Seth SFV:CE Combo Thread

Taking suggestions for a clever thread title…

Welcome to the Seth Combo thread for SFV: Champion Edition

Game Version: 5.020 (March 2020 patch)

Change log

5/13/2020 - Thread creation with introduction post, combo post creation with meterless BnB’s and VS2 combos
5/15/2020 - Added VT1 Combos, added bnb combo and a VS2 combo, some formatting
5/19/2020 - Added meter variants for all BnB combos. Added some notes to combo introduction.

Useful Links:

Notation Guide

(Damage/Stun)

lp - light punch/jab
mp - medium punch/strong
hp - heavy punch/fierce
lk - light kick/short
mk - medium kick/forward
hk - heavy kick/roundhouse

a - aerial version of a special move
A2A - air to air
c - corner variant of above combo
cr. - crouching version of a normal
C - combo can be hit-confirmed
CA - critical art
CH - counter-hit
dc - dash cancel
EX. - The EX version of a special move
f. - forward version of a normal
ia. - instant air version of a special
j. - jumping version a normal
m - meter variant of above combo
mc - meter and corner variant of above combo. Number denotes the number of ex stocks used
o - optimized; harder execution but more damage
P - combo is a punish
TC - Target Combo
VSx - V-Skill; x = which skill
VT - V-Trigger (HP+HK)
VTC - V-Trigger cancel
VTCx - V-Trigger cancel; x = which trigger
xx - cancel

Heca - Hecatoncheires (rapid punch)
DP - Mad Cradle (Vertical spin)
CD - Cruel Disaster (spin kick)
Axe - Annihilate Sword (aerial axe kick)
IA - Install Art

1 Like

Combos

Note: VS1 stuff is going to be covered in its own individual section.

Seth often has multiple options to end combos. You can choose different options based on the reward you want (damage/corner carry/pressure/etc.) so often there isn’t strictly best option. In the cases below where Seth has multiple options I list my preferred combo ender, but experiment on your own to see what works for you.

Some general combo notes:

  • DP enders tyically give max damage but no oki outside the corner. If a combo that is possible midscreen is listed under C(orner), it because of oki.
  • Ending non-juggles in M.Heca is great for pressure. Leaves you very close and +2.
  • Doing j.mp xx EX.Axe too early in juggles can make the first hit of EX.Axe whiff. Hit j.mp and cancel at the apex of the juggle or just after.
  • For “EX.CD>j.mp>f.hp” combos, wait until the oponent is falling to hit j.mp. This juggles them slightly higher and gives you plus frames for oki after 2 forward dashes.
  • For "EX.CD>j.mp>Heca combos, hit j.mp when oppenent is between 1/3 - 1/2 way to the ground
  • Due to scaling, burning meter in CC combos gives pretty poor returns. Unless it will kill or dizzy you are better off saving your bar.

The Combos:

BnB's - no VS or VT combos
  • 3f p/c: cr.lp, s.lk xx M. Heca (138/229)
    • M: cr.lp, s.lk xx EX.CD xx jump, (delay) j.mp, f.hp (225/378)
    • M2: cr.lp, s.lk xx EX.CD xx jump,(slight delay) j.mp xx EX.Axe (249/408)
    • M3: cr.lp, s.lk xx H.DP xx CA (393/253)
    • C: cr.lp, s.lk xx H.DP (162/253) - possible midscreen, but oki is corner only
    • CM: cr.lp, s.lk xx EX.CD xx jump, (delay) j.mp, H.Heca (231/360)
    • CM2: cr.lp, s.lk xx EX.CD xx jump, (delay) j.mp, M.Heca, EX.DP (300/435)
  • 4f low c: cr.lk, cr.lp xx H.DP (143/253)
    • M: cr.lk, cr.lp xx EX.Heca (143/253)
    • M3: cr.lk, cr.lp xx H.DP xx CA (374/253)
  • 5f p: s.mp TC xx M.Heca (176/286)
    • M: s.mp TC xx EX.CD xx jump, (delay) j.mp, f.hp (263/435)
    • M2: s.mp TC xx EX.CD xx jump, (slight delay) j.mp xx EX.Axe (287/465)
    • M3: s.mp TC xx H.DP xx CA (431/310)
    • C: s.mp TC xx H.DP (200/310)
    • CM: s.mp TC xx EX.CD, (delay) j.mp, H.Heca (269/417)
    • CM2: s.mp TC xx EX.CD, (delay) j.mp, M.Heca, EX.DP (338/492)
  • 6f p/c: cr.mp, s.mp TC xx M.Heca (216/354)
    • M: cr.mp, s.mp TC xx EX.CD xx jump, j.mp xx M.Axe (284/480)
    • M2: cr.mp, s.mp TC xx EX.CD xx jump, j.mp xx EX.Axe (309/505)
    • M3: cr.mp, s.mp TC xx H.DP xx CA (435/375)
  • 7f p: s.hp xx H.Heca, cr.lp xx H.DP (278/419)
    • M: s.hp xx H.Heca, cr.lp xx EX.Heca (281/419)
    • M2: s.hp xx EX.CD xx jump, j.mp xx EX.Axe (289/465)
    • M3: s.hp xx H.Heca, cr.lp xx H.DP xx CA (476/419)

  • cr.mp buffer: cr.mp xx M.CD (141/208) - less dmg than DP, but more reliable and better oki
    • M: cr.mp xx EX.CD xx jump, j.mp xx M.Axe (234/380)
    • M2: cr.mp xx EX.CD xx jump, j.mp xx EX.Axe (269/415)
    • M3: cr.mp xx H.DP xx CA (432/235)
  • cr.mk xx L.CD (132/190) - meterless far buffer from your longest low
    • M: cr.mk xx EX.CD xx jump, j.mp xx M.Axe (234/380)
    • M2: cr.mk xx EX.CD xx jump, j.mp xx EX.Axe (269/415)
    • M3: cr.mk xx L.CD xx CA (396/190)
  • s.hk buffer: s.hk xx H.CD (170/258)
    • M: s.hk, EX.Heca (191/285) - not a cancel
    • M3: s.hk xx H.CD xx CA (434/285)
  • standing low: df.hk, s.lk xx M.Heca (198/309) - confirm off rare standing low button
    • M: df.hk, s.lk xx EX.CD xx jump, j.mp xx M.Axe (279/458)
    • M2: df.hk, s.lk xx EX.CD xx jump, j.mp xx EX.Axe (309/488)
    • M3: df.hk, s.lk xx H.DP xx CA (453/333)
  • f.mp TC: f.mp>hk>hp (170/252)

  • CC standing low/DP p: CC df.hk, s.hp xx H.Heca, cr.lp xx H.DP (320/501)
    • M: CC. df.hk, cr.mp, s.mp TC xx EX.CD xx jump, j.mp xx M.Axe (315/530) - less dmg/more stun and oki
    • M2: CC df.hk, cr.mp, s.mp TC xx EX.CD xx jump, j.mp xx EX.Axe (330/545)
    • M3: CC df.hk, s.hp xx H.Heca, cr.lp xx H.DP xx CA (485/501)
  • far CC f.hp: CC f.hp, (f.dash) s.hk xx H.CD (242/405) - easy and reliable w/ double dash oki
    • M: CC f.hp, (f.dash) s.hk, EX.Heca (259/405)
    • M2: CC f.hp, EX.CD xx jump, (slight delay) EX.Axe (279/440) - raw CD, no j.mp
    • M3: CC f.hp, (f.dash) s.hk xx H.CD xx CA (440/405)

  • AA s.hk: s.hk xx H.Heca (170/258) - consistent, but heca hits may whiff depending on juggle height
    • M: AA s.hk, EX.Heca (191/285)
    • M3: AA s.hk xx H.Heca xx CA (434/258)
  • A2A j.mp: j.mp xx M.Axe (142/235)
    • M: j.mp xx EX.Axe (187/280) - no dash oki unlike with grounded combos
    • M3: j.mp, (land) L.Heca xx CA (406/208) - stronger hecas are possible but less consistent

VS2 - combo variants using VS2 specials. Good for building VT and corner carry
  • 3f p/c: cr.lp, s.lk xx VS2>CD (130/229) - double dash oki
  • 5f p: s.mp TC xx VS2>DP (200/310)
  • 6f p/c: cr.mp, s.mp TC xx VS2>DP (237/375)

  • cr.mp buffer: cr.mp xx VS2>DP (168/235)
  • s.hk buffer: s.hk xx VS2>DP (188/285)
  • standing low: df.hk, s.lk xx VS2>CD (190/309)

  • CC DP p: CC f.hp, cr.mp, s.mp TC xx VS2>DP (287/465)
  • far CC f.hp: CC f.hp, (f.dash) s.hk xx VS2>DP (256/405)
  • CC df.hk: CC df.hk, cr.mp, s.mp TC xx VS2>DP (287/465)

VT1

Note: Each cancel into a VT follow-up drains a little over 1/4th of your meter, so you can get a maximum of 4 cancels per VT pop. Using multiple cancels per combo will give diminishing returns due to scaling, but don’t be afraid to cash out since you are on a timer. VT2 specials can be canceled just like the normal versions.

  • 3f p/c: cr.lp, s.lk xx L.CD xx VT, L.Heca (227/355) xx VT (287/405)
  • 4f low c: cr.lk, cr.lp xx H.DP xx VT (213/330)
  • 5f p: s.mp TC xx M.CD xx VT, L.Heca (273/428) xx VT (333/478)
  • 6f p/c: cr.mp, s.mp TC xx M.CD xx VT, L.Heca (298/474) xx VT (346/514)
  • 7f p: s.hp xx H.Heca, cr.lp xx H.DP xx VT (338/485)

  • cr.mp buffer: cr.mp xx M.CD xx VT, L.Heca (253/372) xx VT (325/432)
  • cr.mk buffer: cr.mk xx L.CD xx VT, L.Heca (244/354) xx VT (316/414)
  • s.hk buffer: s.hk xx H.CD xx VT, L.Heca (282/449) xx VT (354/509)
  • standing low: df.hk, s.lk xx L.CD xx VT, L.Heca (287/435) xx VT (347/485)

  • DP CC punish: CC f.hp, s.hp xx H.Heca, cr.lp xx H.DP xx VT (360/545)
  • far CC f.hp: CC f.hp, (forward dash) s.hk xx H.CD xx VT, L.Heca (324/525) xx VT (372/565)
  • CC df.hk: CC df.hk, s.hp xx H.Heca, cr.lp xx H.DP xx VT (360/545)

VT1 with VS2
  • 3f p/c: cr.lp, s.lk xx VS2>CD xx VT, M.Heca (233/371) xx VT (293/421)
  • 5f p: s.mp TC xx VS2>DP xx VT (284/401) - higher damage/lower stun that non-VS2 combo
  • 6f p/c: cr.mp, s.mp TC xx VS2>DP xx VT (309/453)

  • cr.mp buffer: cr.mp xx VS2>DP xx VT (264/339)
  • s.hk buffer: s.hk xx VS2>DP xx VT (300/405)
  • standing low: df.hk, s.lk xx VS2>CD xx VT, M.Heca (293/451) xx VT (353/501)

Reserved 2

Reserved 3

Reserved 4 just in case

Think I need @d3v for this. Last time I tried I didn’t have the option to add a subsection to anything.

1 Like