Sorry, no offense to anyone who’s play testing the game, but I doubt anyone that is testing Seth is actually a Seth player. They could just be doing it at the wrong times for all we know.

It’s all speculation, considering the game is still under construction as they’ve kindly let us know every chance we see something out of Capcom, so it more than likely won’t be permanent.

I’m sure you all know already that if you activate Ultra currently with a sonic boom on the screen and the Ultra forces the opponent into the sonic boom, then it does NOT do stomach damage… I guess this was their alternative to fixing the glitch.

Like Dooplis said, I’l be using Seth’s badass bridge too. Seriously. It’s awesome. Link it anywhere you’d link stomps.

Update:

I’ve been informed by a certain… high-status member of SRK that you can still UC1 with a boom on the screen, and that the other source was either drunk or high.

Thread reopened. I have some very bad news.

<GTJinrai> alright, so seth’s ultra and super traps are both gone
<GTJinrai> that’s a big nerf
<GTJinrai> but i’ll deal with it
<mags1234> yup :slight_smile:
<@MrWizard> why do you think i left the seth army
<@MrWizard> lol
<mags1234> hes done
<@MrWizard> focus alone?
<@MrWizard> didnt think so
<@MrWizard> lol

And when I asked him why he told me it was still in there after Filipino Champ said it wasn’t:

<@MrWizard> i like fucking with jinrai
<@MrWizard> all day long

BTW it’s a change to the engine. The game will not allow projectile supers/ultras to activate when the character’s projectile is already on the screen. That means Ryu can’t trap with his super either. And yes, Seth has no Ultra trap AND no Super trap. It remains to be seen if this will affect the unblockable Ultra glitch, but people are confident it’s gone.

So…ultra 2, anybody?

Sounds like Capcom’s catering to the noobs in Super. Not like super/ultra traps were guaranteed damage, or even easy to pull off (the exception being Seth’s ultra trap). To this day I still mistime Rose’s spark+super bait.

I would’ve preferred if Seth’s ultra 1 only worked from him up to mid screen so he can keep the trap and maintain some dominance, but the other player doesn’t have to stop throwing projectiles from full screen. Seriously, it’s garbage when I would get a life lead against Seth, but his definite fireball control with ultra forces me to go back to him.

It looks like Super’s gonna be watered down in some ways, which is disappointing, and I hope they patch this “fix” right quick.

This makes me a sad panda. =/

Great, so the best ultra trap/set-up in vanilla is now gone is super. Other than an anti-air, I see no point in choosing ultra1 or ultra 2.
I mean supposedly you can combo its his ultra 2 from srk FADC and in the corner after legs and it does good damage(allegedly) and is a decent anti-air.

anyone else agree?
I would especially would love to know your opinion jinrai and onlinetoney’s as well.

Man that really sucks. I’m doing both of these “traps” a lot.

So ryu’s can still mash out SRKs to Super but Seth’s super will usually whiff if he does the same. Lame.

I’m up in the air about Ultra selection. My initial plan was to pick UC2 against characters that are hard to trap anyway, such as Ryu. UC2’s stock just went up with the removal of the traps, but I’m not counting UC1 out just yet. It’s still good for long-range punishes, anti-air and anti-projectile. UC2 loses the long-range punish and anti-projectile properties but gains comboability.

There’s also a chance that the unblockable UC1 is still there! After all, the Sonic Boom makes contact on the first frame of UC1 activation, so maybe the game will count the Boom as not being active on the screen anymore.

The frame where an opponent can’t block is after Ultra activation. So the boom registers as a hit AFTER UC1 is activated, not before. Based on what I understand of the change, the Ultra wouldn’t come out at all, which would allow the opponent to block.

Utter relief has again become utter dispair. No Ultra 1 trap OR Super trap… jeeze Seth better be solid as gold bullion to make up for that. Ultra 1 will hardly have any application because only an idiot would get hit by it now it seems. I’d rather take Ultra 2 knowing that there is always a chance to combo into that thing for damage instead of hoping my opponent will be stupid/limiting them from throwing fireballs. But thats just what I think, lets see what happens when we actually have the game.

The question now being if U2 does more damage in a combo than your optimal follow-up (stomps, reset etc), and if that damage difference actually is larger than the whole damage of a U1 “punish”.
Anyone has the damage stats for U2? I heard it lands more hits in the corner?

ill quote myself again

CAPCOM FUKING SUX AT BALANCING

retards. spamming lp sonics and make ppl afraid to jump when u have ultra is the best thing ever, now only a retard will fall to seth ultras

more offensive gameplay my ass

I received some information from an “anonymous source.” Whether you believe it or not is up to you, but I’m convinced it’s true.

  • The Super trap is BACK. UC1 trap is still gone.
  • UC1 does the same damage (340) and UC2 does 372 damage.
  • SPD does the same damage as vanilla, all strengths. Eventhubs’ source is wrong.
  • DP invincibility is the same as vanilla.
  • UC2 can be done when a sonic boom is on the screen. This could lead to baits and other shenanigans.

As I’m writing this, I had just seen OnlineTony utterly decimate Marn and company. This man is officially the Emperor of the Seth Army.

I’ve never seen so much rape and salt grow so fast. OnlineTony is definitely the father of shenanigans.

so technically u can still spam lp sonics make them jump to u and ultra2 hit them?

I was loving the absolute abuse of the dive kick. It was ridiculous.

God, wouldn’t it be awesome to be able to cancel Sonic Boom xx Ultra2? Good lord, the idea makes me drool.