Claw beats Bison in footsies and air to air. While Vegas is standing and your not right beside him, he has the advantage. You need to work your way in patiently.
Vega’s weakness is his chronic wake up game, poor anti air and the fact that most of his moves are extremely unsafe on block.
Like Bison S.HK is his anti air but its hitbox isn’t as good and trades are very bad for him as its 2 hit move.
Scarlet Terror is his other option but it can be stuffed alot of the time by regular jump ins.
Vega’s Best anti air are neutral jumps or a pre-emptive jump back HP or his excellent air throw.
Once you get a knockdown Vega is free to meaties unless he has Ultra 2 stocked. If he does have U2 he can punish your meaties. Bait it out.
He doesn’t have a single special with hit invincibility.
This leaves him with 2 options, backdash or back flip. Backdash can be covered with OS S.HK, backflip is so slow you can walk after him and punish him on recovery.
Flying Barcelona attack is punsihable on block, or you can attack it in the air, best with some jump back attack. Its also focus fodder. However don’t focus attack it if your opponent goes for grabs. If its still giving you trouble just teleport to avoid dealing with any mix ups.
You can punish meter building Barcelona Attacks with U2.
Sky High Claw is punshiable on block, watch out for the EX version crossing over to the other side and hittinng on the way back.
Rolling Crystal flash is safe on block. But its really slow and easy to avoid. Sometimes used as a chip move on your wake up. Ex.PC will trade win against it.
Scarlet Terror is very unsafe on block.
His S.HK is god like, but the second hit whiffs on crouchers and its very punishable on block if your in range.
His other most notabley normal is his down forward HK known as cosmic heal which juggles on hit. Its unsafe on block at very close range.
His slide is super unsafe.
His overhead is okay but doesn’t lead to anything.
His J.HP can be used as an instant overhead.
He has a reasonably good kara throw.
He lacks any cross ups from normal jumps.
When he looses his claw he looses range and damage. Don’t let him pick it for free.
When he looses his mask he takes like 20% more damage but does 10% more damage. Sometimes Vega’s will get rid of the mask if your very low and health and the damage boost from loosing the mask might help kill you in the next attack.
Overall Vegas damage output is modest, maybe slightly better than Bisons.
As for Seth.
He’s a tough one. Its hard to anti air him because of the speed of his wall jump and his ability to change the angle and timing of his jump ins with his dive kick.
Air to Air he’s good too. J.MP owns Bison in the air.
General stuff about Seth.
He has 200 less health than Bison and 50 less stun.
His specials tend to have more invincibility than other characters. His DP for example has more invincible frames than any other DP.
His specials also have way worse recovery. His sonic boom for example is much slower to recovery than Guiles. DP, Spin Kick are all massively punishable on block.
His S.HP has huge range but is very laggy.
His combo’s don’t do huge damage but he gets to land them more due to his excellent mix ups. Combo’s do high stun.
Generally I try to push Seth to the corner slowly by walking slowly, blocking, neutral jump and occasional focus dashing throw sonic booms and S.HP.
As you push Seth back, be on the look out for wall jump escapes. NJ.HP is a good counter to this. If you get him to to corner pressure like you would a normal shoto, but remember to keep an eye on the wall jump escapes. If he jumps but not forward, neutral jump on reaction to keep him contained.
Once your within about 60% of the screen Seth has to be careful with throwing booms as they have very poor recovery. A correct guess from Bison will take over a third of his health. An incorrect guess will see Bison in mix up hell.
Seth can get in if you block booms with his wall jump from distance or a direct jump from closer range. If you know this is coming you can pre-empt with J.MP but if Seth doesn’t jump your probably going eat a DP or one of Seths better air normals.
Air to air Seth wins, unless Bison uses a neutral jump attack.
Seths DP is 5 frame so can be legit safe jumped off a throw.
Once knocked down, your in guessing territory this is where Seth excells and has a strong advantage, he has alot of ambigious jump ins.
From frontal jump ins Seth can OS tandem engine to catch backdash and teleport, but that will loose to EX.PC or EX.Stomp and EX.DR will evade.
OS DP will beat EX.PC but EX.Stomp ill evade and set up a punish as will 3P/3K+RDP Teleport.
Seth can punish EX.PC on block with S.HP, Super or Ultra 1.
From cross ups your going loose back charge. So your going have to guess with either block, tech, teleport or jump escape to deal with block string, frame traps, tick throw, command grab mix up. After going out of command throw range he can suck you back in with Tandem engine. Mashing teleport isn’t a bad idea here, but don’t get too predictable. Pretty much all Bisons’s escape options can be punished by an even semi awake Seth with U1.
You can also use regular devils reverse to take a hit (not from a cross up though) and get reset to avoid having to guess through his mix up.
Tidbits
He can punish Ex.Headstomp landing on block with U1 or Super, so if has these options cross him over as late as possible to prevent this.
Best not to headstomp him when he has U1.
DR meter build goes out the window when he has Super or U1 as well.
His Super trap consists of him chucking a fireball and if you do anything other than block or neutral jump at full screen away you be sucked into his super. (Focus dash backwards at full screen may work too)
You can’t EX.SK through EX.Sonic Booms.
Seth is -3 after FADC forward from DP. If your boss you can punish with C.LK.
Blocking tandem engine from close range will give your frame advantage.
Seth can combo into U2 anywhere he can combo into stomps.