Seth-in-depth Match-up Thread

Hop has recovery, you can jab him out of it. Blanka has to knock you down before it’s good for anything and Seth doesn’t struggle in keeping Blanka out.
Electricity is kind of spacing dependent, generally you use whatever attack the tip will hit canceled into Hyakuretsukyaku. Usually that’s cr.LK or cr.MK. IIRC you can just do HK Hyakuretsukyaku or EX if you can’t figure it out at a glance quickly.
EX Rainbow Ball is kind of tricky when used as a reversal, but it’s more or less a gimmick that you can learn to deal with in training mode. I can’t really describe how to deal with it. Non-reversal is focusable though, making it much easier to deal with.

Flip is spacing dependent, but generally you can just cst.HP or LP DP. If he’s doing it on you as you get up, you need to do a crouching attack.

I find it amusing when I face Seth players and none of them seem to understand how to get in or have a ground game. All they seem to be able to do is mash SRKs so I wipe the map with them mostly with random characters.

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i discovered yet another character which rapes me and this is fei long. how to get in oh him? occasional dash spd is like my only way, he sits there and reacts to all other shit lol. some good spaced divekick helps from time to time but its not reliable also. any special tricks to know? if he gets knocked down its ok of course, but what to do before getting this kd?

Don’t be mid range. You will lose. Just don’t do it. Stay the hell away.

I don’t play the matchup hardly at all, but trying to fight Fei at his good range (lp rekka range and slightly beyond that) is just asking to get dunked.

It’s a 6-4 matchup in Fei’s favor.

For rekka, you basically have to throw out stuff to try and discourage his game. Don’t get me wrong, there’s no way you’re gonna beat Fei at his optimal range, but you absolutely cannot give ground freely to Fei. Some options are:

  • mash st.lp boxer style, if you’re unlucky or he spaces nicely you’ll lose or trade poorly, but this actually stuffs rekka a surprising amount of the time. Don’t think you can OS legs here unless you’re some execution demon, but it’s possible to confirm into cr.mk, especially since stuffing his rekka lands you a counterhit.
  • cr.mk OS legs, but if Fei catches on it’s an easy whiff punish for him so be careful doing it.
  • st.mk, also whiff punishable but harder for Fei
  • focus. release immediately after absorbing the hit, if he’s paying attention he can easily do 2nd rekka to break armor if you keep charging. Always backdash after the hit, if you’re lucky and he went 2nd rekka you hit him counterhit and he crumples and you can legs or sweep. Otherwise, you get a free 65 dmg on him or he blocks it. The risky part is when he whiffs the 1st rekka right in your face and it’s very hard to recognize, if you release at that point it’s very possible to lose to his 2nd rekka.
  • neutral jump. biggest reward, but also biggest risk. if he rekkas early into your jump, it’s an easy AA for him. Can also easily beat you air-to-air if he predicts it. however, if he does the rekka as you begin to descend, it’s a full 300+ jumpin combo for you into KD/reset and potentially wins you the game.
  • stretchy arms. only do this from just outside maximum hp.rekka range, otherwise you’re eating rekka (or super…or ultra…)

Mix up your options, try and make him think a bit, or better yet hesitate before throwing out rekkas. If your opponent eats dash spd often then abuse it, but otherwise prepare to put up a solid defence.

ex.chicken wing is free u1 for you. every. single. time. whether he’s using it as some get-in-for-free card, or as an escape, u1 catches him always. Very easy to react to him glowing, and with a bit of experience even normal chicken wing is easily react-able. This is also great news for offence as he can’t ex.wing out of your crossups for free anymore (stretchy arms punish w/o u1 but might as well be free). Very simply put, once you get u1, that special of his is completely off the table.

The reasoning for holding your ground instead of just backdashing all day is that you CAN’T get put in the corner. Seth is completely helpless to rekka with no space to position himself, you can’t jump at all cause Fei likes to stay a bit closer than other chars when applying corner pressure, and Fei’s frametraps/command grab turn into huge setups/dmg opportunities for him. If you’re lucky you can find a way out, but at that point you’ve probably lost so much health you’ll just get slowly chipped to death.

How do you beat Vega? Difficult matchup IMO. Seth seems to mostly lose foodies and backflips seem to recover too quick to punish without an option select. He also has a lot of wakeup bullshit and can easily punish jumps and sonic booms when he gets U1.

Only things I seem to have success with are jump ins and j.HP to stop wall dives.

It’s really hard to break Claw’s neutral game, you pretty much have to get a lucky jump-in while he’s busy pressing buttons on the ground and force him to block it, then once you’re in his face it’s your game. Watch out for the backflip though, you can’t bully him with DP FADC the same way as other chars, respect the option and OS mp.tanden to scare him out of using it. Just don’t do it too close or you might get the stupid autocorrect tanden, that’s real annoying…

If you’re having trouble with his walldive mixup coming down, alternate between very late DP and meeting him air-to-air. You’ll win the huge majority of the time, easily enough to discourage him from that gimmick.

Once you get U1 so many of his options are off the table it’s hilarious. Rolls are punished, wall dives punished, sky high claw punished, ultras punished, jump-ins punished. His only option is to walk forward and poke, and while he doesn’t mind doing that, it makes his game 1 dimensional enough that you can find ways around it. For example, Seth’s long-ass focus range makes Claw’s slower pokes (st.mk, cr.mp) very dangerous without charge. Focus isn’t an abusable option though, he can choose to just suddenly sit himself outside of your focus range, and if you happened to start charging a focus at that point, he gets guaranteed ex.dive or ultra.

Mix-up your options, especially close-up, and try to keep him pressured once you’re in. Don’t let him get away with backdash/flips/neutral jumps. Stick to a more frametrap heavy game using normals and tandens than DP or SPDs, Claw’s punish damage is brutal. Not much use for meter in the MU, I find myself using it mostly on boom FADC and ex.spd lol.

aaaaaaaaaaaaaa

gotta find jozhear’s posts
wait what happened to jozhear anyway
oh wait he’s just been hanging in the regional threads cuz we’re only one step up from gfaqs
oh posted about 1000 times in this thread alone in 6 months what the fuck

finding this was a bitch

Thanks guise. That will help.

You can’t jump at Vega if his anti-airs are on point. nj.hk, flip kick, s.hk, df.hk, U2 and jump back jab cover all avenues of attack. If you can get him to whiff a normal he can’t do anything about your jump though.

Tanden is too fast to catch the PPP backflip.

So, guys, I’m having issues with EX air fireball. I can’t react with tanden (because of startup) to the fireball unless he does it at a weird position. If I want to catch him with tanden, it’s a bad gamble for me, as either he doesn’t jump instant EX air fireball, or he does a j.mk or something instead. U1 ain’t too good against those kind of fireballs, either (U2 would work, I reckon, but do you guys think that trade-off is worth it, given how much U1 denies?)

These decisions also reduce my anti-air game in the matchup, as I’m afraid to DP into fireballs. Sometimes I got OK trades, but still. But after a while I almost eventually stop trying and go for pre-emptive j.mp or j.hp to stop it, but that’s also a bad gamble if he just stays still for a free DP. Even EX Legs seem wonky to deal with it as you can get punched out right as you hit them with it at times.

Anyways, I’m obv. doing something wrong, so any insights would be appreciated.

EX SRK -> stomps, dashing underneath, delayed lp tanden for a full combo, super delayed U1, or just get the hell out of the way. Unless you’re in the corner, just get out of their path. Even if you don’t punish it’s no big deal.

Throw your own fireballs.

U1 will work, the timing is weird for it. Once the EX FB is out you can generally throw the Ultra in the reaction window and it will catch him as he falls (has grounded recovery.) I say reaction window because you cannot try to preempt the move the second he flashes gold. At a certain range (near/in TK EX in your face) you may have to focus backdash U1 (kinda hard, not sure if it works 100% of the time…)

Super catches all air fireballs.

EX Hyakuretsukyaku does work but the timing is very unusual so it will take practice. You also have to account for Gouki’s position when using this, so you have to know the distances pretty well.

EX DP generally beats any air fireball pressure attempts / corner air fireballs but sometimes you’ll get ass damage. Sometimes timing is tricky otherwise your DP will just fly under them…

Trades with air FB are generally never a bad idea but I understand that it’ll feel like it is quite often. Reality is that Gouki’s air FB only does 40 damage (EX 40+40.) Your DP does 100 on the first hit alone. If both of you don’t end up on the ground afterwards (Seth only flinches ie) you can follow up with stomps, dive kick for 235 - pretty good deal.

Thanks, guys, I’ll try out a different timing for U1. I did try EX SRK but at some points that also traded, but I’m pretty sure he was too far up and I should’ve done something different like dash under instead for those higher ones. Also, yes, I should probably just go for the trade more often as it is favorable, particularly given the positions we’ll be in after compared to if he gets free entry.

The second rep of EX SRK is not invincible. Don’t do the second rep.

Just remember every time he blows a bar on ex.air ball and you successfully diffuse the situation, he’s down 1 meter. Meter is incredibly important in the MU, he needs that shit for DP FADC to get you the hell off him when you’re in his face.

Akuma forces you to play his game, but since Seth kinda does that to every other char, it’s only fair that there’s 1 MU where the opponent can make you his bitch.

Wow I can’t believe this thread is still stickeyed. It was last updated like right after Super came out…

Anyway, I’m not nearly current enough on the game or the character, but if anyone would like to volunteer to write a new OP for the thread, I would be willing to update it.

Yeh, despite some good contributors this thread is very poorly maintained. All the info in the OP is well out of date. Someone with the knowledge should make a new one.

Yea I’m thinking an “in-depth” MU thread would have more minute details of every MU, like footsie pokes vs their pokes, AA options vs their jumpins, pressure tools, anti-pressure tools, OS’s, etc. That’d add up to make huge posts, probably better to start a new thread if someone got around to it.