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Picture from lazygamer. An accurate depiction of what to expect from this match up.
At the end of all fighting games, they're supposed to be fun. Even in a serious tournament, there's a certain thrill to outguessing your opponent, along with the general fun of winning.
In picking a character to master in Street Fighter, there are a lot of factors to consider. In my previous entry, Rufus, not only did I pick him because he was the first one I gravitated to, but his playstyle was flexible enough to accommodate diverse play styles. He could play rush down or he could hang back and play defensively.
Seth is a different matter entirely though for me. He has several flaws that make him unappealing to me. He ranks as having the least amount of health in the game, and deals out significantly less damage per attack than anyone else. Every fight with him is a matter of how many mistakes I make, with the margin of error pretty much being one. But despite that, I find him extremely fun to play, at least in casual matches.
A flying wall of defense
Seth has many of Dhalsim's zoning tools: HP, jumping HP, a fireball, and a teleport. But Seth has one thing Dhalsim doesn't. Seth is moderately fast and has normals better suited to close range. While Dhalsim's jump is slow and predictable, Seth falls really fast. Seth can throw out sonicbooms than react with shoryuken, jump back HP, or several other things.
Wall jump shenanigans
When your opponent thinks you're going to one thing, you do something completely different. That is the essence of mix up. When I jump in, you expect an attack and block, but instead the jump is empty and I throw you. Well, Seth's wall jump is a flow chart of several possibilities forcing some ugly guessing games. Plus it's really fun to do.
First there's his heel stomp, taken right out of Chun-li's move set (down + MK, up to three times), which is an overhead attack by the way. If you think they'll block, you can jump in empty and command throw (Zangief's spinning piledriver, 360 + P). Or, they might anti-air you with shoryuken maybe, but in that case you can cut your arc short with Seth's very own dive kick (down + HK), which can be used as a jump in as opposed to heel stomp. There are more possibilities from his zoning game like teleporting, and so forth that make him a surprising threat even from full screen.
Lots of different answers
Seth is commonly overlooked because of his piss poor health, but he potentially has an answer for everything. He has reliable fireball game, a dragon punch to discourage air game, a command throw to discourage close combat, the ability to zone and turtle or change it up and do a rush down gamble (after a few guesses, Seth can easily dizzy most characters).
The problem with playing Seth is a high demand for focus. You can literally decimate your opponent's health bar to 20%, then suddenly eat a random DP into metsu hadouken and be on even terms in a flash. Seth demands precision and luck but if you don't mind gambling a bit, Seth can be a lot of fun when you mess with you're enemy's heads with his tricks.