SF4 Seth: 750 health/stun character with extremely fun moveset, flashy and long combos, excellent keep away game and one heck of rush down game. Worth the trouble learning him and his Reward/Risk ratio during rushdown and zoning is kinda even considering his flexibility.
SSF4 Seth: 750 health/stun character with fun moveset, flashy and long combos and good keep away game. His reward/risk ratio is now extremely favors risk.
SSF4 AE Seth: 750 health/stun character with some fun moves as well as some flashy and long combos. His reward:risk ratio is now 0:10.
What is Seth’s next nerf? Will Capcom ever listen to us Seth mainers ever again? Did the scrubs and whining brats finally have their victory using their low risk high reward crap? Find out in the next episode of Seth Journey to Nerfvile: “The CEO downfall”.
But in all seriousness, I didnt even think nerfing Seth was even humanly possible. Why is Capcom sooo creative in their nerfing? Hope this is just a mere loc test and it wont be patched in final build.
I’ve seen this said on various parts of the forum regarding the Loc Test.
I think the reason why a lot of us are freaking out is because Seth was already nerfed pretty hard in Super, with really no buffs (I don’t consider U2 a buff).
So in our minds, the same might happen for AE.
Also I started a thread for just Seth venting/impressions on the current Loc Test and anything else related to it.
This definitely sucks. Even if you don’t necessarily do a lot of damage every game with j.fp, it’s just having that option there that makes it such a bad nerf for us Seth players. I really don’t understand what the motive behind nerfing a character that nobody is having success with anyway(on a large scale, winning major tournies etc). Did all the new players complaining about him in arcade mode cause them so much stress that they decided to just literally nerf him into the ground? If this change ends up going into the final version of the game and Seth gets no buffs to compensate (u1 trap, teleport, dive kick buffs) Seth is going to all of a sudden have some big time tier list changes. Matches like Gief and Honda are all of a sudden going to be 7-3 with Seth being the 3.
You have always been a reterd for me.
Jump long amrs is very important for seth, it allow him to control the stage, taking it aways is like taking away guiles sonic boom.
He have low heath, and shouldnt be able to zoon? wtf? I dont really understand how they are thinking. How is he suppose win vs anyone?
Seth wont work without his jump long amrs. They could make up to this nerf by giving him 1050 hp(yes not 1000, look how big he is), and give him faster walking speed. But he wouldnt be fun to play
Well seeing as you’re using the word reterd i guess your lack of a grasp on the english language means you have no idea what the hell i meant so i will explain it real simple like:
-Seth havey long arms go jump jump, not scare anyone and not overpoweredy
-IF Seth longy armsies no scare anyone, why take it away from him?
Yes long arms is an integral part of his game, but the question was basicly “how many matchups are WON or LOST solely based on one move” and the answer imo is still none, but that also means that there’s no reason to remove the long arms so i have no idea why they did it.
If you still don’t get my meaning now i have serious questions about which one of us is the ‘reterd’ but thanx for sharing that piece of info.
P.S. i don’t blame you since i’ve already spotted that you’re bipolar
I can’t take this anymore, I’m so depressed. If Seth gets worse I’m off to commit suicide, please lay me to rest with a copy of vanilla SF4, clutched in my dead lifeless arms so in heaven I can play a good game.
I’m going to a tournament tomorrow and will be up against a very good Ibuki player I’ve played against a few times, although I have been improving against him and almost beat him a few times, I have yet to claim a single victory over him.
Can anyone please help me out with any matchup knowledge they may have so I can give it a try? Also what is the best way to punish EX Kazegiri (the uppercutt kick that is followed up with a kunai).
I would also appreciate matchup tips for Guile (there is one very good Guile player as well). Does Seth have an airial attack that can beat his air throw? Stomps maybe?
I use Ultra 2 in both matchups because I have had more success with the Tanden Typhoon than the Tanden Stream, it also fits with my aggressive playstyle. Should I be using Ultra 1? If so why?
Thanks in advance guys… I’ll let you know how I do.
On another note I’ve been trying to upload a few replays (got some good ones) but am having difficulties with my pc…
Would that be winnerstayson and these two ([media=youtube]3BrRgJado0g[/media]) by any chance?
As for advice I’d give the same as Kikuichimonji, U1 vs ibuki (think of it like akuma matchup, and also grabs her slides etc. at any distance). And Guile you should be turtling, he WANTS you to jump in, though the good thing is Seth can out turtle Guile; just build meter and sb his sb’s - two hp sb’s will stop a guile ex sb before it reaches you. Get him wanting to come to you. Also if he lp booms then starts approaching you I’m fairly sure you can focus back dash the boom without him being able to punish.
Do you mean American Vega aka Claw? If so why would you use U2? I use U1 exclusively in that matchup because it punishes walldives and his crossup EX claw thingy. You can even punish him if he does EX Barcelona and tries to land on the other side of the stage.
I like U2 against Rufus because it’s guaranteed after blocked EX Messiah and you’re not gonna land AA U1 on him.
I don’t think the chip damage is worth switching ultras because it will only do like 75 chip damage right?
I like Ultra 2 for the simple fact that many characters cannot escape it. When they are low on life and you are near them you can scrape them with Ultra 2. This also makes any knockdown (when low on life) deadly for them. Against charcters who cannot escape it, Ultra 2 practically garuntees victory when used correctly. I think this is a huge advantage for Seth. I also like that you can do Ultra 2 with a SB on screen, allowing for things like SB FADC and upon reaction to the jump Ultra 2. In certain situations you don’t even need to FADC the SB.
Against certain players who know the matchup vs Seth I don’t get an oppertunity to use Ultra 1, because they refrain from doing whatever the Ultra punishes after I get it. Sometimes this in itself makes selecting Ultra 1 worthwhile and I still use it for characters like Ryu, Akuma and Blanka etc. However sometimes the aspect of their game that gets shutdown after you get Ultra 1 is too small or doesn’t make a huge difference to warrant picking Ultra 1 over Ultra 2, in my opinion… maybe I’m wrong?