Basically what Kanta said.
Re read what I typed.
My bad lol didn’t read his whole post, didn’t see the EX tanden part. I would never fadc into a tanden combo like Gamebler said, it’s better to save for the mix up unless it’s going to kill them.
You:
Me:
So you’re just agreeing with my correction. Nice, thanks.
Actually I was talking about his stun. An extra 150 stun is a huge deal.
But now we stun less.
divekick speed will be slower if anything.
Well, to current data it’s unchanged meaning we can still use it for Triangle jumps…
and here i was ready to come back to the scene and pick up seth again.
aha oh well x]
you know what would be cool? if seth could stomp on fireballs. Like, use them as stepping stones.
It’d probably get him SRKed in the face using it against normal fireballs, but it’d be fun to just jump over Akuma’s air fireballs.
Well, under some situation it’d be useful. It’d stomp over psycho crushers, and it would set up cross-ups (jump, stomp on fireball and maybe after he hops up you’d have the correct spacing for one)
Besides, you could just sit in the corner stomping FBs and gaining meter for it
They added 1 frame to Sagat’s low TS in Super and it makes a huge difference.
If you don’t do meaties in SF4 you’re dumb. If you do them predictably you’re also dumb.
Decreased recovery is HUGE. Why don’t you see that? It means you can combo into U2 and then do more shit on their wakeup as compared to being at neutral. No chip damage is fine. Ultras shouldn’t be more useful in chipping the opponent than comboing…
Also I really doubt they increased the active frames by just adding active frames to the middle of the move. They probably just made part of the recovery also active.
Except Sagat’s fireball doesn’t have 40+ frames of recovery. Again, see Ken.
1 wrong guess can mean 50% health. Plus, Seth doesn’t have anything good coming from a meaty besides dive kick and tanden engine. Also, I rarely ever see Seth player use meaties besides dive kick and TE, so we must all be dumb.
Point is moot because it can be 1 less frame of recovery or it can be 20 less frames.
I hope.
45 (total duration) for Sagat vs 48 (total duration) for Seth. Now it’s 45 vs 47 Probably. Seth’s SB is now safer on block than Hadouken.
Well now he will because of s.mp. This will most likely include DP FADC ultra and cr.mp xx legs. That was the point of the argument. Yes reversals are good in SF4. Reversals are only good because meaties are also good. Otherwise nobody would get caught by reversals, they would back off every time. Watch Tokido play Daigo, he gets hit by DP FADC ultra sometimes but he gets away with a lot of stuff too.
I get to say I told you so when it’s more than 7 frames.
All I have to say is I hope you are correct. I must be some pessimist. Also, +7 on hit is nothing considering the fact that they don’t land right next to you.
Lately I’ve been using fireballs as meaties against characters less likely able to do anything about it.
A setup I’ve been using is if I combo into legs right out of range of the corner stomps. Rather than immediately going for an ambiguous jump, or doing dash-in SPD, I throw a boom first for people who might want to reversal or jump. It’s something I borrowed from the Guile playbook.
And if you’re really ambitious, you can use boom as a meaty and safely charge a lvl 2 Focus. It’s been good from time to time. I love stomps. And yes I find I have to turtle much more on people’s wake as Seth than any other character I’ve played.
Only meaties I use are meaty Tanden, Meaty U2 (lol chip), meaty cr.LK, meaty hp.SHORYU and meaty dive kick. No way I’m risking a meaty cr.MK…
Arguably, the risk is the same as most of the others, but the others have a better turn out, at least for me:
-I can’t hit confirm a cr.MK, so I couldnt follow up with legs in case it hit.
-If I do cr.MK xx boom> FADC> whatever, i’d be wasting 2 bars to get something I could have gotten with meaty cr.lk/meaty dk.
The usefulness of the new U2 depends on how may frames of advantage we have now (ok, I admit I exagerated). If it’s something like 10+ then… ok, kinda, it’s not a lot, but it’s better than what we’re at now. I hope they fix the juggling on the 3rd (?) hit, so we don’t get any of that punishable on hit bull :T
I don’t think 1 less frame of recovery on boom will do a lot, but ok…
Good thing is now that we will have better recovery on U2, so Gief won’t get a free U1 after U2 in corner
^ Seriously how often does that happen? Like never lol.