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

well i wasnt saying he was great merely that hes playing seth now knowing hes gonna get something good in AE. kinda like hes getting the reps in preparation

Champs had a pocket Seth for a while now. this isn’t anything new.

ohhh, I didn’t know. We’re almost there, I want a normal anti air…LETS GO

Just an hour or so we get some news. Just thinking about some of the BS reasons that they’re gonna give for changes is pissing me off.

…Tissue is in HAND…waits patiently waits nervously waits nervously patient

Spams F5

oh the nerves…I’m sitting in the training room practicing Seth’s Loop every time I do it I hit f5, every time I fail I hit f5. This is getting frustrating…who cares about MVC3 ESRP Rating…lol. That post was trollerific. I’ll end this post to get back to f5’ing my keyboard to death

I’m sitting here playing fucking smash bros against the cpu and refreshing every match. I really don’t care about all this other shit.

need… to… sleep… 2am… school tomorrow.

lol…hardtimes man…hardtimes. I think we’re being purposely trolled with random news. I wish my japanese was at least decent. I can understand it but can’t read it. or I would have this news by now. Fuckin Anime,

time to google translate

edit: lol there’s nothing to translate; the blog hasn’t even been posted yet.

TRANSLATE THIS SHIT

“Adjusted upward one hundred ?? damage, stun value adjusted downward.” Looks like more damage on hyakuretsukyaku, but less stun FUCK THAT

“1F reduce the stiffness of sonic boom, EX 3F reduced stiffness of sonic booms.” Slightly less recovery on booms? They should have gotten rid of 5 recovery frames IMO.

“Strength value 800, the 900 has been adjusted upwards to faint.” We knew this.

More Ultra damage?
“Became less rigid than before Typhoon Thai Tan Tien. From 12F to fully activate the invincibility until Only later was invincible until the last bullet attack roll. Tan Tien adjusted upward stream damage, rolled out a rigid time.”

Legs harder to combo off of?
“Nokezori time when the opponent hits the sky Demon Blade leg, Shorten the duration of the guard at the other guard, a little more difficult for the continuation of the attack. Three stages for both the short duration of the attack roll hawk claw legs. Has changed with the timing to the previous streak.”

This is all that I could decipher. We’ll just have to wait for a translation I guess.

didnt they say added stun and life??? doesnt make sense that they would nerf stun. if seth gets stunned that equals a KO.

He’s saying they nerfed stun on legs. Again.

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Google translate fail…I don’t know what to make of anything. It looks like we got some buffs though. Can I get a professional translation

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CREDIT GOES TO STREET11

-Seth-

[Normals]
His forward j.HP’s number of active frames is doubled, so it’s easier to hit in jump-in situations.
Far st.MK’s active frame is lengthened a little, and his hurtbox during when he extends his leg is horizontally reduced,
so it will function better as a poking tool.
Close st.MP’s start-up got faster and the total duration of the move is reduced as a result, plus frame advantage on hit is increased, so it got significantly buffed.
cr.HP’s start-up got faster,
and cr.MK has slightly more active frames.
Neutral j.HP and back j.HP’s motion is changed to forward j.HP’s.

[Unique Attacks]
His Dive Kick’s hitstun + blockstun is decreased, so it’s slightly harder to use the move as an offense tool.
All three Head Stomp’s active frames are reduced.
Timing to hit all three of them is changed.

[Specials]
Sonic Boom’s recovery is reduced by 1f, and EX Sonic Boom’s recovery is reduced by 3f.
Normals -> Sonic Boom (EX Sonic Boom) -> FADC -> follow-up combo is pretty powerful.
His lightning kicks deal more damage and less stun.

[Super]
Super’s invincibility is lengthened, and “the pursuit priority is increased” (<- I think they mean that it connects more number of times on airborne opponents)

[Ultra]
U2’s recovery got shortened.
Full invincibility is changed to 12f,
and after that he is invincible to projectiles only until the end of active frames.
U1 deals more damage and has longer recovery.

[Others]
Life increased to 800, stun increased to 900.

[Overall]
The changes on SSF4 AE happened only where they affect the way he is played.
He looks weakened in the first glance, but he also got strengthened in various points,
so please research his playstyle in SSF4 AE.

Yes, they took out j.hp.

Why the fuck would you decrease the stun on his divekick? You already can’t combo from it half the time, is it going to be punishable on block now?

No mention of U1 not punishing fireballs. Decreased invincibility on U2 is fine, it was ridiculous. Decreased recovery is GREAT because it means we can pressure after U2 combos. U1 does MORE damage? O.o

All of his buffs seem useful and I plan to use them all. Better poking game is good.

Decreased active frames on stomps - first glance, I don’t care. Unless it’s like 2 frames now.

I wonder if j.hp will be a good jump in now? I think it will. That’s a serious number of active frames.

Weaker divekick, weaker headstomps, no more jumping fierce, less stun on legs, terrible invincibility on U2, and no noteworthy buffs will make Seth horrible IMO.

The divekick nerf was completely unnecessary.

The new jumping fierce only has 4 active frames; still low for a jumping attack and it does less damage than jumping roundhouse does.

I’m gonna be real disappointed if Seth has Chun-Li Stomps.

Legs nerf was dumb. What issue do they have with stun in this game. It takes forever to stun most characters because stun dissipates too fast.

I still can’t believe that he’s not getting faster walk speed or his vanilla divekick back.

Losing U2 invincibility is pointless; they intended it to be a chip-kill move. Now I’ll have to time it to hit on one of the first two active frames, and It’ll lose to other Ultras now. Being able to keep pressure on after it in the corner should be nice.