Seth-in-depth Match-up Thread

lk.Scissors is 0 on block. It’s absolutely neutral. Bison can jump out of the SPD or teleport out of em. Or maybe even U2 you if he’s feeling feisty.

That’s not even the worst of it. At the range he’s at after lk scissors if he does absolutely nothing your lp SPD whiffs. Which means if he delays his cr.lk by even 2 frames he gets a free almost 100% safe punish. SPD out of lk scissors traps is just a bad idea against people who mix up the timings.

I always SPD after scissor, and it always worked.

Competent bisons will space blocked lk. scissor so it’ll be just out of range of spd.

How are you guys handling Juri’s lk.pinwheel? Seems like it’s unpunishable. Played a friend for several hours last night, and was losing for free until I just decided not to deal with pinwheels at all and just kept her zoned out…

Then you were playing bad bisons.

Note that SPD punishes mk and hk versions of scissors, but a smart player won’t throw those out outside of a combo or at a range where they’re safe.

You can throw pinwheels on start up.

It’s -4 on block, with some luck, it’ll be ill-spaced and you’ll get some more frames to punish that.

I think that’s my issue. I’m playing the matchup completely wrong. I want to rushdown when all I really have to do is to lame it out.

Quick question:

After headstomps into mix-ups, is it better to use cr.lk or cr.lp as they’re landing? I noticed alot of players use cr.lp, but I use cr.lk most of the time to train them to block low. Should I only use the cr.lp if I’m setting up for pressure and save cr.lk for the magneto loop?

Btw, how aggressive are you guys using cr.lp to pressure after headstomps reset? I find myself getting interrupted by non-reversal SRKs, but I’m thinking maybe my timing just isn’t tight enough

Use c.lk, don’t know why you’d want to use c.lp, it’s basicly the same but with less chance of landing.

Only reason he won that round is because I fucked up some execution. =/

I just checked the comments, goddamn, I need to get a video camera and get some Subs! :lol:

I def played like ass vs that Chun, me and him always have close games though. =/

Am I wrong or does Dive Kick have more hit stun? I seem to never combo Dive-Kick to a BnB without it being deep/meaty. Now it seems to combo into cr.LK BnB’s all the time.

Maybe people just don’t block low after getting hit? :o

Edit: BTW: Good shit rapin’ that Bison & Hakan. I’ll be playing my friend Mandel a lot more (Chun player) over the next couple months in preparation of Evo, but I’ll see what I can come up with tip wise to solidify those close games you have with your friend.

The Dive kick feels like it has the same hit stun to me. It was never that difficult to combo into cr.lk off of it unless you hit their upper half while the opponent is standing or the tip of their head whilst crouching.

That is exactly what I mean. I’m not exactly sure whether in tournament, people don’t know how to block (Can’t tell mid-match, nor do I want to ask “Umm, were you blocking?” afterward), or if it is a longer hit-stun because I’m comboing into cr.LK off of hitting someone’s upper half while standing.

I like to neutral jump headstomp > dive kick after a dive kick. Just train them to block low then throw that out there here and there.

I noticed this almost immediately also, dive kick gives more frame advantage on hit now.

Are you guys actually suggesting that le gasp Seth got a buff besides U2?

Well no… firstly calling ultra2 a buff is pretty debatable imo (also considering the nerf to ultra1, which without would be undeniably better than ultra2) - but also this seems to have happened to most nerfed moves, if they increase startup time (as is the case with divekick since it’s been NERFED in super) the moves tends to gain a bit of frame advantage on recovery. My guess is because capcom are too lazy to redo the animation from vanilla.

Yeah, it didn’t feel right writing off U2 as a buff, but it’s not exactly a nerf either. It’s just a… very lame buff.

man, it can do soooo much damage in clutch situations, and hits off of some useful attacks (corner legs, ex SRK). Sure, it doesn’t lock down your opponents game, and counter pretty much everything, but when you need some bigger damage to finish your opponent, it is pretty useful.