Street Fighter 3: 2nd Impact/Sean: Difference between revisions

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=The Basics=
=The Basics=
===Confirms===
To really make Sean threatening, confirming is key to the equation. SA3 allows for the most possible confirms due to its insane start-up at 0f's and they are:
* Any light chain combo (Cr. LK x 2, Cr. LK- Cr. LP - Cr. LK, etc.) x SA3
* Cr. MP x SA3
* Far MP x SA3
* Cl. MP x SA3
* Target Combo (Cl.MP-HK) x SA3
* UOH x SA3
* Cl. HP x SA3
* Cl. HK x SA3
* EX/HK/MK Tornado x SA3
* Ryuubi Kyaku x SA3
* Jump Normal x SA3
* Cl. HK link Cr. MK x SA3 (up close)
* St. LP link Target Combo x SA3 (up close)
=Advanced Strategy=
=Advanced Strategy=
=Match-Ups=
=Match-Ups=

Revision as of 13:56, 2 July 2022

Introduction

Sean in 2nd Impact is a completely different beast as opposed to his NG and 3s iterations. He is basically 3s Chun on steroids with a few extra enhancements to season. He is capable of dealing large amounts of damage with simple confirms and reversals due to his 0f super (SA3) all while having abundant plus frames on his normals and good EXs (should he need to use them).

Moves List

Light Attacks

  • St. LP - 3f duck-able jab; +5 on hit and block and can link into Cl. MP if close enough. Chainable into his other lights, super/special cancellable
  • Cr. LP - 4f; +3 on hit and block , Chainable, super/special cancellable
  • St. LK - 3f; special/super cancellable, not chainable, -3 on block and hit
  • Cr. LK - 5f; low, chainable into lights, +3 on hit and block, super/special cancellable (Low parry-able only)

Medium Attacks

  • Far MP - 4f; duck-able by a few, super and special cancellable. +2 on hit/0 on block (High parry-able only)
  • Close MP - 3f; leads into target combo with HK; super and special cancellable. +4 on hit/+2 on block (High parry-able only)
  • Crouch MP - 4f; not duck-able, super/special cancellable, +4 on hit/+2 on block, high and low parryable
  • St. MK - 6f; high and low parry-able, -2 on block/0 on hit
  • Cr. MK - 5f; -4 on hit/-6 on block, special/super cancellable (low parry-able only)

Heavy Attacks

  • St. HP - 5f; special/super cancellable; +4 on hit/+1 on block (High Parry-able only)
  • Cr. HP - 5f; special/super cancellable; -3 on hit/-6 on block, high/low parry-able
  • Cl. HK - 4f; special/super cancellable; +7 on hit/+4 on block, (High Parry-able only)
  • Far HK - 6f; 0 on hit/ -3 on block, (High Parry-able only)
  • Cr. HK - 7f; KND/ -11 on block, (Low Parry-able only)

Command Attacks

  • Forward + HP - 22f; -2 on hit/-5 on block (High Parry-able only)


Special Moves

  • Ryuubi Kyaku - 236 + K
  • Sean Tackle - 41236 + P
  • Dragon Smash - 632 + P
  • Zenten - 214 + P
  • Sean Tornado - 214 + K

Super Moves

  • Hadou Burst (SA1 x 3) - 236236 + P
  • Shoryu Cannon (SA2 x 2) - 236236 + P
  • Hyper Tornado (SA3 x 2) - 236236 + P


The Basics

Confirms

To really make Sean threatening, confirming is key to the equation. SA3 allows for the most possible confirms due to its insane start-up at 0f's and they are:

  • Any light chain combo (Cr. LK x 2, Cr. LK- Cr. LP - Cr. LK, etc.) x SA3
  • Cr. MP x SA3
  • Far MP x SA3
  • Cl. MP x SA3
  • Target Combo (Cl.MP-HK) x SA3
  • UOH x SA3
  • Cl. HP x SA3
  • Cl. HK x SA3
  • EX/HK/MK Tornado x SA3
  • Ryuubi Kyaku x SA3
  • Jump Normal x SA3
  • Cl. HK link Cr. MK x SA3 (up close)
  • St. LP link Target Combo x SA3 (up close)

Advanced Strategy

Match-Ups