Seth Punishing Guide

seth

#1

One major strength of Seth’s that isn’t widely known is his ability to punish a wide variety of moves on block, sometimes for a lot of damage. Well, this thread is here to change that, as I will provide lists of all the useful ways to punish things.

NOTE: Always use LP for the super unless indicated otherwise. Heavier versions have longer range but more startup.

Ryu:

Sweep:

Super

DP (any version):

low fierce xx jab DP, headstomps -> divekick
low fierce, Ultra
low fierce, Super

Ultra:

Ultra
Super

Ken:

DP:

Same as Ryu

Sweep:

Same as Ryu

Super:

low fierce combo
You can also hit him with DP or Ultra in between the two uppercuts

Ultra:

walk backward a bit, neutral jump roundhouse (takes a bit of practice to time) -> low fierce into lightning legs/super/ultra

Zangief:

Green Hand (all versions):

Fierce SPD (safest option)
close fierce xx whatever (more damage than SPD but doesn’t work at max range)
Ultra
Super

Lariat:

Sweep
Super or Ultra works if he moves backward

Dhalsim:

Roundhouse Slide:

low MK xx MK lightning legs or super
Ultra

Jump Back Fierce (the instant overhead):

Ultra (works even if it hits!)
HP Super (same)

Blanka:

Horizontal Ball (all versions):

stand fierce
roundhouse lightning legs (only if you blocked it very close to him, not really recommended)
Ultra
Super

Vertical Ball (all versions):

MK lightning legs
Ultra
Super

Rainbow Roll (all versions):

Jab Tandem Engine into close fierce combo

Super:

Jab Tandem Engine into close fierce combo

Ultra:

Jab Tandem Engine into low fierce combo

Chun-Li:

EX Spinning Bird Kick:

low MK xx MK lightning legs or Super
Ultra

Super:

Jump forward with crossup roundhouse into close fierce combo

Ultra:

neutral jump roundhouse combo as with Sagat super

E.Honda:

Jab/Strong Headbutt:

Ultra
Super

Fierce Headbutt:

MK lightning legs
Ultra
Super

EX Headbutt:

Super

Butt Splash:

SPD (stick with Jab to be safe)

EX Butt Splash:

2nd hit is safe, but you can DP or Ultra him in between the two

Super:

Fierce DP
Super

Ultra:

low MK xx MK lightning legs or Super
Ultra

Guile:

Sweep:

Can interrupt 2nd hit with DP, Jab/EX SPD, Ultra, or even Super

Flash Kick (all versions):

Jab Tandem Engine into close fierce combo

Super:

Walk forward a bit, then do any low fierce combo

Ultra:

After blocking the 1st flash kick, do a backward KKK teleport then jump forward with any crossup roundhouse combo

Balrog:

Buffalo Headbutt (all versions):

Close fierce combo (learn to visually judge the range where you can do this)
low MP xx MK lightning legs or super (if you’re not sure about close HP, do this)
Ultra

Level 2 TAP:

Fierce DP or SPD

Level 3+ TAP:

Fierce DP or SPD
Super
Close fierce combo (harder than the above options)

MP/HP Dash Straight:

low jab xx LK lightning legs
Super

LP Low Rush:

Super

MP/HP Low Rush:

Ultra
Super

LP/EX Overhead Rush:

Fierce DP

MP/HP Overhead Rush:

Fierce DP
Super

MK Dash Upper:

Fierce DP

HK Dash Upper:

Fierce DP
Super

LK Dash Ground Smash:

Fierce DP

MK/HK Dash Ground Smash:

Fierce DP
Super

Super:

low MP xx MK lightning legs or super
Ultra

Ultra:

HK lightning legs
Super
Can DP or Ultra before the last uppercut

Vega:

Walldive:

HK lightning legs
Ultra
Super

Sky High Claw:

HK lightning legs
Ultra
Super

Scarlet Terror:

low fierce combo (kinda difficult) or close fierce combo (easier)

Ultra:

Jump forward with roundhouse into low fierce combo

Sagat:

Tiger Uppercut:

Jab Tandem Engine into best available low fierce combo

EX Tiger Uppercut:

low fierce combo after he switches sides

Super:

Hold up while blocking, and do the same neutral jump roundhouse combo I described in Ken’s ultra

Ultra:

any low fierce combo

M.Bison:

Slide:

Safe at max range. Can punish with close fierce combo or super depending on distance.

Jab Psycho Crusher:

close fierce combo

Strong/Fierce Psycho Crusher:

low fierce combo (harder) or close fierce combo (easier)
Ultra

EX Psycho Crusher:

low MP xx MK lightning legs or super
Ultra

HK/EX Scissor Kick:

Super

Super:

HK lightning legs
Ultra
Super

Ultra:

Jab Tandem Engine into any low fierce combo

Akuma:

DP (all versions):

Jab Tandem Engine into close fierce combo

Rufus:

Crouching Fierce:

Ultra
Super (MP version)

Sweep:

Super

EX Messiah Kick:

Perform a jab DP after blocking the first part. If he stops there, it will punish him. If he uses the somersault kick followup, you will still be in blockstun and thus able to punish that with a low fierce combo. If he uses the low or overhead followups, the DP will hit them (and allow you to juggle stomps if he used the overhead).

Super:

close fierce combo

Ultra:

Block low so the last hit whiffs, then do low fierce into lightning legs/super/ultra

C.Viper:

Fierce Thunder Knuckle:

low fierce combo

Super:

Jump forward with crossup roundhouse into any low fierce combo

Ultra:

Block the 1st hit, backdash, then as she lands jump forward with j.roundhouse into low fierce combo

Abel:

Rekkas:

EX SPD after the first one. Whether he stops there or continues, he’s getting grabbed.

LK/MK Wheel Kick:

Fierce DP (doesn’t work at max range)
Super

HK/EX Wheel Kick:

Fierce DP (doesn’t work at max range)
Super
Ultra (doesn’t work at max range)

Super:

low fierce combo

Ultra:

Jab Tandem Engine into low fierce combo

El Fuerte:

Habanero Dash MP (the splash that crosses up):

MK lightning legs
Ultra
Super

Habanero Dash HK (the slide):

Safe from max range. You can get a fierce DP, fierce SPD, super, or ultra depending on range.

Chest Bump:

MK lightning legs
Ultra
Super

Super:

low fierce combo (jab DP into stomps doesn’t work from this)

Gouken:

Palm:

Fierce DP (doesn’t work from max range)
Super

EX Palm:

Fierce DP (doesn’t work from longer range)

Demon Flip Sweep:

low MP xx MK lightning legs or super (most reliable option)
Ultra

Super:

neutral jump roundhouse into low fierce combo (jab DP -> stomps doesn’t work)

Ultra:

neutral jump roundhouse into any low fierce combo

Seth:

Far Standing Fierce:

Ultra
Super (MP version, doesn’t work at max range)

Close Fierce:

Fierce DP
Super

Sweep:

Super

DP (all versions):

low MK xx MK lightning legs or super
Ultra

Lightning Legs (all versions):

Jab Tandem Engine into any low fierce combo

Super:

Jump forward with crossup roundhouse into low fierce combo

Ultra:

Ultra (only if blocked up close)
Super (MP version, only if blocked up close)

Cammy:

Cannon Drill:

close fierce combo or SPD

Cannon Spike:

Jab Tandem Engine into close fierce combo
Ultra

Super:

Jab Tandem Engine into close fierce combo
Ultra

Ultra:

Jab Tandem Engine into close fierce combo
Ultra

Fei-Long:

Full Rekka series:

any low fierce combo

Flame Kick (all versions):

Jab Tandem Engine into close fierce combo
Ultra

Super:

Jab Tandem Engine into any low fierce combo

Ultra:

Jab Tandem Engine into any low fierce combo

Rose:

Soul Spiral:

Safe at max range, can get close fierce combo or SPD when a bit closer.

Soul Reflect:

Super

Ultra:

standing fierce
Ultra
Super
can dash up and close fierce if within range

Sakura:

DP (all versions):

close fierce combo
Ultra

EX Sakura Otoshi (hopping punches):

SPD

Super:

Super

Ultra:

Jab Tandem Engine into any low fierce combo

Dan:

Sweep:

Super

DP (all versions):

any low fierce combo

Super:

neutral jump roundhouse into low fierce combos

Ultra:

Jump back with roundhouse into any low fierce combo

Gen:

Crouching Roundhouse (Mantis):

Ultra
Super

Crouching Short (Crane):

Fierce DP (doesn’t work at max range)
Super

Crouching Roundhouse (Crane):

any low fierce combo

Gekirou (all versions):

any low fierce combo

Walldive -> hold F:

close fierce combo (doesn’t work at max range)
Super

Walldive -> hold U -> hold D:

close fierce combo

Mantis Super:

neutral jump roundhouse into any low fierce combo

Mantis Ultra:

neutral jump roundhouse into any low fierce combo


#2

This is exactly what I need, thanks.

However, Seth can’t punish Abel’s Change of Direction with ultra. Ultra has 10 frames startup. Abel is -3 on most CoDs, and -7 at worst. EX or LP SPD are the only guaranteed punishers Seth has unless Abel’s in throw range anyway.

What’s ‘close fierce combo?’


#3

Wow, thanks for the tip! Training mode must be buggy then, because it has Abel get hit by the ultra every time there.

Also, as for close fierce combos, it’s basically either close fierce xx RH lightning legs or close fierce xx sonic boom xx super. Sometimes in these situations you may instead want to go for an SPD since it gives you a crossup attempt.

BTW, I now have all characters in the OP and the Abel thing has been fixed.


#4

I don’t know why, maybe you weren’t holding back after you did the CoD? I main Abel along with Seth, and I know that CoD is only punishable with like SPD or Shoryuken, and then only if you’re paying really good attention. Unless I’m missing something.


#5

Ryu:

DP (any version):

low fierce xx jab DP, headstomps -> divekick
low fierce, Ultra
low fierce, Super

That’s 282 dmg & 455 stun dmg.

Personally I use low fierce xx lightning legs though just because it’s so much easier to use execution-wise and the damage/stun is comparable. (210 dmg & 450 stun) Plus I like the fact that this combo puts the opponent at the other side of the screen compared to being right next to them.


#6

You should have plenty of time to back teleport after the dive kick… probably will confuse them even more, unless you’ve done it to the point that they expect it.


#7

The stomps combo is good against some characters (i.e. shotos) since you can walk under them afterward for crossup games. You generally can’t cross up bigger characters (or Sakura for some reason), so it’s not quite as useful against them.

You can cross up everyone in the corner, though, so you should always use this juggle after lightning legs there.

Also, edited the OP a little bit more. Dan’s sweep = free super, yay.


#8

this is great


#9

Edited the OP with a couple more things.

DO NOT USE LOW MK TO PUNISH LARIATS, YOU WILL GET HIT. Just sweep him and get the hell away.

Also, blocking Sagat’s EX tiger uppercut will cause you to switch sides, so you don’t need tandem engine - just wait and low fierce him.


#10

Josh, mad props on your Seth, man. I hadn’t seen him played effectively and had no idea he was that dangerous. Thx for the eye openers!


#11

against abel if you block the first hit of COD you can FA after it absorb the second hit and then crumple stun him… after that your free to do whatever you want


#12

And if he stops and then tornado throws, you look like a moron. I do a tornado throw after Change of Direction on block ALL the time.


#13

wow… never had anyone do that to me, point taken


#14

I do it on hit sometimes if I’m feeling saucy :smiley:


#15

Found a few things that were missed

guile’s c.hk can be countered with SPD any version when he is close between first two hits.

not all 3 versions of vertical ball when blocked up close can be punished with MK lightning legs.

against electricity i have been able to counter with a s.hp if the first 1/4 of his limbs do not get hit (about 1/8 of the screen away from the electrifity’s peak) if someone is spamming electricity you can walk up c.mk > mk lightning legs.

against geif if you wait till the lariat is over and go for a shoryu no matter what he does unless he blocks or moves back he will get hit (tested with jab dp)

agaist far lariats best punish is s.hp as sometimes j.hp gets hit.

against guiles online (mostly not the best, but have some basics) when they are crouching and baiting… if you tele back and do a wall bounce LOW and you do divekick, you are in range to punish any flash kick with a lp tandem > c.hp combo

also jumping hp vs geif’s jumping hp is bad idea… trades and you lose 15% life…


#16

against far lariat i usually throw a SB then st. hp for the free 2 hit combo, all you need to do is listen for which lariat it is and then do hp sb for kkk lariat and mp sb for ppp lariat

ohh and does anyone know if EX tanden engine will pull people out of far hurricane kicks? alot of shitty ryus try to use hurricane kick from a distance to set up a throw and i can hit them out of it but cant combo ( no damage ) and i dont like just teching there throw or spding them because of its low damage.


#17

test it in training mode yourself? theres a record function for a reason.


#18

EX Tandem is only useful in combos. It doesn’t pull people out of the air otherwise.

And thanks a lot, will edit the OP later. I need to add Blanka’s slide as well…low MK combos work if it’s not well spaced, but I’m not sure what to do at max range.

This thread is all about punishing stuff on block, BTW. Maybe I could add some whiff stuff…


#19

I’ll be helping out alot josh, add me on aim or w/e. I got shit else to do after wednesday so i’m gona level up for a week before i have to start class again.


#20

Not sure if this fully makes sense as a punisher if he has the option to block after it. Can you clarify here?