Ok so whats the general opinion.
Who wins the match ups:
Seth vs. Sagat/Sim/Gief/Juri/Dictator.
Also which are the very worst Seth match ups ?
Ok so whats the general opinion.
Who wins the match ups:
Seth vs. Sagat/Sim/Gief/Juri/Dictator.
Also which are the very worst Seth match ups ?
IMO Seth only loses to Sagat and Dhalsim out of those 5 and his worst matchups are Fei-Long, Ken, Sagat and Dhalsim.
I’m just going to start talking 2012 since AE is coming to a close.
Seth will win against
Seth will go even against
Seth will lose against
Seth’s worst match up (imo) is by far Fei. Seth does not have a good answer for Rekka pressure and once Seth’s cornered (which is likely to happen) he is in a lot of trouble. Thing is he can’t really keep Fei out either. The threat of U2 can often throw Seth off his game, especially if you end up triggering it in the first round. Viper is also not that great. Not nearly as bad as Fei but not too good. Akuma is also slightly advantaged against Seth, though not nearly as much as he was in AE. Ken’s pretty annoying for Seth too, although it’s probably his most winnable MU when it comes to bad matches.
It isn’t talked about much but Sakura is also a bad match for Seth. Can’t keep her out, she has better footsies, and she gets essentially free pressure on you when you don’t have meter. All of that pressure leads to big damage and mix ups. Her air to air game is pretty solid too. Definitely a winnable match due to how meh her wake up is though.
Sakura isn’t bad. She’s free on wakeup and her mixups are blockable. You can keep her out well and footsies isn’t in her favor because your cr.mk is as ridiculous as hers. Her damage is just insane. You can’t jump at her but Seth doesn’t need to jump at her.
Dictator doesn’t scare me. His footsies are good but the scissor kick trap is weaker now and his reversals are ass if you OS properly.
I still think Zangief is in Seth’s favor. The removal of EX Green Hand knocking down removes a lot of what makes him scary for Seth. nj.hp from SSF4 was mostly headbutt/lariat bait anyway. He just has no way around Sonic Boom that Seth can’t punish. SPD does not lead to a good mixup for Zangief either. Zangief has to jump at the right time in this matchup to win. There’s no way around that.
I never thought of Dhalsim as a terrible matchup as long as you know how to punish teleports with cl.hp and you know how to OS teleports.
Fei’s only a bad matchup because Fei’s damage is retarded. Seth has ‘answers’ to rekka pressure, but usually that answer is to get the hell out of that spacing. Fei is free on wakeup without U2. Fei’s damage nerf will allow Seth to play more ‘random.’
Sakura is definitely bad and I think most people would agree with me. The reasons are not too difficult to see. For starters, her cr.MK being as ridiculous (better, actually) as yours is one of the main reasons she is so good in this match up. Any cr.MK into LK Shunpukyaku, she gets her game going and it’s damn good against Seth. Everyone can block anyone’s mix ups, but Sakura’s LK Shunpukyaku is 0 on block and Seth doesn’t have the 3f cr.LP & cr.LK she does. When Sakura has 3 bars you are at an extreme disadvantage at all positions on screen. She’ll blow through any fireballs on reaction, she’ll outfootsie you, you can’t fst.HP her fireball (iirc? might be getting confused with Chun on this one), she can OS all your wake up options at once excluding EX SPD, she can stop Dive kicks easily compared to most of the cast, she does very well in the air against Seth, and she can OS her EX DP to safely escape your EX DP (which you will have to do, otherwise you will get cleanly beat out by her OS EX DP) and reset the situation. And while you can shut all of her shit down should you manage to get a knock down, once she gets three bars (which happens pretty fast) you end up resetting the situation again. Then Sakura can do some pretty hot shit in the corner which basically forces you to block 80% of the time and guess the follow up. It’s winnable, but I think it’s definitely in Sakura’s favor.
Yeah, but I don’t think Dictator really scares anyone haha. It’s just not in Seth’s favor…the scissor kick trap being weaker did help a lot though. And you can’t really OS Dictator properly from what I understand…you have to pick from more OS than usual - teleport, EX Psycho Crusher, or EX Devil’s Reverse. They’re all hugely meh, I agree, but since he has so many escape options you can’t really lock him down like a lot of other characters. Still, I guess I could see this being even now. The modified U2, nerfed st.HK and pushback increase on Scissor kicks does help Seth a lot. I’m used to playing turtle-ish Dictators so I always view this match up a bit worse since you can’t force Bison to come to you as easily anymore.
That’s why I think Zangief is debatable. EX GH does help Seth a lot, Seth got a small but significant health/stun buff, Hyakuretsu does more damage while still keeping him out, and Seth’s new poking tools are great for this match. On the other hand, the new SPD range and damage alongside U2 with the removal of j.HP even it out in my opinion. Zangief’s only gotta get in once and he’s allowed to make mistakes. Once he gets U2 and manages to do that, your options aren’t looking too great. I liked j.HP a lot here because (as you mentioned) you used it a lot for baiting and punished Zangief often for it. My zoning game is fucking garbage though so that probably plays a big role in my opinion about this match up…
Me either with Dhalsim. Honestly I think this has always been in Seth’s favor. Seth wrecks Sim up close and Seth can zone at full screen better than Sim can. Sim has to try to keep Seth around the mid-screen area and one mistake, it’s over. Which is likely to happen because of Seth’s dive kick.
I really disagree with Fei, although I think his damage is retarded too. Seth’s answers for Rekka pressure are always “get the fuck out.” Any other time he has answers, the Fei player is spacing his Rekkas improperly. Fei is free without U2 on wake up, yeah. But that U2 is a pretty big mind game and a really bad thing for Seth if he gets hit by it. Hits hard, momentum is totally shifted, and Fei has some decent mix ups of his own. Unfortanetly, Seth struggles once he’s out of the Rekka zone. Any zoning options he has are blown up once Fei has meter and Fei gets a mix up half the time or some retarded damage if he punishes you on top of putting you in the corner half the time. His normals are retarded as fuck, and they get worse when you’re in the corner. You can’t wall jump out because Fei can literally just sit there and slowly chip you out with an occasional Rekka. Then you have +1 FADC DP. God damn that shit is retarded…
Speaking of retarded, I’m convinced that Yun is actually a bad match up for Seth now too. Airborne dash punch, palm counter hitting you for 30%, lot of set ups don’t work because of Dragon Kick invincibility on top of crazy hit boxes, lolfst.MP, extremely nice OS, scoops, datdamage. Not really that bad though - just 4.5 instead of 5.0 or 5.5 in Seth’s favor, since Seth can make Yun work to get in and still can mix him up.
How can I avoid getting tandem engine on his cr.lp,cr.lp,cr.mp xx lightning legs?
Hold MP in
^this.
Hold mp until after you’ve inputted legs, or release mp faster.
Is it safe to teleport after legs? I see Poongko doing it, I know with KKK teleport you end up in front of them, and with PPP teleport it depends on what characters. I usually fadc dp or s.hp but sometimes I get jabed out, is it possible you are at a disadvantage?
You’re at -1 or better. The testing I did before was inconclusive, but I’m pretty sure you’re at even or +1. The threat of EX SPD and SRK usually lets you hit jab or cl.mp there anyway.
The “safe on teleport after legs thing” is irritating to me, sometimes i do it the second i’m active, but i still get Reversal SRK’d
probably my poor timing, is there no difference in recovery if you hit someone airborne? might have a small fuck-about.
Hi. Im new to sf and i picked seth as my main as he has attacks of most characters and
really powerful. But his low health is giving me lots of problems. For instance, sagats keep
Spamming light tiger knee or light rekkas and the chip damage alone is quite alot. Also once i got hit by a super
Or a ultra, its basically over for me. How should i adjust my style to suit seths low health?
Please advise, thx.
Low health characters like Seth arn’t to good when you’re just picking the game up, often you’ll die to quickly to learn anything, & you’ll also be to afraid to go in when you should, for fear of fucking up combos or character Reverals.
Still, here’s some notes
If you are playing someone who likes to keep away & throw fireball, rather than jump in & eat whatever, try & time your Stand HP to go under the fireball, & tag them, this will build some fundemental things you will use with Seth.
Remember, 9/10 your SRK will beat theres, but don’t mash it out on every blockstring, try & gauge whether they’ll keep pressuring you, for example Rufu’s like to repeat low level dive kicks repeatedly.
if you’ve got your opponent knocked down & you don’t know what to do, then, presuming you’ve got got the meter, do an SRK on there wake up. Then you can either see if it’s blocked & try to FADC the second hit, or just FADC the first hit. This application is used in all levels of Seths play in one way or another, & it will also build upon your ability to perform FADC’s & react accordingly after them. On top of this there are very few things that will beat your SRK on there wake-up
If you’re playing someone who spams Reversal moves (flowchart Ken) then practice baiting the SRK, by Focus -> Backdash on there wake-up, or just blocking & reacting. Crouch MK -> MK Legs will always punish a blocked SRK & never miss.
Don’t be afraid to teleport away, If they’re letting you do it, & doing nothing about it, it’s not your problem.
If you block an SRK that implies you are near them for the most part, so go for st.fp(4frame start-up) to rh spin kicks or fp dp. Never go for cr.mk to mk spin kicks unless they are too far away for st.fp as the damage difference is large.
st.fp to rh spin kicks is 240
cr.mk to mk spin kicks is 180
Also please stop going for normal throws as a punish to a long recovery moves when st.fp deals more damage and one frame slower than throw. I see a lot of people do this.
^^He’s a new player dude, you can’t tell them to go for full punishes when he’s barely gonna register a blocked LP SRK as a punish situation^^
Besides, there are many occasions when a lp SRK will push you to far away, sure you can walk back in with “i’m-the-fastest-fucker-in-the-game-Akuma” but Seth walks like he’s constipated.
& yeah, you immediately tell the calibre of your opponent when you whiff a HP SRK & they punish with a back throw… I still usually go on to lose though
and if you’re really on your game, can’t you do LP tanden for something stronger + build meter? I know that could be asking a lot, since I only do this in training mode for the most part, and don’t encounter a lot of players that would do LP shoryuken at its most punishable range.
Few things:
1.) You can’t punish all LP DPs with Tanden Engine and sometimes you have to do a reversal for it to work. Ryu and Ken for example recover before LP Engine starts up while Sagat is easy to punish. This is something important to know because the difference between landing cr.HP and cst.HP is huge for Seth when he’s mid-screen and he builds substantially more meter either way.
2.) If you look like you’re too far to land cst.HP, use cr.MK as stated. It’s still much better damage and you can usually land an HP DP (always an MK Legs) since it moves you slightly forward during the cancel window. And if you’re playing an HP masher you usually have enough time to dash in for cst.HP anywho.
3.) Quite honestly, if you’re punishing a normal with long recovery. Sometimes it is better to go for the throw than cst.HP. Seth has (slightly) better set ups off of both of his throws (as well as SPD) mid-screen on about half the cast. It’s a gamble though. The set ups are safer than Seth’s DP set ups but you will lose a lot of damage if they actually block your set up (though you’ll basically do more damage if your set up does connect, and you will be able to keep Seth’s half-ass pressure on either way.)
Whether you’re new to the game or not if you’re playing seth you need to do maximum damage every opportunity you get on account of his low health. I think his punishes are pretty darn easy to do, but yeah it’s just a matter of practice when it comes to instantly recognizing an opportunity.
is there any stomp tutorial around? i cannot do the stomps in the corner when starting on the ground, I can do 1 stomp max, with luck.
Nevermind, got it to work myself today.