Also that Raida will grab any/all Wall Dive attempts, j.hp and s.hp if the Ibuki player sees it coming.
I feel that the better player wins this match up, I think they have equal chances winning as none of them have something to shut out a lot of options.
Seth’s keep away game does not only involve Sonic booms.
I should be more specific, a good Keep-out game. Denying your opponent any possibility of damage by playing defensive and at the appropriate times, GTFOut of there with the wall-jumps (Not necessarily a wall-jump -> Dive Kick/Roundhouse. Just as an escape).
As I said, a solid basic play-style will beat out an Ibuki. Being boring is what an Ibuki will not expect a Seth player to be, but you can still from time to time hit them up with fancy shit when you’ve punished their mistakes.
Ibuki can also catch j.hp with the slide.
Ibuki just has so many ways to get in/get a knockdown from mid range that I don’t want to play a straight up game with her. She also has a super jump and an air throw to catch walldives out of the corner.
If I manage a knockdown on Ibuki then I will not stop the pressure as that annoying character is too dangerous outside of wake-up against Seth. She has no wake up without EX Metre and you can bait it out.
Ok, browsed through both match-up-threads (Seth and Fei Long) but found no valid info about the match up. Weird since it should be one of Feis worst match ups, but instead they talk bisons and roses but not Seth.
So if there is one who’d like to give me pointers about this (rare) match up I’d be more than glad. I know basics of Fei, but if there’s something specific in rock-scissors-paper like things I should know then, please, type it here
And I know he goes through booms and chicken kick punishes strechy hands with ease.
imo fei has the slight advantage. it’s extremely hard to zone him, he has very good footsies and his safe rekka pressure can be hard to deal with since seth has such weak footsies.
u gotta keep away from fei. u can just stand jab him outta chicken wing tho… just run and play gay cuz if you pressure his reverse BACK DOWN BACK (ridiculous input cuz hes blocking) will destroy seth.
other chicken wing options are neutral jump stomps, s. mp or f.jump stomps if timed correctly. REMEMBER the chicken wing is first a vulnerable sort of jump and isnt really dangerous until he finishes the full somersault into a kick.
also tandem is good if used sparingly when fei walks forward. suck him in and then back dash to bait his srk. then switch up after he learns not to mash it out
his 3 punch thing is tricky too so just keep away.
safe jumps work good on him tho if u feel alil ballzy but be prepared to dash back as he can do the punch thing on landing after u hit him out of his kick srk.
play like hes gief. use a ton of stretchies and keep away for the most part until u find a weak spot. learn to time your air hits alil later to hit him out of his air wiffs. or alil faster to beat them out etc.
IBUKI
u have to stay on her ass as much as you can and not let her think. most ibukis i fight online will bust out a noob akuma norm and just jump back fork toss when they start losing so thats your chance to full screen super to punish.
like Zen said bait her wakeup srk kick when she has ex and always be prepared to block low for her slide.
If Fei likes to CW through fireballs DP his ass. You need to do this because it’s +0 on block and that’s bad for Seth.
Fei is minus on block on rekkas. Take advantage of this to push him back with s.mk, sonic boom, cr.lp, or whatever. Punish second Rekka with HP SRK.
Fei wants to get you just outside of your lp SPD range and mix you up with safe rekkas, overheads, and CWs.
Off of a backthrow Fei has a neutral jump hk safe jump that you can’t punish with EX SPD because of spacing.
Some Feis like to combo rekka, rekka, reset -> command throw. Be wary of this. reversal lp SPD will beat 99% of his options off the reset because he’s -2.
Fei should totally be pressured on wakeup, his flame kick will lose to your DP 98% of the time.
Fei is gdlk at whiff punishing, don’t do pokes if you think they might whiff.
Fei’s flame kick is totally unsafe on block like any DP so you don’t really have to be scared of it if you punish well. If they do a lk one the best punish is probably cr.mk xx sonic boom fadc s.hp xx legs/srk.
Punish Ibuki’s wakeup EX DP with lp srk -> stomps. I know you can just hp srk/ultra to punish but I think the lp srk should beat any kunai followups.
yeah i didnt mean to be scared of feis flame kick. i think i worded wrong cuz what i meant is that while im trying to link they usually mash it out on any block. seth jumps in, fei blocks, and reversal is u try to jab after etc. its like he can block and mash harder than ryu cuz the command is backwards
Against a good Fei you pretty much have to play it patient and pick your openings right.
One of my friends is a great Fei player and showed me that Fei can pretty much just live off trades with Seth.
Okay, I was thinking “wait… you have to back off of someone because they can mash reversal?”
Oh yeah and I forgot - Fei’s overhead is -4 on block. Seth’s lp SPD is 3 frames It’s also -1 on hit so low jab afterwards isn’t a terrible idea.
On that note Akuma’s f.mp is a free hp SRK on block if spacing allows. Or cr.lp -> cr.mp xx legs. Unless he cancels into demon
It is not difficult to make Fei Long’s Rekka attack safe on block through spacing. LP rekka is -4 first hit, -6 second hit when not spaced properly and they don’t even have to do more than one rekka… Seth doesn’t exactly have the quickest start-up times on his moves.
Second rekka can’t be spaced to be safe. And no, most Fei’s won’t throw it out there. But you should know that it’s a free DP.
I didn’t say you could punish rekkas. I was saying that you can use your frame advantage on block to create space or force Fei to do something risky to keep pressure going. A lot of people will block a rekka and not respond, allowing Fei to do lp rekka pressure all day and walk forwards and overhead. If he walks forwards after first rekka or does any attack that doesn’t have invincibility and you did s.mk, he’s gonna get hit.
The reason I suggested cr.lp is that it is fairly safe to whiff so that if Fei starts doing lp rekka -> hk chicken wing you don’t get hit for a juicy combo.
I hate how having full meter with seth is always a liability.
How so?
Shortcut for basically any of Seth’s moves = super. Unless you are flawless on execution at all times it’ll come out every now and then at random.
That used to happen to me until i learned to control and not mash. I rarely do a srk with seth anymore
Getting super instead of srk isn’t from mashing
But mashing the SRK for the three hit SRK can and will result to Super, which will lead to 1 hit super and free jump combo by the opponent :(.
Its more of getting used to smooth motion rather than using easy mode mashing SRK. I used to waste 1 meter as a way to escape learning to stop mashing <_<, but then I understand how useful Super is for character specific punishes and chip kill, and hit the training mode.