Radio-
I’m going to do this the same way I did Nagmere, which is to watch the first video, post, then Edit when I get time to watch the rest…
Seth:
Round 1.
:07s Why? I can understand a command input mistake, but you have no reason to be pushing HK with a sonic boom coming at you. You can lk demon flip parry for meter instead of just neutral jumping it. Not sure if Seth can HK firecracker kick you from full screen if you lk flip parry over a boom for meter but I highly doubt it.
:17s Use :lp::mp: to do EX, this way if you have no meter you get the MP palm which does combo in that scenario.
:24s Can you tell me why you decided to jump forward MP? In this situation, if you were anticipating a jump, a neutral jump or back jump would suffice without leaving you as open a forward jump over him would. with NJ you can at least attack on the way down, back jump at this level, and you will be safe. I play a Seth who always gets me when i back jump because he does a dash c.hp or HP srk or something that always tags me, but still, if you are going to jump, NJ or back works better imo.
:28s if they throw a boom and teleport on your wakeup they are mixing you up between behind and in front teleport. So far, I haven’t been able to react with kongo and have it autocorrect. Some people might consider this bad advice, but when you are put in that situation, imo, you should do an EX demonflip. If he appears in front of you you will flip on him, if he appears behind you, you will get EX tatsu. This whole mixup comes up once or twice a match. The first time they do it after wasting two bars they aren’t looking to see how you will react, they are thinking they are covered by the boom and it is a free mixup. Make them scared the first time. When EX tatsu locks you become immune to fireballs on top of your start up invincibility and EX flip is already invinicible on start up.
32s: This right here is critical, how you choose to punish could have won you the round. First of all, you did the least powerful punish with the least benefit. You are sitting on full ultra. You could have done backthrow to Ultra which would have given you more damage, a hard knockdown, and a set up for a demon flip kick to continue your pressure safely. Secondly, you could have done st.hp xx ex palm dash full hit Ultra (made even easier by the corner) for the most damage and a hard knockdown in the corner. I don’t think you could have done a safe dive kick afterwards because if you cross up they can walk backwards and it whill wiff. I’m not 100% certain on that but someone can correct me if I am wrong. I don’t use flip kicks in the corner cause they never cross up for me, I know they do in one corner though… Your other two options where to use HK tatsu after the EX palm for more damage and them in your face on wake up or HP palm for the same result and 10 more damage. Lastly, you could have swept for the hard knockdown but given it was the corner and his lifelead I personally wouldn’t have there.
I’m also not sure if you can take advantage of that with a safe flip kick. With Seth I usually opt for damage.
36s: On his wakeup you did a counter. Probably the worst thing you can do. SPD will beat you, wakeup SRK beats you because of reversal granting armor break, EX firecracker legs (or any legs for that matter) will beat you (he might have EX legs if he was thinking you were going to fireball), and finally a hit to any region other then the counter area will beat you and did beat you for a counter hit.
You didn’t have two bars to FADC into Ultra after so even if the kongo was successful I don’t think it would have ended the round, and he didn’t have two bars to SRK FADC.
It’s really up to you how to proceed there. Attack and pray he doesn’t ultra or SRK even though he can’t FADC, or sit back and see what he does. Don’t do counter though, ever, on anyones wakeup.
If you are playing someone who likes to use lp or lk to stop tick throws, you can lp once or twice or st.mp and then counter the punch or kick (works best against people who don’t mash reversals since they armor break and counter will lose). You may have to get hit once before you know which counter to use and see if counter will even work.
Round 2
1:16 You did a forward throw followed by a HK flip. instead, dash forward and then do HK flip and you can do a crossup dive kick that is safe from SRKs. If they SRK you get a full max punish.
1:33 sweeeet I didn’t think you would make it over that srk lol. Again though, HK tatsu, HP palm, sweep, or dash Ultra all provide better results one way or another (I realize the round was ending and you just needed to hit him, but just driving this point home).
Round 3
2:20 Nice combo for the hard knockdown and safe jump setup. What happened with the hit confirm on the safe dive? st.cl.mp is invaluable at that point. I’m pretty sure you could have comboed into EX palm into Ultra off that and won right there.
Tough luck on the crossup lk, has TERRIBLE hit stun as you saw =[ If you are going to use that, use st.cl.mk as it is 3 frame start up. You used c.lp as the followup and that 1 frame could have been the difference between a combo to win and that EX srk he got out for the win.