What do people find hard in the chun matchup? She’s one of the easiest matchups for me.
Just curious how seth mainers feel about blanka/honda/guile matchup. As a hawk main, I play seth as an alt and really those 3 + sim are the only hard matches I feel hawk has. I know the sim matchup fairly well but we dont have any blanka mains and our best honda player doenst play as much any more. Guile is kind of iffy for me.
Just curious how seth mainers feel about blanka/honda/guile matchup. As a hawk main, I play seth as an alt and really those 3 + sim are the only hard matches I feel hawk has. I know the sim matchup fairly well but we dont have any blanka mains and our best honda player doenst play as much any more. Guile is kind of iffy for me.
I feel Blanka and Honda are 6-4 in Seth’s favour as he’s pretty good at zoning out both of those characters - ‘maybe’ 5-5 for the blanka matchup. Guile I feel is 4-6 against Seth with Guile’s buffs in super (e.g. flashkick beats out Seth’s srk) and Seth’s nerfs.
Odd, I find Seth-Honda to be 6-4 Seth, Seth-Blanka 4-6 Blanka and Seth-Guile 5-5
Hawkins, to answer your question about Chun, once she gets in she can stay in fairly easy, and she kills Seth bigtime air to air. =/
Oh, Gridman, didn’t know you played Seth aswell as Hawk, I ran into you in ranked a few times and we went back and forth, good Hawk
Maybe I need to hit up the chun forum then and find someone decent to show me how she’s meant to be played, have a 100% win rate against her atm :/.
maybe youre just a badass
I may just not be familiar with the chun matchup in any regard. I get knocked out of the air alot, tripped alot, and her pokes hurt.
Don’t walljump at her unless you’re predicting a kikoken, she just does j.hp x2 -> ow. As far as her pokes, don’t play footsies with her. Just backdash/teleport away, laugh maniacally, and spam j.hp/sonic boom. If she starts hardcore downbacking it to punish fireballs with U1 then dash up and SPD her or walk up cr.mk xx tanden or just j.hp. If she has no down charge/EX (for EX SBK) then a divekick will usually get through unless it’s telegraphed. On her wakeup safe jump her ass all day. If you have good timing safe jump OS hp DP/ultra is great. AA with hp DP or ultra because lp DP gets beat by j.hp sometimes.
You really want to knock her down but you can totally win it just by playing safe.
If you get in the corner you’re in trouble. You can’t walljump out vs a good Chun and she can on reaction j.hp x2 a neutral jump up close so you need to play footsies and wait for an opportunity to knock her down or jump in.
Alright, so I didn’t play as much as I had hoped, but I got a decent set in. Reason is I was the only person up here that took Hakan to the next level in the NW, and my friend is considering picking him up as his main so I wanted to really help him all that I could. Found an awesome combo into Ultra 2 (Oil Combination Hold), you’ll see it someday.
As for Chun!
Kikuichimonji made a lot of major points in his post, I’d suggest reading that over.
My flaws that I noticed getting hit on:
I was focusing on her jump ins like I would most characters WRONG: She’ll hit you with Double-fierce and combo you into a number of hits leading to 30+% or even more so, Super/Ultra.
ANSWER FOR SAID JUMP-INS: LP Shoryuken! Her jump-arc is very similar to Zangief’s, meaning she jumps high and not far. LP SRK -> Stomps -> DK -> [insert your mix-up] ~ I recommend watching Chun’s meter closely. If she has/gets bar on the reset, a Ex SBK is more than likely in your future. I would only suggest using HP SRK if you make sure you can land it even if she empty jumps from max range. The last thing you want to do is get punished off of a -23 frame move like HP SRK.
Chun’s Air-to-Air Combat: Double FIERCE. The bitch will do this a lot, the priority, the range, and the ability to combo into Ultra 1 near the corner is not something you want to test. Good Chun’s (Like Kikuichi mentioned) can do this on reaction and WILL be anticipating your jump/walljump.
ANSWER: Don’t jump. This is where your patience will be tested. Chun is single-handedly the character with the best footsies in the game, keep that in mind. If you see a Chun cornering you looking to either Ultra punish/punish your jump, you should bait out her attention by hitting her with some s.MK/s.HK/cr.MK. Mess with your opponents head by knowing which footsies to use. I personally tend to neutral jump MP (Looks like Ryu’s jump-in HP), It has great range and priority. I then go for cr.MK -> s.MK -> s.HK : In that order. Mainly because after the cr.MK, but mostly after the s.MK, your opponent Chun will want to prove how good her normals/footsies are. The s.HK moves you forward, meaning she’ll be walking into it and you’ll get free damage. <— This tends to rattle Chun players, and they’ll try to abuse the Jump-in DoubleHPm then you go right back to the LP SRK or even HP SRK x3/FADC -> [insert mix up]
Chun can dash Ultra 1 punish blocked Standing Fierce. DON’T USE S.HP AT ALL ONCE SHE HAD ULTRA, unless she’s focusing a fireball. Whore out jumping HP.
When you get a knock down on Chun WITHOUT meter, treat her like she’s Balrog: Meaty DiveKick -> BlockString/BnB combo
Chun with meter gets the mean mug from full-screen. Hell, if you have the life lead. Be sure to point that out to your opponent. I usually say “I’ve got the life lead, fuck you.” That’s typically the easiest bait for anyone to take (Everyone panics when they realize they are losing time to win the round [Even if there’s an entire minute left]). Making your opponent come to you gives you great ground to work with, you get the option of SRK’ing ANYTHING they do when they leave the ground. You can empty jump a ton backwards and then Walljump when appropriate.
I personally use the Wall-stomp-wall-stomp-…-wall-stomp infinite where you continually jump from wall to wall skipping off the head of your opponent until they get wise, and then you do it again, but meet them with a jf.MP.
Tony informed me that jf.HP beats out Chun’s Neutral jump. HK (The split kick that both sides of her). I’d recommend finding the proper timing to use that.
Indubitably!
Tired as shit. Been up for 22 hours, and only have 3.5 hours of sleep.
I hope this helps. I HIGHLY recommend abusing the LP Meaty Tanden Engine -> Ultra 2 against Chun-li. She has one of the shortest dashes/back dashes in the game, making it virtually impossible for your Tanden Engine to miss her backdash. Get that free Ultra 2 in there and straight piss her the fuck off.
This has been a S.I.N.dustry public broadcast.
I’ll post more soon, I’m moving in a couple days so it might be a little bit before I can really get to posting more insight on this match-up (Unless my plans follow through tomorrow and I get more time to work on the Chun match-up).
If you are feeling frisky, if done high enough Headstomps beat out EX SBK.
I hate the Chun matchup.
I see the the Honda/blanka match-up reversed. Advantage over Blanka (he gets punished for breathing) and disadvantage over Honda simply because of how much damage he does. 5-5 on guile too.
My new bible.
Does anyone have trouble with the Balrog match up? Everytime I play against a Balrog player I always take a shit on them at the beginning of the round (EVERY ROUND) and they are left with about 20-30% life after I’m done fuckin them up. Then I try to either get back on them or try to play the life lead game and just keep them out and I lose. Everytime I try to J.FP, I get hit by a FP from balrog. My Jf.MP always losses to his J.FP and we always most likely trade when he jumps in with a normal when I AA with DP. Also when the Balrog player does get the life lead, it feels like its impossible to get in. These Balrog players literally sit in one spot and do c.FP or j.FP for every move I use on them and I lose to it. But when I actually do get on them, I make them my punching bag until they luckily get out with like a ex-dash upper. What do you guys do when this happens? When a Balrog ex-dash uppers your cross up and gets out of your mix-up. I don’t think you can option select because you’re hitting his ex armor off him, or can you? Btw do you guys try to punish lp.dash punch or are you ust suppose to take it/ avoid it?
I think, if they’re just sitting they’re ass down, you also sit your ass down… and use tanden engine to suck them in for a mix-up.
But do this only in case they’re sitting like a rock from here you can do tick spd, blockstring, magneto loop setup. Also to punish lp.dash punch, one with ill spacing, you can lp.SPD it, I believe.
Space space space, zone zone zone, engine engine engine (away from headbutt range) = Balrog matchup…
Oh, played a few games with a pretty good Bison earlier…SPD -> Meaty dive kick=Game. Shit feels like 6-4 atm.
^
This
Though the Rog matchup is interesting in the fact that it can be won being completely aggressive or safe.
Zaith, take j.mp out of your equation vs. Rog players completely, it will lost 90% of the time to j.fp. The only times I’ve caught a Rog player with it is doing it late when they threw out j.fp too early. Also jumping= bad. Seth has more than enough tools to not rely on j.mp all the time.
If you your limbs are getting caught with j.fp (either forward or back) you are getting too predictable with them and your timing is off. A friend of mine who mains Rog told me I had that problem originally in Vanilla (and partially in Super). You’d be surprised at how different the matchup is once you stop throwing j.fp everywhere and actually be patient.
Also if a Rog player sees it coming, Rog’s s.mp (if I’m not mistaken) can catch Seth’s s.hp. So yea, don’t get predictable with limbs
If you’re trading with Rog’s jump-ins and you’re using hp DP, you’re using it wayyyy too early. Just do it from a crouching position and wait until he gets lower down.
Hey man, thanks for the kind words. I picked up Seth very casually because I’ve always liked him since Vanilla but didnt really play vanilla to seriously for so many reasons (1 being no hawk ). Either way, I play him in some matches where I dont feel comfortable sometimes with hawk but mainly, I needed someone to handle sim/guile/blanka/honda. I feel I do fine against sim and guile but blanka and honda I’ve never really played too seriously against with Seth. I was feeling the opposite with Seth-Blanka and Seth-Honda - I felt 6-4 and 4-6 respectively just because of Hondas damage output. Regardless I’ll try him out in those matches for sure from now on - I just didnt feel 100% confident in those 2 matches, every other one I play seth fine in. Such a fun character.
much obliged
Seth v. Honda is more than likely a 5-5 or maybe 6-4 in Seth’s favor. The damage that Honda can do, and his ultimate defense is just silly good.
The last time I played a decent Honda, it was strongly in my favor. I played Reactive/Run away Seth the whole time: I would HP SRK every jump in, get the life lead early, and just run. You are able to do Meaty DiveKick to Honda without Meter (Becareful! I don’t know if a Honda spins out Ultra 2 on reversal if he turns in invincible and you land right into it).
Just build up to Super, throw a sonic boom (He jumps over), Super on reaction to suck him out of the air.
Note: Honda can Super against Sonic boom from full-screen… Do not let this happen to you, you’ll more than likely lose the round.
Seth v. Blanka: Only use Ultra 1. The reason I say this because of Chip damage, Blanka does a lot of chip to Seth. If you ever pay attention to how much chip Blanka ball does, you’ll realize a s.HP punish typically just isn’t enough. Preventing your opponent from free damage is the best position you can be in.
The match up is still 6-4 Blanka’s favor. Ultra 2 punishes sonic booms and teleports, Ultra 2 rapes Head stomps/divekick/cross up, Ultra 1 does a LOT of damage. Hop -> Vertiball = No fly zone for the S.I.N.dustry.
Seth v. Guile: 0-0 because both characters have to play like pussies to win. In reality, it’s a 5-5.
Guile’s Anti-air options are the best in the game: Flashkick, cr.HP, s.MK, Airgrab (High priority/range).
The match-up is boring. Good guile players are aggressive as hell, but don’t put that notion to thinking you won’t lose to a bad Guile player. He’s the most noob friendly character in the game in terms of being able to win with him.
Lovely day, time for a cigarette.
I can go in depth because it’s my day off and I’m relaxing while I can.
All of Boxer’s rush punches ex or otherwise still lose to Seth’s EX legs and well timed/spaced lp SRK (hits twice, so goes through armour), don’t they? I abuse that against Rog, making him think twice about rush punching means he might get desperate and jump in on Seth, so you can HP SRK him.