Seth-in-depth Match-up Thread

Well said guys. I find seth’s to be very boring. I think they are the most commited turtles in the game but when they mix up I haven’t a clue what to do!

This informaton makes great sense and I’m sure the sakura’s are itching to read this so I’ll hurry back now and add it to our archives :wink:

No problem (^3^) good luck

Abel’s jumping fierce stuffs Seth’s jump back fierce for free from the craziest angles, does bomb damage, and often leaves Abel standing directly in your face (bad). If Abel is jumping forward and chasing you, it can hit you from very far away, especially if you try to throw out the arms. Something for you to be careful about.

And that’s why Seth has a shoryuken.

The potential damage and positioning advantage still seems to skew the risk/reward in Abel’s favor if he goes up with a fierce on reaction to a Seth jump back from the right range. Early jump back fierce will prevent the attempted reactionary jump, but folks that hit the button even a little later in the jump will get clocked when Abel’s fierce would otherwise whiff because of the wonky way those two hotboxes interact. The range on it is kind of weird/deceptive, so it’s worth learning the right range where you can jump back fierce safely.

Sup Seth army, love the thread.

Vega:

  • Wall Dive can be punished by teleport and punish of your choice. If you’ve hit him a few times i’d go with cr.mk, mk lightning legs to knock off the mask. If not SPD. Either way his wake up options are ass so you’ve won already!

Guile:

One of Seth’s worst match-ups imo.

I haven’t played an actual amazing Guile to get too much info on it, but you pretty much can’t jump, DEFINITELY can’t try to wall jump your way in. Well placed dive kick baits at the right spacing can open up punishment opportunities.

Ultra will hit Guile on somewhat fast reaction to EX boom. Obviously don’t even try to Ultra non ex boom.

Definitely use Josh’s punish thread to learn what you can punish as opportunities to damage Guile in this match-up are far and few between.

If you get into a fireball war keep an eye on meter as EX sonic boom = no bueno and st. fierce will stuff sonic boom on start-up.

Bison:

If you have the health for it and he headstomps/devil’s reverse eat the head stomp as you can punish him on his way down again with ultra. If it’s devil reverse and you try to punish the headstomp portion with Ultra he can Hand away. Denied. :sweat:

so ive been working on the abel matchup and ive found that one of seths best tools for abel is to hp tandem engine when abel rolls. link a bnb off of the jab and there ya go.

also, since you cant play the sonic boom ultra trap when abel has ultra, i find that if you throw one that will hit on his wakeup, he wont have time to ultra it, and abel almost always jumps over it which in turn leads to an ultra. you cant do it too fast though. i dont know how many ultras that abel has jumped completely over :annoy:

p.s.
you know you like my avatar :slight_smile:

Use lp tandem engine instead because it’s faster and be careful because if he decided to jump at you, bye-bye 60% of your health.

This sounds like a hyper-specific setup. If I were playing Abel, I’d just roll instead.

Oh, and you can ultra Sonic Boom. It’s just hard. Totally worth it to mindfuck the Guile, though. (What the hell? Punishing Sonic Boom at full screen?) I don’t think the Guile matchup is good, but it’s definitely not worse than Viper or Fuerte. You’ve still got jumping fierce versus Guile, dive kick owns crouching fierce, he has no defense against crossups and no reversal to use after blocking a crossup, his mixups are pretty poor off a blocked Sonic Boom, and jumping fierce still punishes sonic boom like a hadouken. Also, the whole “You’re not allowed to crouch and charge because I have stretchy arms” thing. EX Sonic Boom is pretty easy to see coming usually, and it only does a bit of damage anyway. The only thing is, you better not get behind, because getting in on Guile is a bitch.

Versus Claw, I like to punish walldives with mk legs on block. Almost always works, is dead easy, and tends to knock shit off.

lp tandem!!! thats what i meant… but you gotta use it sparingly, cause theyll find a way around it. same with the ultra sonic boom setup. these things only work when i try it a few times each match

i won my first in tourney match with my seth!FINALLY!!!:encore:
nothing flashy,the vid will up soon, i played a Balrog player and all the basics worked,i just had to keep my composure.

but then Eric Kims sagat rushed me down with TK corner traps.:sweat: ah well,but the first step has been accomplished!:tup:

You should be able to DP PPP teleport out of the corner if timed correctly, right?

I love the Seth/Sagat match-up. EVERY Sagat looks to Uppercut, Fireball, Knee everything you do. Basically you can empty jump all day and let them whiff and get the free punish. If they aren’t throwing things out recklessly, I’d suggest using the Rock Walk (Seth is the New Vin Diesel), you simply walk forward, block fireballs, and attack accordingly. The reason this works so well is because it is the most unusual thing to see a Seth player do and puts mental pressure on the opponent because they have no idea what you are doing.

Is their anyone here that can beat good Blanka players on the regular? I saw some tips a few posts up, I wanted to add jumping MP can beat Blanka’s B-F K move. You can also focus Blanka’s B-F K, then either throw them when they come down or do your Bnb or block string. Blanka along with Cammy I have the most trouble with. I have been getting Chun Li practice but can’t come up with a decent strategy on Blanka’s. Most turtle but majority of the time I am caught off guard with the play style. I try zoning Blanka’s but is their a better way to fight him?

yeah i have a good record against blanka. i only lose if he knockdown -> ambiguous ultra’s me. seriously.

everything knocks blanka out of ball if you can time it right, but late focus -> crumple -> bnb is the best punish for rainbow.

zone blanka, make him afraid to ball, SPD if he tries those hop gimmicks, stay out of slide range. if you want you can rush him down as well, just make sure to not get caught by random electricity.

EX Shoryu gets you out of ambiguous Blanka ultra for free. So does reversal ultra.

only if you guess right on the direction :stuck_out_tongue: and i have bad luck with that

No, you don’t have to guess. Ultra pushes you back enough to catch the crossup, and EX srk just hits the crossup anyways.

Blanka is not so tough, neither is Chun in my opinion. I almost get as happy as when I see my opponent has picked Gief. Electricity is annoying though as I do love to rush down. However good Sagat’s and Ryu’s infuriate me, it seems like Seth has a mountain to climb in order to win. Although maybe I just don’t know the matchups like I do Blanka and Chun.

I prefer Sagat > Blanka or Chun lately.

honestly i hate fighting gen players ( as rare as they seem ), because they only need 1 jab confirm for super :(. oh and the MK HANDZ make me rage. so i guess zoning them and creating a space for your attacks, whether in a rush down or zoning method must be used in order to keep the preasure and be on the attack.
dont give them space to attack, try to stop their cross ups, make sure you keep your distance from their footsies ( whatever it is spelled <_< ) and just control the tide of the match…

easier said than done…

^

lp. tandem abuse