Introduction
Sean is a young, prideful amateur martial artist from Brazil. He idolizes Ken, eventually becoming Ken's student and seeking to prove his worth as a fighter. Sean first appears in Street Fighter III: New Generation.
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/Shoto normals, EX Tornado, and his supers. He trades pretty well if used properly with the right SA's against the right match-ups. He also has an assortment of AAs to choose from.
Strengths | Weaknesses |
---|---|
|
|
Sean #3S_SE | |
---|---|
Vitals | |
Life Points | 1120 |
Stun Points | 64 |
Super Art Stock/Size | |
SA1 | 3/72 |
SA2 | 2/96 |
SA3 | 1/120 |
Ground Movement | |
Forward Dash duration/distance | 13 (17) (112px) |
Back Dash duration/distance | 15 (54px) |
Jumping | |
Back Jump duration | 41(4+36+1) |
Neutral Jump duration | 37(4+32+1) |
Forward Jump duration | 38(4+33+1) |
Back Super Jump duration | 52(7+44+1) |
Neutral Super Jump duration | 52(7+44+1) |
Forward Super Jump duration | 52(7+44+1) |
Wake up | |
Wake up duration | 77 |
Quick rise duration | 50 |
}}
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
5MP (cl)
5MP (far)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5 | 4 | 13 | +1 | +2 | ||
Damage | Stun | Guard | Parry | Block | ||
14 | 11 | - | H | 0 | ||
![]() |
5HP (cl)
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 5 | 15 | -2 | 0 | ||||||||||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||||||||||
21 | 13 | - | H | -4 | ||||||||||||||||||||||||||
![]() |
5HP (far)
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | 4 | 19 | -5 | -3 | ||||||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||||||
21 | 10 | - | H | -7 | ||||||||||||||||||||||
![]() |
5LK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
4 | 4 | 7 | +2 | +2 | ||
Damage | Stun | Guard | Parry | Block | ||
5 | 3 | - | A | +2 | ||
![]() |
5MK
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 4 | 15 | -1 | 0 | ||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||
16 | 5 | - | A | -2 | ||||||||||||||||||
![]() |
5HK (cl)
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 5 | 10 | +4 | +6 | ||||||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||||||
25 | 11 | - | H | +2 | ||||||||||||||||||||||
![]() |
5HK (far)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
7 | 4 | 26 | -7 | -5 | ||
Damage | Stun | Guard | Parry | Block | ||
21 | 11 | - | H | -9 | ||
![]() |
Command Normals
6HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
21 | 7 | 25 | -4 | -2 | ||
Damage | Stun | Guard | Parry | Block | ||
22 | 13 | - | H | -6 | ||
![]() |
6HK
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
15 | 5 | 18 | D | D | ||||||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||||||
16 | 9 | - | H | -5 | ||||||||||||||||||||||
![]() |
Crouching Normals
2LP
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 3 | 5 | +3 | +3 | ||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||
3 | 3 | - | A | +3 | ||||||||||||||
![]() |
2MP
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 4 | 7 | +4 | +5 | ||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||
14 | 7 | - | A | +3 | ||||||||||||||||||
![]() |
2HP
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 5 | 17 | -7 | -5 | ||||||||||||||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||||||||||||||
21 | 13 | - | A | -9 | ||||||||||||||||||||||||||
![]() |
2LK
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 3 | 7 | +1 | +1 | ||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||
3 | 3 | - | L | +1 | ||||||||||||||
![]() |
2MK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
7 | 5 | 17 | -3 | -2 | ||
Damage | Stun | Guard | Parry | Block | ||
15 | 3 | - | L | -4 | ||
![]() |
2HK
Startup | Active | Recovery | Hit | Cr. Hit | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 5 | 26 | KND | KND | ||||||||||||||
Damage | Stun | Guard | Parry | Block | ||||||||||||||
21 | 3 | - | L | -16 | ||||||||||||||
![]() |
Jumping Normals
8LP
j.LP
8MP
j.MP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5 | 5 | - | -2 to +10 | - | ||
Damage | Stun | Guard | Parry | Block | ||
16 | 9 | - | H | -2 to +10 | ||
![]() |
8HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
7 | 3 | - | -4 to +10 | - | ||
Damage | Stun | Guard | Parry | Block | ||
23 | 15 | - | H | -4 to +10 | ||
![]() |
j.HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
6 | 4 | - | -4 to +10 | - | ||
Damage | Stun | Guard | Parry | Block | ||
23 | 13 | - | H | -4 to +10 | ||
![]() |
8LK
j.LK
8MK
j.MK
8HK
j.HK
Target Combos
5MP (cl) - 5HK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
4 | 5 | 10 | -1 | 0 | ||
Damage | Stun | Guard | Parry | Block | ||
24 | 10 | - | H | -2 | ||
|
Throws
LPLK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2 | 1 | 21 | KND | KND | ||
Damage | Stun | Guard | Parry | Block | ||
21 | 10 | - | - | - | ||
![]() |
4LPLK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2 | 1 | 21 | KND | KND | ||
Damage | Stun | Guard | Parry | Block | ||
24 | 4 | - | - | - | ||
![]() |
Universal Overhead
MPMK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
15 | 8 | 7 | -1 to +7 | 0 to +8 | ||
Damage | Stun | Guard | Parry | Block | ||
7 | 3 | - | H | -6 to 0 | ||
![]() |
Taunt
HPHK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
31 | - | 19 | +5 | +5 | ||
Damage | Stun | Guard | Parry | Block | ||
1 | - | - | H | +5 | ||
The ball itself has a few special quirks to it:
![]() |
Special Moves
214P
LP | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
2 | 19 | 7 | - | - | |||
Damage | Stun | Guard | Parry | Block | |||
- | - | - | - | - | |||
![]() | |||||||
MP | Startup | Active | Recovery | Hit | Cr. Hit | ||
2 | 29 | 7 | - | - | |||
Damage | Stun | Guard | Parry | Block | |||
- | - | - | - | - | |||
![]() | |||||||
HP | Startup | Active | Recovery | Hit | Cr. Hit | ||
2 | 43 | 7 | - | - | |||
Damage | Stun | Guard | Parry | Block | |||
- | - | - | - | - | |||
![]() |
236K
LK | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
25 | 8 | 15 | -5 to 0 | -5 to 0 | |||
Damage | Stun | Guard | Parry | Block | |||
21 | 19 | - | H | -5 to 0 | |||
![]() | |||||||
MK | Startup | Active | Recovery | Hit | Cr. Hit | ||
25 | 8 | 15 | -5 to 0 | -5 to 0 | |||
Damage | Stun | Guard | Parry | Block | |||
21 | 19 | - | H | -5 to 0 | |||
![]() | |||||||
HK | Startup | Active | Recovery | Hit | Cr. Hit | ||
25 | 8 | 15 | -5 to 0 | -5 to 0 | |||
Damage | Stun | Guard | Parry | Block | |||
21 | 19 | - | H | -5 to 0 | |||
![]() | |||||||
EX | Startup | Active | Recovery | Hit | Cr. Hit | ||
25 | 8 | 15 | -1 to 0 | -1 to 0 | |||
Damage | Stun | Guard | Parry | Block | |||
32 | 19 | - | H | -1 to 0 | |||
![]() |
214K
LK | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
11 | 4 | 21 | -5 | -5 (forces stand)
-3 If first hit whiffs | |||
Damage | Stun | Guard | Parry | Block | |||
16 | 9 | - | H | -7 | |||
![]() | |||||||
MK | Startup | Active | Recovery | Hit | Cr. Hit | ||
14 | 8 | 21 | -4 | -4 (forces stand)
-2 If first hit whiffs | |||
Damage | Stun | Guard | Parry | Block | |||
24 | 12 | - | H | -6 | |||
![]() | |||||||
HK | Startup | Active | Recovery | Hit | Cr. Hit | ||
16 | 13 | 21 | -4 | -4 (forces stand)
-2 If first hit whiffs | |||
Damage | Stun | Guard | Parry | Block | |||
26 | 15 | - | H | -6 | |||
![]() | |||||||
EX | Startup | Active | Recovery | Hit | Cr. Hit | ||
9 | 11 | 17 | -1 | -1 (forces stand)
+1 If first hit whiffs | |||
Damage | Stun | Guard | Parry | Block | |||
28 | 19 | - | H | -3 | |||
![]() |
41236P
LP | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
18 | 2 | 28 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
30 | 16 | - | L | -14 | |||
![]() | |||||||
MP | Startup | Active | Recovery | Hit | Cr. Hit | ||
22 | 2 | 28 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
30 | 16 | - | L | -14 | |||
![]() | |||||||
HP | Startup | Active | Recovery | Hit | Cr. Hit | ||
26 | 2 | 28 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
30 | 16 | - | L | -14 | |||
![]() | |||||||
EX | Startup | Active | Recovery | Hit | Cr. Hit | ||
28 | 2 | 28 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
40 | 25 | - | L | -14 | |||
![]() |
623P
LP | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
5 | 6 | 36 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
23 | 11 | - | A | -24 | |||
![]() | |||||||
MP | Startup | Active | Recovery | Hit | Cr. Hit | ||
7 | 6 | 36 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
23 | 11 | - | A | -30 | |||
![]() | |||||||
HP | Startup | Active | Recovery | Hit | Cr. Hit | ||
9 | 9 | 42 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
23 | 11 | - | A | -34 | |||
![]() | |||||||
EX | Startup | Active | Recovery | Hit | Cr. Hit | ||
8 | 12 | 42 | KND | - | |||
Damage | Stun | Guard | Parry | Block | |||
31 | 17 | - | A | -37 | |||
![]() |
Super Arts
236236P (SA1)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2 | - | 61 | KND | - | ||
Damage | Stun | Guard | Parry | Block | ||
39 | 9 | - | H | -29 | ||
For more in-depth information, see: SA1 breakdown ![]() |
236236P (SA2)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
1 | 36 | 36 | KND | - | ||
Damage | Stun | Guard | Parry | Block | ||
38 | - | - | A | -43 | ||
For more in-depth information, see: SA2 breakdown Part 1 and Part 2 ![]() |
236236P (SA3)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2 | 14 | 53 | KND | - | ||
Damage | Stun | Guard | Parry | Block | ||
76 | 10 | - | A | -31 | ||
For more in-depth information, see: SA3 breakdown ![]() |