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 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.
-cr FP -st RH(steep jump in) -DS(over or near over sean's head only) -Tornado(steep jump in) -Axekick(mid-far jump in.Do not kick into them. axekick with the apropriate 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 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.
Specific Character Information
- Stamina: 1120
- Stun Bar Length (pixels): 64 (Normal)
- Stun Bar Recovery (frames it takes to recover 1 pixel): 23th 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 hitbox 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 cancelable BUT can link an SA III after it on Makoto)
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.
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
You see most of Seans moves have poor hitbox arrangements.
Dragon Smash:
The Cons... People tend to think DS is a DP. Well it's not. Its slower(not by much)
Has most of its priority over Sean's head.
Tackle:
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.
Combos
Meterless
J.Fierce,Strong>Roundhouse
J.Fierce,Strong,Dragon Smash (f,d,df+P)
Standing Close Fierce,Fierce Dragon Smash
Crouching MK, Tornado (Short)
Crouching MK, Dragon Smash (f,d,df+P)
EX moves
Standing close HP, EX Dragon Smash
Standing close HP,EX Tornado
Crouching MK, EX Tornado
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 (HP), xx, Hadou-Burst
Super Art II
Crouching Foward,Shoryu Cannon
Close Fierce,Jab Dragon Smash,Shoryuu Cannon
-you can and a Jab Dragon Smash in Corner
(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
Super Art III
Crouching LK, Crouching LP, Crouching LK, Hyper-Tornado
Crouching MK, Hyper Tornado
Standing close HK, link Hyper Tornado
UOH, link Hyper Tornado
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
Basics
Super Art Selection
Use Super Art: SA1 (Hadou Burst). Why? It have a lot of Ex Moves chances
- SA1
- Super Cancel Hit Confirm
- Decent Recovery
- Easy to Parry
- Use on: Every character that don't have projectile moves or non-good Shoto Players
- SA2
- Corner Juggles
- Bad recovery
- Use on: Large Hitbox Characters and Shotos (Ryu,Ken and Akuma)
- SA3
- Big Damage
- Large Meter
- Bad capacity for EX and Super Cancel Moves
- Use on: Makoto
Kara-Techniques
Zoning
Mixups
EX Tornado
EX Tornado can be comboed depends of the attack and the opponent's situation
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 japanes atwiki
Additional Notes
- Personal Action: Jumpshot Effect:Stun Damage up (Only if Taunt connects), max 3 per round.
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