Claw is SHIT at footsies, js. His normals have like, no range after you do his ex dp. Ryu is better.
Ryu is also harder to block than Akuma, stuns quicker than Makoto, has combos/block strings longer than Sakura’s, frame traps better than Cody, and his fireball is better than Sagat’s and Guile’s put together.
Trust me, I’m right. I would’ve won Evo, but I couldn’t go.
Oh, and I use Akuma’s teleport during a frame trap.
Its ok if someone turtles as long as the character’s normal/special moves has fairly long recovery frames…
Camping + Spamming zero recovery frame projectile (like sonic boom and tiger shot)
can be considered as annoying and relying on cheap moves.
Most player throw dozens of projectile but still, they’re fast enough to recover and counter any projectile evasion or close up attempt.
I really had a hard time and frustration to deal with these retarded-chicken…
Seems like these turtlers has no guts to attempt rush down or close up !
Please capcom…nerf all these cheapmoves by add up more recovery frame.
Some characters rely on staying back and using their projectiles but have sucky, slow close normals so your aim would be to slowly make your way in (and corner them) and rape.
Remember even if they chip you to 10% health left and you only just got in, all you might need is 1 momentum to end things.
Putting aside our different opinions on Ryu, I decided to actually play around with Seth’s st.LP and fst.LP. I’m sure that most of this stuff is known to Seth mains but I did find quite a number of combos that Seth can perform utilizing st.LP or fst.LP. I’m not sure I understand what you mean by Ryu can use his st.LP in combos effectively but Seth can’t. I would agree that Ryu get’s one advantage over Seth in this, st.LP - c.LP - sweep combo is something Seth can’t do (but that is more a function of Ryu’s sweep than his jab)
Anyways as I said moving on from Ryu. Seth actually has quite a number of options off of st.LP
st.LP has tons of combos, and really the only reasons not to use it is that it whiffs on most crouching characters (common problem for A LOT of characters st.LP close or far) and the fact that in general, Seth has better options and wants to avoid scaling his combos early on. Here is some combos that work well
c.LP - cst.LP - cst.HP - whatever (HP is special cancelable so you can go into kicks - stomps - dive kick or go into DP or anything.)
c.LP - cst.LP - cst.MP - c.MP - whatever
cst.LP - cst.LP - s.LP - c.MK - whatever
c.LK - cst.LP - cst.HP - whatever
cst.HK - s.LP - c.MK - whatever (of course that is kind of neadless scaling since you could just do cst.HK - c.MP - whatever)
Seth isn’t even all that hard to block. He has maybe, one mixup outside of his spd that I have trouble blocking. Viper on the other hand? That bitch is crazy.
a well timed cr.MK makes the flame kick wiff, and you can punish … and on wake up you can FADC the hell away from her , 80% of the time on wake up they try to cross you up with the flame kick ,so just block the oposite direction
Seth is why I decided to start working on a secondary because the matchup is just insane for Balrog.
Seth wins from pretty much every distance, and it’s extremely difficult to even get into a somewhat less unfavorable distance (jab range). Tanden engine beating out dash punches is pure bullshit because it leaves Balrog with basically no options other than to hop around like an idiot or turtle, which is useless. Seth’s jump arc makes just keeping him out extremely difficult for Balrog, when stopping obvious jumps is supposed to be one of his biggest strengths. Seth’s j. hk also destroys all of Balrog’s air normals meaning that he can just fly at you with impunity. It’s a matchup where you have no control at any point, and your only chance at winning is by catching Seth with something random while he’s focused on trying to perfect you.
I’m not saying Seth is OP, but that matchup is easily one of the worst in the game to the point that my Yun with 1/10 the amount of practice fares better against him. Still, I hate Seth. He’s the only character Capcom really tried to balance with health alone, and the result is something that produces random outcomes more often than any other character and doesn’t even feel like you’re playing a Street Fighter game.