Also, if you’re going to NEC want to MM Mirror?
might as well flip a coin 2/3…
??? Idk what that means.
^
To Yung, I think it’s like a “whoever gets the first mixup wins” blah blah flip a coin and they win.
Seth Mirrors are pretty grim. But if you don’t give a shit then they’re pretty fun. Or if you both pick U2 the game doesn’t GRIND TO A HALT when both players get ultra and stand full screen whiffing jabs.
i hope they increased the speed of his normals
c. m kick should have faster start up for easier combos lol. and maybe ryus reach
Yeah, and we should get Vega’s cr.mp. >.>
That would be great. If he can stretch his arms, he can probably grow claws out of his hands. I’d love being able to hit-confirm from so far away.
Anyone else think that his Super should work like Dhalsim’s U1. I never understood why Dhalsim got such a great offensive ultra, but no ways to combo into it.
Just 2 and a half more days until we get a blog post about Seth changes.
1)I’m praying for faster recovery maybe even more reach on cr.mk so that I can play footsies.
2)I also would like reasonable recovery on sonic boom in exchange(Ryu style maybe) for making the HP Sonic Boom slower. Hell I’d even settle for having LP sonic boom have slow startup/quick recovery have HP Sonic Boom have quick startup/slow recovery and MP Sonic Boom in the middle.
3)Possibly even give us a decent anti air normal. I love close standing HP it should be a command normal so I can do it on command. I’m not saying that SRK and J.MP aren’t good, but sometimes I just want to anti air to stop an onslaught rushdown that won’t put me at risk.
4)Lastly, if they are going to get rid of the Snipe, I think they should compensate it by giving us something that will keep characters from just rushing us down before we can rush them down. Sometimes its good to get those couple Snipes in before you rush down because you know that even if you Rush down/ Stun some character and then hit them with your hardest combo…they wont be DEAD, so that little damage that you can inflict before rushing down does go a long way in the scheme of things. Maybe find some way to give us Sim’s J.MP where he extends the arm straight as opposes to the snipe. It will still give us the same effect of keeping people out the air but with less complaints because it really cant be used offensively. But it would help in certain matchups like Gief, Bison, Honda, Chun, etc.
Keep in mind I’m really new to Seth but these are the things I see so far. Another pet peeve of mind that will definitely disappear with time, but I think they should do something about Seths timing in general. He’s so weird. It seems like the developers purposely put Seth in a position to either give him a massive flow (SPD put Seth in perfect range to do whatever) or make him lose all his flow (Legs mid screen leaves you with crappy options vs some of the cast) I know I still have a lot to learn but it seems like he’s just built to randomly lose his momentum unless they’re in the corner. His jump arc seem waaay too far I often find myself doing Legs, 3 dashes j.hk only for it to not land vs most of the cast (maybe someone can give me a better way to land jumpins.) I’ll figure that out. These are just the thoughts of a Seth Newbie
lol i barely figured out neutral j. mk works like hondas neutral j. p. dont know exactly which one but the one where you can “float” or direct them left or right. anyone find a decent use for this yet??? i wanna encorporate it in my mixups lol
and style… s.mp works as a far anti air. i use it all the time when fei long jumps in on me but i know i wont reach him with close hp. looks pretty sick too.
s. jab works as a quick far or close anti air too when u feel hp wont comeout fast enough. its an issue of getting used to quick reaction.
something else i accidently came by guys… we all know srk beats out bison wakeup ex headstomp but i messed up once and found out u can c. hp (elbow). the last hit actually hits his toes and tosses him up for a free air combo lmao!!
i’ll test that out. just wanted an all purpose anti air is all. theres so much that goes into Seths offense that playing defensively is kinda a pain when it comes do to having so many options, Srk, j.mp, s.mp, cs.hp, s.jab, Yoga Snipe…all depending on location. If there was any character that needed an all purpose anti air, it would be the character with the lowest HP. But I guess if he had Absolute Defense (to steal a term from Marn) plus ridiculous rush down he would be pretty Godlike. But is it me or do Seths normals seem extremely slow? Outside of using cr.mk xx sonic boom FADC to close the distance I’m almost afraid to throw out a normal in fear that I’ll get counter poked. I do like his range especially on s.mk but it seems sooooo slow. what do you guys uses for normals and footsies. Or do you just bypass it and just want to get in to start the mixup
If you’re trying to play footsies as Seth, you’re doing it wrong.
His normals are horrible for footsie games and on top off that most are slow, giving your opponent (if he reads you) a free combo/ end of the round.
basically what I said b4…lol. I typically don’t move outside of far s.hp, and cr.mk. But there is NO definitive play style so I figured I might as well ask if anyone uses anything outside of the norm. Trust the I do understand the risk reward of even attempting footsies, but hell, sometimes its important to think outside the box. I mean, who would of though that it was wise for Guile to give up his charge to anti air, then you see Daigo using Guiles s.mk as an anti…and it changes the way people think/play.
i use far l. kick as a footsie right after a block string. peeps dont expect it so they try something and get hit by it. then i try c. mk fb. its pretty safe if used not too often. the far l.k is good for that one last hit to end a match. ive won several that way.
If you’re not trying to play footsies as Seth, you’re doing it wrong! It just depends on the matchup.
i go for a SPD when they get in range as an alternative for throwing out a normal, since an SPD is only 3 frames, and for j.n mk i use it when im beside a waking shoto, if they try to reversal i go on the opposite side, if they dont, i land in front of them and then i go for either an SPD or a SRK
That is your opinion…
I don’t even get near my opponent if I don’t have to anyway.
I bet you win on Time Over alot
As is your blanket statement… I was just rebutting with my personal experience. Bad players you don’t need any footsies for, but the better the player (again, matchup dependant), the more important footsies become.