Street Fighter 3: 3rd Strike/Sean/Archive

From SuperCombo Wiki
Sean's Character Select Portrait
Sean's Neutral Stance

Introduction

Sean is a one of the most underrated characters in 3S.In 2I he was too easy to play with doing large amounts of damage on his lengthy combo strings.Capcom did the responsible thing and made a original character and not just a ken clone in a yellow karate 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.So most of the priority is centered over his head.Not in front of him.) On 3S he's more of a defensive counter character. When you play with sean you have to understand he does have alot of good points(like mp,tornado does 50% stun on everyone and SA2 and SA3 are unblockable.)He trades pretty well and if used properly on the right SA's agianst certain match-ups.(SA3 against chun SA2 against makoto).He has an assortment of AAs.(way too many in my opinion)

-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.

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,(Roundhouse)Tornado (qcb+K)/Fierce Dragon Smash

Crouching MK, Tornado (Short)

EX moves

Standing close HP, EX Dragon Smash/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

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

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 Standing close MP,HK

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Basics

Super Art Selection

Kara-Techniques

Zoning

Mixups

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