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
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.
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.
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.
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.
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.