* Sujet à modification d'ici la sortie du jeu
SETH
NORMAL MOVES
propriétés: cross up
propriétés: cross up
UNIQUE MOVES
YOSOKYAKU :
en l'air
TENMAKUJINKYAKU :
en l'air
SPECIAL MOVES
SONIC BOOM :
propriétés : Ex version
SHORYUKEN :
propriétés: Ex version
HYAKURETSUKYAKU :
propriétés: Ex version, Armor break
TANDEM ENGINE :
propriétés: Ex version
YOGA TELEPORT :
ou ou
propriétés: Ex version
SPINNING PILEDRIVER :
360
propriétés: Ex version
SUPER MOVE
TANDEM STORM :
propriétés: Armor break
ULTRA MOVES
ULTRA 1 - TANDEM STREAM :
propriétés: Armor break
ULTRA 2 - TANDEM TYPHOON:
propriétés : Armor break
COMBOS
Notations :
~ : indique un target combo
> : indique un link
xx : indique un cancel
/ : indique différentes options possibles
FADC/SADC : indique une (Focus/Saving Attack) Dash Cancel
ARCADE EDITION :
Normal Moves
• His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
• Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
• Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
• Crouching Hard Punch's start up is slightly faster.
• Crouching Medium Kick has slightly more active frames.
• Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
Unique Attacks
• His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
• All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
Special Moves
• Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
• His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
Super Move
• Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]
Ultras
• Ultra 2's recovery was shortened.
• Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.
• Ultra 1 deals more damage, but has a longer recovery time.
Other Stuff
• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.
Overall
• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.
• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.
Seth
- Mangame
- stick de zinc
- Messages : 408
- Inscription : 30 oct. 2009, 18:16
- Localisation : Lyon
- A remercié : 0
- A été remercié : 0
Re: Seth
J'vais essayer d'approfondir le perso' pour voir ce que ca donne.
Ceux qui pensent qu'il est peté, levés la main !!
Mais bon, avec ces inputs merdiques, il arrive qu'en voulant faire un 360, il sorte un Sonic Boom, et inversement.
J'rage.
Personne ne le joue ?
Ceux qui pensent qu'il est peté, levés la main !!
Mais bon, avec ces inputs merdiques, il arrive qu'en voulant faire un 360, il sorte un Sonic Boom, et inversement.
J'rage.
Personne ne le joue ?
Dernière modification par Mangame le 12 juin 2010, 00:24, modifié 1 fois.