I don’t have a clue how to do it but I’d assume it goes something like this
[media=youtube]FyIhS8_qNcM#t=1m55s[/media]
I don’t know the inputs though.
I don’t have a clue how to do it but I’d assume it goes something like this
[media=youtube]FyIhS8_qNcM#t=1m55s[/media]
I don’t know the inputs though.
AHA!!!
do seth players have option select inputs?
I’m not sure but i serously need them too…not only option selects in that video but also garuanteed safe jumping attacks VS certain characters…those definitely need to be collected in this thread imo!
Man, haven’t checked this forum in forever…good idea for a thread! Here’s what I have to offer for the first couple characters on the list
Abel:
I actually don’t recommend trying to SPD rolls. Not always easy to do on reaction, and I’ve seen them whiff right as Abel passes through you. Instead, I would use his normal backward throw, as it still allows you to pressure him afterward via walljump.
Tandem Engine and the super are also very good at punishing rolls since they stay out forever. You have to perform the motion in advance and press the button on reaction to the roll, though.
Whenever you knock Abel down via lightning legs, backward throw, or super, you have a very good option select on his wakeup. Walljump at him, and as he gets up, press roundhouse and immediately follow it with the SPD motion. If he blocks or gets hit, nothing will happen and you can continue your offense, but if he rolls on wakeup he gets SPDed. =)
Teleport is a very good way out of Abel’s mixups…until he gets Ultra. Once that happens, jumping or DPing is preferred if you want to avoid grabs.
If you block his wheel kick before his leg is fully extended, you can punish with fierce DP or ultra. And all wheel kicks, at all ranges, can be punished with the jab super.
He can beat your j.HP with j.MK, j.HP, the 2nd hit of crouching HP, or EX rekka. Neutral jump HK takes care of all of his air attacks, and you can delay your j.fierce to catch his low HP after it whiffs. EX rekka is a problem, though, so you should just hang outside that range.
He can punish your s.HP with the ultra, from any distance. Between that and the threat of rolls, I barely use this move at all in this match.
Akuma:
Along with the super, the ultra will also catch him out of air fireballs. And unlike the super, it beats red fireballs as well.
Learn to punish his teleports! At the very least, you should always be able to hit him with s.HP at the end. If you’re feeling lucky, you can even super or ultra him - buffer the motion, but wait before you hit the buttons.
Even without super or ultra, air fireballs still aren’t safe against Seth - you can forward teleport and sweep him.
Do not try to ultra him out of a normal jump, as he can EX air hurricane kick or divekick to avoid it. Using ultra against the demon flip is also risky, since divekick can make it whiff. If he’s low enough to the ground, though, then go for it.
If he doesn’t have the demon, don’t be too afraid to rush him down. His DP isn’t the threat that Sagat’s is.
Walljumping over fireballs is a much better gamble against Akuma than it is against many other fireball/DP characters.
If you blow through an air fireball with EX lightning legs and you trade hits, it triggers a glitch where Akuma is temporarily stuck in a weird animation. Normal combos don’t work during this, so the best thing to do is jump forward and fierce SPD him.
Balrog:
EX lightning legs is the safest way to beat dashes/turn punches on reaction. SPD and DP also work.
Dash punches generally seem to be safe from max range, unless you have super. Same with turn punch; you can punish level 2’s and upward if within range, but that’s not a range you want to be at in this match.
Learn to block overheads on reaction, as you can punish them with DP.
He beats your j.HP with low HP, j.HP, EX dash punches, and headbutts. I like to mix up the HPs by delaying them or doing empty jumps, though all of this is still vulnerable to headbutts. Make sure he doesn’t have that down charge!
As with most matchups, neutral jump HK dominates his air moves.
If the Balrog likes to use jump HPs from long range to get in, you can beat them with s.HP or even Tandem Engine!
His normal headbutt (not EX) loses to your low short and meaty divekick. The latter sets up crossup games since the divekick is hard to see.
Do not use low MK -> sonic boom in this match. If he blocks the MK, he can headbutt in between the two moves.
After blocking a turn punch, low short strings are your best move. Balrog players love to headbutt here.
Blanka:
His slide can be punished at mid-range with low MK into lightning legs. Low MK also beats electricity at mid-range.
Obviously, don’t try to cross him up when he has EX meter.
He lacks a solid reversal besides the unsafe EX vertical ball, and he has various ways around your zoning, so I think you win this match by pressuring him.
To that end, you do have ways to jump in on him. What I mainly do now is watch to make sure he doesn’t have a down charge, then walljump and mix up j.HK with the divekick. Without vertical ball, he is forced to guess on the timing for his anti-air, and none of his options do much damage (making this guessing game strongly in Seth’s favor).
After you land an ultra, you normally can’t use your teleport mixup on him thanks to EX vertical ball…but a neat trick to get around this is to teleport backward. It looks the same in the beginning, so the Blanka will likely react by using a ball which will whiff and allow you to punish. Shoutout to Rex0r for this idea. =)
I guess it’s time for more updates!
Am I the only one who has a lot of problems with Gief?
Yes. It’s a pain in the ass to play, but if you play it right, it feels free. You’re gonna get hit a few times, but you’ll win over the long term.
I just find that it’s hard to stop gief from eventually getting you to the wall, and once that happens, if he can punish your wall jumps, you’re pretty fucked.
He can’t punish your jump out unless he predicts your jump, even with headbutt or lariat. Empty jump away to freedom if he tries to meet you in the air. Also, nothing wrong with jumping backwards and then not walljumping.
You guys probably know this but Seth can also teleport behind Gief to escape the corner. The safest time to do this in my experience is when Gief jumps at you probably anticipating a walljump. Even though Gief will be airborne the Teleport will put you behind where he was before he left the ground. Usually the angry frustrated Gief will green glove upon landing to try and catch up again.
Zangief
Pros:
-Sonic boom, bait his lariats, dash forward and s.HP. Confirm the lariat before throwing the s.HP or he can just Ex Green hand and punish you.
-If you feel risky, you can sonic boom and if he jumps forward over, and qcb.HK, it sucks him out of the air and puts him back at square 1 (full-screen)
-If cornered, empty jump-backwards until you can time the wall-jump out. DO NOT ATTACK when jumping out because if you time it wrong, throw out any attack, Zangief’s Headbutt is a 1-hit stun on Stun on Counter-hit.
-Ultra/Super beats lariat, jump-ins, green hand.
-Engine is risky, but if the Zangief is lariat happy, you can put pressure on him 3/4 screen with HP.Engine.
-My best advice in the corner against Zangief is if he’s trying to bait out a wall-jump/Sonic boom/teleport/j.HP, don’t do any of them. Just neutraljump.HK. It’s a move from Blanka where no one can even come close to you, especially as Seth. He can’t jump towards you, if he Ex/Greenhands, you can combo it into c.MK to Lightnight Legs. He’ll lariat thinking you’ll throw a j.HP. If he walks forward, it means he’s looking to Greenhand or Lariat, so you’ll be safe to empty wall-jump, or get lucky with a wall-jumping.MP (Double-pump to Headstomps reset).
-Jump-in/Wall-jump HK hit confirm into anything but c.HP. The start up takes too long and he can lariat you between the HK and HP.
Cons:
-Counter-hit headbutt is a 1-hit stun.
-DO NO TELEPORT on Zangief. Good Gief’s know they can stay 1/2 screen when you’re cornered and lariat/neutral headbutt your teleport or wall-jump.
-Use j.HP sparingly, easily punished because Seth’s arms stick out for days.
-Do not be careless with Super, like all characters, if blocked it’s a free punish for them, and [media=youtube]lpY-lUdIDMY"[/media] is not something you want to happen in a tournament.
Blanka
Pros:
-All Blanka balls (Hit or Block) can be punished with Ultra, Super, s.HP
-Blanka knocked down, Max Range LP Tandem Engine will keep you out of Vertical Ball range, and suck him out of any other moves he has. If he wake-up Ultras, the LP Engine should be done by the end of his animation, being max range means you are safe to block.
-Sonic booms keep TONS of pressure on Blanka (Except when he has Ex).
-On knockdown, throw a sonic boom just before he gets up to bait a Ex Ball, free punish.
Cons:
-Vertical Ball beats out Seth’s jumping/wall-jumping game.
-Ex Blanka Balls pass through Sonic booms
-Ultra catches your teleports, don’t chance it. If you can’t take the chip damage and you’re a safe enough distance, throw a sonic boom.
Bison
Pros:
-j.HP beats most of Bisons rush-down moves (overhead beats PC, Slide).
-WALK BACKWARDS when he is DOWN-charging. The risk is not worth the reward if he does a headstomp instead of a devil’s reverse. Just walk backwards and it’s a free punish.
-neutral j.HK beats out Headstomp (If you jump early enough and he’s full-screen) and devil’s reverse.
-If you block the headstomp, you can DP on reaction leading into headstomp reset.
-Super catches Devil’s reverse (while he’s in the air and he steers himself full-screen, it will suck him out and deal a fair amount of damage).
-Ultra can catch a headstomp ONLY when he’s right on top of you about to land the stomp.
-Ultra on devil’s reverse is a 50/50. You need to just walk backwards, and if he reverse’s wait till the peak of the reverse, then ultra, it will catch him either on the way down or during the few frames of recovery on the ground.
Cons:
-Ex Scissor Kick can PASS THROUGH Seth’s Ultra when timed right. Be aware that you should not use your Ultra unless you can guarantee it will catch (Dumb to say, but necessary).
-After a Headstomps Reset, if Bison has Ex, DO NOT GO FOR Ex/SPD. He can just Ex Headstomp for a free punish. I suggest empty jump away and bait out the move he was planning on doing, or just throw out a c.LK and go for the BnB.
-Ex Lightning legs vs Ex Scissor kick is a trade in favor of Bison.
C.Viper
Note: This match-up was said to be largely in Vipers favor, but 1 move changed that, Shoryuken, keep that in mind.
Pros:
-LP Shoryuken on reaction to Forward Super jump. Most vipers execute Flame Kick late, so it will beat it clean. If the Viper executes earlier, use MP/HP Shoryuken to counter their early execution.
-on Viper’s wake-up, max range LP Engine (When she doesn’t have Ultra), will suck her out of Thunder knuckle for a free combo.
-jumping forward MP catches most Vipers off-guard for a free headstomps reset.
-Wall-jump MP to bait out a Super jump will beat out Viper for free headstomps reset.
Cons:
-Viper can bait ultra with canceled Seismos.
-j.HP gets punished by Thunder knuckle.
-Vipers BnB Thunder knuckle combo is NOT safe to try and jump out of. Simply block until she pushes you far enough away or use the Ex Lightning Legs to beat it.
Random Stuff:
DO NOT USE c.HP after a jump-in/wall-jump HK on Zangief or Sagat. Gief can lariat, and Sagat can Uppercut. The risk is NOT worth the reward in either of these match-ups.
Looks like you can do LP Shoryuken, hit twice, and still headstomp. Going to Test this in a minute.
Jumping forward MP rapes Gouken’s air game, it beats flip kick, and his air parry.
Pretty sure Sagat can only uppercut you after cr.hp if the second hit whiffs.
Also, I don’t go for reset shenanigans on Zangief because he has so many good reversal options. Instant air headstomp is relatively safe to do, but I’d rather just walljump or teleport away. I also don’t go for reset shenanigans as often on Sagat or Ryu when they have two bars and ultra. Often I’ll block (to get them to waste their meter), teleport in place (to make them whiff uppercut), or EX Shoryu (to beat their own uppercut). I used to think instant air headstomp was good versus reversal uppercuts, but it’s not really.
It’s not that, the height you hit Sagat/Zangief with the jump-in HK is too high, I’ve played the match ups quite a bit and it’s always the same result (even when I mash the eff out of my HP to cancel into it), the frames between the HK and the 1st hit of the c.HP is longer than the hit stun and every time I’ve played this match-up I have gotten Uppercut/Lariat in the grill. I would suggest jump-in HK to either a BnB, or s.HP (Up close one) to Lightning Legs.
With the Reset stuff with those characters, I suggest mixing up Ex SPD, Back Throw, c.LK BnB, or just block. I NEVER jump-back HP on Sagat or Ryu because of their uncanny ability to destroy souls.
Buddy of mine put up a video of Gief stunning Seth with just the headbutt, for reference and lulz. :looney:
[media=youtube]nMTlX6jLod0[/media]
it’s funny because it has happened to me. except i lost the round.
I learned about it just prior to Evo, I was discouraged.
Hi Seth users this won’t take a minute.
I have a few survey questions for Sakura Forums Research.
WE are keen to know the opinions of the vs Sakura match up across the character forums.
[list=1]
[]What’s the best approach to beating a average/good Sakura player?
[]How do you beat a defensive Sakura and how do you beat an offensive one?
[/list]
Against an average Sakura player, I’d have to say Jump-back Fierce.
Against a good Sakura player, I’d have to say Jump-back Fierce.
Just playing, but seriously, Shoryuken. Sakura has terrible cross-up options, meaning almost every Sakura player neutral jumps on Seth wake-up, eating an SRK from my stand-point.
if you don’t zone sakura with booms she can walk you down and lay the pressure on. hopefully she doesn’t guess right and beat or trade one of your limbs, because that shit can get painful. without EX it’s hard for her to get around that or get seth off her. once she has EX i try to bait shououken or EX otoshi and start all over again.
safest bet is a pure (and smart) zoning game. i like to mix in some rushdown (though that’s just my playstyle). she has no real reversal so tanden, meaties, and crossups can get a lot of use in this match – tandem especially to catch her throwing out a poorly spaced poke, or jumping late over a boom or whatever.
on paper it’s not a hard match but if she gets that mixup going it can be quick death. seth has some really good reversals (EX SPD, shoryuken fadc, and teleport) so he has some options if she does happen to gain some momentum. however it can be hard to come back if she’s sitting on a lead midway through the round.
Advice for you:
keep the c.FP handy to catch dumb jump-ins or limbs. play smart and be patient.
Since seth can be played in so many ways all i can advise you to do is be totally aware of your characters’ abilities and know how to adapt to your opponent.
PS
i’m kinda tired so i’m sorry if this post isn’t terribly helpful to the sakura players and if it doesn’t make sense to the seth players.
Makes sense if you’ve played against Obey before, haha.