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.
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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?