Jump to content
Dustloop Forums

S.D.

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by S.D.

  1. S.D.

    [UNIEL] Seth

    2355 damage (That first CH 2C has to hit twice, doesn't it? Don't omit those details) This one seems a bit impractical, not only it's hard to hit confirm into it but the timing seems pretty tight and also it might be character specific (623B tends to whiff sometimes, even if it's slightly delayed after 5B)
  2. S.D.

    [UNIEL] Seth

    Nice, that one is relatively easier to do. What I used to do for the old version was: j.214B > Orb Hits > 6C > 236B > j.214A > 214B 4B > j.2AB > 5C > Orb Hits > 6C > j.236B > j.214A > 623A (2707 damage or 3161 damage if you add a 623C at the end) and then assault C or Dash C or grab as a mixup, probably not the best oki since they get out of the corner, I was trying to go for damage but Seth has some amazing corner pressure and sometimes that's more valuable than a little extra damage so I'll most likely be sticking to the version you posted, I just need to get rid of the muscle memory from the old BnB.
  3. S.D.

    [UNIEL] Seth

    the best input to fastfall? I tend to just do 22, the only time I use 2AB is when I have to do 214B4B (Like in the combo you posted) since for some reason doing 22 feels unnatural to me after the extra 4. I think Brett also does 2AB, you can find a similar combo here http://www.twitch.tv/thebrett/b/568728946 at about 12m40s.
  4. S.D.

    [UNIEL] Seth

    1) Nailed it, I can get it consistently now, delaying 623B was the tricky part, in that case yeah, if you want to make it undroppable and you're not sure if you delayed 623B nearly enough (*cough* netplay) 4C just as an extra layer of safety can't hurt. 3) Correct, there's the 623A starter which usually come out after a cross up dash C and then a second one after 623B, if you end with the usual fastfall Dash C finisher it does about 3560 damage. 4) Indeed, I'm a bit bummed out by the fact that it doesn't work off a 623C > CS either. Oh well. 5) That's a great point to keep in mind, I'ts just that fastfalling just feels more natural because it feels like they'll be able to tech if you don't get there ASAP. But that doesn't seem to be the case huh? Time to get rid of some muscle memory.
  5. S.D.

    [UNIEL] Seth

    Alright I was able to try that corner 4C I explained before and while doing the corner CS combo normally works once in a while, the timing is weird and the opponent might tech before 623A, if you do 4C you end up closer, the orb ends up closer and the enemy doesn't get time to tech, I'll dig up my capture card and show an example of what I mean. Delaying the 623C worked wonderfully after dash C, thanks Brett, I felt like I'd miss the cancel window if I delayed it too much, but that wasn't the case. Another small note: I like this way more over what I usually do after a blocked dash C > 623A crossup (I just 214AC right away, the risk of dropping that is high too) I found out that you can actually increase the damage if you squeeze a 623A > 2C(1) after 623B (Not only that but that also means there's no risk of dropping 214AC since you cancel right after 2C, you don't have to time if after 623B and of course you can still 6C after the move) Edit: It seems like this extended route isn't possible after a command throw > CS > Dash C starter (Or 623C >CS). They tech before 6C, and it doesn't seem like a j.6C makes it work.
  6. S.D.

    [UNIEL] Seth

    I can't really pick one. I just don't know how and when to get in against a good Hilda, Vatista? Same as Hilda but she also has flashkick and instant overheads she can just disrespect your oki (Blink A helps a little but it can also be risky), Eltnum drops from some Dash C combos and her 2B is very good plus I'm not very patient when it comes to her long blockstrings (Just like Carmine), Linne just drops from 6C combos (In the middle of a match I just can't time the microwalk 6C > dive A properly) Gordeau, yeah, raw damage, range, really good options, high low grab mixups... other than that the rest of the match ups are fine (I feel like the Waldstein matchup isn't that bad, even if he can destroy your orbs from almost full screen, then again I haven't had a lot of experience against good Waldstein players)
  7. S.D.

    [UNIEL] Seth

    1) 2C is more intuitive yeah (Expecially since that's our starter after an orb hits so it just feels more natural, doing the raw 214AC/214[C] isn't that difficult really but it does feel rather unnatural at first and it seems like the opponent will be able to tech out of it, I just wanted to point out the slight increase in damage, you know just some small thing to keep in mind. 2) Gotcha, that's what I thought, I always fastfall (It feels more natural to me) and I end up way too close and cross up with dash C, I might also have to work on delaying the 623B a little bit, I'm just conditioned to me muscle memory of other combos. 3) I could swear I had to do 4C to connect 623A more consistently, it really feels that way I'm positive that Seth ends up in a different position too, I'll double check later tonight. And for sure I also tend to favor 6C near the corner because Assault j.B > j.C feels like it might drop on certain characters (But I do prefer the later for midscreen CS extensions after dive B.)
  8. S.D.

    [UNIEL] Seth

    Great notes Brett, there's a bunch of stuff that helps a lot, especially the match up notes, just a couple of things I'd like to point out. If you fastfall and just do a raw 214AC, and then continue the combo, you'll actually do more damage so, I think it's better to omit the 2C(1)? Unless you want to get the meter I guess. Another thing is that you mentioned this alternate route to combo after the command grab. Are you fast falling and then doing dash C or just waiting until Seth lands? I end up crossing up with dash C (I was only able to get that combo once so I'm trying to find a way to pull it more consistently) As for comboing off a B dive in the corner (Something that always gave me a lot of trouble) I think I found an optimal combo: j.214B > CS > 6C > 2C (1) > 214A4C > 6C > 623B > 623A (Orb hits) 6C... The reason why you want to do 214A4C is to end up really really close to the opponent (You won't cross up if you're next to the corner) and connect the 623B > 623A part of the combo, this is great because it sets up an orb in the corner and you get the oki to go for an assault C > j.A > j.214B setup. Small typo, it should be 6C, right?
  9. S.D.

    [UNIEL] Seth

    Yeah, since your orb can get hit, and it's definitely better to have that nice Vorpal damage bonus plus the ability to CS his j214B, 623C or true cross up setup. As Brett said, Seth's Force Function is very very situational and match up specific I think (For instance, Waldstein since he can freely hit your orbs from just about anywhere on screen)
  10. S.D.

    [UNIEL] Seth

    So I assume this is a semi-decent setup for a bit of oki? (I've been getting more and more used to the combo Brett posted with the 5b, jb, backdash 6C after fastfall though) You basic starter to 214CC > 6C > 236B > 214A > 214BB > 22 > 66C > B+C > 6C > 236A (I prefer 236A as a finisher after his Force Function over 236B since having the unhittable orb close the to the opponent gives you some pretty good momentum) Apologies if this was already discussed but I just had to try some stuff after seeing a Seth at TRB without 6C > Orb combos :/
  11. S.D.

    [UNIEL] Seth

    I assume the only way to test the 66C 623A crossup is to have a second controller? I tried setting up a dummy action to just walk backwards (I don't have a second controller) and it doesn't work.
  12. Alright gotcha (I feel like I'm much more consistent with 5B so I'll give that a try) I've been trying to do all these different variations with 5B 5C (Or just the plain 5C) OMB 2C 2B and then jump loop but I wasn't very satisfied with the result. I didn't know Corkscrew was that bad when it came to hitstun, I was expecting more of it since it's a FC. Oh well.
  13. Hey guys, new poster, loooong time lurker. Let's get down straight to business. What is the best combo after a FC LV3 Corkscrew? (With meter, meterless, with OMB, it doesn't matter) I keep getting tons of them while applying pressure and trying to get in by weaving all over the place. From what I've read at other forums, some combos I can do after a "LV4" Corkscrew are: 5B jB 5AAAA B+D And 5B jB 5AA2AB 236A 6D 6A But I honestly feel like it might be possible to do more.
×
×
  • Create New...