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

like it or lump it seth is a zoning character plain and simple, he has no footsies since his midrange<->close normals are rubbish.
a zoning character without the ability to zone isn’t a character at all, it’s a lopsided mess

unless they give him a viable way to get in that doesn’t involve unsafe jumpins, focusing or random dash-in’s, I don’t see how AE-seth is going to be able to hold a candle to his former selves

if all you’ve got is to hope for a knockdown to commence risky mixups / resets, seth ain’t going to be tournament material

if you applied these nerfs to sagat it’d be like taking away his st.h kick and putting extra recovery on his fireballs; he’d be rubbish tier

cant wait to see what happens. we havent read the complete list yet till next week.

i really hope they add another buff. but if they dont ima find a way to get in. stretchies never let you in anyway so i dont see why “letting seth in” was even mentioned in the first place.

they just want the risky seths to come out and shine apart from the jump back stretchies monsters. i never really saw the “why” people would complain until i played a seth when i wasnt seth. they are pretty annoying and lame to be honest. once a character is in seth can just keep running away a whole match and sometimes j. stretchies can be risky so capcom kinda helped. (i.e. condor dive, random srk.)

Sabin your SIM is very good so i dont think you need to worry :smiley:

And no poognko isnt random. the seemingly random things he does are mixups, thats why they work. the opponent expects something while seth does something else. Skill. Just like when any other character blockstrings into grabs etc.

There ARE ways of getting in for free without walldive or divekick, you just have to find them.
Finally, neutral j. hk works just as well (if not better) than neutral j. hp. so does s.hp to catch a falling opponent.

amen. i dont care if i lose a tourney. But did i look awesome doing it? THATS THE QUESTION!!

this is exactly how seth should be played. having fun. other chars seem boring. but you have to be on point to play seth.

btw can someone answer what is meant by “pursuit properties”?

He just needs 2 more buffs for me to not worry at all.

>Ultra 2 recovery decreased greatly/Utra2 is no longer punishable on hit
>Dive kick has been given a faster start-up and now travels faster.

I’m done and happy if we get those two, I need nothing else.

Just give him his vanilla divekick back for his stretchy arms loss, and maybe give him more damage and an angrier face opposed to more health, i’d much rather people be scared of seth jumping in than being able to take another hit.

I’m pretty sure pursuit property is the ability of a move to catch an opponent from a spinning juggle like divekick, EX tanden, and Sagat’s f+hk do.

If not, it likely means certain hitboxes move to hit the opponent. I’m almost positive the prior though.

Pursuit property basically means “this move has special juggle abilities.” IE it juggles when most stuff won’t or it causes a juggle state. It’s thrown around way too much and really doesn’t mean much as far as I can tell other than “you can use this move in a juggle/to start a juggle.”

For example, Sagat’s j.mp has pursuit property but the only way you can combo into it is AA TU FADC j.mp. And then it resets them. Similar to Dan’s koryu FADC neutral j.mp.

btw just for my knowledge, in vanilla, could you combo off of Dive Kick if It wasn’t a counter hit? I would like for some rufus properties with his dive kick combos. Not that I want to do it early as hell, I just want to be able to do damaging combos off of it

You can combo off of dive kick in Super but it depends on how high you hit them and spacing. It was the same way in Vanilla I believe, I mained Seth then too.

Honda can always be combo’d on because he ‘crouches’ even when standing. Sagat is usually the opposite.

Yes kiku you are correct on all of that.

Yes, and you still can in super.

edit: oops, need to refresh pages more often, instead of opening a tonne then getting to them one by one.

Seth’s divekick has more hit-stun than Rufus’s, so it’s better for combos as is. Rufus’s only comboes from low hits. I like Seth’s divekick better because it’s an overhead. An instant divekick like Rufus’s would be overpowered for Seth IMO, but it’d be fun as hell with his stomps and SPD.

I agree, I was wondering only because my practice dummy is usually Sagat and I can’t seem to combo off Divekick unless its a counter hit. So do you aim for the leg, the head, or only meaty? The more I think about it, Seth would be crazy overpowered if his dive kick created more stun, it would be like Divekick, cr.lk (if blocked) 360 grab all game…lol. I guess he’s fine as is. Although they should definitely give him more range on his command grab. Its almost laughable that a guy that can punch full screen can’t have more grab range…especially since they are buffing Giefs range

To combo divekick you should be either hitting below waste height on your opponents body, or be almost directly above your opponent when you hit them (so it looks a bit like Seth’s back leg is the limb actually hitting them). It won’t combo if your extended leg connects with their head/shoulders.

agreed, more spd range. i hate being in the middle of a mixup and wiffing for being a hair too far away lol and then there goes my round.

If you fuck up with Seth once you lose. That’s part of the fun.

all seth needs is:

faster dive kick
better walk speed

Make standing short more useful. I’m able to stuff rose’s slide with it from a certain distance but I don’t know what I can do afterwards. I’m referring to the far version, not the close one.

lol thats not very fun

It adds more excitement to the match, and makes you play your best.