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

I agree with a good amount of what Yunghove posted.

I’m anxious now to get my hands on AE in the next couple months. Dive Kick/Headstomp is most of my mixup game, so it’ll definitely be the thing that makes me either stay or switch.

Also to the poster who asks if there is anyone who thinks Headstomp is overpowered?

I’m guessing odd players who always EX Bird, EX/Non-EX Headbutt, Flash Kick, Gouken Counter or other dumb/predictable stuff on wakeup :slight_smile:

They said the active frames were doubled, and it only had 2 active frames to begin with. 4 active frames is pretty low. For reference, Honda’s neutral jump fierce has 10 active frames. Also, the hitbox on the move is pretty small (only his fist) and reaches far in front of him. I seriously doubt he’d have an ambiguous crossup with it.

More active frames mean nothing for combos. Less startup frames and/or more hitstun give combo opportunities. Active frames only have relevance in combos that are juggles or that start with meaties (lol meaties in SF4 series).

Overall I’m okay with the changes. I came into AE expecting Seth to get NO buffs AT ALL.

Yunghove, keep it civil and lay off on the “I’m probably better than you” crap.

There is none :frowning:

You going to game junkies on sunday?

i wasnt only talking to you yunghove but it’s okay if you stay salty. i never said the divekick was a buff, but it’s not a full nerf. i wish capcom would have deleted the divekick all together maybe that would justify your bitching. if you want a meaty you can use jump hp on wakeup like ryu does. i’m done on trying to explain shit to complainers. i’m grateful for the buffs and i can work around the nerfs.

it basically comes down to this, rushdown seths rejoice and runaway seths can switch to Sim. you damn well know you are going to keep using seth anyways, just like the vanilla to super transition. rant over!

Good look with that :wink:

And you can’t mix up with j.hp and cross up.

I think you are full of shit considering my Seth is mostly Aggro, but have fun with that. I only use Seth in Super because the other characters are mostly dull to play as in the game.

the nerfs so heavily outweigh the minor buffs that it’s basically true that Seth only got nerfed.

Jumping fierce will definitely not give you an ambiguous cross-up, that I’m certain of.

My concern with the divekick is that when you land, it will be the opponent who has the advantage, it’s already dangerously close to neutral as it is.

woord

LOL. Just had to come in to this thread to say u guys were mostly right about Seth. EXCEPT for the fact that he get 50 more health points and doesn’t stun in one combos anymore. That’s decent. Though we’ll see how much better his normals really got.

Most standing normals in this game only have 2 or 3 active frames so for s.HP to have 4 active frames is decent.

Ok so basically:

  • no more j.hp :expressionless:
  • no more chipdamage U2
  • Divekicks made worse (the fuck?)
  • stomps nerf (in what way?)

But we get

  • some better normals (still retain slow ass walking speed though)
  • cr.hp presumably better comboable
  • 50 health…
  • 900 stun increase…

Still don’t know what to think…

it seems to me in AE that seth will be like a shitty version of akuma with an SPD. whats the point of improved normals if you can’t generate the pressure necessary to land any of them?

dude, Seth’s super is made for two things, one is punishing fireballs, two is for chipping, his super is actually a semi-miniature version of U2, if you stand close to your opponent while he is waking up and you activate it, they wont be able to do a thing, unless its like ryu or akuma(teleports, 3 frame EX shoryu), but if any other character(vanilla cast) try to ultra or anything theyll get hit.

I prefer the super trap personally :slight_smile:

“- no more chipdamage U2”

Did I miss something? I didn’t read that anywhere

My condolences to the Seth players…as a Gouken main, I know how it is to have your main nerfed unnecessarily… :frowning:

^ But…Gouken got buffs for AE?

And had his best tools nerfed from vanilla to super.

Seth got fucked over again.

I wasn’t really going to say anything else here, but:

Have you ever heard of trip guard? Every air attack (except those that are specifically said not to have recovery) have a recovery when reaching the ground. Seth’s DK is no different. You WILL land a shitty divekick, you WILL be at frame disadvantage and you WILL get shoryuxx fadc>ultra’d.

What the fuck? No? Do you seriously think 1 frame is going to make a huge difference? IT’S ONE FUCKING FRAME. They basically just gave us that shit so they could say they listened to us and shortened the recovery on sonic boom. And 3 less on ex.Boom might seem like a lot, but it isn’t, seeing that EX.Boom has almost the double start-up frames since he needs to throw it twice.

It’s both the hitbox and the timing. You are now pretty fucked if you’re looking to go air-to-air with stomp. worse hitbox means you won’t be winning much, and the active frame thing is also there to fuck you. FURTHERMORE, they nerfed the timing for it? WHY? WHY MOTHERFUCKER!? Is it like Chun now? With her shitty-ass stomps? No more “ON-LINE-TO-NY!!!” ?

We don’t walk with Seth because his walk sucks. Have you been sleeping? You can’t even dream of doing shit like walk-up throw or walk-up SPD unless you’re playing a really shitty opponent.

No, it just means that it’s a bit better as a footsie tool and that you might be able to make some meaty setups. unfortunately, there’s no such thing as a meaty in SuperInvincibilityFighter4.

My ass. i bet this is not oging to be possible, simply because of where his hitbox is located on j.HP. You’ll just land on the other side, with 4 frames of recovery to go through.

It’s not near impossible and active frames aren’t going to change it. YOu’re just saying random shit aren’t you?

Ryu has 3+ setups for ultra. So does Dudley, Rufus, Ken, Gouken, Chun and I bet there’s more. U2 got nerfed. plain and simple.

Super buff is nice.