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.HP
- St.RH (steep jump in)
- Dragon Smash (over or near 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+HP
- All variations of MP (Far, Close, and Crouching)
- Fr.HK (good for angled jump-in)
- FP (close)
- T+Roundhouse (far jump-in)
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) characters 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 or have a strange hit-box placement. You need the parry and other tech to setup into said moves. Learn to red parry a lot things that can help you in match-ups as well (multi-hit overheads, Ken's SA3, Chun's SA2, etc.).
EX Tornado
After a EX tornado, you have 8 different options you can choose from while your opponent typically only has 5 (but be ready to gamble):
- Block [Loses to grabs but wins against reversals and super]
- Throw/tech throw (Regular or Kara) [Loses to reversals, evasive maneuvers, super but wins against blocking]
- Parry/SGGK/OS [Least amount of risk that involves 2 or more options at once]
- EX Dragon Smash [Loses to throw, blocking, reversals, evasive maneuvers and super but wins against throws that come out too early or attacks that don't have enough priority]
- Zenten [Loses to blocking, reversals and super but wins against throws and certain attacks]
- Dash Backwards [Loses to super but wins against throws and reversals]
- Jump forward/backwards [Loses to reversals but wins against throws]
- Super (SA2 only) [Loses to blocking but wins against everything else]
The strongest one-off attacks Sean can do safely at any given moment are:
- Cl.HK - The strongest hit confirm normal of the shotos and builds great meter on hit or block. Comes out in 5 frames and is safe all across the board. Its a great AA that you can cancel into SA2 with and its great for Meaties. Look to land this particular normal the most in a match. Does 25 DMG Standing/32 Crouching (Akuma). Cl.HK confirms into super can outdamage super confirms that involve Dragon Smash, especially if caught crouching.
- Target Combo - A quick and simple 2 hit combo that does 24 DMG Standing/29 Crouching, and another one of Sean's good AA's. Target Combo on hit is 0 Standing/+2 Crouching and -2 on block. Even though its -2 on block, its completely safe and in fact, its best to buffer parry after this in case the opponent tries to punish what can't be punished. It puts you near half screen on block, even further if you delay the 2nd hit of the combo. It can link into super but only on Makoto standing and Ibuki crouching (w/Delay).
- Back + Throw - Sean's Back throw does 4 points more DMG than the other shotos which means that at mid-screen, you should be looking to do this to put the opponent into the corner. Using Sean's Far Fierce, you can Kara Back + Throw giving him more reach to grab. Its a great way to end a match if you have the opponent trapped in the corner.
Sean can 1-frame link from his standing jab all of his MPs, Cl.HP and HK which can set up some good block-strings:
- Cr.LK - St.LK - St.MK
- Cl.HK - St.MK
- St.LP - St.LP - St.MP
- St.LP - Target Combo
- Cl.MP - Cl.HK
- St.LP - Cl.HP
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
Close HP-->F+HP (F+HP is overhead and it wont combo)
Taunt: Jump shot (Basketball)
Effect: Added stun to next move (12.5%)
Move Analysis
Tornado:
This is Sean's version of the tatsu. 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 (in the corner only). Also the HK or MK versions are great for chip out wins. 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). The first hit all of the Tornadoes force stand which makes the move even more unsafe than it should be.
The strongest combos Sean has w/Tornado are: (J.Fierce x Cl.Roundhouse x EX Tornado vs. Standing opponents) or (J.Fierce x Cl.Roundhouse x HK Tornado vs. Crouching opponents). The former does around 67 while the latter does 78 damage (to Akuma) which is the same amount of damage as a raw Hyper Tornado (SA3). For the high amount of damage of the latter combo comes a high amount of disadvantage though so keep this in mind.
A better alternative would be J.Fierce x Cl.Strong x EX Tornado vs. Crouching opponents. It does 73 damage to Akuma crouching, the most damage he can do safely but you need to be close enough to the opponent.
EX Tornado can leave you at -1, 0 or +1 on hit depending on the situation:
- -1: The move's normal frame advantage. Its -1 on hit even if canceled from Cl.HK or Cl.MP due to the first hit of the tatsu inducing stand
- 0: Even though its -1 on hit, you can't be punished by 1 frame supers (except gigas) or 1 frame moves
- +1: If you don't hit with the first hit of the tatsu, its plus on hit only vs. Crouchers
All variations of Tornado are better used as an "out of range" footsie against crouchers, especially the Roundhouse/EX version. This will actually make the move safer but not by much (becomes -2/-3 on hit instead of -3/-4).
Dragon Smash:
Sean's version of the Shoryuken. The variations come out in 5/7/8/9 frames respectively, but do all the same damage (except EX) and can cancel into Hadou Burst and Shoryu Cannon. Be for-warned, you can't treat this like a normal DP. Its slower by a few frames and it has most of its priority over Sean's head. It also doesn't have much range either, so it has a high chance of whiff-ing plus you can't combo into it off of Cl.HK (only on a few characters) and he can be grabbed out of it as well (all versions). EX Dragon Smash will out-prioritize a good amount of things in the game due to its 8 frames of invincibility but this has to be timed correctly.
The strongest confirm you can get with this is normally Cl.Fierce x LP Dragon Smash x Sa1 or 2 but this just only does a few more pixels worth a damage when compared to just confirming into the super with Cl.Roundhouse.
His true strongest confirm/punish by far is Cl.Roundhouse x Dragon Smash but this is only possible to do usually on Dudley, Elena, Urien, and Twelve or when the opponent is stunned and a basketball is thrown.
The basketball also helps him to land his strongest ground combo which is Cl.Roundhouse x EX Dragon Smash.
If you trade/collide with someone jumping in using this, you can SA1 them before they hit the ground which does a few points less than what it normally does but it's still good damage nonetheless.
Advice: Learn how to quickly cancel Cr.LK or Cr.LP into Dragon Smash (LP or MP only).
Tackle:
This is another source of mobility in addition to Sean's 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 any of his close normals 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. Be warned, the attack is not a grab and the attack doesn't have the "duck" property (like Yun's jump kick and Dudley's rush attack or Sean's Zenten). It's a move that has 0 priority until the actual tackle attack and even then its too slow/predictable.
Tip: If your AA get's parried, cancel into an empty tackle or Zenten for a mix-up. To actually tackle, you have to bait out crouching moves before using it. In this scenario, LP or MP tackle depending on how far away you are, should hit when they whiff.
Ryuubi Kyaku:
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 or if you're up close (Remy, Urien and Hugo). Like the tackle, you can also combo into this off the basketball taunt, you know, for style. This move is one that opponents tend to look out for or bait out the most because of how easy it is to parry it, even the EX so be careful.
The frame Adv. of the Non-EX RK's vary depending on who you're playing against and how far away you are. On block up close for taller characters its -5, but on a shorter character (like Yun) its 0. On hit, its about the same, though on shorter characters its -2 up to +2 (on twins). If you hit with this move from the maximum distance of each of the 3 buttons, its 0 to +2 (twins) on hit and block. This also applies to the EX Wheel as well.
Zenten:
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. Its throw invincible though 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.
Tip: Parry and use this against advancing supers to trap the opponent in a corner (if using SA2). Also, mix up which of the Zentens you use (LP/MP/HP).
Combos
Damages measured against Gouki (lowest health in the game)
Meter-less
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouch MK | Tornado (LK) | - | - | 28 (17%) | 9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Close MP | Close HK | - | - | 24 (15%) | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouch MK | Dragon Smash | - | - | 33 (20%) | 12 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Close HP | Dragon Smash | - | - | 41 (25%) | 22 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Close HK | Tornado (MK) | - | - | 47 (29%) | 21
Specific to: Twelve, Elena, Urien and Dudley
EX movesStanding 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 Close HK - EX Dragon Smash (Only possible on Necro consistently and only if you meaty with Cl.HK) Super Art ICrouching 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 - 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 J.Fierce/Roundhouse - Cl.MP - Dragon Smash - Hadou-Burst (His strongest Jump-in combo normally) Neutral J.Strong - Cl.HK - HP Dragon Smash - Hadou-Burst (Elena only) Super Art IIUOH (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 (Necro is the only character that the EX will hit fully after a Shoryu Cannon) 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:
You can replace the Crouch Forward to Close Roundhouse for big hit-box characters like Q, Elena, Chun, etc. Super Art IIICrouching 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/MP - SA3 J.Fierce/Roundhouse - Cr.MK - SA3 BasketballBeginner Basketball CombosIn addition to doing stun if it hits, the basketball taunt can be used in combos to apply a fair amount of mix-up on the opponent (granted they aren't teching every knockdown except for SA2 or SA3):
Etc. Intermediate Basketball CombosAnother thing to note about the basketball is that once you throw it, you gain stance value for the next few moves you do. This allows you to land combos such as Cl.HK - Dragon Smash which you wouldn't be able to normally. After you throw the basketball, there's a small window of time that allows you to put a Jab (easy to time) or Short (harder to time) before the ball actually hits then after that you can do many things.
Advanced Basketball CombosAfter throwing a basketball, you can hit with a Cl.MP/HK into another Cl.MP/HP/HK but this is really difficult and only possible on the shorter characters (Yun, Yang, Chun, etc.). In this situation, the basketball acts as a "hit-stun extender" and allows you to connect things you normally wouldn't be able to. For confirmation that you have hit the Cl.MP correctly, the ball will hit and fall to the side instead of just falling on the top of the head. These do the same amount of damage as a jump-in combo and as such its just as hard to do.
Frame DataNormal Moves, Command Normals, Other
Special Moves and Super Arts
StrategiesOverviewSean 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. The damage Sean mostly does is stun damage. With the opponent in a stunned state, Sean is at his most dangerous being capable to land his strongest combos (with/without basketball). Within 2 hard reads (especially if one of them was a jump-in), its possible for him to stun you. 2-3 of his taunts add quite a bit of stun to his attacks as well. For example: EX Sean tackle that connects with a 3x stun modifier does 31 stun when its normally 25 and a normal Wheel Kick with 3x modifier is 26 when its normally 19. His highest stun combo with 3x basketballs is NJ/J.Fierce x Cl.Fierce x EX Tornado which does 51/48 as opposed to 41/39 without. For Akuma and Remy, it'll take 5 consecutive Fierce/Roundhouse(s) to stun them. Basics
Super Art Selection
Kara-TechniquesSean'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 and difficult to do but works anywhere on the screen). Zoning
MixupsEX TornadoEX Tornado can be combo'd depending on the attack and the opponent's current state:
Taken from japan's atwiki Match-upsNote: Sean has a disadvantage in every match-up. That means its up to you, the player, to overcome this with your skill.
The Bad: His corner pressure is just as deadly as Dudley's, so you need to not let him corner you. That means no backing up, just advance forward only until you can corner him. Problem is, he can zone you out just like Remy can with his pokes (ground and air) so that means you need to parry to get inside on him. Learn how to parry his vortex punch, electric charge, and the overhead. It'll help you out quite a bit. He can also build up quite a bit of stun especially with SA3. His grabs have good range so watch out for that. The Good: He has a big hitbox, a really big one. Keep this in mind, things that normally wouldn't connect manage to actually hit him while he's still airborne. The Double DP works especially on his normal jump so keep that in mind if he tries to neutral jump in the corner. Say if you're just shy of 2 stocks of SA2, the best substitute would be to end the Shoryu Cannon with a EX Dragon Smash at the end (Corner) since it'll hit with both hits of the EX. Confirming into SA2 x2 in the corner vs. Necro is about 90-93 damage (more than half) if you can time it right. Note: It's possible to hit him with Cl.HK x EX Dragon Smash, but this is due to the "doubling over" animation he has. If he does the "sway away" animation after getting hit w/Cl.HK then it'll whiff completely.
This match-up depends on how well you can read/parry your opponent and how quick you are to react/reversal. Its not easy for Sean to get in close to do damage when all Remy has to do is just zone you out. To get in close on a Remy player that knows what they're doing, you need to parry at least 1-4 times before trying anything (sometimes you might not have to) and this applies to jump-ins as well. From far range, you only have 4 options: EX Tackle/Wheel and SA1/3. EX tackle and Wheel have to be done psychically because they can be parried or met with retaliation by a Flash Kick, Dive Kick or LOV and SA1/3 have to be done on reaction which is not easy either. Be on the lookout for lows since alot of Remys like to test the waters with a few lows until they get the chance to cancel into the F.K. Sean Tackle will help you a bit here; It goes underneath the high LOV. Remy's will often throw them and then quickly dash up the screen to get to you to apply mix-up. So as soon as you see them start dashing, full Sean tackle underneath the L.O.V coming and grab them for approaching. You can do to some extent, the same with Zenten so get creative with this concept. Always keep one thing in mind, Remy's very susceptible to stun and Sean has the ability to stun him within 5 consecutive heavy hits so when you get the chance to pressure/trap him, do so and do it quickly. Note: Remy can be hit with all 3 hits of the EX Wheel. When this happens its 0 on hit.
As a Sean player you should already know most of the "Sean-nanigans" and what he is capable of. There are some who use his taunt as a main source of mix-up and that's not a good thing to do. There are only 2 moves that can get to the other side of the screen in an instant and those are EX Tackle and EX Wheel Kick. As such, bait these 2 moves out for free damage. Be quick to react to any sudden Sean Tackles (empty or full) lest you want to be thrown. Recommended Super: Any. Take your pick.
Not a bad match-up overall. Be aware of the whiffed LK Tatsu since that's a common move to buffer parry into due to its deceptive recovery so just grab for free. The Fireball can be a big problem though if you aren't looking out for it. The Ryu player may throw it after a throw tech or crouch tech and might even throw multiple if they think you aren't paying attention. Watch out for the Kara-grab since Ryu has a good one. Resist jumping especially when you're trapped in the corner or you might get caught by the Donkey Kick as an AA. You have 6 ways of getting around his hadokens (Parry, Neutral jump, Zenten, Sean tackle, SA3 and Wheel Kicks). Once you let the opponent know this, they'll think twice before throwing them. Recommended Super: Any. SA3 works nicely against Denjin Ryu/Zone Ryu, SA2 works against ShinSho, and SA1 can be used against him period.
This is a difficult match up to over come. While its already difficult getting in close on some characters, getting in close proximity of Hugo can be very dangerous. You have a weapon in your arsenal that will help you out and that is Zenten. Since it's throw invincible you'll avoid the imminent danger of a SPD especially if you can telegraph it. Don't let him trap you in the corner either. Remember when I said the EX Tornado is 99% safe? Well, against SA1 Hugo it isn't. In fact, he can flat out punish you for doing it even though you normally can escape 1 frame supers. Gigas is the 1% exception so be very aware of this when playing. Also another thing, take heed to how many ways Gigas Breaker can be buffered (cross-up jump, clap, cr.LK, whiffed back-breaker, super jump, etc.). Don't jump too much or better yet, jump unpredictably as to bait out an occasional back-breaker whiff and punish as you see fit. As long as you play the full screen, getting your damage in and getting back out safely, you won't have too much trouble with this match-up. As for the recommended super: SA2. Strictly SA2 in my opinion especially if you're confident in getting in and getting out. It will save you in case Gigas comes out slower than it should. Plus the other 2 aren't as good for damage against Hugo.
I find from experience that Sean Vs. Akuma matches go by very quickly and can go really either way. Sean can end Akuma just as quick (maybe even quicker) as he can end Sean. This is a match-up that, again, relies on how well you can parry AND deal with the resets. Red parrying Akuma's tatsu is a MUST. In this matchup, the tackle is of much benefit. If you can read when the Akuma player backs off to zone you out from the air from full screen, an EX tackle (or any tackle really depending on dist.) will go underneath the air projectile and tackle him for 26 stun (nearly half) or if you choose not to tackle, you can go for something else that's a bit more, damaging. If you can properly set up Sean's stun from his basketballs, this will make his moves even more dangerous Vs. Akuma. Be ready to heavily punish any and every LK Tatsu on block. Dealing with Demon Flip mix-ups are tough, but if you can see the DF coming, either jump back HK/Cr.Fierce/or LP Dragon Smash him out of the air and SA1 him (if you picked it) before he hits the ground. Like Remy, all it takes is 5 fierces to stun so when you're going on the offensive keep this in mind. Note: Akuma's hitbox is a bit bigger than the other shotos, meaning he can be hit with all 3 hits of the EX Wheel. On block or hit when this happens, its 0. Recommended Super: All 3 are pretty hazardous to Akuma's health. Any one will do in this MU.
Spectre General went into heavy detail on this match up in the Shoryuken Forums
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