Street Fighter 3: 3rd Strike/Sean/Archive: Difference between revisions

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[[Image:Sean3sport.gif|frame|right|Sean's Character Select Portrait]]
[[Image:Sean3sport.gif|frame|right|Sean's Character Select Portrait]]
[[Image:Sean3s-stance.gif |frame|right|Sean's Neutral Stance]]
[[Image:Sean3s-stance.gif |frame|right|Sean's Neutral Stance]]
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Well, they did it a little too well.
Well, they did it a little too well.


Other than being extremely hard to use and situational because of his hitbox placement and frame advantage (Dragon Smash's hitbox is located over his head), 3S makes Sean much more of a defensive counter character. When you play as him you have to understand that he does have a lot of good points, such as his MP, Tornado doing 50% stun on everyone and SA2 and 3 being unblockable. He trades pretty well and if used properly on the right SA's agianst the right match-ups. He also has an assortment of AAs.
Other than being extremely hard to use and situational because of his hit-box placement and frame advantage (Dragon Smash's hit-box is located over his head), 3s makes Sean much more of a defensive counter character. When you play as him you have to understand that he does have a lot of good points, such as his MP-HK target combo, Cl.HK, and EX Tornado that inflicts nice stun on everyone. He trades pretty well and if used properly on the right SA's against the right match-ups. He also has an assortment of AAs:


-cr FP
*Cr FP
-st RH(steep jump in)
*St RH (steep jump in)
-DS(over or near over sean's head only)
*DS (over or near over Sean's head only)
-Tornado(steep jump in)
*Tornado (steep jump in)
-Axekick(mid-far jump in.Do not kick into them. axekick with the apropriate range for their jump in)
*Wheel Kick (mid-far jump in. Do not kick into them. Wheel kick with the appropriate range for their jump in)
-f+FP
*f+FP
-RH(far slow good for angled jump in)
*RH (far slow good for angled jump in)
-FP(close)
*FP (close)


Now try to pull all that together and use them based on your match-up's moveset/hitbox placement.See how hard he is to use? Now if you don't use his AA's based on your matchup's moveset you will struggle.End of story.
Now try to pull all that together and use them based on your match-up's move-set/hit-box placement. See how hard he is to use? Now if you don't use his AA's based on your match-up's move-set you will struggle. End of story.


==Specific Character Information==
==Specific Character Information==
*Stamina: 1120
*Stamina: 1120
*Stun Bar Length (pixels): 64 (Normal)
*Stun Bar Length (pixels): 64 (Normal)
*Stun Bar Recovery (frames it takes to recover 1 pixel): 23th frame
*Stun Bar Recovery (frames it takes to recover 1 pixel): 23rd frame
*Taunt: Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.
*Taunt: Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.
*Best Kara-Throw: F+HP
*Best Kara-Throw: F+HP
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Chippiness
Chippiness


Sean can deal alot of damage to your Stun meter in small "chips" at a time.You see since he can't combo very well he needs to hit you more over the duration of the match to break even.He's not ranked very high because "chippy"(High/mid damage:low combo ability)character in tournaments fall apart because professional players will not give you a chance to hit them many times and they don't make many mistakes.So try to find ways to chip until you have meter then use your SAs to deal large damage to break even.
Sean can deal alot of damage to your Stun meter in small "chips" at a time.You see since he can't combo very well he needs to hit you more over the duration of the match to break even. He's not ranked very high because "chippy"(High/mid damage:low combo ability)character in tournaments fall apart because professional players will not give you a chance to hit them many times and they don't make many mistakes. So try to find ways to chip until you have meter then use your SAs to deal large damage to break even.


Parrying with Sean
Parrying with Sean


You '''need''' to parry and parry well to use sean.Jump into/out of parry dash in/dash back into parry.Parry makes Sean a good character. If you do not use it he '''will''' suck.
You '''need''' to parry and parry well to use Sean. Jump into/out of parry dash in/dash back into parry. Parry makes Sean a good character. If you do not use it he '''will''' suck.
A lot of his moves are extremely situational/impractical/strange hitbox placement.You need the parry and other tech to setup into said moves.
A lot of his moves are extremely situational/impractical/strange hit-box placement. You need the parry and other tech to setup into said moves.


==Moves List==
==Moves List==
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====Target Combos====
====Target Combos====


St. MP-->HK (Not cancelable BUT can link an SA III after it on Makoto)
St. MP-->HK (Not cancel-able BUT can link an SA III after it on Makoto)


Close HP-->F+HP (F+HP is overhead and it wont combo)
Close HP-->F+HP (F+HP is overhead and it wont combo)


===Super Arts===


Hadou-Burst (SA I): Builds meter very fast. Travels fast and is pretty quick on start up. Does have a bit of wind-down lag but its does have some good block stun. Use SA I for constant flow of damage. This is his EX SA. Great for a constant pressure from long range.
Taunt:Jump Shot (Basketball)
 
Effect: Added stun to next move (if ball hits)  
Shoryu-Cannon (SA II): Has the most priority of any move in the game except for Gill's Seriphim's Wing Deals alot of damage and can reset(Arcade/Mame and DC version only) into another SA2
Use Against: High priority close range supers,aerial based opponents/play styles,parry experts


Hyper-Tornado (SA III): Low hitting grab super that travels fast and is pretty quick. Unblockable on wakeup if you throw a basketball. Does decent damage. Punishes far away opponents as well as alot of invincibility frames (try against projectile spammers). Use Against: projectile spammers,pokers


----
----


Taunt:Jump Shot (Basketball)
Effect: Added stun to next move (if ball hits)


===Move Analysis===
===Move Analysis===


You see most of Seans moves have poor hitbox arrangements.
 
 
Tornado:
 
'''The Pros...'''
 
Its easy to combo into (LK/MK/EX versions) from HK, MP, etc. Does good damage and its useful for pressuring opponents.
The LK tornado can be used as an anti-air and combo'd into SA1 before they hit the ground (corner only).
Also the HK or MK versions are great for chip out wins
 
 
'''The Cons...'''
 
All variations of Tornado are unsafe on hit '''AND''' block (except for EX which is 99% safe) and
Comboing into the HK tornado works only vs Crouching opponents (still very unsafe)
 


Dragon Smash:
Dragon Smash:
'''The Pros'''
Can be cancelled into SA1 and 2. The EX version comes out in 9 frames ( with 8 frames of invincibility) and is his true reversal.
It trades nicely with jump in attacks


'''The Cons...'''
'''The Cons...'''
People tend to think DS is a DP. Well it's not. Its slower(not by much)
 
People tend to think DS is a DP. Well it's not. Its slower(not by much) but it has most of its priority over Sean's head.
Has most of its priority over Sean's head.
It doesn't have much range, so it has a high chance of whiff-ing plus you can't combo into it off of Cl.HK but only on a few characters
and he can be grabbed out of it as well (all versions).
 
 


Tackle:  
Tackle:  
'''The Pros'''
This is Sean's secondary source of mobility in addition to his already fast and lengthy dash. Its start-up is low to the ground which gives him a 2nd move that goes underneath projectiles (the first being Zenten). Useful to close distance from you to the opponent when used just for the dash itself. The tackle itself is only useful in catching whiffed lows or dashes when in close enough range. You can cancel into this (LP version) from his HK/HP/HP for fake outs into grab/EX DS/super but be for-warned doing this against someone who's quick enough to punish you. You can combo into this off of his taunt for style


'''The Cons...'''
'''The Cons...'''


Has somewhat of the same problem. Capcom does not make the attack a "grab" and they don't give the attack the "duck" propery(like Yun's jump kick and dudley's rush attack or Sean's roll)So now you have a move that has 0 priority until the actual tackle attack.Even then its too slow/predictable.
Has somewhat of the same problem. Capcom does not make the attack a "grab" and they don't give the attack the "duck" property (like Yun's jump kick and Dudley's rush attack or Sean's Zenten) So now you have a move that has 0 priority until the actual tackle attack. Even then its too slow/predictable. Plus, the start-up of it is a bit too long and the recovery is long as well.
 
 
Ryuubi Kyaku:
 
'''The Pros'''
 
The second special AA that Sean has. The range of this move is deceptive, it can hit very high in the air and even stuff out some of the other shoto's air tatsu's. Useful for when the opponent tries to jump out of the corner and you smack them back down into there with it. The EX can hit up to 3 times if you catch an Opp. jumping away for good damage and stun. Like the tackle, you can also combo into this off the basketball taunt, you know, for style.
 
'''The Cons'''
 
This move is really easy to see coming and parry. Plus all variations of it (save for EX) are -5 up close and 0 from far away so you have to know where to put this move so the chances of it getting parried are low. Its really easy to avoid by just walking backwards to be just out of range and wide open to eat whatever damage for missing.
 
 
Zenten:
 
'''The Pros'''
 
The roll lowers his hit-box to the ground which allows him to avoid throws and projectiles for however long its out on screen. It can even avoid high hitting supers altogether when done early enough. Its parry bait as well since opponents who know about this move will stick lows/overheads out constantly to punish you for using this.
 
'''The Cons'''
 
Its throw invincible, not attack invincible. It can help you out every once in a while to get out of pressure but its not recommended to do it all the time.
 


==Combos==
==Combos==
===Meterless===
===Meter-less===
J.Fierce,Strong>Roundhouse
 
J.Fierce - Strong/Roundhouse
 
J.Fierce - Strong - Dragon Smash (f,d,df+P)
 
Standing Close HP - Fierce Dragon Smash


J.Fierce,Strong,Dragon Smash (f,d,df+P)
Crouching MK - Tornado (Short)


Standing Close Fierce,Fierce Dragon Smash
Crouching MK - Dragon Smash (f,d,df+P)


Crouching MK, Tornado (Short)
Close MP - Close HK (Target Combo)


Crouching MK, Dragon Smash (f,d,df+P)
Crouching LK - Crouching LP - Crouching LK


===EX moves===
===EX moves===
Standing close HP, '''EX''' Dragon Smash


Standing close HP,'''EX''' Tornado
Standing close HP - '''EX''' Dragon Smash/Tornado


Crouching MK, '''EX''' Tornado
Standing close MP - '''EX''' Tornado/Dragon Smash
 
Crouching MK - '''EX''' Tornado/Dragon Smash
 
J.Fierce - Close HP - '''EX''' Tornado (His highest stun combo)
 
J.Fierce - Close HK - '''EX''' Tornado (His most damaging combo)


===Super Art I===
===Super Art I===
Crouching LK, Crouching LP, Crouching LK, Hadou-Burst


Crouching MK, Hadou-Burst
Crouching LK - Crouching LP - Crouching LK - Hadou-Burst


Standing close HK, link Hadou-Burst
Crouching MK - Hadou-Burst


UOH, link Hadou-Burst
Standing close HK - link Hadou-Burst
 
UOH - link Hadou-Burst
 
Standing close HP - Dragon Smash (LP) - Hadou-Burst
 
Close HK - Dragon Smash - Hadou-Burst (On certain characters)
 
J.Fierce/Roundhouse - Close HK/HP/MP - Hadou-Burst
 
J.Fierce/Roundhouse - Cr.MK - Dragon Smash - Hadou-Burst


Standing close HP, Dragon Smash (HP), xx, Hadou-Burst


===Super Art II===
===Super Art II===
Crouching Foward,Shoryu Cannon


Close Fierce,Jab Dragon Smash,Shoryuu Cannon
UOH (Meaty) - link Shoryu Cannon
 
Crouching Forward - Jab Dragon Smash - Shoryu Cannon
 
Close Fierce - Jab Dragon Smash - Shoryu Cannon
 
J.Fierce/Roundhouse - Close HK - Shoryu Cannon - EX Dragon Smash


-you can and a Jab Dragon Smash in Corner
J.Fierce/Roundhouse - Cr.MK - Dragon Smash - Shoryu Cannon




(Corner) Close Fierce,Jab Dragon Smash,Shoryuu Cannon,Crouching Foward,Shoryu Cannon,Jab Dragon Smash


-you can replace the Crouch Foward to Close Roundhouse for big hitbox characters like Q and Elena
You can add a Jab Dragon Smash/Close HK or HP (Hugo and Alex) in the corner to link into another Shoryu Cannon if you have both stocks.
It'll look something like this:
 
 
(Corner) Close Fierce - Jab Dragon Smash - Shoryu Cannon - Crouching Forward - Shoryu Cannon - Jab Dragon Smash
 
You can replace the Crouch Forward to Close Roundhouse for big hit-box characters like Q, Elena, Chun, etc.


===Super Art III===
===Super Art III===
Crouching LK, Crouching LP, Crouching LK, Hyper-Tornado


Crouching MK, Hyper Tornado
Crouching LK - Crouching LP - Crouching LK - Hyper-Tornado
 
Crouching MK - Hyper Tornado
 
Standing close HK/HP/MP - link Hyper Tornado
 
UOH - link Hyper Tornado
 
J.Fierce/Roundhouse - Target Combo - SA3 (Makoto only)
 
J.Fierce/Roundhouse - Close HK/HP - SA3


Standing close HK, link Hyper Tornado


UOH, link Hyper Tornado


==Frame Data==
==Frame Data==
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==Strategies==
==Strategies==
===Overview===
===Overview===
Sean is not an easy character to use. Aside from a good amount of his moves being punishable and having either a long start-up and/or a long recovery, his jump in combos are very hard to pull off. He needs meter for his safer moves but even then they're still risky, so as such you have to ask yourself: is the opportunity cost at this particular moment worth using his unsafe moves? The first thing should always be to decrease the risk when playing whether using option selects, less whiffs, etc. The second is actually knowing the match up, and what that character can actually do. The third is figuring out how to and what '''can''' punish what the opponent does with Sean.
===Basics===
===Basics===
*Utilize the Cl.MP-HK Target Combo as it is truly safe on block and hit. It even serves nicely as a nice AA as well.
*Cl.HK is your friend.
*Don't be scared to wake up with a EX Dragon Smash (seldom)
*Use St. MK to out-prioritize lows when in the correct range
===Super Art Selection===
===Super Art Selection===
Use Super Art: SA1 (Hadou Burst). Why? It have a lot of Ex Moves chances
 


*'''SA1'''
*'''SA1'''
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** <font color=green>''Decent Recovery''</font>
** <font color=green>''Decent Recovery''</font>
** <font color=red>''Easy to Parry''</font>
** <font color=red>''Easy to Parry''</font>
*** Use on: Every character that don't have projectile moves or non-good Shoto Players''
*** Usage: All purpose SA. Can be used against all characters if you're adept at hit confirms. Many different ways this can be combo'd into as well and does decent damage. Plus it'll eat through lesser projectiles and hit the opponent so that's something to keep in mind. Also can function as a nice anti-air if you place it in the right spot. Meter builds up rapidly so you'll always be stocked with at least 1 at all times. It has a recovery that's longer than it should be though.
 
 


*'''SA2'''  
*'''SA2'''  
** <font color=green>''Corner Juggles''</font>
** <font color=green>''Corner Juggles''</font>
** <font color=red>''Bad recovery''</font>
** <font color=red>''Bad recovery''</font>
*** Use on: Large Hitbox Characters and Shotos (Ryu,Ken and Akuma)''
*** Usage: The most balanced super that has the most EX and the highest chance of big damage. A highly invincible super (10 frames) that has the  highest priority of any SA in the game (save for Gill's Seriphim's Wing) which just might save you in sticky situations. The biggest problem with Shoryu Cannon is the lack of range it has. This super vs Necro/Elena/Chun/Q is very good since if you have 2 stocks, you can juggle them for free in the corner due to their hit-box size. Shoryu Cannon is also a very good chip out option as well.
 
 


*'''SA3'''
*'''SA3'''
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** <font color=red>''Large Meter''</font>
** <font color=red>''Large Meter''</font>
** <font color=red>''Bad capacity for EX and Super Cancel Moves''</font>
** <font color=red>''Bad capacity for EX and Super Cancel Moves''</font>
*** Use on: Makoto''
*** Usage: ''The Punisher''. Hyper Tornado is Sean's strongest and most invincible super (12 frames + 4 for throw invincibility). It has the same confirms that Hadou-Burst does (minus the ones with Dragon Smash) and almost has just as much range. The main issues with this super is the length of the meter, how long it takes fill it and the fact that you only get one. The play-style you have to take when using this is calculated, picking the right time when to use this. With a 2 frame start up (one more than Shoryu Cannon), you can punish '''many''' things in the game with this since it is very fast. Another thing to note is that you can use this to bypass projectiles that come toward you. Thing is, is that they have to be far away from the projectile or else you're still going to be caught by it and waste the super. Another thing noteworthy about Hyper Tornado: It will beat out Shoryu Cannon.
 


===Kara-Techniques===
===Kara-Techniques===
Sean's best Kara throw is F+HP for his tick throw game while his Cl.HK Kara throw is better for SGGK. You can Kara into his roll from his overhead headbutt but the timing is very strict.
He also has his own Kara DP (like Ken's) where if the opponent jumps high enough he can punish with 2 Dragon Smashes (Very situational but works anywhere on the screen).


===Zoning===
===Zoning===
*Far HP will be the main tool you use to maintain your zone. Use it to smack away any dive kicks/jump-ins that come your way.
*All 3 variations of MP (cr/cl/fr) are very useful to keep the position as well, being that they're all safe on block and hit.
*Don't be afraid to stick a cr.MK on the screen from time to time (just be careful doing so)
*You have a vast assortment of AAs so choose your AA's wisely
===Mixups===
===Mixups===
===EX Tornado===
===EX Tornado===
EX Tornado can be comboed depends of the attack and the opponent's situation
 
EX Tornado can be combo'd depending on the attack and the opponent's current state:




{| class="Oponnent" border="1"
{| class="Oponnent" border="1"
|-
|-
| colspan="4" | Akuma,12
| colspan="4" | Akuma, 12
|-
|-
! Attack/Opponent
! Attack/Opponent
Line 1,090: Line 1,213:
{| class="Oponnent" border="1"
{| class="Oponnent" border="1"
|-
|-
| colspan="4" | Urien,Remy,Dudley
| colspan="4" | Urien, Remy, Dudley
|-
|-
! Attack/Opponent
! Attack/Opponent
Line 1,150: Line 1,273:
{| class="Oponnent" border="1"
{| class="Oponnent" border="1"
|-
|-
| colspan="4" | Ibuki,Q,Necro,Alex
| colspan="4" | Ibuki, Q, Necro, Alex
|-
|-
! Attack/Opponent
! Attack/Opponent
Line 1,210: Line 1,333:
{| class="Oponnent" border="1"
{| class="Oponnent" border="1"
|-
|-
| colspan="4" | Yang,Yun,Makoto,Ryu,Ken
| colspan="4" | Yang, Yun, Makoto, Ryu, Ken
|-
|-
! Attack/Opponent
! Attack/Opponent
Line 1,300: Line 1,423:




Taken from japanes atwiki
Taken from japan's atwiki
 
===Additional Notes===
*Personal Action: Jumpshot  Effect:Stun Damage up (Only if Taunt connects), max 3 per round.


==Match-ups==
==Match-ups==

Revision as of 19:35, 14 January 2017

Sean's Character Select Portrait
Sean's Neutral Stance

Introduction

Sean is perhaps the most efficient definition of an underrated character in the history of fighting games. In the 2nd version of Street Fighter III, 2nd Impact, he was pretty much totally broken, doing tons of damage off of his lengthy combo strings. In response to this, Capcom did the responsible thing and made him an original character, as opposed to a black Ken in a yellow gi.

Well, they did it a little too well.

Other than being extremely hard to use and situational because of his hit-box placement and frame advantage (Dragon Smash's hit-box is located over his head), 3s makes Sean much more of a defensive counter character. When you play as him you have to understand that he does have a lot of good points, such as his MP-HK target combo, Cl.HK, and EX Tornado that inflicts nice stun on everyone. He trades pretty well and if used properly on the right SA's against the right match-ups. He also has an assortment of AAs:

  • Cr FP
  • St RH (steep jump in)
  • DS (over or near over Sean's head only)
  • Tornado (steep jump in)
  • Wheel Kick (mid-far jump in. Do not kick into them. Wheel kick with the appropriate range for their jump in)
  • f+FP
  • RH (far slow good for angled jump in)
  • FP (close)

Now try to pull all that together and use them based on your match-up's move-set/hit-box placement. See how hard he is to use? Now if you don't use his AA's based on your match-up's move-set you will struggle. End of story.

Specific Character Information

  • Stamina: 1120
  • Stun Bar Length (pixels): 64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 23rd frame
  • Taunt: Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.
  • Best Kara-Throw: F+HP
  • Standard Throw Range (pixels): 20
  • Dash Forward (frames) / Moving Distance: 13 / 1
  • Dash Backward (frames) / Moving Distance: 13 / 1
  • Normal Wake up (frames): 77
  • Quick Stand (frames): 50

Strategy

Chippiness

Sean can deal alot of damage to your Stun meter in small "chips" at a time.You see since he can't combo very well he needs to hit you more over the duration of the match to break even. He's not ranked very high because "chippy"(High/mid damage:low combo ability)character in tournaments fall apart because professional players will not give you a chance to hit them many times and they don't make many mistakes. So try to find ways to chip until you have meter then use your SAs to deal large damage to break even.

Parrying with Sean

You need to parry and parry well to use Sean. Jump into/out of parry dash in/dash back into parry. Parry makes Sean a good character. If you do not use it he will suck. A lot of his moves are extremely situational/impractical/strange hit-box placement. You need the parry and other tech to setup into said moves.

Moves List

NOTE: Names taken from Kao Megura's Street Fighter III 3S FAQ (can be found in GameFAQs.com)

Dragon Smash: F, D, DF+P

Tornado: QCB+K

Ryuubi-kyaku: QCF+K

Sean Tackle: HCF+Hold P (not holding P will have him dash forward, the length depends on the button used)

Zenten: QCB+P


Command Normals

Sean Pachiki: F+HP

Rolling Sobat: F+HK

Target Combos

St. MP-->HK (Not cancel-able BUT can link an SA III after it on Makoto)

Close HP-->F+HP (F+HP is overhead and it wont combo)


Taunt:Jump Shot (Basketball) Effect: Added stun to next move (if ball hits)




Move Analysis

Tornado:

The Pros...

Its easy to combo into (LK/MK/EX versions) from HK, MP, etc. Does good damage and its useful for pressuring opponents. The LK tornado can be used as an anti-air and combo'd into SA1 before they hit the ground (corner only). Also the HK or MK versions are great for chip out wins


The Cons...

All variations of Tornado are unsafe on hit AND block (except for EX which is 99% safe) and Comboing into the HK tornado works only vs Crouching opponents (still very unsafe)


Dragon Smash:

The Pros

Can be cancelled into SA1 and 2. The EX version comes out in 9 frames ( with 8 frames of invincibility) and is his true reversal. It trades nicely with jump in attacks


The Cons...

People tend to think DS is a DP. Well it's not. Its slower(not by much) but it has most of its priority over Sean's head. It doesn't have much range, so it has a high chance of whiff-ing plus you can't combo into it off of Cl.HK but only on a few characters and he can be grabbed out of it as well (all versions).


Tackle:

The Pros

This is Sean's secondary source of mobility in addition to his already fast and lengthy dash. Its start-up is low to the ground which gives him a 2nd move that goes underneath projectiles (the first being Zenten). Useful to close distance from you to the opponent when used just for the dash itself. The tackle itself is only useful in catching whiffed lows or dashes when in close enough range. You can cancel into this (LP version) from his HK/HP/HP for fake outs into grab/EX DS/super but be for-warned doing this against someone who's quick enough to punish you. You can combo into this off of his taunt for style


The Cons...

Has somewhat of the same problem. Capcom does not make the attack a "grab" and they don't give the attack the "duck" property (like Yun's jump kick and Dudley's rush attack or Sean's Zenten) So now you have a move that has 0 priority until the actual tackle attack. Even then its too slow/predictable. Plus, the start-up of it is a bit too long and the recovery is long as well.


Ryuubi Kyaku:

The Pros

The second special AA that Sean has. The range of this move is deceptive, it can hit very high in the air and even stuff out some of the other shoto's air tatsu's. Useful for when the opponent tries to jump out of the corner and you smack them back down into there with it. The EX can hit up to 3 times if you catch an Opp. jumping away for good damage and stun. Like the tackle, you can also combo into this off the basketball taunt, you know, for style.

The Cons

This move is really easy to see coming and parry. Plus all variations of it (save for EX) are -5 up close and 0 from far away so you have to know where to put this move so the chances of it getting parried are low. Its really easy to avoid by just walking backwards to be just out of range and wide open to eat whatever damage for missing.


Zenten:

The Pros

The roll lowers his hit-box to the ground which allows him to avoid throws and projectiles for however long its out on screen. It can even avoid high hitting supers altogether when done early enough. Its parry bait as well since opponents who know about this move will stick lows/overheads out constantly to punish you for using this.

The Cons

Its throw invincible, not attack invincible. It can help you out every once in a while to get out of pressure but its not recommended to do it all the time.


Combos

Meter-less

J.Fierce - Strong/Roundhouse

J.Fierce - Strong - Dragon Smash (f,d,df+P)

Standing Close HP - Fierce Dragon Smash

Crouching MK - Tornado (Short)

Crouching MK - Dragon Smash (f,d,df+P)

Close MP - Close HK (Target Combo)

Crouching LK - Crouching LP - Crouching LK

EX moves

Standing close HP - EX Dragon Smash/Tornado

Standing close MP - EX Tornado/Dragon Smash

Crouching MK - EX Tornado/Dragon Smash

J.Fierce - Close HP - EX Tornado (His highest stun combo)

J.Fierce - Close HK - EX Tornado (His most damaging combo)

Super Art I

Crouching LK - Crouching LP - Crouching LK - Hadou-Burst

Crouching MK - Hadou-Burst

Standing close HK - link Hadou-Burst

UOH - link Hadou-Burst

Standing close HP - Dragon Smash (LP) - Hadou-Burst

Close HK - Dragon Smash - Hadou-Burst (On certain characters)

J.Fierce/Roundhouse - Close HK/HP/MP - Hadou-Burst

J.Fierce/Roundhouse - Cr.MK - Dragon Smash - Hadou-Burst


Super Art II

UOH (Meaty) - link Shoryu Cannon

Crouching Forward - Jab Dragon Smash - Shoryu Cannon

Close Fierce - Jab Dragon Smash - Shoryu Cannon

J.Fierce/Roundhouse - Close HK - Shoryu Cannon - EX Dragon Smash

J.Fierce/Roundhouse - Cr.MK - Dragon Smash - Shoryu Cannon


You can add a Jab Dragon Smash/Close HK or HP (Hugo and Alex) in the corner to link into another Shoryu Cannon if you have both stocks. It'll look something like this:


(Corner) Close Fierce - Jab Dragon Smash - Shoryu Cannon - Crouching Forward - Shoryu Cannon - Jab Dragon Smash

You can replace the Crouch Forward to Close Roundhouse for big hit-box characters like Q, Elena, Chun, etc.

Super Art III

Crouching LK - Crouching LP - Crouching LK - Hyper-Tornado

Crouching MK - Hyper Tornado

Standing close HK/HP/MP - link Hyper Tornado

UOH - link Hyper Tornado

J.Fierce/Roundhouse - Target Combo - SA3 (Makoto only)

J.Fierce/Roundhouse - Close HK/HP - SA3


Frame Data

Normal Moves, Command Normals, Other

Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
Light Punch HL 20 3 C*Sp*Su 3 1 5 5 5 5
Medium Punch H 90 9 Sp*Su 5 4 10 0 1 2
Hard Punch H 120 13 Sp*Su 5 4 15 -4 -2 0
Light Kick HL 30 3 - 4 3 7 2 2 2
Medium Kick HL 90 5 - 6 3 15 -2 -1 0
Hard Kick H 145 11 - 5 4 10 2 4 6
Far Medium Punch H 80 11 - 5 3 13 0 1 2
Far Hard Punch H 120(100) 11 - 9 3 19 -7 -5 -3
Far Hard Kick H 120(100) 11(9) - 7 3 26 -9 -7 -5
Crouching Light Punch HL 20 3 C*Sp*Su 4 2 5 3 3 3
Crouching Medium Punch HL 80 7 Sp*Su 5 3 7 3 4 5
Crouching Hard Punch HL 120 13 Sp*Su 7 4 17 -9 -7 -5
Crouching Light Kick L 20 3 C*Sp*Su 5 2 7 1 1 1
Crouching Medium Kick L 70 3 Sp*Su 7 4 17 -4 -3 -2
Crouching Hard Kick L 120 3 - 8 4 26 -16 Down Down
Neutral Jumping Light Punch H 40 7 - 5 - - - - -
Neutral Jumping Medium Punch H 90 11 - 6 4 - - - -
Neutral Jumping Hard Punch H 130 15 - 7 2 - - - -
Neutral Jumping Light Kick H 50 7 - 5 18 - - - -
Neutral Jumping Medium Kick H 90 9 - 5 5 - - - -
Neutral Jumping Hard Kick H 130 13 - 7 4 - - - -
Jumping Light Punch H 50 7 - 4 - - - - -
Jumping Medium Punch H 90 9 - 5 4 - - - -
Jumping Hard Punch H 130 13 - 6 3 - - - -
Jumping Light Kick H 50 5 - 4 9 - - - -
Jumping Medium Kick H 90 9 - 5 5 - - - -
Jumping Hard Kick H 110 13 - 6 3 - - - -
Toward + Hard Punch H 60+80 7+7 - 21 1*4 22 -6 - -
Toward + Hard Kick H 90(70) 9 - 15 4 18 -5 - -
Throw - 120 11 - 2 1 21 - - -
Back + Throw - 140 5 - 2 1 21 - - -
Universal Overhead H 40 3 - 16 ~ 23 7 7 -5 ~ 0 0 ~ +7 +1 ~ +8
Taunt H 5 - - 31 1 20 - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching

Special Moves and Super Arts

Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block
Sean Roll Light Punch - - - - 2 16 9 -
Sean Roll Medium Punch - - - - 2 26 9 -
Sean Roll Hard Punch - - - - 2 40 9 -
Overhead Turn Kick Light (Ryuubi Kyaku) H 120 19 - 15 7 15 -3
Overhead Turn Kick Medium (Ryuubi Kyaku) H 120 19 - 15 7 15 -2
Overhead Turn Kick Hard (Ryuubi Kyaku) H 120 19 - 15 7 15 -3
Overhead Turn Kick EX (Ryuubi Kyaku) H 60+70 7+7 - 27 1*1 - -
- H 70 7 - - 1 15 -1
Tornado Light Kick H 50+50 5+5 - 11*5 1*1 21 -7
Tornado Medium Kick H 50 5 - 14 3 - -
- H 50+50 5+5 - 7*9 1*1 21 -6
Tornado Hard Kick H 50 5 - 16 2 - -
- H 40+40+40 5+5+5 - 9*7*7 3*3*1 21 -6
Tornado EX H 60 9 - 9 1 - -
- H 40+40+40 5+5+5 - 9*7*7 2*3*1 17 -3
Sean Tackle (All versions) L 100+80 11+7 - 18/22/26 1 28 -14
Sean Tackle EX L 40x4 7x4 - 28 1 - -
- - 100 7 - - - 28 -14
Dragon Smash Light Punch HL 130(90) 11 Su 5 5 36 -24
Dragon Smash Medium Punch HL 130(90) 11 Su 7 7 39 -30
Dragon Smash Hard Punch HL 130(90) 11 Su 9 8 42 -34
Dragon Smash EX HL 90+90(60) 11 Su 8 1*10 42 -37
SA1 — Hadou Bursts H 220 9 - 3 1 61 -39
SA2 — Shoryu Cannon HL 80+50 0 - 1 1*6 - -
- HL 35+35+40 0 - 18 1*1*1 - -
- HL 40+40+40 0 - - 1*1*1 - -
- HL 40+40 0 - - 5*5 36 -43
SA3 — Hyper Tornado HL 20+40+60 0 - 2 13*4*1 53 -31
- HL 60+60+60 3+3+3 - 7*8*9 1*1*1 - -
- HL 60+60 3+3 - 6*4 1*1 - -
- HL 60+60 3+0 - 6*4 1*1 - -
- H 60+100 19+3 - 10 3*4 22 -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block

Strategies

Overview

Sean is not an easy character to use. Aside from a good amount of his moves being punishable and having either a long start-up and/or a long recovery, his jump in combos are very hard to pull off. He needs meter for his safer moves but even then they're still risky, so as such you have to ask yourself: is the opportunity cost at this particular moment worth using his unsafe moves? The first thing should always be to decrease the risk when playing whether using option selects, less whiffs, etc. The second is actually knowing the match up, and what that character can actually do. The third is figuring out how to and what can punish what the opponent does with Sean.


Basics

  • Utilize the Cl.MP-HK Target Combo as it is truly safe on block and hit. It even serves nicely as a nice AA as well.
  • Cl.HK is your friend.
  • Don't be scared to wake up with a EX Dragon Smash (seldom)
  • Use St. MK to out-prioritize lows when in the correct range


Super Art Selection

  • SA1
    • Super Cancel Hit Confirm
    • Decent Recovery
    • Easy to Parry
      • Usage: All purpose SA. Can be used against all characters if you're adept at hit confirms. Many different ways this can be combo'd into as well and does decent damage. Plus it'll eat through lesser projectiles and hit the opponent so that's something to keep in mind. Also can function as a nice anti-air if you place it in the right spot. Meter builds up rapidly so you'll always be stocked with at least 1 at all times. It has a recovery that's longer than it should be though.


  • SA2
    • Corner Juggles
    • Bad recovery
      • Usage: The most balanced super that has the most EX and the highest chance of big damage. A highly invincible super (10 frames) that has the highest priority of any SA in the game (save for Gill's Seriphim's Wing) which just might save you in sticky situations. The biggest problem with Shoryu Cannon is the lack of range it has. This super vs Necro/Elena/Chun/Q is very good since if you have 2 stocks, you can juggle them for free in the corner due to their hit-box size. Shoryu Cannon is also a very good chip out option as well.


  • SA3
    • Big Damage
    • Large Meter
    • Bad capacity for EX and Super Cancel Moves
      • Usage: The Punisher. Hyper Tornado is Sean's strongest and most invincible super (12 frames + 4 for throw invincibility). It has the same confirms that Hadou-Burst does (minus the ones with Dragon Smash) and almost has just as much range. The main issues with this super is the length of the meter, how long it takes fill it and the fact that you only get one. The play-style you have to take when using this is calculated, picking the right time when to use this. With a 2 frame start up (one more than Shoryu Cannon), you can punish many things in the game with this since it is very fast. Another thing to note is that you can use this to bypass projectiles that come toward you. Thing is, is that they have to be far away from the projectile or else you're still going to be caught by it and waste the super. Another thing noteworthy about Hyper Tornado: It will beat out Shoryu Cannon.


Kara-Techniques

Sean's best Kara throw is F+HP for his tick throw game while his Cl.HK Kara throw is better for SGGK. You can Kara into his roll from his overhead headbutt but the timing is very strict.

He also has his own Kara DP (like Ken's) where if the opponent jumps high enough he can punish with 2 Dragon Smashes (Very situational but works anywhere on the screen).

Zoning

  • Far HP will be the main tool you use to maintain your zone. Use it to smack away any dive kicks/jump-ins that come your way.
  • All 3 variations of MP (cr/cl/fr) are very useful to keep the position as well, being that they're all safe on block and hit.
  • Don't be afraid to stick a cr.MK on the screen from time to time (just be careful doing so)
  • You have a vast assortment of AAs so choose your AA's wisely


Mixups

EX Tornado

EX Tornado can be combo'd depending on the attack and the opponent's current state:


Akuma, 12
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far No Yes No
Crouch Close Yes Yes No
Crouch Far No No No
Hugo
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far No Yes No
Crouch Close Yes Yes Yes
Crouch Far No Yes No
Urien, Remy, Dudley
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far Yes Yes No
Crouch Close Yes Yes Yes
Crouch Far No No No
Oro
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close No Yes Yes
Stand Far No No No
Crouch Close No Yes Yes
Crouch Far No No No
Ibuki, Q, Necro, Alex
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far No Yes No
Crouch Close Yes Yes Yes
Crouch Far No No No
Chun Li
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far No Yes No
Crouch Close No No No
Crouch Far No No No
Yang, Yun, Makoto, Ryu, Ken
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far No Yes No
Crouch Close No Yes No
Crouch Far No No No
Sean
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far Yes Yes No
Crouch Close No Yes No
Crouch Far No No No
Elena
Attack/Opponent Stand HK Stand HP Crouch MP
Stand Close Yes Yes Yes
Stand Far Yes Yes No
Crouch Close No Yes Yes
Crouch Far No No No


Taken from japan's atwiki

Match-ups

Serious Advantage Match-ups

Sean has no match-ups where he is at a serious advantage

Advantage Match-ups

  • Remy
  • Elena
  • Q

Fair Match-ups

  • Remy
  • Sean
  • Ryu
  • Ken
  • Oro
  • Ibuki
  • Twelve

Disadvantage Match-ups

  • Yang
  • Alex
  • Hugo
  • Akuma
  • Urien

Serious Disadvantage Match-ups

  • Yun
  • Chun-Li
  • Dudley