Seth SSFIV: AE Loc Test Impressions (News, Venting, Etc.)

Without the Jumping Hp seth is no longer a keep away character. His fireball is retarded unsafe, standing HP is a joke. I really dont know what to do. Capcom made finally the most balanced SF ever and then decided to change it AND I QUOTE “DRASTICALLY”

Is there seriously anyway that we can get in direct contact wit capcom? I know that sounds like what a 12 year old would say but im seriously disheartened. I dont think anyone would make the assumption that A semi air projectile that is unsafe and does 60 dmg is considered unbalanced. Especially on a character that has shit life and stun.

Only way this would make any sense is if Dhali lost his j.hp, Akuma lost his air fireball, Ibuki cant shoot kunais, and seth gained at least 100 life. at least.

Yo, standingHp is good. both of them.

Standing Hp, and his fireball are rly unsafe. especially on a char that has 750 life. stand.hp can trade health… and trading with seth = lose. He stands therr way too long after his sonic boom. Srsly its sonic boom, not hadoken, Make it as fast as guile, or atleast close. Not like the unsafest projectile ever.

I’d like more damage output, less knockback and more knockdown time on hyakuretsukyaku, and full startup invincibility on tanden engine. As Seth is he doesn’t get much of a mixup on knockdown from hyakuretsukyaku. I don’t like how far it puts the opponent away because most of the fireball characters beat him fullscreen. Why in the world is st.hp so unsafe on hit and block.

Less knockback no, as it puts them closer to the corner where Seth excels; More knockdown time would be broken as you’d get the 50/50 mix-up after it with no bar; Full start-up invincibility on tanden engine would ALSO be broken, you’d get a free anti-air tanden after every jump-in, since you’d catch them on their 4 recovery frames.

st.HP is good, you can poke under fireballs with it, so it’s great right now. You’re not supposed to use it at point blank. Making it faster would be good, but that would also be pushing our luck.

A character length wouldn’t be that much of a knockback reduction. Most characters get a free 50/50 mixup on knockdown. Full startup invincibility would be a bit broken (though if I can react to a jump with a tanden engine I can dp it easily), I should have thought that out better. It’d be nice if to have a bit of startup invincibility, less startup, or more active frames.
St.hp most certainly is not great. It doesn’t go under fireballs on startup, and the opponent can just throw another fireball after blocking OR getting hit by it. Seth needs a better way to deter fireballs.

standing long arms is only good in combination with jumping long arms.
If j.hp is gone, he will have no zooning game, then how is he suppose to beat honda? I played today against a good honda on v-sf4, I didnt spam arms, but It helped alot(took like 60% of his health with it).

I usually rush honda down. Headbutts are easy to safe jump, and the magneto loop is great against his wide hitbox. Most hondas I’ve played are good at beating jumping hp air to air with their own jumping fierce. Counter-hit neutral jump fierce hurts.

Sigh… st.HP goes under fireballs clean and constantly and n it cant be punished by another fireball. hiropon does this frequently and i’ve started to do it frequently too.

[media=youtube]KyIGOYMasIg[/media]

he uses it sometimes in that drag of a match.

I didn’t say punished by a fireball, I just said that they can another fireball with their frame-advantage. Most of the people I play know to stay out of st.hp range, and the times it does hit they’re too far to hit again, or I get counter-hit by their fireball.
Watched the vid (why doesn’t the Ryu ex fireball?). The st.hp went under fireballs that he predicted. I know it does that. I meant the startup doesn’t go under fireballs. Notice how many times hiropon either neutral jumped or threw another fireball rather than using st.hp. Had he tried to at those times, the st.hp would have gotten counter hit.
1:05 is what I’m talking about; after getting hit by the st.hp, the ryu just throws another fireball. Dhalsim is +1 on hit IIRC while seth is -11. If Seth’s st.hp gave better frame advantage, he’d be able to fierce again like Dhalsim.

Two more known.
Down + Medium Kick in the air (toe taps) had their hitbox weakened.
Ultra 1 is now ‘fireball-like’, so it can be deflected by other character’s projectiles.

Capcom be trolling?

If j.d.MK becomes like Chun’s, I’m quitting Seth. I never used j.HP or U1 that much anyway, but DON’T FUCKING MESS WITH MY RIVERDANCE.

Joking plz. this seriously has been the worst 2 days of my life.

lol. I’m in disbelief over these patch modifications regarding Seth.

It’s not that I want him to be top tier or anything. But I really love the way he plays in SFIV. He’s incredibly FUN to play. If they remove core aspects of his gameplay, like j.HP or mess up his riverdance or ultra1, he quite frankly won’t be as fun to play as anymore. He won’t even be the same character. Whatever made him interesting in the first place was his great versatility.

It was a sad day for us Seth players when he had Seth’s teleport and divekick nerfed to near uselessness in SSFIV. But this sounds like it could turn out far worse.

If they alter him to the point that I don’t find him fun to play as anymore I’ll simply call it quits.

Expect a sequal to this tomorrow, featuring full rage: [media=youtube]5zdtP1OtVjE[/media]

bull shit!

Great. As if I didn’t have enough difficulty winning tournaments with him.

So, it’s over then?

Later, Seth.

Hey guys, anyone here is invited to have laggy Vanilla matches with me tomorrow. i’ll be on that game all day and hopefully fins some matches to play. PSN.

Fuck Super, Suck Seth in Super, Fuck capcom, Fuck arcade edition and Fuck yun and Yang.

I have trouble believing some of those changes, hoping they’re bugs. And hoping something cool replaces the j.hp.

Up until yesterday I was thinking about switching to Seth too… .