vs. Seth
you want to play right outside of dash command grab range if you have a lifelead, if he dashes forward here you can react to the dash and force a dash dp if he wants to try to beat out a normal, and you can also react to jumps here well. far mp is okay vs. divekicks, but I also like buffering electricity because seth players love jumping.
when advancing vs. seth don’t worry about st.hp, you can punish it on hit or block, so be willing to move forward if needed and take the trade.
focus backdash loses to the spd part of his mixup, but it dodges his huge horizontal dp range and will also get out of the way of normals. mixing this up with ex rainbow, normal backdash(once you’ve established you can make the dp whiff with focus), and nj’s is huge.
reversal rainbow roll escapes the j.short unblockable with only an air reset.
f.throw, dash hop, walk a tiny step back, immediate j.mk is an unblockable. works after super/ultra too but you have to delay the jumpin by 9 or so frames compared to the f.throw knockdown.
f.throw, whiff hop/hp ball, whiff throw, j.mk is an unblockable in the corner, works after super/ultra too but you have to delay by 9ish frames again.
b.throw, dash, j.hk hits front side and makes dps whiff. This is best when seth is near the corner but not quite in it because it will mess up both the corner and midscreen unblockables.
after soft knockdowns or sweep you can meaty st.hp near max range and it will low profile his dp. In the corner if you attempt this and he wakes up with a jab/short you can link off the st.hp with cr.lp into hp ball.
Once you establish that you can kill Seth on one offensive sequence with unblockables things get a bit easier, and ex rainbow helps to keep him honest as it beats both dp and command grab, and like cr.short os sweep.