Seth-in-depth Match-up Thread

Wow, Poongko is so beast in Ae.

It still missed the final hit that does a big chunk of damage. IIRC Online Tony posted about the last hit missing also.

Is it cool if I post these tips on my site, Matchuptips.com? I’ll give the original poster credit.

how do you play against opponents who just walk towards you fearlessly at mid range…i have tried stand mk mp,hk but they all lose to crouch mk and sweep of akuma/ryu…and how to adjust against akuma’s far hk,that move is so safe with so much priority and yet i have to counter it with different moves at different ranges,things am doing right now against far hk
poking with far stand mp/mk/lp and trying to force akuma to perform far hk at a space so that the first hit whiffs and i focus or punish the 2nd one with crouch mk of my own…neutral jump hk/hp…these are the things iam trying right now…but they fail most of the times against a walk forward sweep/crouch mk…or if i neutral jumped too early walk forward and dp
also few of the things i wanted to mention tht no matter at what range i perform a crouch mk xx sb…the sonic boom is focused and then the attack will stun seth during sb’s recovery,now i can jab tandem engine instead but tht wud be a great risk…in short i wanted to know how one cope with footsies of akuma?

I was going to not answer this because it’s hard to read - no capitals, using … a lot instead of correct punctuation, no periods, etcetera. It really does make a difference for legibility. But I noticed your location, Pakistan, and I figured English was your second language so I’ll let it slide.

First of all, never use s.lp or s.mp as a poke except maybe against Zangief. Secondly, Seth cannot win footsies against a shoto played well. He can play a fireball game, he can play a midrange game, and he can rush down, but Akuma will just OWN you at sweep range. Do not try to beat it.

So let’s talk about what to do instead of poking:
[LIST]
[]Throw Sonic Booms! Fireballs will beat all of Akuma’s pokes obviously.
[
]Jump and dive kick to go over fireballs/bait uppercuts, and then once they are scared to uppercut do a real jump in (Akuma’s far s.hp can beat both options though)
[]j.hp: If you are doing this at mid-range he can’t uppercut it on reaction. If you neutral jumped too close to him do a j.mk and hold back, it will give you the space you need to make the DP whiff. Empty jumping to bait uppercuts and punishing is also very good.
[
]Focus attack: Obviously Akuma’s far s.hk beats this. However, if he is sweep-happy and does not have ultra, then every sweep can become a combo for you.
[]s.hp: Don’t let your opponents walk at you!
[
]Punish shoto fireballs: EX Legs is AMAZING at punishing fireballs, besides U1, j.hp, focus attack, and jump-ins.
[*]Sometimes poking with s.mk can work, despite what I said earlier, but you should just not use it too often.
[/LIST]

How to beat Akuma’s s.hk: Like you said, block and punish. Punish with cr.mp instead of cr.mk, it’s faster and does the same damage. However, beware of the opponent cancelling his recovery into Ultra. You can avoid this by punishing with an uppercut instead of a normal but you lose damage.

In general, just try to avoid the situation where shotos are playing footsies with you in the first place.

Against Ryu, Seth’s s.mk is a great defensive poke, meaning when he’s walking at you. It will beat cr.mk well.

First of all, why are you doing cr.mk xx sonic boom? You should be hit-confirming/mixing up with cr.lk cr.lp cr.mp as a general rule. Secondly, if your opponent is focusing out of the Sonic Boom, you are very predictable with your block strings. Here’s a list of some of the things you do to beat people focusing:
[LIST]
[]Tick SPD
[
]Frame trap uppercut - hits twice versus block/focus. Make sure you are option select FADC’ing - if you delay the Focus Attack Cancel, it will only come out when you hit twice, which means the opponent was blocking. If they were focusing you will get 225 damage + stomps.
[]Tanden Engine like you said. You say it’s risky. Risky if what? If they mash jab/uppercut? Everything Seth does is risky.
[
]Ultra 1 the focus attack on reaction
[]EX Legs the focus
[
]EX Sonic Boom
[*]FADC backdash out of SB to make them whiff, punish with combo
[/LIST]
I do use cr.mk xx sb sometimes, but it’s only when I have meter to burn for an FADC and I want high damage.

Don’t play Seth like a shoto, you have to use ALL his tools to do well.

thank very much for all this,i do use all of what you mentioned ocassionaly/situationally,like uppercut frame trap,ultra/EX legs against FA,but i dont keep a record of it means dont remember at what situation i use certain move/trick and for what etc,just comes naturally to me and most of the times it pays off though the things i do keep track donot pay off mostly.i do cr mk xx sb so tht i can keep the opponent on the floor for tanden engine,but you are rite i should bait more at this range,i will really need help for matches in the future and i will definately try to get some matches recorded before i post my next problem and in future help someone else as well,thank you very much Kikuichimonji.
One More question What Are My Options after block MGB of dudely,i can EX spd the EX MGB but mgb has different range,i have tried crouch lp,lk,mp,but nothing seems to work and i got hit by dudely’s mid punch into mgb again and tht continues until i do a dp.

I have trouble with akuma on wakeup vortex. Its so annoying. Also a good akuma is hard to get in on. :frowning:

Mp Tandem seems to work when Akuma jumps forward with an air FB. The FB wiffs thru seth and akuma gets sucked it for a combo.

off the top of my head I know you can spd to punish any mgb on block (except the lp version) also hp shoryuken can punish hp mgb.

If your crouching normals are getting beat by his normals after a MGB, you’re hitting them too late. You can also backdash or jump away from most of his followup moves, but both have their associated risks. Jab SPD and crouching jab are usually your best options if you don’t have meter.

Hey guys, I wanted to know how you guys deal with the e.honda matchup. I don’t know if I should be playing lame like the zangief matchup, or rush down? Or maybe both? Rush down mixups are risky because his ex buttslam and headbutt seem to have good invincibility and take off a lot of health. He can also get around sonic booms easily with n.j fierce. Up close he can pressure with handslap and tick throw oicho throw. Zoning with n.j dhalsim arms seems risky too because he can hit you out of it. He seems like a zangief who has much better mobility and reversal options and can still dish out large amounts of damage, and I have no idea how to approach this matchup.

You do both. The mixup part should be really easy if you know your safe jumps and know how to bait ex-headbutt

Ok, can’t remember if ex-headbutt can be punished on block by anything, i know regular headbutt can be though, it seemed like it depends on the distance. Otherwise I guess I go for os shoryuken to punish the headbutt. Thank you

EX headbutt (really, all headbutts) can be punished with lp super and will also lose to Seth’s DP (FADC stomps). HP headbutt can be punished with mk legs or ultra. LP headbutt you can’t really punish without super as far as I know.

I can’t get Seth’s DP to beat EX Headbutt… Unless it’s the EX version they all get beat out…

You’re doing the uppercut too early. If you delay it a bit it’s pretty free. After looking at the frame data, technically EX Headbutt has 1 more frame of invincibility but if he’s doing a reversal he doesn’t have control over timing. You do.

Also, I believe instant air stomp beats EX Headbutt clean into an air juggle. I know it beats EX Sumo Slam. You can also jump back on his wakeup and punish EX headbutt after he lands. I don’t remember how. Maybe j.hk -> cr.mk xx legs. Honda has large recovery on whiffed headbutts, it’s basically the same recovery as if you blocked it without the blockstun to make it safer.

I think you can punish LP.headbutt with ultra on block.

Edit:
Just tested all the options

Lp.headbutt;
-Lp/Mp.Super on block
-Ultra 1 on block and reacton
-Dp on reaction
Mp.headbutt;
-Lp/Mp.Super on block
-Ultra 1 on block or reaction
-Dp on reaction
-Ex.legs on reaction
Hp.headbutt**;**
-Super on block
-Legs on block
-Ultra 1 on bock or reaction
-Ex legs from very far away on reaction
-Dp on reaction
Ex.headbutt;
-Lp.super on block
-Ultra 1 on reaction
-Dp on reaction
-Ex legs on reaction

I’m having trouble atm with a Guy player who keeps going for elbow drops. sometimes I get thrown other times my jumping medium punch catches him out of the air. What are my options from the ground?

^ Cl. FP, Lp DP, dash under, and Nj.RH work really well against that.

Glad that those Akuma tips worked really well in my favour,I randomly use jab TE to stop Akuma Walking Towards me and MP TE for Air Fireballs works greatttt.Now that i have trouble against a very good abel player,who seems to knock out every move seth has to offer,i really like to know how to play against Abel Air To Air.
1)How To Beat Abel’s Jump Mp/Hp Air To Air,It Stuffs Almost Every Thing Seth Has To Offer Besides Early Jump HK.
2)Zoning Tips Against Abels,Cant Zone Him With Jump Hp,Far HP Or Sonic Booms,His Rolls Can Easily Punish the Ground Attacks,and Jump Hp Is Not A Problem For Abel.
3)How Do You Rush Him On Knock Down,I Will Do Empty Jump Spds,During Mixups The Abel Guy Always Do a Jump Back Hp/Mp to get out of Mixups.For Example,My String Are,crlk,crlp,after tht Abel Guy Would Hold JB,HP/mp and it will beat spd,divekick,crossup kick,Headstomp,Tandem Engine,everything lol,What Am I Suppose To do Here,Zone With Far HP.So In Short How Do You Rush Abel and getting out of his Mixups is hard to as i can punish rolls with Exspd,teleport on Crousup,But Nothing Which I can think of Is Safe.

I suck at this match up too but I know what to do offensively once I get the knockdown.,
**-**Tanden right out of his grab range on his wake up (catches wake up TTs, back dashes, Ex CoD, and Ex Roll)
**-**Normal grab alot more. (when they start teching, you get free command grab setups)
**-**The Magneto loop does work on him.
**-**If hes mashing regular TT in your block string, restart block string with neutral jump (or forward jump if you already did several normals to be in range for a cross up), restart block string with back dash (TT has ridiculous recovery), or frame trap him with a normal or dp.
If hes mashing Ex TT, same rules apply, but instead replace the frame trapping with normals to throws (regular and command).

                        *** When hes holding Up/ Up back in your block strings.***

**-**If he likes to jump back after your block strings then let him and punish him by letting himself in the corner, punish with Ultra 1, Jump forward after you block string and do MP will catch him, or do at least a jab or two so he’ll be in range and DP him for a frame trap
**-**If hes mashes FP and holding Up back the entire time, you can delay your block string enough where theres a frame or two that is open to catch his jumping frames. You can also punish it by catching his landing frames by doing far standing FP (ground stretch arms) when he is about to make contact with the ground.