Hey guys, this is going to be a new thread for tips on Seth matchups, as the old one is stickied but has no real information on the first page.
We will have tips against every character in the game, so start posting anything you have.
Facts over opinion please.
In other words don’t say “This is a character you need to play defensive against!” DO say “Standing HP punishes X”
I plan on keeping this updated as much as possible.
Credit will go to whoever inputs information.
EDIT: On second though, if anyone has any opinion on a specific matchup, such as strategies or just opinions, post them, and I will include them in the character’s section.
Abel
[details=Spoiler]
Tips
- SPD will catch Abel while he’s in a roll.
Things to watch out for
-His Ultra punishes Sonic Booms very easily.
-Falling Sky can pull you out of a j. HP (Stretchy Arms) if timed right.
-EX Change of Direction (1 Hit) can punish j. HP (Stretchy Arms) and then juggle into Ultra.
Contributors: Spaceman Spiff![/details]
Akuma
[details=Spoiler]
Tips
-HP Super on reaction beats out any Akuma air fireball.
-Ex SPD beats the 2nd kick in s.Roundhouse
Things to watch out for
-MP or HP Red Fireballs beat out Seth’s Super.
Contributors: Reipin Pillage, jalapNo[/details]
Balrog(Boxer)
[details=Spoiler]
Tips
-Standing HP can beat out all dashes, but it will not stop EX dashes.
-Shoryukens can beat out dashes if timed correctly.
-Tandem Engines beat out dashes.
-Super/Ultra beat out dashes.
-Lightning Legs beats out dashes.
-LP SPD punishes dash punches on block.
Things to watch out for
-He can hit your J. HP (Stretchy Arms) with Buffalo Headbutt, and potentially combo into Ultra.
-Very hard to cross up because of Buffalo Headbutt.
-Turn Around Punch and EX Dash Punches are commonly used to bypass Sonic Booms.
Contributors: Spaceman Spiff![/details]
Blanka
[details=Spoiler]
Tips
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Standing HP punishes blocked and unblocked Horizontal Balls.
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Any Shoryuken can beat his Horizontal Ball or Super, and EX Shoryuken can beat his Ultra in its initial ark in the air.
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Ex Lightning Legs beats his Ultra after the initial arc.
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Ultra on react can hit him out of his Normal or EX Horizontal Balls, and his Ultra at any point after the initial stun.
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Standing HP (Not too close!) can hit through Electricity.
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MP and HP Super can punish blocked Horizontal Balls, however LP will not reach. Can also punish Horizontal rolls by using LP Special while they’re still in the air coming towards you.
Things to watch out for
- Slide and EX Ball can easily punish Sonic Booms.
-Electricity, Vertical Ball, Super, and Ultra are all extremely good anti airs, making Blanka a hard character to jump in on.
Contributors: u0999[/details]
Crimson Viper
Spoiler
Work In Progress
Cammy
[details=Spoiler]
Things to watch out for
-Cannon Spike will beat j.HP (Stretchy Arms)
-EX Cannon Drill, Super, and Ultra go through Sonic Booms.
-Spin Knuckle will pass through Sonic Booms.[/details]
Chun Li
[details=Spoiler]
Things to watch out for
-Standing HP can be punished by her Super or Ultra if blocked.
Contributors: Spaceman Spiff![/details]
Dan
Spoiler
Work In Progress
Dhalsim
Spoiler
Work In Progress
E. Honda
[details=Spoiler]
Tips
-MK Lightning Legs can punish blocked HP Headbutt.
-LP Super can punish any blocked headbutt.
Things to watch out for
-Although Normal and EX Headbutt are stopped by projectiles, Super and Ultra go through Sonic Booms.
-His nj.HP will easily beat Seth’s j.HP (Stretchy Arms).
-Headbutts (especially the EX version) have insane priority, making s. HP and j. HP (Stretchy Arms) very risky.
Contributors: Reipin Pillage, Kikuichimonji[/details]
El Fuerte
Spoiler
Work In Progress
Fei Long
Spoiler
Work In Progress
Gen
[details=Spoiler]
-The cross-ups aren’t much of a problem anymore though (only in the left corner, with it’s weird cross-up properties). The new problem is how easy it has become for Gen to hit confirm into Super and then whatever comes after it. He can now cancel hands on the 4th hit, and if he gets one mp in, it’s easy to link into mk xx hands xx super > Ultra/Gekiro
At this point you’ll be pretty much at 20%.
-Gekiro has a mean, MEAN hitbox now. first of all, unthrowable, can’t meaty it and sometimes you can’t even cross it up. Second, I don’t know if it’s the situation it’s used in, but Gekiro seems to have extreme ease in auto-correcting, just like Seth’s teleport, this makes it so I can rarely cross him up. Even if you do “succeed” in crossing him up (which you probably won’t, because of how horizontal Seth’s body is on j.HK) you’ll just reset him out of the air and get no combo love.
-Don’t try to AA, jump AT him or Sonic Boom if he has Ultra 2 because he’ll just Maximum Spider your ass. Dive Kick won’t get you out of his way and remember to block it high.
-Crane Super is instantaneous now. If you are airborne and anywhere between roughly 2 chars distance of him, he’ll get you even if you’re an inch away from the ground, it’ll still catch you. Same for Crane U1, but a bit less drastic.
-I’m not entirely sure, but I believe all of his Supers and Ultras can catch limbs if times right.
+If he does get a knockdown on you and goes for ceiling jump oga (the vertical one) 99% of the time it’ll be a cross-up. He has no control over this, if you see a vertical Oga, block it cross-up UNLESS it’s pretty obviously coming down in front of you. 99%. If you guess wrong, Super, Ultra or Gekiro. Or all of them if he feels like it…
+I might be wrong on this, but seriously, don’t try to play footsies with him. st.mk (mantis) comes out in 4 frames, cancels into hands on the 4th hit, giving him time to hit confirm, which in turn cancels into Super which leads into Ultra.
+Punishing Gekiro is tricky at first, but if you focus really hard it becomes easier. Don’t hit him when he’s floating like an idiot in the air, because he can do another kick to go over your limb (or to catch it and get you into full Gekiro). Wait till you see him flipping and then deliver you punish. You really have to be quick, other wise you’ll just get thrown/thrown into another reversal Gekiro.
+Punishing Ogas is a bit hit and miss for me. Sometimes he recovers fast enough to Gekiro my punish (yes, this move is THAT godlike. It’s like srk in Vanilla) other times I manage to get a cr.mp or cr.mk xx legs in there.[/details]
Gouken
Spoiler
Work In Progress
Guile
Spoiler
Work In Progress
Ken
Spoiler
Work In Progress
M. Bison(Dictator)
[details=Spoiler]
Tips
-LP SPD can punish Scissor Kicks on block.
Contributors: Spaceman Spiff![/details]
Rose
Spoiler
Work In Progress
Rufus
Spoiler
Work In Progress
Ryu
Spoiler
Work In Progress
Sagat
Spoiler
Work In Progress
Sakura
Spoiler
Work In Progress
Seth
Spoiler
Work In Progress
Vega(Claw)
Spoiler
Tips
- s. HP punishes his backflip dodge.
Zangief
Spoiler
Tips
-Standing HP beats out Lariats, and can stuff early normal Banishing Flats. It also pushes Gief away, even if blocked.
-Super and Ultra can punish both Lariats and Banishing Flats.
-If you head stomp after a wall jump, you can bounce off of Gief’s head to cover even more ground. This also usually beats lariats.
Things to watch out for
-His Neutral jump headbutt is 600 Stun on hit, and 750 on counter hit, which is enough to stun you in one hit.
-Ex Banishing Flat punishes Standing HP.
-Lariat beats j. HP (Stretchy Arms) about half the time, which is a horrible trade for Seth.
Contributors: Spaceman Spiff, Reipin Pillage, u0999, Kikuichimonji, Novastorm, Mariodood