech with an orb out and Seth underneath Linne is fine and all, but is there a consistent way to get 6C oki midscreen on her?

yeah earlier on Nereus found in a rion video that you can take a tiny step forward after 214[C] to get the 6c>j.236b>j.214a filler to land and go into the standard ender :^)

Posted

yeah earlier on Nereus found in a rion video that you can take a tiny step forward after 214[C] to get the 6c>j.236b>j.214a filler to land and go into the standard ender :^)

 

You can basically just hold 6 during the runpast animation and it'll work, it's not too bad actually unless you're mashing it.

Posted

For all the people still having trouble with j.236B>214A like nereus said pay attention to seth desending or make it even easier wait a split second then do 214A

Posted

on the 214a into 623a starter brett listed I cant get 6c to combo after 214CC.

 

i know the timing on 214CC, 6c normally but I cant get it to work with this combo.

Posted

on the 214a into 623a starter brett listed I cant get 6c to combo after 214CC.

 

i know the timing on 214CC, 6c normally but I cant get it to work with this combo.

 

I haven't tested on every character, but if you omit the 623B part on normal hit and go straight into 2B >214CC you can get 6C to combo after. The part in parenthesis will work on counter hit.

 

Edit: Tested the combo out on everyone, could only include the 623B if it was counter hit j.214A.

Posted

So here's the thing, i can do combos with seth but im not understanding how to fully operate with him. I know he is a mix-up/vortex type of character, but i don't know how to effectively do that. Am i supposed to set out an orb and teleport lol? im really want to learn him so if any one can help i would appreciate it. Just message me.

 

Posted

Any suggestions on how to stop people like Carmine from jumping and pressing j.C out of your pressure? Every teleport option gets beaten by chicken block j.C, and I can't really find a way to punish their jumping reliably at longer ranges.

Honestly what i have learned is that you must learn your characters normals first, Carmine's normals are literally amazing lol and i think seth really can't deal with a character witch attack range better than his. So try gaining vorpal so you can bait out one of his attacks and chain shift at the right moment for a good punish or combo punish that will lead into either hard knock down with the 6-C for oki,mix-up, and vortex or just all three with the hard knock down. Remember block until you see an opening, also note that carmine literally throws his health at you lol just to keep you in pressure so when you do punish him you might bring his life down alot faster because he is also doing it for you!

Posted

the j.2C should be COMBO'ing from EX command grab. IF you want to practice the unblockable ender portion, just go in training mode with dummy set to block and do:

 

run up point blank, 236B > EX Command Throw > j.2C (should combo) > j.214B (the orb should force block inbetween). The "reset" portion is the j.2C > Orb portion. Also remember that a few characters cannot be hit with j.2C after EX Command Throw.

 

Oh I see. Thank you very much.T

 

The problem I have with 214{A} counter is that it's really finicky. The timing for catching mashing is actually really small. I've been constantly mashed out of this move. I find it's only really useful for like 2A spam, but it's loses pretty hard to just stuff like 5Bs.

Posted

What purpose is 3B supposed to serve? It's too low to be an anti air. I noticed it has slower startup, so is it some kind of ghetto frame trap tool? Is it an optimal punish starter? Seriously, this move is an enigma.

Posted

What purpose is 3B supposed to serve? It's too low to be an anti air. I noticed it has slower startup, so is it some kind of ghetto frame trap tool? Is it an optimal punish starter? Seriously, this move is an enigma.

It actually does more damage than his 5B and his 2B. So for example.. instead of going for let's say 5B > 2B > 5CC, your going to do 5B > 3B > 5CC. If you can do 3B > 5CC as a punish instead of 5B, then go for it. 5B does 415, 2B does 410, and 3B does 430. Also, unlike 5B and 2B, 3B can be combo'd into 214CC (or 214C > Hold C if you prefer this method of input)

 

One thing to keep in mind is the range of 3B.. you don't want to do 5B into 3B if the 3B is going to whiff.

Posted

I wanted to kno what was the timing on the 22>dash C> 6C cant get this dashnto save my life :(

Try doing 2A+B for the fastfall and input the 66C right away, I could never get it when I tried to go 22 66 but using A+B helped me a lot.

Posted

3B can actually be used as an anti air - it's not bad. Though it may do more damage like Nereus said, I'm more interested in its STARTING proration. I'd test but I don't have access to training mode atm.

 

Oh I see. Thank you very much.T

 

The problem I have with 214{A} counter is that it's really finicky. The timing for catching mashing is actually really small. I've been constantly mashed out of this move. I find it's only really useful for like 2A spam, but it's loses pretty hard to just stuff like 5Bs.

 

the A follow can sometimes work as a counter to wakeup mash, which I like doing, since if you time / space it right you'll be too far away to be punished and on the other side. Especailly if you're moving at an opponent and they might not think you'll be close enough to properly meaty you in time, and decides to say....wakeup grim reaper you :P. Also remember that rather than holding down 214[A]. you can TIME the button press. I generally like it against people who mash anti airs against 214B options, as WILD mashing is much more easily beaten out by just diving at them a lot.

Posted

Sorry for the double post, but since this is entirely unrelated and kinda important:

 

after 6C > 236B knockdown, if you do 2/5A -OR- 214X~4A > 214X ~ A > 214X ~ B, the orb will instantly hit them crossed up.

 

Tested with dummy and against humans. Obviously there's no sameside option for the orb since blocking with [6] would still block the orb, so this is more of a GIMMICK rather than a mixup, but this is just an example of how you CAN get orb mixups into your game in correct dosages.

 

The "mixup" here is that if they know you're always going for a crossup orb setup and choose to block backwards, you can just do other things to mix things up, such as doing 623B after the 214X~A rather than 214X~A > 214X~B. Rough testing on myself with randomized dummy slots tells me that if you're good at reacting to the upward teleport blink you can probably still block normally then switch crossup block if you see the tp blink, but if you get lazy blocking it'll definitely catch you off guard, not to mention this 623B sameside option was just a rough example, and I'm sure there are better ones. Plus the 623B option is safe on block anyways (orb covers it). You can also just do things like after 236B knockdown just doing (optional 5A) > 214C > j.B/j.C/j.214A (crossup) > Orb Hits or instead of the final 214X~B orb crossup.

 

All just random examples. 

 

tl;dr - anything Seth does that makes him REFACE the opponent will bypass crossup protection, so go ham.

 

Will post something less sloppy and more helpful later, but I have had limited time to actually lab recently orz.

Posted

It makes an okay ghetto anti-air for catching crossups. Otherwise I just see it as FB's way of keeping you from doing too many microdash 2Bs since that shit is fast as fuck otherwise.

Posted

 if you do 2/5A -OR- 214X~4A > 214X ~ A > 214X ~ B, 

 

 

 

 

 

wat :psyduck:

 

 

edit: damn I suck at quoting.

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