No not at all. I was just saying you used the word ‘bad’ enough times it made me want to reply in such a way. Jokes!
are the WIPs ever gonna be updated?
Thanks for all the info on the Sim matchup guys.
I might be jumping in on a local tourney this weekend and I wanted to be ready in case I run into any Sim players.
Most of the people I know will probably be running Rog, Honda, Ryu, Sagat, etc etc, which I have experience against. Sim, not so much.
Also is there a solid way to punish Honda’s n.FP with Seth?
It’s situational, but there is a number of things you can do. What sort of situation are you trying to punish said n.FP?
Don’t let that asshole get away with floating fierce. If he does it randomly, ultra his ass. If you don’t have ultra, s.hp is free on the way down. Do not try to shoryu it, that does not work unless it’s EX and even then it has to be psychic. Don’t jump at it either or do neutral j.hp/j.hk.
Someone has suggested to me to try to do a tandem engine on it. I think that’s a good idea, if risky. It will catch him on the way down, but it really has to hit meaty for you to combo from it unless he’s at a range where random tandem is a death wish.
If people are whiffing normals on neutral jumps at range, that’s almost always free standing fierce for you. So if people try to use Rog’s wiggle punch to evade fireballs, that’s a free standing fierce. If Gief whiffs headbutt, free standing fierce. If Chun does random neutral j.hk, free standing fierce (unless she’s close enough to ultra you on hit, that would suck). This only works if they do an air normal because then they lose trip guard.
Kikuichimonji answered my question. I didn’t have a problem with it in a certain situation as I wanted things to keep in mind when it comes out.
I had a bad habit originally of trying to neutral j.hp (or Wall Jumping) it and eating the damage. Never though of s.hp on the neutral fp’s way down.
Yeah its amazing how we look for some complicated to answer with when in reality something simple will do the trick.
Couldn’t agree with you more. Some of my problems come with over-thinking stuff with Seth. Usually can’t afford stuff like that with his Stamina being so low.
Jalapno, I was watching your video here (which I think you posted in the vids thread)
[media=youtube]wjo_u2HggW8[/media]
Any Vega tips you can share or things I should look out for when playing?
Sorry for all the questions everyone. I have my first tourney in a while on Saturday and I’ll be running Seth. I have a lot of practice against my friends who play Viper, Rog, Ryu, Sagat, Honda, Rufus, etc etc.
Thing is I don’t have any people in the area that I can quickly meet up with that plays Sim, Bison, Vega (my buddy with a good Vega moved to Sacramento), Blanka.
Obviously, I find those 4 my worst match-ups as I am not familiar with them as well as I should be. Also que in some natural bad habits (jumping in on Blanka when he has Vert Ball/Elec, eating too many Bison s.hk/not baiting/blocking EX Headstomp correctly, etc)
Definitely appreciate everyone’s input though! I want to keep tips on those matchups in my mind, even if I don’t practice them before Saturday’s tourney.
Vega
[LIST]
[]Teleport out of his bullshit. Depending on how ballsy you are/the spacing, you can either go for a backwards teleport for safety or a forwards teleport to punish
[]mk legs punishes all of his jump bullshit on block. So does ultra.
[]If he tries to build meter with fake sky-high claws, standing fierce, super, or ultra him.
[]j.mp is ‘okay’ versus sky high claw.
[]Do a hp dp or ultra as AA. His j.hp beats your lp shoryu.
[]Don’t try to ultra/shoryu sky high claw as he’s coming down, it almost never works.
[]j.hp is really really good versus most of his bullshit
[]After blocking a roll, he’s -2. This means you can jump out of his ghetto frame trap for free unless he plans to anti-air ultra your jump.
[]If he has charge and ultra, don’t throw fireballs. Actually, if he has charge and EX, don’t throw fireballs.
[]I believe dive kick stuffs non-ex backflip
[]Late meaty lp tandem engine is basically free on Vega’s wakeup unless he jumps or reversals. Because people love to spam his invincible backflips on wakeup or backdash, tandem engine will actually catch any of these if time correctly, I believe. This is important, because vega will abuse his backflips to get out of your mixups and wakeup traps. Consider the fact that he can backflip any SPD attempt and punish your whiff when you decide what to do on their wakeup. Also for this reason do not try to dp fadc on your resets either.
[]Vega’s air throw is really good anti-air. Be careful with doing too much bullshit. Play footsies with j.hp, it’s really your best option. Like Blanka, when he gives up his charge at far range, throw sonic booms. Then you can rush him down and try things like lp/mp tandem engine to close the distance or dash -> EX SPD.
[/LIST]
There’s info on Blanka around here. For dic, just abuse your rushdown and j.hp unless you’re getting your ultra. He has no answer besides random EX reversal, but his reversals are kinda safe. Just don’t get caught trying to do an SPD or DP when he EX Headstomps. J.hp/neutral j.hk owns headstomp.
Thanks for all the info/help!
Just hoping I don’t go 0-2 tomorrow
Honestly, rushing down Vega seems to be the strongest point in the match-up. Just look at the match I had against BrentoBox, if I wasn’t such a noob, I would have noticed they can’t handle pressure.
Cornering Vega is a big thing. Just kind of look at the video, look at what works, and just watch your execution (I lose a round almost entirely by throwing out a SPD when I tried to Sonic boom).
A good way to rush down Vega is utilizing the Dive Kick to chase him if he does the Backflip/Double Backflip out, and using walljump HK/MP really beat out a lot of his things. Try to delay any reaction jumps from full-screen if you see him charging. Just walk backwards or crouch-block, and punish with jump back HK.
I should have won the match between myself and BrentoBox, but I failed to do what was needed to get the job done.
EDIT: I should add, losing to him also motivated me to up my game, now I know a ton more tricks, so he will not be happy the next time around when we play.
EDIT2: Might i suggest to use Blanka against Vega? It’s so little work by comparison.
Problem is I suck at using Blanka
If I did run Blanka tomorrow if I run into a Vega player, I would definitely have to Scrub it out. Elec/Vert Balls all day!
damnnn mann, shit this juss adds to my bag of tricks… thanks you guys, honestly, wen i win a big tourney ill take all yall out to eat dnt trips hahaha =)
When going against Chun Li, the strength of your oki is totally dependent upon mastering your timing of safe jumping to avoid eating EX SBK. What I have typed is little, but the role it plays in your game is great.
The closer the projectile shot, the smaller the chances of it being focused. As iterated before, strengthen your game mid-screen to deal more damage before having their Ultra as a deterrent to your projectile.
Also, I was playing DBC’s Chun yesterday and did the following set-up:
iirc, I landed a BnB into kicks…DBC stopped quick-rising to avoid teleport -> SPD; teleport -> jab dp; teleport -> !stomp ; teleport -> low short ; teleport -> backdash mix-ups.
I figured it was a good time to exercise x-up Boom…I do slow Boom, teleport BEHIND
DBC does Chun’s Ultra on wake-up and, to my surprise, Seth re-appeared directly in front of Chun’s ultra to get smashed.
KO
:sad:
How does Seth punish Abel’s roll (and I mean outside of throw range)? Time a s.fierce just as he comes out of it? Any way to get a Tandem off of this? And is it MP Tandem if so?
Neutral jump is also hurting my game…hard. I need to better react to that when pressuring and just dp.
Early jump normals from my opponents are expected at this point given how effective I am with j.strong. When it gets to this, I think the jab dp and other strengths become free. Train them to attack early in the air when they jump and get your free aa dp into stomps…
throw on reaction up close, lp or mp tandem on reaction at range. far = mp tandem, close = lp tandem. hp has a long startup and might get baited by an lk roll -> jump.
neutral jump is just a good read on their part. nothing much you can do about that, except use regular throw a bit more instead of risking a whiffed SPD.
Thanks, and I don’t mean in response to whiffing an SPD.
Just using
low short x 2, low jab, low strong…
the low strong gets jumped and you’re left on the ground observing their hang-time
I should have adapted to this a bit earlier actually, but yeah
also, in doing
low fierce xx ex tandem …
why is it easier to combo s.rh after this than another low fierce? i am repeatedly missing this online, but when i decide to use cl.s.rh it never misses
good thing is, i guess, is that they are still in range for ex spd at least if you miss the low fierce link, but it is still such a waste
If you do the combo with the link timing they eat the low strong for free. Alternatively, do jump forwards instant air stomp for all the stomps and a reset, lp DP -> stomps (risky obviously if they block), or DP FADC. Seth also has cr.lp/s.lk -> s.hp xx sonic boom frame trap/hit confirm into FADC combo. Chaining cr.lk’s is a low risk, low reward way of beating both reversal and holding up. You can combo from cr.lk xx cr.lk, but only with a 1-frame link of either close s.hp or cr.lp.
Don’t try too hard to Tandem Abel’s rolls, good ones know the move is punishable and will just ultra you on reaction. Or worse, do j.hk -> cr.hp -> ultra for basically your entire healthbar. I mean, it’s useful, especially on Abel’s wakeup, but it’s still hella risky. High risk, high reward.
Another way to punish holding up is to end a string with neutral jump fierce/jump back fierce. It will tag them on their way back and is safe-ish if they don’t do anything.
If someone does a neutral jump and does an attack, that’s a free far s.hp. Or just ultra their asses on the way down and laugh. EX Shoryu is good to beat far neutral jumps too, especially versus characters like Gief or Honda that can actually beat your non-EX shoryus with moves like floating fierce and headbutt.
good stuff, thnx
I thought since tandem grabs on first frame it can once it’s active, there’s no risk when doing it on reaction?
I’m not talking about trying to predict it.