So, what do we know about Seth?
Well, Seth is a “Jack of all trades; master of none” character. Possessing
most of the original SF cast’s move list. He can do it all. Plasma, Lightning Legs,
Teleport, Wall Jump, Spinning Pile Driver, and of course, Shoryuken. As well
as his own signature moves. In v.2012, Seth has been altered to cater to
a more aggressive style of play, granting him an additional 50 HP and bigger
hit boxes on some of his close normals. Having tools to deal with the whole
cast, Seth can at times, be a unstoppable force of sorts. His weakness
in concern with Guy, involve gaining consistent opportunities for damage,
while not putting himself in a position to lose a ton of life himself.
What can I learn about Seth?
All of Seth’s frame data can be found on the SRK Wiki.
For undocumented changes and discussion, please check out this thread in the Seth forums:
What should I be doing?
Seth is good at dictating the pace of the match, and riding out the momentum
of that pace until the end of the round. Guy is just as equally mobile as Seth is,
so try your best to never let Seth pinpoint your movements. Seth cannot zone
Guy out as his fireball is almost useless in this match up. Because of Seth’s
low HP, all attack trades are in your favor. This means that Seth must be more
cautious at finding his openings, which in turn, grants Guy more opportunities of
offense. Be aware of Seth’s meter, as Guy knocking Seth down is still a true
guess on Guy’s part upon Okizeme. Force Seth to make a decision, just as he
would have you upon his knock down opportunities.
What should I be aware of?
This move has generous start up, so it is fairly easy to avoid if you are
anticipating it. Puts you in a repeated guessing scenario. Jump Forward
and Punish, or jump back and escape. Don’t get sucked in.
It doesn’t lead into anything, but it is still free damage. Max range it
is not punishable. Anywhere else it is punishable with EX Hozanto.
It’s slow. You can focus it. You can jump over it. You can cr.HK under it.
You can block it. There is no reason to get hit by this move.
This is mainly used in Seth’s Knock down mix ups, or a wall jump
to change his jump arc. If it is used mid range, simply avoid it.
This is his escape option as well as his gap closer. Try to read
where he is going to land and position yourself accordingly.
Ultra 1 is great here for more damage and a potential round closer.
However, you are rarely in a position where you can land grounded
hits that lead into Ultra 1. I believe Ultra 2 should be the standard choice
in this match up for several reasons. It will always do max damage.
It shouldn’t be used post stun unless it guarantees the kill. And it beats
a couple of Seth’s standard mix ups, such as SRK > FADC and his Sonic
Boom into Teleport setup after an Ultra 1.
It’s easier for Seth to land a knock down on you. If your intent is to be
aggressive, be aware of Seth’s meter. If you are playing passive, don’t
be a sitting duck. Make it hard for Seth to know what your plan of attack
is. Punish as best as the situation permits. Make Seth second guess his
next move. Keep Ultra 2 stocked to nullify guessing situations.
[LEFT]You all are more than welcome to add or update information about this match up. If anything[/LEFT]
[LEFT]I mentioned is incorrect, feel free to let me know.[/LEFT]