I don’t like to turtle in this game, but when I do, I turtle against Honda and that’s probably the best advice I can give ya
Always focus the 2nd hit of Butt Slams. Probably obvious advice, but it’s definitely the optimal way to deal with the move, generally speaking (aside from U2 given the right situation/charge).
the problem with focus is that they sometimes land right behind me and then i just get another butt splash…so for me, it’s a little risky. safe jumps is great, but i’m talking about when i wake up, which sucks massive sumo balls…back flip doesn’t work cause he recovers fast enough to do light punch to hands
Dash under, or if it’s meaty just block.
Focus is the only other option
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u can focus the down part of the butt drop not the up part
So some strange things I discovered about Sakura and Evil Ryu…not exactly sure if these are common knowledge here but I’ll throw them down anyways
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Sakura’s Focus Attack if timed correctly can in fact cause Vega’s U2 to whiff. That little hop she does the moment she initiates her FA jumps right over the attack since Vega’s U2 hits so low. First time it happened was in a match so I was kind of dumbfounded but quickly realized what happened. Now in AE 2012 and with some dummy testing, I have confirmed that…although very very small, Sakura still has this narrow window of escape. Vega players choosing to punish her FA with U2 be warned!! XD
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Evil Ryu actually has a somewhat consistent range to be crossed-up by Vega’s jf.lk. This one I stumbled across completely by accident in training, but the range seems to be two c.lp pokes away. Then I jump forward lk. and I catch just the very corner of him and can follow up with a c.lp combo. I’ve only tried this on a few other characters but this seems to only work on E.Ryu (standard Ryu is a no-go as well) so am guessing his hitbox is somehow wider/taller there. This is solely dummy work though so I’m not really sure how effective this would be in a real match but i figured it was worth noting.
I would add some video footage of this, but I don’t have a capture card on me atm. If anyone would like to try these and post video footage, that’d be great.
good find. i experienced that also, most of the time i only ultra her if she jumps in and use an early normal to avoid that
Yeah and if she has already initiated the FA close enough to you (no dashing), it’s still a solid punish if your ready for it.
If the Sakura player does have this in mind tho (or gets lucky), it’s anytime you do U2 BEFORE she let’s loose her focus where she has this oppurtunity.
So, I’m back to the game again and I’m facing the best Seth player I’ve ever played against. But I’m talking about a real great Seth. I can’t even breathe during combat. I’m just there waiting to be killed helplessly. What to do to all that pressure? Is this match up 9-1 or something?
its not 9-1 in my opinion its either 5-5. seth gets smashed by corner loop so always look for it and always aim to cross up and swing at the very last second so if he dp, he whiff but let me back up. dont let him in. dont rush him, dont jump in on him. ABUSE jb mp on reaction to his jump in. your jump is very fast and not many things he can do will get him in.
BEWARE of focus. alot of seths love to abuse that focus and its really strong. u can anti air him with st hk, like i said, trades are worth it against him because of the low health. take advantage. stay out of jump range and dont fear SB because they just use it to get in. mix up jumping into the cross up on wake up, or do light back flip or jus block than back dash. mix up ur escapes. use scarlett terror between his block stuns. show him ur not scared to get him off at all cost. abuse air throw, he takes like 15-20 health from just one. it hurts. DONT do random fba’s and set up the cross up SHC. i prefer to use it when hes really close but not on the wall to use it. gives him way less time to react. DONT let him in and if he gets in pay attention. everyone has a rythme. mess it up
Edit: FYI, his dp is 5 frames start up, and SPD is 3 frames, if im not mistaken, izuna xx cr. mp xx jf hk is perfectly safe for all reversals he can possible do
5-5? Are you talking about the Seth in SF4 series? Ok, of course it is not 9-1, I wanted to exeggrate, but 5-5 is also an exaggration. It is nowhere better than 7-3 and honestly I can’t think Makoto, Tatsu or any Vega winning 3 games out of 10 against Poongko.
My biggest problem in this game is command throws. The opponent, Abel or Seth or whatever just does block strings, even if they are strings Vega can’t do nothing as his fastest normal is 4 fr., and between that block strings somewhere you know there will come a command throw, and you can’t do anything other than backdash. If you backdash, a good player will always predict it and you be punished.
Against Seth, his jump is so fast that, his j.mk, j.hk, stomp thing and j.mp has so much priorty that they kind of absorb your j.mp or j.mk and he hits without trade. The corner pressure is just on the ultimate level. Much like unnerfed Yun and Super Cammy.
you cant be scared. you cant be scared of this match up what so ever. when you play seth, you have to take risk. dont quick recover, risk an getting hit and getting an air reset. you want to make him make a mistake. dont be scared of his normals. also, you have a backflip. if you predict any command move, you have free cr mpxxfba. dont be scared of him or he will rip you to shreds. if you have a charge and he jumps in and dont use dive kick, use that scarlett terror. its like cammy, once hes in, its real hard to get him out but make him work. look at all of his mix ups, its like sakura, once you know them and see them more often, then its like, “empty jump set up or safe jump set up or cross up”.
honestly the names u mentioned, may not be poongko, not many others names are that very successful either. not many people just smash poongko or online tony. they both mess people up. they all have a rhythm, notice if they dont use dp unless he has two meters during your wake up. maybe he does lpxxlp jump or spd. maybe jp fierce or air throw. trading is an awsome thing in the match up. he gets messed up more by it.
this is advice i got from online tony at a tourney. first thing he said was dont be scared. if seth guess right, u get hit. if you guess right, u get dmg or space on seth. if you dont guess at all, u get f*cked up
6-4 IMO. Definitely not 7-3. I won’t argue 5-5 though. It only takes 2 combos and a few stray hits to kill him
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It’s a 6-4. There isn’t much that makes this matchup awful vs. Seth. And if he’s applying pressure to you, you have already failed your game of playing hard footsies with him. You will beat basically any Seth player if you play solid footsies vs him. His corner pressure isn’t all that amazing, it’s not bad but it’s nowhere near Yun considering he has no safe specials (and Yun had very few specials that couldn’t be made safe). And lastly Seth’s divekick is pretty bad compared to every other divekick in the game.
When you start feeling sorry for yourself and making matchups out to be so incredibly bad, then you have already lost the mental battle, which is basically losing 90% of the fight before it even begins.
He has safe moves. His sonic boom and his tandem engine are.
I’ve some really good Seths in my contact. Well, when they come to pressure at close range, it’s never without having two meters stocked, meaning they can :
- cancel unsafe moves into an block/tech 50% mix-up
- go straight into sonic boom after they’re blockstring FADC another blockstring : it OSes backdashes, techs, KKK flips, jumps, and at the end block if they decide to go or not to go to EX SPD. And the whole object of that blockstring (which is full of frame-traps) is to check if you are just blocking or not (you would get nailed by pressing any button), in order to see if they can throw you at the end of the second blockstring. This is nasty.
- Classic sonic boom + teleport mix-ups, not that risky and possibly highly rewarding
- They could just tandem engine you to get another free mix-up try : it’s something like +19 on block…
The fact is a lot of Seth players are crazy jumpers, and that any opening in Seth’s game can cost him a lot of life. That’s why he is not that easy to play
Both of which are extremely punishable if you jump.
Hey, anything is punishable on jump, even Guile’s sonic boom if you jump early enough. Even Claw’s LP RCF. When I talk about attacks being safe or unsafe, I thought it was supposed " on block " of course. =)
Actually, all of Seth’s regular Sonic Booms are -5 on block, so if you catch him throwing it out during blockstrings (assuming of course that he didn’t FADC) you can punish with cr.MP.
Hey, I have a tourney coming up on May 5th! I need some help with the Bison and makoto matchups. Anything you can offer, I’d be very grateful! Thanks!
some of this could probably be used by claw players (just apply the seth advice in reverse? i guess.)