(Corner) HP DP x3 ~ LP Super ~ back dash ~ jump over opponent, j.HK
"Beta" unblockable on Gouki in the corner. Can start with anything that doesn’t change timing too much (basically “not cr.HP” or AA.) So starting off a DK, cst.HP, j.HP, j.LK, j.HK, Tanden, whatever is fine as long as Gouki doesn’t get lifted into the air and the DP puts him in the corner.
Beta because I can’t do it reliably (not sure if Super link timing is lenient, but it must hit at a certain point and the final hit must connect “late.”) Not saying that it isn’t reliable yet because I was just getting fucking sick of sitting through Seth’s Super animation (LET’S TAKE THIS TO THE NEXT LEVEL.)
This unblockable concept can be done off of (anything near corner), Hyakuretsukyaku, Super. But I have not found a remotely reliable way of timing it yet.
Ultra 1 that pushes opponent to corner ~ dash forward ~ plink cr.MK ~ dash forward ~ jump over opponent, j.HK
Might be unblockable against Gouki. I can’t test this because Seth’s Ultra 1 lasts too long for the default recording feature, and I don’t want to pull my hair out with PC timing. But I managed to get the little hit graphics to appear like they do when the unblockable connects…
(Confirmation) Sweep, j.HK unblockable works on Cody in the corner (use Gouki timing, not Ibuki.)
Sweep, j.HK unblockable works on Guy in the corner. Except you use j.LK instead. Seth will not be hit by reversal EX Tatsu (it just goes through him somehow…) Again, use Gouki timing. Since the EX Tatsu goes clean through Seth, you can probably OS him too.
The third Yosokyaku (head stomp) still causes an untechable knockdown on grounded opponents, and the two stomps before it will often catch opponents trying to jump/back dash into a juggle. All three hits can still combo on grounded opponents, even if they’re crouching.This works on everyone as far as I can tell - but you must use a set up before hand and you must do the first head stomp extremely late. Otherwise, the second or third stomp will completely whiff or just won’t combo. Much easier to use against fatass characters though, such as Abel, Gief and Gat. The hit box on all of them reaches a lot farther than it would seem, but it is hard to work with such fast start up time + very low active frames…
If cr.LK, cr.LP, cst.HP works, cr.LK, cst.LK, cst.HP works. But cr.LK, cst.LK, cst.HP works on some characters that cr.LK, cr.LP, cst.HP doesn’t. I should probably look into this later because it always does more damage/stun and you can choose between DP or Legs. (example: Tanden, cr.LK, cr.LP, cst.HP doesn’t work on Sagat. Tanden, cr.LK, cst.LK, cst.HP does.)
Sometimes you have one of Seth’s frequently used light attacks whiff when it would normally hit. Try to figure what string that resulted from and where the opponent was: a good portion of the time, that attack actually needs to be linked and will hit meaty. This allows you to combo cr.MK on some crouching characters without a counter hit, and sweep combos if they’re standing.
cst.LP appears to have the least push back of all of Seth’s attacks on hit. Oh and it doesn’t hit anybody crouching reliably. Yes, nobody apparently. Sagat and Boxer can be hit with it, but it will only hit when they’re crouching as they do those animation bobs I was talking about.
cst.HK and cr.HP both do damage and stun on both hits. The damage part is not too interesting, but the stun could potentially be used to do post-KO stuns (Hyakuretsukyaku, in comparison, doesn’t apply stun until the move is finished.)
I can not find a single use for cst.MK. Absolutely nothing, short of hoping the opponent blocks cr.LP, cst.MK which is a decent SPD tick (but you have cr.LK anyway???) +3 on hit (aka leads to nothing), 0 on block (might as well end with something where you’re + at this range), less damage than cst.MP, 7f start up. No apparent applications for the additional start up and recovery frames with special cancels. Haven’t been able to use the frames for any timing set ups either…
Seth’s cr.HK knockdown, while untechable, appears to be unusually short. Also it only does 100 stun and 90 damage which is incredibly meh worthy with it’s start up, hit box, recovery, and frames on block. His forward throw puts his opponent on the ground for such a small time that Seth cannot actually complete a jump before his opponent rises…
Hyakuretsu uses different scaling rules from most moves in the game. The first hit is scaled normally. The rapid fire hits are then scaled on that - but not with the typical scaling. 100% when you’re under three hits, then 25% less for each two moves in the combo before hand. But it won’t drop below 25%. The last hit will use the same scaling as the first hit did, and then the scaling rules go back to normal.
So, for example: FA3, Hyakuretsukyaku will do 80% (1H) 100% (15H) 80% (1H) damage and 80% stun. If it followed the normal rules, it would do 80% in it’s entirety, or 80>70>60.
Speaking of scaling, you probably know this, but just in case: moves where you have to do additional inputs do count towards scaling. All DPs will do 100%, 100%, 80% when done in full if nothing else is done before them (or whatever scaling point you’re at in the combo.)
I think I mentioned it before, but Seth’s non-EX DPs do less damage after the first active frames…not sure if it’s the first frame or the first few active frames, though. I think cst.HP has the same property.
Remember the Blanka SPD unblockable (SPD ~ wall jump, j.LK)?
Try this: SPD ~ hold back until Seth moves ~ wall jump, button.
A lot of practical set ups with this against everyone. Experiment with it.
For a bit less damage and probably less stun, you can carry any opponent into the corner with your 3 bar EX DP combos mid-screen off of any big punish or Tanden Engine (a little farther, in fact.) Not “oh he goes into the corner” but “hyakuretsukyaku, stomps, DK reset.” The “trick” is pretty simple: Start with cr.HP, wait for Seth to recover, and link the EX DP. Then do your typical EX engine follow up. The timing is a little different for some characters (sometimes you have to cancel into EX DP at the end of the cancel window instead), but I believe it does work on everyone (NOT if the character is already cornered.) You can actually link non-EX DPs from cr.HP after the cancel window, but this is very character specific. Worth looking into though, because I’ve done cr.HP (x2), HP DP (x2), Stomp (x2), DK on characters that weren’t El Fuerte. Plus you can do that LP DP x3, EX Engine combo on some characters…not sure which ones or what the values are though.
Magneto Loop does not work on … himself, reliably anymore. I don’t know why, the j.HK just whiffs sometimes. You can use dive kick, but I don’t think it’s safe.
Also, while you probably know about the near ToD shit available with cst.HK, cst.HP. Any connected Tanden near the corner can do 403/720 for one bar (cst.HK, cst.HP xx EX Legs, Stomp x3, DK.) A follow up SPD, cross up j.HK, or fst.HP will stun him. Which results in a guaranteed kill for no additional meter: nj.HK, cr.HP x2, HK Legs, Stomp x3, DK. You can do this mid-screen too, but it’ll cost two bars for an FADC instead (Tanden, cst.HK, cst.HP xx Boom xx FADC forward, cr.HP x2, LP DP x1, Stomp x3, DK for 419/720.)
Sagat falls faster than most other characters for whatever reason. j.HK cross up can be blocked both ways quite often when he is in the corner, and many cross ups mid-screen suffer from this as well. j.LK will properly cross him up, but it must be done late. Also for some annoying reason, it does not seem to be possible to OS his TU with set ups that make the TU connect on the 6th (possibly even the 7th) frame. Yeah, I took the fact that he gets up slower into account when trying this (and HOLY SHIT was it hard to come up with a way to time those without moving.) He also seems to share a Guile oddity with his wake up animation where he seemingly always faces away from the corner when he gets up, then turns around to block when the opponent isn’t in that direction (not sure if it applies to the his actual hurt box.) Doesn’t appear to affect his ability to block…well it might just make j.HK a hell of a lot easier to block for all I can tell.
On that note, Yang falls slower than most other characters. Which explains why I can do EX Kicks, MP Lunge on him with Yun and almost nobody else. Might be a character specific combo on him.