Street Fighter 3: New Generation/Sean/Introduction

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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. As the student of Ken and yet another shoto-based character in the Street Fighter series, he would need to be a fresh face with the same strength as his master and new tools to differentiate himself from Ryu and Ken.

Well, Capcom was more than successful on those fronts.

Other than being top-tier because of both his insane meter building and high stun potential (his Tornado Kick is safe on hit and does ridiculous stun), NG makes Sean much more of an offensive character unlike 3S, where he ends up as a defensive character. When you play as him you have to understand that he does have some flaws however, like his wheel kicks (they are worse here than in 3S), poor high-low mixups (compensated by his strong mids), and lack of an infinite or TOD.

Super Arts

SA1: Hadou Burst

    • More Hit-Confirms
    • Situational Closer/Punisher
    • Anti-Air
    • More than 50% damage potential
    • 50% stun potential
    • Consumes 1-hit projectiles
    • Small Meter Length
    • Fast travel speed
    • Easy to Parry
    • Slightly long recovery
      • Game-plan: 4 Close Roundhouses can fill up a bar of Hadou Burst. From a long range, the go-to confirm is Cr.MK. Up close, you have either Cl.HK, Cl.HP, Cr.MP or Cr.LK x2. After a parry, you have 3 choices: Cr.MP, Cr.MK and Cr.HP. Cr.HP is good against moves with long reach that recovers late and does great damage, Cr.MK is the standard, and Cr.MP is faster than the other 2 but you need to be within range. This super, like his others can link of a UOH. Parry -> Hadou Burst vs. certain "Parry-Bait Supers" near the corner can potentially deal near 50% if you have 2 stocks. To properly Anti-Air into this super, it has to be done off Cl.MP since that button doesn't reset the juggle counter like the other cancel-able ones. Be looking for opportunities to punish with this move, especially against crouching attacks. Sean can do a lot of "dash-back" set-ups with this super. The max damage output of this super can rival the max damage output of Ken's SA3.

SA2: Shoryu Cannon

    • More than 50% damage potential
    • Corner Juggles
    • True Anti-Air
    • Situational Closer/Punisher
    • High invincibility
    • Grants a free Mix-up afterwards
    • Goes through projectiles
    • Bad recovery and range
      • Game-plan: 6 Close Roundhouses fill up a bar. Cr.LK x 2 or Cl.HK are the go-to confirms for this super. It's main usage is as an Anti-air but still has to be timed correctly or many of the hits will whiff. Cl.HK x SA2 is the primary Anti-air, and should be one of the few things to go for when a super is stocked. This can punish moves that leave opponents too close on block (overheads, Sean tornado, Remy CBK's, etc). The strongest combo with a single stock of Shoryu Cannon (with the corner Cl.HK reset) is equal to Chun's strongest combo with Hoyokusen. With 2, it can deal from 70% to 80%. Beats a lot of Parry-baits with the exception of itself, Hyper Tornado, and a few other supers. It can link off of a UOH but only as a Meaty up close. It doesn't have much range so the main goal should be to always be close to the opponent. S.C. has 10 frames of invincibility and some of the highest priority in the game with the exception of a few supers.
      • Sean has 3 moves that can link into Shoryu Cannon: Standing Short, Standing Forward, and the Overhead Wheel Kicks. Standing Forward has to be done on Meaty up close (against Crouchers) for it to work. Same with the Wheel Kick but its a Yun/Yang only link.

SA3: Hyper Tornado

    • True Punisher
    • More than 50% damage potential
    • Higher invincibility
    • Travels through projectiles
    • Great range
    • 50% stun potential
    • Large Meter
      • Game-plan: The Punisher. Meter building is very important for this super. It takes 7 Close Roundhouses to fill it. It starts up in 3 frames (like Ken's Shippu) which allows him to punish a lot of things in the game once stocked. H.T has the same confirms as Hadou Burst (minus the ones with Dragon Smash) and can almost cover the same amount of range. The go-to confirms are Cr.LK x 2, Cr.MK/MP, and Cl.HK. Hyper Tornado has very high invincibility, even higher than Shoryu Cannon which means it blows up Parry-Baits more reliably (except against itself and a few supers), and it can travel through projectiles too but the projectile has to be far from the opponent or you risk wasting the super. Like his other supers, H.T can be linked off of a UOH too. The maximum damage potential of this super is just shy of Hugo's Gigas by a few pixels.
Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4