Thought I’d make an actual post now. Won’t bother with anything other than Seth since I feel I cannot comprehend some aspects of other characters’ games.
Seth
+j.HP restored, damage lowered by 10, stun lowered by 100
Seth was originally a character designed to have extreme potential at a range and up close but be a high risk character. Without redoing his walk speed and footsies, I think he kind of needed this move. Lower stun and damage prevent tipping some matches into the stupid territory.
+Ultra 1 reverted to Super status
I have no idea why they changed this. It really did not make sense.
+cr.LP start up changed to 3f, frame advantage on block changed to 0
Gouki gets this and it’s +2 on block. Okay, so it’s not the greatest reasoning…
+cr.LK frame advantage on block changed to +3
It starts up in 5f and would help his defense a little bit.
+Ultra 2 recovery reduced (or) increase damage significantly (or) return invincibility
You cannot do mix ups after this connects. It does not do significant damage after scaling in combos. It doesn’t have the invincibility that made it a crazy chip tool. While some characters somehow have worse Ultra options, it kind of feels like this needs to have some sort of utility other than “oh, Seth can combo into this for +100 damage if he is doing a punish.” Oh, and sometimes it doesn’t connect fully. Get ready for pain if it doesn’t.
+Head stomp reverted to Super status
Again, I have no idea why they changed this. It fucks up some of Seth’s combos and makes them generally more difficult. No reason for this to be the way it is in AE.
+/-EX Hyakuretsukyaku is projectile invincible for it’s entire duration, no longer strike or throw invincible
I just think this is what this tool is particularly suited for, and should be made to function with it’s uses.
+/-Dive kick hit and block stun returned to Super status
I don’t know why they changed this. I see it as a buff compared to AE’s new dive kick personally, but it does remove some of Seth’s gimmicks on the other hand.
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Slight meter gain nerf
Seth gains meter incredibly fast. DP FADC is an incredible tool and I feel that Seth should not get access to it quite as fast as he can with successful mix ups.
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Super invincibility reverted to Super status
Going along with Ultra 2 changes, Seth should not have access to this as a chip out tool since it already functions as a fireball trap.
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Ultra 1 retains AE recovery
It was kind of dumb how you could just throw this out without much care against a lot of the cast.
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EX Hyakuretsukyaku stun reverted to Super status
Takes away some bullshit that Seth can do to characters with very low stun values.
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Slight stun reduction overall
Seth still stuns a little too fast sometimes. I don’t really have any decent ideas of what to change, though…so I’ll just go the Capcom way and say “overall.” I think his damage should be heightened a little bit in some areas, but an Ultra 2 damage buff could be sufficient to negate it and still warrant the stun reductions.
edit: Actually, maybe revert his Health back to 750 too. The stun buff was very nice for Seth; with any of these changes, it may be too much to have a health buff as well.