Ae seth better then old seth?

Maybe I’m just too tired to notice it. Was messing up cross-up Sonic booms earlier, so that’s probably the case. Do know for a fact it isn’t Vanilla speed - tried gimmicking teleport command grab a few times only to get grabbed out of it every time, haha.

The damage increase only seems to be by 10, I did a quick training mode session before anything and I seem to remember MK doing 140 while HK did 150. Though I don’t remember the original values off the top of my head either…wasn’t able to see what the stun was, since my dummy has stun off by default and it didn’t cross my mind to check it.

Vanilla Hyaku was 120 damage 250 stun each,
SSF4 Hyaku was 110, 110, 120. 200 stun each.
AE is 120, 130, 150 damage. 100, 150, 200 stun.

Losing jumping fierce is a pain in a lot of matchups. People just jump from wherever jumping strong and SRK can’t hit.

The fireball buff is pointless, because Seth can’t zone very effectively without jumping fierce.

Far fierce is still terrible.

The close strong buff is useless. They should have given crouching strong that frame data.

Far forward is still to slow (hits frame 8) to be a great poke and it doesn’t even give frame advantage on block to compensate. Not hitting many crouching moves or low specials makes it pretty unsafe for a main poke.

The active frame increase on crouching forward is a nerf in disguise. It’s now -5 on block instead of -4. Guile can punish this with flash kick with more leeway.

The stomp nerf is the most retarded thing ever.

I don’t notice the increase in divekick descent speed at all, but the hit/block stun nerf is very noticeable. I guess we’ll have to do gimmicky stuff like divekick into grab or whiffed divekick into get thrown and die.

Jab Tanden Engine feels the same.

Seth’s super does less damage.

U1’s 40 damage boost is a joke. The way people were talking I thought it did 450 damage like a normal ultra. Not being able to punish fireballs from certain distances is a pain.

Losing U2 chip kills is dumb, especially because people don’t get stunned.

The HP buff isn’t enough: Seth still has the lowest HP in the game.

The stun buff is nice.

Despite all of these nerfs, Seth still walks as slow as Sagat, still doesn’t have a 3 frame jab, still has a 3 frame SPD with no range or damage, doesn’t have an overhead, still can’t magneto loop the entire cast (he want’s Honda’s or Zangief’s crossup body splash), still has crappy dashes, still can’t get in on fireballers without taking significant risks, still doesn’t have a safe anti-jump out move, and still does crappy damage.

Poor baby

-Dammit_rab

I have to reiterate what some have said to an extent.

Matches where you needed to use j.fp occasionally are a pain now. And there are some matches, like the twins, where I could see it being very useful and wishing I had it. That being said, I seem to manage fine without it.

The reason I often used U2 for chip was because people always seemed to have a sliver of life left. With the damage increase on legs, I never really have people in that range, and if I do, SRK FADC SRK will do the trick. I also save super more now and just boom cancel into super from fullscreen to get the chip I need to safely close out the match.

The most difficult matchups for me so far are Yang, Dictator, Makoto (jesus it’s hard to keep her out now), Fei, and Dudley. I get auto depressed when I have to fight any of these characters.

The cr.fp buff is awesome, I love the jab tanden, forward PPP is gdlk, and the legs got some weird tweaks that I sort of enjoy. Whilst I hate the stun decrease, only mk (the main one we combo into) got the stun nerf. HK has the same stun, and EX legs got a stun BUFF, it does 250 stun. Something as simple as a crossup j.hk cr.fp ex legs combo deals near 500 stun. I don’t often use that, however, unless I know it will stun someone.

The stomp nerf is by far the worst thing ever. I used to like to stomp on someone in the corner to a crossup j.hk then either hitconfirm into legs or tick SPD, but I find myself whiffing the stomp constantly and then getting thrown or punished hard for trying it. Now, I find myself going for crossup divekick in the corner which allows you enough advantage to confirm into legs easily if you get the crossup.

Speaking of divekick, the buff is odd. It’s good to use it to stomp people from jumping, and stuffing anti-airs (I swear the hitbox is gdlk). It beats every other air to air normal generally, which helps keep people grounded, thus minimizing the loss of j.fp.

I hated the new Seth at first, but I’ve grown to appreciate him for what he is, and I can still play him effectively, I feel. My second from Super, Cammy, now ugh, that’s a different story…lol

EX legs did 250 stun in Super.

The worst thing about the stomps is that you can get punished for failing combos like SRK FADC stomps and crouching fierce xx jab SRK, stomps. I really miss jumping in on cornered opponents almost for free with instant stomps.

You should have seen the divekick in vanilla: it beat EVERYTHING air-to-air AND several normal anti-airs. It started up faster, descended faster, had decent hit-stun and was generally a pain in the ass for characters with slow anti-airs.

Did it? Excuse my noobishness then; I only ever used it for anti airing people or going through badly spaced plasma, so I never noticed I guess.

As for SRK FADC stomps and cr.fp XX jab SRK stomps, I try to avoid these combos completely just in case I should make a mistake and then get punished for it. I used stomps mostly as a mixup, and to follow a j.mp. After a j.mp now, if the spacing looks weird to me, I’ll just ex tanden and combo from the ground. Seth builds meter like a champ still, so I don’t sweat the meter burn.

I seriously can’t see this PPP teleport speed increase. And apparently the SRK Wiki can’t either. Are you guys sure it is there? I can actually feel the difference with Sonic Boom as I don’t EX Shoryuken on accident nearly as much.

Honestly, you should definitely not avoid those two combos, they are basically the best ones he has. SRK FADC stomps is an immensely powerful tool for Seth. Once you get it down, it is almost completely safe. And it can be used to pressure your opponent like crazy - SRK can be OSed, so you can actually - confirm - your SRK missed and FADC into a command grab or whatever. You can actually OS SRK people until they wise-up and block or use one of the few moves that gets them out of the pressure situation. The best part of this? You can stuff almost (again, almost) every Shoryuken in the game. I’ve had games where I’ve gotten four free HP SRKs and then a command grab. cr.HP, LP SRK stomps dive kick is the main punisher Seth has and leads into mix-ups which Seth basically needs against everyone but the fiercest of mashers (no pun intended.) Of course, in AE, this combo can be much harder to land (and sometimes impossible apparently) so you can instead opt to cr.LP, st.HP xx HP Shoryuken and then initiate mix-ups.

To be fair, the instant stomps on cornered people were usually only safe against people who didn’t know how to deal with it. Or could mash a 3f reversal.

jeeze i edit posts a lot

He’s worse in my opinion. Even if you played him aggressively before, the loss of j.hp changed alot of matchups for the worse, and often much worse. I don’t think his buffs made any matchups significantly better in return.

I dont know jack about Seth, but I know reading these forums that:
optimistic person says yes, glass half full, better
pessimist says no, half empty, worse
Realist says, not better or worse, just different… it evens out since he got buffs and nerfs both.

…and Guile players say WTF Capcom FML.

yo… did cr.HP’s recovery get nerfed? Or did j-MP’s hitbox get nerfed?

Because I’m doing this Seth on Seth shit, with cr.HP > j-MP and it’s not working at all in AE, and it’s working fine on Super. Fuck is this shit? It’s missing on some other character too.

lmfao… Another kick in the nuts for us Seth players, so to speak…

I can only get the j.strong to connect if I do a tanden engine before the cr.fierce, but srk as a followup is impossible.

that’s great… I really think it’s the cr.HP, as I noticed that j.HK is a bit harder to connect after that too.

(FFFFFUUUUUUUU, I just lost one of my random-ass resets)

Hey kanta, where have you been?

Super after legs is garbage
Ultra 1 is garbage
Ultra 2 is useless
Headstomps are horrible
Everything is just wrong with Seth

I know. I’m starting to notice. I just got beat by a point-blank Vega U2, and I activated U2 after him. 12 frames my ass.

Headstomps are worse, yeah, but I think I’m getting used to the shittyness. Also, all the buffs are either useless or a lie.

I managed to get cr.HP, j.MP, Shoryuken working on some characters. And U2 is just hilarious, it’s not even an AA anymore. You can’t beat EX Headstomp on reaction with U2. I mean, what the hell? (yes, you can backdash, but still.) Honestly, what’s the fucking point with this now? I’d rather try reading a Sonic Boom with Ultra 1 instead of using Ultra 2 against Guile now. Also, in one of the random matches I had last night. I’m not 100% sure, but Ultra 1 may be able to deal with fireballs if they’re incredibly close to you when you activate (talking about activating it right as the Fireball is about to hit you.)

And the stomps really get more and more frustrating. While adapting and everything is fine, simple fact of the matter is that sometimes they just force you whiff dive kick now.

IIRC Vega’s U2 has complete fireball invincibility.

That last sentence is pure truth.

Just play Yun? I don’t see why you wouldn’t given their respective tools, health and damage.

At least the health/stun buffs make Seth last longer.

If you think about it, the fact that Yun is amazingly good character isn’t that good of a reason to play him. It’s a matter of personal preference.

Well, unless you’re really competitive and want to win more tournaments…

The 50 hp gets lost in 1 anti-air or two random jabs.

I’m finding the j-HP buff useful.

The stun buff is really important for Seth from what I’ve experienced. I like his little sume splash change too, though it’s not all that useful. At least, I’ve not found a use for it yet.