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

Yeah Japan love their zoning, but in America everyone wants to RTSD.

According to the SRK ‘main’ poll Seth is the second least played character, just before Dan.

Yeah, given the population of our forum, and Seth’s unpopularity, I expected that.

Not only that, but not everybody (almost nobody) can deal with not having the “health” factor backing them up in this game, so playing Seth is usually out of the question for them…

I guess I’m a little silly because I was a little surprised with those results on the poll.

For the amount of randoms we get in the Seth forums complaining about the Seth matchup, I would have thought maybe a little more people would be interested in playing him.

61 players out of what 5,000+ that voted? :slight_smile:

Well it is incredibly hard to actually win with Seth anyway when fighting someone actually good. Even though he is not a hard character technically his health just makes him probably the hardest character to be successful with along with Gen and Sakura (not counting Dan)

Yes people probably play him, get frustrated at the quick stun/death or the one ultra turning the game upside-down. They are probably also the people who complain that seth is cheap blahblahblah. It’s actually kind of comforting to see how little of the people main seth, but how helpful the Seth forum seems to be.

I get very frustrated by the bad footsies. Footsies are so important in this game.

scrubs pick seth
scrubs mash DP
scrubs get punished
scrubs die
scrubs start to main ryu

I honestly think Seth will still be very good without his jump HP. He’s got more tools than anyone. What other character has a sick command throw, DP and can move like he does? I mean he can friggin back off walls like chun li and vega! While its tough to pick up Seth at first, once you get him down you can own.

His command throw fails. It does similar normal throw damage, with extra sneeze range and crap load of recovery on whiff. He can not move as he likes, since he has walk speed on par with Makoto, and his dash is medicore at best. His teleport got the nerf stick, and his wall jump screams Punish me, since he can only change his air flight half way through, in which he is in range for punish (except for Ryu SRK, since it does not travel far horizentally speaking).

In terms of mobility and ground game, Seth blows. The only reason he had such strong air game and some wall jump shenanigans is because of Jumping Heavy punch, now it is gone, he lost very very useful overhead poke, an excellent stay back move, rather situational anti air, a strong hindering obstacle, and the only reason why his sonic boom is very useful zoning tool (since Jumping heavy punch almost can make the opponent stop Neutral jump over sonic boom), because both Sonic boom and both version of Stretchy arms gave him a good zoning toolset to compensate his fail ground game.

Sure I understand that the new direction of SSF4 is being “rush down”, and I more than ready to follow the hype of this new development, but if they failed to give Seth some REAL rush down tool set, I dont see him being much more fun anymore.

I’d account a strong air game to his j.mp actually.

j.mp is best used sparingly. It gets lit up by a wide wide variety of air normals and throws.

Umm no.

Neutral j.hk is a better air-to-air than j.hp in any situation where the j.hk reaches. This is one of Seth’s most underused moves. Things that would beat j.hp will lose to j.hk.

Also j.hp isn’t that hard to beat, it’s just that most of the answers to it involve jumping. And Seth has a DP.

Even though Seth’s SPD does bad damage it is untechable which is a major advantage over other characters.

Seth’s defensive pokes aren’t as bad as I originally thought. If you mix up Sonic Boom with s.mk and cr.mk you can keep even good footsie characters from walking in on you.

The full screen sonic boom trap where you anti-air with neutral j.hp is pretty ridiculous but Dhalsim does that all day and nobody seems to want to nerf him. Dhalsim’s j.mp is way better air to air than Seth’s j.hp - I would go as far to say that it’s unbeatable.

His dash is not mediocre, it is average in terms of speed. The distance on it is pretty good.

I don’t want to lose j.hp either but I don’t think it’s fair to say that Seth would be awful without it. He just wouldn’t be good.

i dont recall ever being beaten out of j.mp with any air normal, throws are a different story.

Chun li nj.hp and target combo, juri j.mp, abel j.hp, and many more. It’s all dependent on who presses what first and other variables. J.mp isn’t that good.

Yeah, honestly in most air to air situations it really does come down to who presses the button first. If someone’s trying to jump in on you and you meet them in the air with j.mp usually they won’t even have thrown out a move before they get hit.

if you talk about neautral jump HK, then its no so good, ryu can beat it with j.hk.

With seths long arms, he have one of the best anti air options in the game
From far away AA: jump long arms(godlike)
Mid distance: late HP DP(with 7 frames invincible , it will never trade)
Very close: Late standing HP(beat almost everything if they are close when they jump AFAIK)

With seths long arms gone in combination with the two ultra 1 nerfs(ultra trap, and no more anti projectile), people can just turtle and time out seth all the time. It will be hard as hell to get in on Ryu. His sonic boom will be useless, they are only good in combination with ultra 1 and long arms(ofcourse in some otherways to, but its not to important for seths victory). Someone with good reaction can jump before tandem engine comes out(slow startup), and get a jumpin(counter hit to) for free.

Really, I am sick of people like UnprotectedSEXMAN saying seth will still be good or ok without hes jump.hp, just stop. He wont be good at all.
Man I cant even deal with the nerfs in ssf4, I play vanillia most of the time. If these changes are not removed and AE get released, I probably will sell my xbox360

Dependent on spacing no he can’t. You have to do Seth’s j.hk at the right time, IE late. Basically you make the opponent’s attack whiff and then j.hk.

I don’t like going air to air with Seth at all, in most situations why wouldn’t you just DP. It’s safer, does more damage.

j.mp also gets smoked by sagat, bison, honda, and has been said chun li, abel. The biggest problem are moves like sagat’s elbow with so many active frames that you just do it at the peak of your jump. This is actually quite common in SF4, imo trying to air to air in these circumstances is just a bad idea.