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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.

im using A+D+3B as a crouch tech OS against throw/assault when i dont want to fully commit to possibly whiffing A+D+3C, if im feeling out somebody's pressure, or seeing a new pressure situation for the first time. point blank 6D puts them at just about the perfect height for when you want to anti-air with that button anyway 

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Posted

also, as for a consistent combo off of j.214a>214 confirm i asked about earlier i came up with something tonight

j.214a > 214 > j.22 > 66C > 623A > 2C > 214A[C] > j.A > j.C > j.B > j.214a > 214 > j.236b 

3.1k in vorpal and no assbackwards delay timing, just do 623A as soon as you see them hit the wall from 66C it's easy

 

Posted

3B > 2C > 623A > 5B > 623B > 214A > Hold C > 6C > j.236B > j.214A > 214B > Hold B > 22 or 2A+B > Dash C > 6C > j.236B (oki).

 

Does 3504 on Vorpal Buff and 3192 normally. If you do it with the vorpal buff.. you can end it with 41236D instead of 6C for a total of 4468.

Posted

So after watch rions combo vids is it better to use 214A~ teleport insetad of the 214B teleport

Posted

So after watch rions combo vids is it better to use 214A~ teleport insetad of the 214B teleport

I think it depends on what combo you're doing. I noticed certain combos are either easier to link with 214A Teleport or can only be linked by this. Or maybe it's just me bugging :p

Posted

New Seth main reporting in~ Ill try to get out some tech as fast as I can!

Posted

New Seth main reporting in~ Ill try to get out some tech as fast as I can!

AWWWW SHIEEEEEEET RIKIR

leggo

In other news I think it's time I work on some 5A anti-air stuff, people have been getting 6D happy alot recently. How reliable is it over 3C, because I feel like it gets beat out alot(either that or I'm mistiming it, which is more likely)

 

Posted

I haven't used it a whole lot, but I had  success with 5a anti air against a wald that was doing it a lot, I didn't have the best confirm off though so i'll need to work on that. 

Posted

Yeah 5a to me seems like one of his best options for anti air but for damage I still try and use 3C

Posted

3314 dmg combo without vorpal off of a j.C jump-in:

 

j.C > 2C > 623A > 5B > 623B > 214A > Hold C > 6C > j.236B > j.214A > 214B > Hold B > 22 or 2A+B > Dash C > 6C > j.236B (oki)

 

If you do this combo with Vorpal, it does 3640. Also, if you do this combo with Vorpal and you have full meter, you can use his 41236D super for a total of 4604 :O

Posted

Hi Guys, 

Checking in as a newbee Seth player here and I'm generally new to newschool fighting games, played a bit of BB and a lot of SF4. I saw this game and it looked/sounded amazing to play. 

I have a question about Seths combos alot of his combos do the general 214CC>6C>236B>j.214A>214BB>22 now my question is I have managed to get into the habit of doing j.214>214AB>22 is there any disadvantage to doing the 214AB>22 opposed to the 214BB?

Posted

Hi Guys, 

Checking in as a newbee Seth player here and I'm generally new to newschool fighting games, played a bit of BB and a lot of SF4. I saw this game and it looked/sounded amazing to play. 

I have a question about Seths combos alot of his combos do the general 214CC>6C>236B>j.214A>214BB>22 now my question is I have managed to get into the habit of doing j.214>214AB>22 is there any disadvantage to doing the 214AB>22 opposed to the 214BB?

IMO.. i think it's easier to just do the 214B > Hold B (214BB) method. But im not sure if there's a disadvantage if you do the 214AB method.

Posted

Technically it's better if you input the second button followup for all his 214X series, because it makes it easier to do things like 214B~A, something you definitely want to do rather than 214A~A as part of a block string (for people who react to the 214B animation expecting a Dive etc). 

 

Also in terms of execution, pressing the button rather than holding also makes it easier to time your next cancel.

Posted

Random stuff I found in my video archives and remembered after an old Brett's post, didn't see it posted so hopefully people didn't know about this before

 

http://falco252.net46.net/fgs/sethinblosetup.webm

 

Only works in corner.

With orb assault j.C > land > j.A orb hit j214B

Unless I messed up when trying, j.A hits crouchers in this situation (actually it does on the video, Orie crouches and still guards the jA) and it should be airtight since it combos, the assault part is DPable so mix with the other oki unblockable setup to confuse maybe? ("Forward jump falling j.C > j.6C > j.214B unblockable. This is pretty impossible to avoid without a DP or shielding properly. either way, you can always go for other mixups (j.C > j.214B, j.C land 2A, bait, etc etc)")

 

 

EDIT : Doesn't work on Linne, probably some other chars, gotta test.

Posted

also, as for a consistent combo off of j.214a>214 confirm i asked about earlier i came up with something tonight

j.214a > 214 > j.22 > 66C > 623A > 2C > 214A[C] > j.A > j.C > j.B > j.214a > 214 > j.236b 

3.1k in vorpal and no assbackwards delay timing, just do 623A as soon as you see them hit the wall from 66C it's easy

 

I actually did some more testing and wrote some crap, then my draft got wiped on accident orz.

 

I used to have the damage numbers, but I guess i'll have to confirm again lol. Anyways:

 

I think you mean 2C(1) in your combo, right Azul? In general people should definitely make sure they're properly mentioning 2C(1) or 2C (writing 2C(2) isn't a bad idea maybe), since its a pretty big difference.

 

In Azul's combo, I find that depending on the height of your dash C input, the 2C can sometimes whiff or the 214X~C 2nd hit may sometimes whiff.

 

However, I find the following to be easier and do more damage, though its pretty similar to Azul's with just one extra addition:

 

j.214A > 214B~B > 22 > dash C > delay 623A > 5B > (slight delay) 623B > 214CC > j.B > j.C > j.214A > 214B~B (> j.236B)

 

linking the 5B is really easy, as is the 214CC. The only awkward part is the slight delay on the 623B, but in general whenever you go for the air juggle 5B > 623B route, you should always as a slight delay so you avoid the cases in which 623B will whiff (very often if you immediately cancel). HOWEVER, depending on the character, getting them low enough after j.B > j.C to hit with the last hit of j.214A in order to 214B  cancel can SOMETIMES be iffy. I think I personally still prefer risking that than getting them improperly spaced after 623A though.

 

The above combo does ~100-200 more than the one Azul posted, for obvious reasons. I'll recheck the damage on both combos later when I have time.

 

And for those of you wondering, j.214A > 214BB is a very common blockstring, so its definitely worth figuring out optimal combos for (unless you can block/hit confirm consistently from single j.214A lol).

Posted

Sooo yeah you cant connect a 66C on Eltnum if you confirm from a long string starting from 2A.

Posted

did a bit of testing after playing vs nanase and not being able to do the standard ex command grab combo. ex command grab j2c, j214a, works on everyone except nanase, you have to delay it slightly vs hilda, against nanase, you can do falling j.b, 2c(1), 214c, 6c etc etc for 3k, works everywhere, hilda leans weirdly forward so you have to delay the j2c, but you can also do the falling jb combo vs her if shes in the corner when you do the command grab.

 

Another random note, when you do ex command grab vs seth you end up on the original side after the command grab. 

 

I also did a bit of testing vs byakuya webs cause I was curious. Basically from what I tested, he can't do a web anywhere within 623b range unless he wants to eat 3k, on reaction to his 214a/b, or doing it after rekkas, you can react with 623b, 5b, jc, jb, 2c(1), 214c etc. 5a doesn't seem to destroy the webs, 5b will take care of it, you have to hit the 623 webs with a low like 2b.  He's also in counter hit state for quite some time during his dp webs so if you see him phase you can mash on a move to hit him, or you can 623b and depending on the timing you can hit him an counter hit, or blow through the web and end up full screen where you set up orb and play the game. 

Posted

A moves dont destroy webs (though they do break orbs.....)

 

I generally just use 5C or 5B when reacting to anything he does since it will hit him out of web crap and also hit him if he goes for command throw. I've found it pretty common to throw a 5C out to kill a web and then the whiff cancelled 5CC CH's him in the air (in the case that he doesnt fly at you afterwards)

Posted

I found something really interesting while looking at Rion footage.

http://youtu.be/zwZjVKC5F7M?t=1m3s

After the 66c > orb hit he throws out 236a > Ex grab > j.2c and waits.

I guess he is baiting Hilda for reversal or mash, but I think its a a decent reset tool that forces people to respect the ball while going for a mixup.

Also ex grab crosses up Seth and Nanase without j.2c (The orb hit can still be blocked on both sides but it keeps them blocking).

Hope this helps!

 

Posted

Uhhh is it me, or on the same frame that EX orb fires, you cant throw out another orb?

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