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

nerfing his divekick/headstomps/u2…wtf? who the fuck is doing anything out there with Seth right now that made Capcom nerf this shit? and to compensate we get some more active frames on a poke or two? is Ono fucking serious? someone from the Seth army needs to go whoop his ass and then drop a Seth quote at the end. “I am ruler of all I survey, Ono san.”

“prepare for data deletion ono san”

They might as well take it the full way and slow the divekick descent speed to half of what it is, just so our opponents can decide which combo to do when we land.

Fuck this. That’s all I’m saying.

Also, I’m switching back to my other depreSeth avatar.

See: Gouken: Diagonal jump forward, down + mk

ughh…that shit is…seth time over face palm

Difference is Gouken does easy 500 damage in one combo. They’re both at the same level IMO, but they have very different advantages and disadvantages. Seth’s DK was essential, Gouken’s was so shitty that it didn’t even matter, it’s like it doesn’t exist.

I wish I knew how much faster the crouch fierce start-up was, I mean I doubt it’s anywhere near stand close fierce, but if it was, then we’d have some funky new hit confirms and the stand close fierce>sonic boom>fadc>crouch fierce combo could potentially be done in many more situations.

Ono have nothing to do with the balance, there is a balance team that handle that.

sarcasm?

ever heard of it?

the point we said ono was that he is the face of ssf4

I award you one buzz killington star

Not to be an ass, but I’m with Buttocks on this one.

I hate the nerfs but I’m really liking these buffs. It could have been much worse.

lol yea it been good for Seth. I will still play thee but will miss his old style.
We will see what these buffs will do but they don’t seem to compensate the losses just from looking at them.

Dive kick worse? WTF.

herp a derp. “i cant get in now cuz theres less recovery for the other guy” and zoning requires a runaway tool??

i meant the dk thing to be only a half nerf. coulda been a full deletion. What the change means is that you will need to be more aware of where your dk lands, if its too high, then youll need to do other things rather than lk. if its low i bet you can still combo. heck with less block stun you might be able to counter a jab with the lk. after they attempt somthing! you dont even know how many frames they nerfed it down to. and you have to keep in mind seth has NO recovery on dk. theres other ways of using it like baiting srks, and quick landings for mixups.

do you want me to list the benefits of his buffs??

fb baits jump and less recovery means you can srk stomp into reset. YOUR IN. where as now u get punished unless u waste stock meter. remember your t hawk vid u posted where u burned meter like crazy?? yes now you probably wont have to, like ryu when he srks at the last min of a jump in.

u can zone in the air with the belly flop (i recently figured out that its very useful and super safe) and with n.j. hk. stretchies not needed.

the stomps deal is NOT THE HITBOX its the TIMING (just info for other posters thinking its the hitbox) just means you cant throw out a stomp all early and then expect it to land on something throughout ur arc. means u have to actually TRY (boo hoo).
instant overhead will still be possible i bet u. cuz ur timing it. the active frames will be from when u press kick and they wont last.

you want seth with a faster walk speed? when do you ever walk with seth?? i know i dont. learn to block string and dash in for even more surprising spds. This game is about baiting and changing your mixups.

“and no the buffs wont help him rush down”?
so u mean you dont rush down as the game is right now?? cuz if they are buffing his rush down normals and not nerfing but 1 lil frame (a guess) of recovery i dont see how u cant rush down even better. u take something thats possible and make it better, how is the better not able to make the possible more possible? comprende?

more active frames in normals means sicker combos. learn to combo,

"His forward j.HP’s number of active frames is doubled, so it’s easier to hit in jump-in situations"
means you can now decide to crossup with hk or mixup with hp instead. like ryu

"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."
i need me to poke some chun li when shes in the corner and tries to jump out.

"cr.HP’s start-up got faster, and cr.MK has slightly more active frames."
this is actually something i wanted and hell it makes comboing into c.mk even easier which right now its nearly impossible.

"Neutral j.HP and back j.HP’s motion is changed to forward j.HP’s."
this will actually be even awesome if ur opponent jumps forward while u jump back. if ur close u can punish since they bettered the hitbox. and itll be SAFER.

"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."
those 12f seem to be at the start meaning you can probably still chip. and less recovery means you can now keep up after with more pressure (isnt this what we wanted?) If im wrong about when the 12f of invincibility is, then (boo hoo) youll just have to learn to actually use it in one of several setups other than wakup easy mode chip. Heck maybe after u fb cuz of the recovery there where ur opponent jumps! (what other character has 3+ setups for ultra??)
they even seemed to have fixed the Super glitch and made super as a bad ass chip with its invincibility.

they gave us MORE than what we wanted and took what we EXPECTED plus a minimal lil frame for all we know on the dk.
quit crying and learn how to use something other than your worn out hp button. is the paint even still on it?

He asked how it could be made worse, I only gave him an in game example. I’m not here to debate Gouken vs Seth. Just showing the guy an in game example to his answer…

I agree with Captain. I mean, besides losing one frame on Divekick what nerf really surprised us. The new J.HP seems like it could be pretty juggernaut as it has a crap load of active frames so it could create good mix okizeme opportunities(between HP/HK to not crossup/crossup) I just want the game already. I’m done theory fighting. Once I have it in hand I can make an informed opinion instead of speculating. But as is, I don’t see it to be too bad

Sonic Boom in junction with j.hp was decent at best, now people can jump in for free.

Combo’ing with dive kick now is kinda iffy if it’s not meaty, and on some characters it’s virtually impossible to combo. Even if they take 2 or 3 frames, that’s bull shit because you’re not going to even be able to put a c.jp in. And with less block/hitstun, people arnt going to let you counter poke with c.lk, you’re going to get shoryu’d/reversal’d/hit confirmed. It’s not a “half nerf”, it’s a unwarranted nerf.

Do you even know what the hell you’re talking about? Look at AE Ken, and see if his fireball is any different than vanilla.

They altered the active frames, have you ever done c.hp xx lp shoryu headstomps divekick back in the days when we were all scrubby and did the headstomps too fast or too slow?

When I attempt at the thing they call footsies, where you space out pokes and throws to Mind fuck your opponent and get some damage in, you know, the thing seth can’t do with his shitty walk speed.

Lol, they fuck up his shitty but arguably his best rush down move even more and you say it’s ok, you got moves like cl.mp to even it out? gtfo

Probably better than you, so idky you would tell me to learn to combo.

OMG people, 2 extra frames!

Can’t argue there.

Cr.hp I guess is better, but how is that going to compensate for dive kick or j.hp. And c.mk may seem like a buff, but it’s a nerf in the same way. Plus, it’s not hard to combo into c.mk anyways, as you previously stated, “Learn to combo”.

They never bettered the hitbox, just doubled the active frames.

U2 is garbage anyways, they just made it more garbage. Super Glitch should’ve been fixed when Super was released.

I rarely use j.hp unless it’s certain match ups, like I said I’m probably better than you, so idky you’re talking shit.

If they make c.HP 7 frames or faster, it’s all forgiven in my book. Otherwise: bleh.

I doubt it dooplis. It will be 8-9 frames start-up(2-3 frames faster) at best.

The way captain is trying to pass the dive kick change as a buff is ludicrous. I don’t think he understands.

yunghove, I don’t think he was specifically talking to ONLY you…more in general. I think you both make good arguments but will arguments matter once we get the game in hand? I mean, hell, we all have SUPER right now, and we still argue about stupid shit. Different playstyles will have a different perception as to whether AE changes are nerfs or Buffs. I’m taking the Poongko route…I doubt he cares…he’ll just keep rushing you down anyway…lol. So now we know the facts about the changes…lets wait till we get the game in hand till we start making blanket statements and generalizing judgments. /ends hopes of things remaining civil.

so what the hells the point of the dive kick now