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.

Unfortunately Seths UC2 does not reach as far on the screen as UC1 does. :frowning:

i still find ultra 1 useful against projectile characters, sure i can’t trap them anymore but as soon as they let one off, they’re gone… actually i’ve really only been using both his ultras as a reaction to something, mostly anti-airs though… stll gotta get fadc down on the stick before i do dp fadc typhoon

Man, I see U2 do as much chip as it does, and I’m sorry, it’s just worth it to me over U1. I really SHOULD be using both, but I’ve found U2 so versatile, and able to do enough damage to make my opponent have to worry when his health is even remotely emtpy.

Same here. I’ll use U1 against most projectile characters or characters I really don’t want to get close to (T. Hawk, Hakan, etc)

U2 so useful lolol I mash out some BAAAAAADDDD ass combo’s with it. I see is as an extension of my combo that I’m already doing PLUS when you’ve got ur opponant trapped in the corner and you can land a Lightning legs combo, Haul off and go right into ultra as they’re launching in the air. it finishes them off nicely +++ if they don’t die it looks like the animation is long and they will try and ultra you but you can either jump out of the way or DP the last bit of health off them or tele away to mind fuck them.

best combos I’ve done so far with the enemy in ending up in the corner are…

Jump in :hk:
:d:+:hp:
wait a split sec then EX SRK :dp:+:2p: (full execution so 3x SRK) :dp:+:2p:, :dp:+:2p:
EX Tanden Engine :qcb:+:2p: (obvioulsy timing this has to be just right)
:d:+:hp:
Fierce Lightning Legs :qcb:+:hk:
Tandan Typhoon :qcb::qcb:+:3p:

Jump in :hk:
:d:+:hp:
wait a split sec then EX SRK :dp:+:2p: (full execution so 3x SRK) :dp:+:2p:, :dp:+:2p:
EX Tanden Engine :qcb:+:2p: (obvioulsy timing this has to be just right)
:d:+:hp:
wait a split sec then EX SRK :dp:+:2p: (full execution so 3x SRK) :dp:+:2p:, :dp:+:2p:
Tanden Typhoon :qcb::qcb::+:3p:
Time the Tanden Typhoon just as tey are coming down and would be at the top of the screen when you see the ground apear on screen.

Don’t want to be an ass, but those combos suck unless you want to be flashy. I tested your first combo on Ryu in training and it comes to 467 damage using 3 EX meter, 3 moderately strict timing points (cr.HP after j.HK, then timing the 1st EX SRK, then getting the timing for enough followup hits so you can EX engine) and it seems to sometimes whiff if you started the combo too close to the corner.
Why not try this in corner instead:

jump in HK, HPxxSonic Boom>FADC>HPxxLegs, ultra.

Costs only 2 EX, easy to hitconfirm and does 516 damage on Ryu.