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