Street Fighter 3: 3rd Strike/Sean/Archive

From SuperCombo Wiki
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 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