I've got problems with some of the Seth stuff:
- B.teleport, j.214A B.teleport j.214A on block; how to stop this? Even if I've shielded the dive I was never able to stop Seth from teleporting again with 5A/2A. I even got CHed with 623A a few times, is j.214A that advantageuos on block? I tried 2C/5B, but if I were too fast, it didn't autocorrect and I got hit w/ j.214A, many times even if it did come out the right way, it traded in Seth's favor. I tried mashing B.reaper, but way too often got command grab out because of reversed inputs if Seth decided to not to switch sides. It's really hard to react if he's crossing up or not and adjust my inputs. I tried jumping away (with or without buttons) and it still wasn't reliable, because if I jumped the wrong way, Seth could've chased me during my landing frames and if I jumped right I still sometimes traded with him. What do if I don't have vorpal/100 meter?
- 66C in neutral - I've played one particular Seth player, who used this move almost exclusively in the midscreen ground game - buffered into 623A seemed impossible to punish (Gord's too far for 2B to hit), he just stayed out of my 2B/3C range and threw that move freely because it usually stuffed my 5C/Mortal Slide, hell, it even won with Grim reaper clearly once. And with Seth's mobility it was really hard to get any game on, so what are my options? Go full yomi/yolo?