Seth-in-depth Match-up Thread

I’ve tried using U1, but It’s really hard against Gen… if you do it too soon, like on reaction, he’ll jump over the Ultra, if you do it too late, he lands and blocks (and can usually punish with Mantis Super/ultra1). There’s this really hard-to-hit sweet spot.

U2 has been my choice, except dont use it for Anti-air, because for some reason, Gen has a knack for falling out of it. Use it STRICTLY in combos/blocked Gekiros. Do not try to use it against Cross-ups (gen either falls out, or lands safely, very rarely will you auto-correct favorably) or against Ogas (the wall-dives) because unless you do it after Gen chooses a side to land (db-d-df), he can change directions to avoid it as an anti-air.

So, U2, but only in combos/blocked Gekiros.

Furthermore, after he has Super, DO NOT JUMP/SAFE-JUMP him. Seriously, for the love of jesus don’t even try it. It’s a free Crane-Super. Also don’t j.HP because crane-super catches that.

As a final advice: Don’t let him build meter for free. Try to not let him get mk-Hands too much on you, keep yourself away from st.MK range. Gen still builds super meter really well, and Super>Ultra is not uncommon. It also hurts a whole-effing lot. ( [media=youtube]KUnl-Gx5_Kg[/media] )

Yeah, I dunno, he kept telling me “this guy Zeniside just combos all day with seth he’s fucking sick, you play a lot like him, are you sure you’re not him”

I’m like.

:wtf:

Well, as a Gen mainer for the entire duration of vanilla I can give some pointers on that old bastard Gen:

  • He has to jump in, in order to start his good combos (unless he has super etc), and since this guy was really eager to jump in with j.mk crossup feel free to close s.hp that shit or if you’re not sure if it will hit ex srk will auto correct his ass. He also liked to neutral jump ALOT. Doing neutral jump> target combo (2 kicks)> roll. Prepare to srk that neutral jump or s.hp once again.

  • Walldives (oga) he sometimes used. Not hard to block, if you block them you can throw (have to be super fast), but I just srk (fadc) since it’s a sure hit.

  • Never jump at Gen when he has super/ultra ready. This includes walldives, as he can use crane stance super/ultra to pick you right out of the air if he’s skilled. Air to air he can use his target combo kicks to combo into crane ultra/super aswell so avoid any air to air when you see his meter filled.

  • Gen can’t deal with high pressure in super, blockstrings and general mix-ups/crossups are hard for him to deal with. His only actual reversal would be ex gekiro kick. Alternatively he does not have a solid way of getting in when you’re very defensive. Your j.hp+sonic booms = godlike here. He may try to walldive (crossup) but just block and punish accordingly. His ex roll goes through projectiles but it’s very slow so shouldnt pose a problem.

All he did though, was j.mk crossup. Granted it is annoying but I think you can also (ex) spd(?) Gen after you block his j.mk, before he does a follow up (like j.mk>throw to mix things up).

he started doing that neutral jump target combo thing a lot lately, and he’ll do it constantly until he sees that you’ve wised up to it and started blocking it/countering it.

he uses the Crane super/ultra really well as anti.airs and in combos, he likes to land cr.lk xx fA> Crane u1, for example :stuck_out_tongue: he has good reactions on the crane Super too.

The Ogas don’t usually give me trouble, but there’s a little issue I have with them: I never seem to be able to do cr.MP after them? Am I not at enough frame advantage? Is it too tight? All I know is that he usually does Oga (blocked) and if I try to stick out a cr.MP/MK, he Gekiro’s me :frowning:

As for the J.HP and Sonic booms, I’ve tried that approach, but in the end you’re still gambling your victory, because if he predicts ONE boom (or if you mis-space it), he gets a free HK jump in> cr.lk> super > Ultra> K.O

He was probably abusing the j.MK cross-up because he doesn’t know you and he doesn’t know how often you anti-air/react to those, he doesn’t really spam those against me anymore.

Thanks for the tips :wink:

Yeah Oga> gekiro is his best bet after you’ve blocked it because the lk version comes out fast. Not sure if it is faster than c.mp but I’m sure lk srk at the very least is certain to hit. Maybe try to backdash after a blocked Oga sometimes to bait the gekiro (watch out that he doesnt ‘stay in the gekiro’ by doing an extra kick, stupid gen shenanigans :wink:

cr.lk> fadc> crane ultra is a waste of meter, but the crane super is greatly improved, it basically comes out fast and can cover the whole screen almost…so yeah no jumping walldiving haha.

U know what i hate i just lost bout 400 bp cuz on wakeup i try doing teleport back and i get ex tandem instead. Boy did i rage. Anyone elze has this happen to them? Stupid mistakes turn seth into poo. Ima use KK now to see if it works better.

I always use a kick teleport for back teleports. The kick teleport used to go full screen, so I’m used to using it. Getting EX legs is lame though.

But ex legs on jump ins are at better than ex tandem. I tested it on practice and kick tele back is the same distance as punch… thats pretty lame. Maybe ill try using the 3 kicks on one button shortcut seeing as this mistake seems to be cause by me not pressing all 3 buttons together

Also guys any tips on how to jump in on DJ? And any tips against cammy? I used to beat them with ease but now they can be quite hard and annoying.

You shouldn’t be jumping in on DeeJay without a knockdown. You either need to predict a fireball or set up with a sonic boom fadc. I find that dash up SPDs work wonders to get knockdowns on characters that I can’t jump in on. Try feinting a focus into the dash, and see how many opponents just sit there in fear of the focus. Of course, DeeJay has a pretty damn good armor-breaker when he has a charge, so the focus feint might not work too well on a keen DeeJay.

As for Cammy, you need to rush her down before she can rush you down. She’s pretty difficult to zone if the Cammy knows her shit. Cammy is one of those lame characters that gets out of Seth’s crossup after his instant overhead in the corner easily, so be aware of that. Back dashing and focus dashing her TKCS (AE’s gonna screw her over) pressure will help you sometimes, but I’m pretty sure that the back dash can be OSed and the focus can be reacted to. You might need to do a random uppercut occasionally when she’s being predictable. Always punish her moves if you block them. Dash up on a blocked DP if you want extra damage. In conclusion, stay on her so that she can’t rush you down. This matchup is not in Seth’s favor at all. I don’t care what a tier list or chart says.

Yeah cammy seems to be my biggest threat right now cuz her srk thing is deadly. I dont jump in on deejay without knockdown of course but when i try the safe jump options his ex anti air kicks auto correct. Sometimes i jump straight up and stomp him out tho. Just wanted to know what other options after spd id have to keep deejay pressured and guessing

You’re negative edging your teleport, that’s why you’re getting tanden.

Negative edge tandens won’t happen if you end your motion with down-back. I’ve been trying to make sure that I always end SRK motions with the diagonal, so that I don’t get dumb shit. That super always likes to come out.

Stupid shit doesn’t come out now because I play Rog now :rofl:

Fuck Seth.

And Captain, you were mad because you lost bp, don’t worry about fucking points.

yeah and iam getting fucked too from out of nowhere…the thing is am on super and on ultra…i did ultra and somehow super is performed…why the fuck…am against akuma and well on life lead and super just came out from nowhere and guess what its blocked too…am eating a demon…what in the god’s green earth happened with my seth i dont know…but tht shit comes out often i dont know why…i have the inputs on too but stilll with the motion and all three punches i somehow get super instead of ultra…y the fuck…???

yeah this seems to be the cons of a character with tons of overlapping moves

Anyone have tips on the Dudley matchup?

Random Counter eats up all my Headstomp and Divekick Shenanigans.

Also I’m not familiar with Dudley, but is there a good normal (minus s.hp) that beats out Machine Gun/EX Machine Gun. I always try to anticipate it (which is sort of stupid) and eat it.

Also does his j.hp and j.hk beat out all Seth’s air to air normals?

on block SPD will catch them. if they do it, dont try to counter, just block and then spd.

After an EX MGB he’s -8. You can punish with reversal DP, cr.mp xx legs, SPD, or cr.lp -> cr.mp xx legs.

After a mp MGB you can punish with SPD or cr.lp -> cr.mp xx legs. He’s only -4 though so I would probably go for easy reversal SPD.

After a hp MGB he’s -5 so you can punish it with any of the punishes I listed for EX MGB but the timing is a little tighter.

Seth can’t punish lp mgb because it’s only -2.

If you think he might do Cross Counter do empty jump -> cr.lk or SPD. But Dudley’s anti-air s.mk beats everything Seth can do to jump in (yes, including divekicks, I’ve played this matchup on both sides) so you don’t want to jump in on a solid Dudley anyway except on wakeup.

You can time dive kick to beat it, just don’t be predictable.