Seth-in-depth Match-up Thread

i have 2 replays against amoco. and frankly to me its now easier to keep gief out. i can post on youtube if need be so you can get an idea of what to do. without j. hp it seems that zangief cant punish much anymore. my zangief matches are won 90 % of the time. Amoco used to beat me by killing my j. hp and now theres no way.

oh and you CAN jump in on lariat with DK btw. just need to aim for his head. the counter hit will give you a better frame advantage.

far.st.MP

That is all.

The move is godlike against jumping Giefs. And it’s also good at going toe-to-toe with Gief’s st.MP

Ex gekiro does not whiff on Seth. I actually think Gen can be quite hard for Seth. Gens anti-air normals are extremely good in this match-up and Gens crane stance jump arc ensures that Seth cannot randomly throw out sonic booms from anywhere but truly fullscreen, since Gen can get a free combo or atleast a tight blockstring that pushes you into the corner. On wake-up Gen is free provided you safejump him or atleast use the Gen specific OS which pretty much beats everything Gen has (…lame). Air to air is also a bad idea, Gens crane normals (specifically j.hp) are pretty beast. Be ready to anti-air at anytime because gen will jump in on you because he needs to. His combos all require him to be atleast withing footsie range so unless you play a Gen with patience of a saint, be ready to srk his jump-ins at any time.

Now I am nice enough to share this little secret with you: If you get forward thrown and Gen does Oga (walldive) in the opposite direction you need to *reverse block *because it is likely 9if the Gen is good) he is doing a cross-up setup. You can actually identify it by watching Gens feet after you’re thrown, if he walks forward a tiny bit just before going into the walldive it is going to be a cross-up attempt unless the Gen deliberately chooses to do a ‘soft’ walldive which is unlikely atleast the first time you play. I cannot tell you how many times I beat Seths by just that setup, cross-up walldive>chance stance into mantis super> mantis ultra and there goes 600+ of your life.

I suppose this sounds confusing so allow me to demonstrate:

[
[walldive>>>>> <<<<<<
[ ___Seth (kd) Gen

You think you need to block to the right because he walldive to the left wall, but you need to block to the left actually if he does the slight wlak forward before doing the walldive.

Gens wierd jumps are hard to read. i agree this can be a hard match for seth if seth doesnt rush him down and locks him down. Once a good Gen starts his shennanigans its pretty hard to know whats going on. Especially without alot of good Gens to practice against.

I agree but a lp srk allows u to reset. and more damage and get away again. With Gief its in and out in and out. |I still think its so much easier in AE for seth to beat Gief than it was in super. except for the lariat because it seems harder to crossup.

You should always check his stance, his crane stance allows him jump crazy far yet his mantis jump arc is more like a bunny hop. A good Gen will usually do all his air related stuff with crane though. And yes, Gen still cariies the element of surprise after all these years. The Gen community hasn’t been sitting still either, since AE we have a lot of new walldive shenanigans, unblockables, safejump setups and such. He is pretty underrated in AE imo.

Ok I Posted This In Q&A Thread,I want to learn the GUY matchup,sonic boom is not your friend that is for sure,what you guys do against jump elbow out of range of dp neutral jump hk,also when seth gets knocked down and guy goes for a bunshin throw how to avoid and punish it if i t can be,i cant seem to safe jump his ex kicks with spd cross up safe jump,how do you pressure guy on his wakeup?

You can crouch jab out of a meaty bunshin grab, you can’t cross up safe jump, and standing fierce is good for elbows

also to add for guy, if you bait out an ex leg spin you can jump in when its at its peak. u will land together and you can combo. … if you want to pressure on his wakeup, time a nj. belly flop to a wakeup ex legs. it can be a wtf moment for guy and it beats out the ex spin. Ultra 1 is best for this matchup. if you see the hint of elbow drop (and i mean not just the jump but the drop start) its a free ultra…
Tandem is a good meaty because alot of Guys backdash, do the EX run etc. theres really no way Guy can punish a meaty tandem if you are spaced correctly.Finally,if you feel the person is a spin kick masher, you can combo or block string into cr.mp, stop and jump forward. Again you will land with him on a mashed EX kick spin and you can combo again.

I have a combo question and i dont wanna switch forums to ask. I saw poongko link a s.HK into a s.HP xx Srk. He did it midscreen too. I cant seem to get the link to work at all because all i get is stretchies after the kick. Does anyone know if theres some sorta wierd trick or timing have to do?

Its character specific. I know it works on Seth, idk about any other characters.

maybe its better for taller chars like sagat and seth? i do land it on seth in the training mode but its pretty hard to do.

it’s fairly easy to land it on seth if you do a tanden engine before hand

probably doesn’t work on sagat (despite his size, cr.LK, cr.LP, cst.HP and cst.MP, cst.HP do not work)

Hi,

Could you guys please give me some tips with the Guy matchup?

I noticed that he is kinda hard to juggle due to his hitbox.

I have this Guy player at the office who is really good and I’d appreciate a few tips regarding the matchup.

Thanks!

after a mp run stop guy is at -5 so punish it :wink:

after a hp run stop i think he is at -2 or -1 so do as you wish (if he like to put some pressure just 360 him tandem engine if he likes to backdash … well read him == )

his ex tatsu is a 4 frame reversal, very hard to safe jump online but you can :wink: try to find some setup (after a 360 a just jump i don’t have any setup )

you must pressure guy not the opposite, OS some light with crouch HK, it will prevent him from backdash or tendem engine if you read him good

against the guy flip close stand hp works best

when he is doing the guy flip at your wakeup , just mash jabs to avoid getting thrown

most of guy likes to backdash, so punish the backdash with OS tandem legs or ultra

Well, I decided to write some information about match-ups in my notebook. If anyone likes this one, I can try to do more, although I’m obviously still learning so I’m not going to say these are great plans or anything.

[details=Spoiler]
RYU1000 Health 1000 Stun Ultra 1 5 – 5

Footsies and pokes…
At maximum range, fst.LP, fst.MP, fst.LK, fst.MK, and cr.MK are your best tools. fst.LP is a good response to Ryu’s fst.LP and fst.LK. fst.MP works well against Ryu’s fst.MP, fst.HP, and fst.HK. fst.MK does as well, although it is slower. It’s basically your overall best tool, but be careful with the relative slowness of it. fst.LK is a little less good when it comes to outright stuffing things and does not lead to damage like cr.MK and fst.MK will, but it’s very fast so it’s also a tool you should be using a lot. cr.MK will cleanly beat Ryu’s cr.MK. Used sparingly, fst.HK is also a pretty good poke. You can whiff punish Ryu’s fw.HP, fst.HK, and cr.HK with cr.MK xx MK Legs.

At close range, fst.LP, fst.LK, cr.LP and cr.LK are your best tools. fst.LP will deal with any high tools that Ryu uses, but it will whiff if he is crouching. So it’s important to pay attention when using this tool. fst.LK is generally just a good tool overall, and you will get a lot of mileage out of it. It’s a general response to everything at this range. cr.LP and cr.LK are good for getting Ryu out of the range he wants to be at and since they’re chainable, you can also use it for some safe potential damage or pressure. cr.LP is much faster than cr.LK, but cr.LK has a better hit box and therefore responds to things a little bit better.

Zoning…
Seth can zone Ryu, but it’s not easy. Use HP Booms to keep up with Ryu in Fireball wars until you feel the opponent is becoming a little too predictable, where you proceed to tag them with fst.HP. If Ryu decides to try to get in, you can fst.HP his advance attempts, meet him in the air with j.MP, neutral jump it with nj.MP/nj.HP/nj.HK, or AA him with a DP. Ryu’s jumping normal hit boxes are abnormally good though, so you can’t AA them with fst.MP or cr.HP reliably. You can’t throw fireballs outside of full-screen when Ryu has meter for a couple of reasons. He can reaction Super or Ultra, and his EX fireball will usually hit you long before you recover. fst.HP is actually good to use every now and then just to throw your opponent off. It does decent damage for such a long reaching attack and pushes them back pretty far on block. However, you have to keep yourself in check when doing this. Predictable limbs get punished hard. Your HP Super can punish any non-EX fireball, and Ultra 1 can punish any fireball farther than mid-screen – although you have to predict an EX one if you don’t want to get hit out of your Ultra. In addition, any fireball that’s used to chip you out can be punished by Ultra 1 as well as long as you do the Ultra late enough. Any fireball thrown mid-screen can be reacted to with EX Legs for a decent punish, though it can be hard to do against Ryu’s EX fireball.

Getting in and rush down…
Ryu can zone pretty well, but Seth is able to get in. You basically bully Ryu into the corner with the threat of EX Legs and lock him there. Punish any bad fireballs hard and get your mix-ups going. Remember to keep it simple at first when playing a Ryu player, as 3f reversals annoy Seth to no end. Tanden Engine is pretty good when you have meter – it’ll suck Ryu in from wherever and you can make him scared to press buttons with the threat of DP. Time it right in fireball wars and you can pull Ryu in while avoiding the fireball. Plus you can get in for some meter at that range with an FADC anyway. Magneto loop can work on Ryu in the corner, and if your timing is incredibly solid, it can work mid-screen as well.

Defense…
An offensive Ryu can be annoying and getting hit by a knockdown can be a pain. If they Tatsu in the air, you have to block it as a high cross up. Back dash out after that. Ryu has pretty hard hitting frame traps as well, so if you find yourself unable to delay your crouch techs. Just take the throw, and try to get away. Ryu can OS your teleport but he has to guess which teleport to OS for. As always, FADCing a DP is probably your best method of blowing through frame traps if you really don’t want to get thrown and your getting caught with your delayed crouch techs. EX SPD is also good, although much less safe. However, you are pretty much forced to block everything that can happen to you off of a knockdown. Seth’s DP starts up fairly slowly so it’s easily safe jumpable and teleport has a habit of becoming a Tanden Engine which kills you. You can decrease some of this pressure by occasionally blowing up Ryu’s safe jumps with an extremely well timed EX SPD. However, I believe he can OS that too, so mix-up what you do a knockdown. The extremely occasional back dash is fine too as an escape option. [/details]

Good? Bad? Bother writing more?

I agree with xlxlxlxl, you can play that matchup incredibly lame.

With Ultra 1 ( and Seth’s s.HP) you shutdown all Blanka balls. On block or on hit you can Ultra 1 or s.HP (if you don’t have U1)

EX up ball is a free ultra/mk legs on hit in AE.

Uh just because you can whiff punish his cr.mk with your own doesn’t mean it will ‘cleanly beat’ Ryu’s cr.mk since his is faster and has a better hitbox/hurtbox. Nobody use s.lk as a poke with Ryu because it basically has negative range. Seth s.lk combos into itself as a link, which leads to 80 damage which is decent.

You don’t even mention Ryu’s cr.mp, which is essentially completely safe to throw out and can lead into a sweep on hit.

You didn’t mention that Ryu’s sweep is a free U1/mk legs on block.

Ryu can punish tanden on block with hp SRK from max range.

Ryu cannot OS a wakeup EX SPD. It catches him on landing recovery. Every safe jump he does is either a free EX SPD or hp srk depending on jump timing. Ryu has the most retarded safe jump in the game - sweep, and then hold up forwards. If he OS’s a hk tatsu it will beat all your options besides EX SPD, which is free. So you have to block it if you don’t have meter. If he does the safe jump timing but empty jumps he can DP as he lands.

Kiku, you cease to amaze me with all you know

You know, I actually went into the lab just to double check if I was wrong on some of the stuff I posted, and literally the only thing that didn’t seem to check out was EX SPD. So, “uh”, thank you for that little bit of knowledge. If we want to get technical, cr.HP and fst.HP are punishable on block/whiff as well, fst.LK is often used as a feint, all characters can punish a blocked max range Tanden (unless we’re talking blocked at near full screen, but hello jump punish anyway), and Seth’s fst.LK doesn’t combo into itself at max range either. I dunno how I forgot about cr.MP…so used to it being used on me as a meaty it totally skipped my mind as most Ryu players tend to abuse cr.MK and forget about cr.MP (yes I know that means they aren’t too solid.)

Just for reference, the AE hit box on Ryu’s cr.MK was nerfed hard and Seth’s cr.MK active frames were increased. It cleanly beats it at maximum range. Actually, it beats it out a little closer than that and trades otherwise if you aren’t mindlessly pressing buttons at that range. It’s not something you can abuse unless Ryu’s cornered, but…well, whatever.