Thanks for some of the information. But I disagree with Seth being very good at a fireball war, especially Guile. Long post incoming: first about why Guile is hard or impossible to beat in a fireball war, followed by what I think about Seth’s fireball game, and finally what I can gather about the Guile match up.
fst.HP is prohibitively hard to use because of alternating Sonic Boom speeds which result in Seth getting tagged by slower versions of Sonic Boom on block and even on hit occasionally. Ultra 1 does not win fireball wars against anyone if they have meter. EX projectiles will often beat Ultra 1 if they’re anywhere that isn’t the complete opposite side of the the screen. Even one or two training mode squares from being full screen allows most EX projectiles to knock Seth out of Ultra 1. You have to make an educated guess or be playing a very predictable Guile to land Ultra 1 on top of everything else. I think you might be able to react to Sonic Boom with Ultra 1 if you’re looking for it with a lot of practice and you’re playing offline, but it’s practically impossible to react properly when Guile has meter. I tend to give EX Legs less credit than it deserves. But against Guile, I do not think it is possible to reliably react to Sonic Booms with it in time at most distances.
In general, Seth struggles with fireball wars. The main reason is fairly obvious: his Sonic Boom recovers too slowly. But he can have some success with full screen wars…and even then, he has some issues. Making your foe commit to a war at full screen is often nice because you can use fst.HP to punish them for it. Unfortunately, many characters can use EX projectiles which are too fast, projectiles that hit low, projectiles that are too slow, or a combination of these to prevent or even punish Seth for trying fst.HP. Ultra 1 fits the same bill and suffers almost the same problems. If they slowly walked forward during your war, they could be in range to stuff Ultra 1 with an EX projectile. Hell, if they’re close enough they can stuff it with a regular one if it’s fast as well. EX Legs is unfortunately useless for a fireball war. While it’d be extremely awesome to get someone to dedicate themselves to a war at the distance EX Legs can punish projectiles, nobody is going to or wants to do a fireball war at that range because they can get a free jump in punish on Seth for throwing his Sonic Boom. Another thing Seth has going for him in fireball wars is his Super. While it loses to EX projectiles, it beats other projectiles clean. Proper reactions can suck in opponents from full screen and you can of course punish people who try to jump over your Sonic Boom. It may have other applications with it’s newfound invincibility.
Now, about Guile. Taking advice into account, does this sound like a good game plan?
Slowly advance to Guile, occasionally punishing predictable Sonic Booms with fst.HP. Focus absorb Sonic Booms or neutralize them with your own full screen but block them mid screen. Once you get close or get him cornered, wait for a second. If he Sonic Booms, punish with EX Legs. If he walks forward, wait for him to get in range of LP SPD and let it rip. If he simply sits their and does nothing, dash SPD. After landing any of these, it’s time to mix up. For the first two mix ups, do a properly timed head stomp, properly timed dive kick, or j.HK cross up to make him scared to reversal flash kick if he’s not a very good Guile. Then become unpredictable and do work until Guile guesses right or you win. If Guile guesses right and gets you off of him, you may have two new options. The first is Ultra 2, which has two uses. One, you can add a significant amount of damage to your next mix up depending on what you do. The other is if you can successfully read or react to a Sonic Boom near Guile in time, you can use Ultra 2 to suck him in and punish it (Ultra 2 is invincible to projectiles still.) The second option you may have gained access to is Super. While this opens up a lot of options for your mix ups which don’t need to be explained or gone into, it does open up Seth’s fireball trap. Something to consider because without meter, Guile will have to jump over one of your Sonic Booms eventually.
Finally, a question. I’ve been exploring option selects and while I’ve got the herpderpeasy ones (Shoryuken~MP+MK, fwj.HK~Shoryuken, fwj.HK~HK Legs) I either don’t understand or know any others of his. Can someone help me on those? Thanks guys.