how many times does it need to happen to for us to know its BS.
Good point.
I still sigh sometimes when I use EX legs as Seth and it trades even when I thought I timed it and their last active frame or two hit my one vulnerable frame.
I can show you at least 10 games in the past few days where I have traded and lost with my Super vs. a Normal. THATS FUCKING FRUSTRATING. Whats the purpose of having a godlike super when it can be punished my NORMALS…not even well timed normals…it just random crap. Maybe thats a personal complaint…does that happen to you guys. Also they should fix Ken and Ryu’s hurtbox as they seem to be built differently from many equally sized characters…its like they’re as small as Cammy sometimes…why can’t I reliably Magneto Loop them? I’ve finally figured out the Seth Rushdown…It feels great. I’m making myself use less J.HP, I’m putting respect into characters, (which is something you rarely find online as people will mashout or be jump whores) Its a good sign. I’m kinda ready for AE
I’ve been trying to use less j.hp aswell, but it makes me feel alot weaker… I don’t know what Seth will become in AE…
True…He it does feel harder to sustain without J.hp, but its kinda fun. I’ve started to get this kill or be killed mentality where I’m just rushing it down pretty hard. I’ve learned some good things about s.mk…it works as a decent anti air from range, and I’m also trying to make better use of j.mp. Its a work in progress.
St.mp works against Honda for me as it beats his neutral j.fp clean without any significant risk or timing. J.mp destroys the air, but I still make use j.fp constantly.
I tend to just fear Honda in the air. He has that unpredictable BALROG range on some of his jumpins. Most of the time I just block anytime he jumps unless I predict it then I go for j.mp or Riverdance. I really do hate dealing with Honda, balrog, and Juri when it comes to jumpins. If they would just improve the Godlike cs.HP and make that bitch a normal I wouldn’t miss j.HP at all. Its fucked up how they do seth sometimes. “Here, heres the best anti air in the game, but you can only use it one pixel away from your opponent” Thats torture man.
Interesting thought.
Now that U2 has it’s invincibility taken away does it make it now useless? The only ways you can use it are in situations you can connect riverdance anyway meaning it’s only an extra 150~dmg in comparison to what you would be landing without a reset.
As long I have a single bar I’m looking for my chance to punish careless jump ins with an Ex-shoryuken, you should respect Honda but he should respect you as well, can’t let people walk all over you.
Why AA EX SRK when you can hp SRK FADC stomps? You almost get the full bar back mid combo and the damage is way better. EX SRK doesn’t juggle well against airborne opponents.
You say an extra 150 damage like that doesn’t matter. When Ryu has 2 bars and ultra I want him dead, I don’t want a mixup on him.
Ryu’s DP FADC ultra does 398. Seth’s does 388. Oh no, Seth’s DP FADC ultra is so useless.
I believe it still has 12 frames of invincibilty (down from 88) So I don’t believe it will be almighty, but I’m pretty sure it will still have its uses as 12 frames is still enough to beat out MOST MOVES… For instance Ken EX Shoryu is invincible the first 11 frames… His Ultra is invincible the first 7 frames. Ryu’s EX Shoryu is invincible for 16 frames but its not all startup some of it is after his hitbox has passed Seths U2 hurtbox. His U1 (9 frames invincible) and U2 (7 frames) would still lose out. I believe we’ll get the same effect in general…but I’m sure there will be characters that will be able to beat us out. I’m hoping that the suction property is fixed. They didn’t really mention it, but yeah that would be nice. In the end though, I believe U2 will have its same effective chipping ability I think they chose 12 frames for good reason…anything less and it would have been ugly…anything more would have been really no point in changing it at all. Thats just my 2 cents
With proper spacing shouldn’t it still be possible to beat these high invincibility ex-moves? Like set it up in the corner so it starts sucking them in, and even if they do an Ex-uppercut they’ll still land in front?
in the corner, yes, otherwise, they’ll just backdash out of it.
More reason to fix the suction feature… Backdash should put players airborne…they should be sucked into it damn it. But yeah. I believe it should be still used the same. There just might be a player or two that we would have to rethink our strategy…for instance Sagat U1 has 13 invincible frames…I don’t know why you would be using Ultra2 vs Sagat but if you did you’d have to rethink how you applied it because he can outlast your invincibility frames with his own. So it would be tough.
backdashing only works if the dash puts them out of range of the suction from the ultra
I know, I’m saying they should increase the suction area…More like some rufus U2.
Not calling it useless, but in most senarios I’ll take 150 less damage and a tasty reset for more damage.
There are times when a reset is not optimal and incurs more risk than it is worth.
Pick one
Not to mention cr.hp xx lp srk -> U2 for 450 damage and s.hp xx legs -> U2 for a bit more.
If you would rather have a reset instead of direct damage I think you probably aren’t playing opponents with good enough defense.