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Replay breakdown

Opening Sequences What decision did I make? What happened as a result? What decision did my opponent make? What happened as a result? What is the meter situation on both sides at round start?   (if round 2 or 3) Neutral Am I maintaining optimal positioning to play out the neutral per the match-up? Max dash throw range? Max range where I can't be counter hit on whiff? etc. Am I responding fast enough to whiff punish the opponent's choices? What caused the situation that lead to me receiving large damage? What could I have done different there to prevent damages? Is the opponent playing out the match-up accordingly? Is there inexperience? Is the opponent aggressive or passive? Or is there a blend of both? Do they have a tendency to press buttons? Or not? Do they have a specific spacing/range where they're forced to make a decision? Am I playing with intent?  Am I playing on auto-pilot? How can I be more pro-active and focused in neutral? Am I meter building offensively?

Options and their ranges

Sean has access to all of his options at close range . In the close inter-medial range he has access to Cl. HK Cr. MP Far MP Cr. MK  St. LP Cr. LK UOH Neutral Jump MK In the mid-range he has: Cr. MK Cr. HK Far HP Kara UOH Far MP F+HK LP Tackle LK Wheel Kick F+HP In the far inter-medial range he has: MP Tackle Forward Dash Safe Jump HK MK Wheel Kick In the far range he has: HK/EX Wheel HP/EX Tackle Forward Dash Taunt

Data notes

Sean's crouching hurt-box extends his lower sprite forward 7 initially, then to 8 pixels. This is applicable to UOH, Jumps, most of his special moves and his dashes.  When crouching, his attacks keep his hurt-box from extending to the 8th while extending his throw-box by differing amounts. This means whenever you crouch as Sean, you need to time your button presses/parry attempts at the same time to minimize your sprite extension.  Sean's Forward Walk covers 2 pixels per frame with his lower sprite box retreating 2 pixels backwards before advancing 4 pixels forward.  Sean's Backward Walk covers 3 pixels per frame with his lower sprite box extending forward 9 pixels before retreating 13 pixels backwards. ( Down-parry before trying to walk back out of exchanges or risk getting clipped by long reaching lows ) Sean's Forward Dash covers 112 pixels and recovers completely in 13 frames. When a button is pressed as soon as Sean is actionable, it shortens the hurt-box's

SA2 Bible

Intro I decided to make separate pages for his supers since I didn't go into enough detail on each one. Lately i've been playing SA2 a lot more and I think it might end up being his strongest super considering what it gives Sean but only time will tell.  SA2 is his fastest super; it starts up in 2 frames which is faster than the other 2 and it does a relatively large amount of damage while having 2 stocks of it. Its range leaves a lot to be desired but if you can manage to get in on your opponent, it's curtains for them when fully stocked. 4 EX's at your disposal meaning you get a nice balance of a damaging super and somewhat decent EX moves which is always nice. What makes this super strong is not only its fast startup, but its invincibility. Meaning that most "check-mate" scenarios are futile due to this super. An example would be parrying something like Ken Cr. MP which has a high amount of mind games due to DP or Jinrai but Shoryu Cannon shuts down these m

Frame traps/Block-string Data

Cr. LK (blocked) options [+1] Cl. HK - High parry only beats Jump (will lose to 3f normals or faster) Cr. MK - Low parry only (will lose to 4f normals or faster and throw if mashed there) Opponent can jump out Delayed Cr. LK's - Low parry only beats jump beats mashing Kara Throw beats blocking  Shimmy into (?) beats opponent looking to tech St. LP (High/Low parry-able) Safe on whiff (-1) Un-Jump-able Parry Catches crouch-tech, button presses, etc. Cr. LP (blocked) options [+3] - the same as Cr. LK but a few are a bit more potent Cl. HK/HP - High parry only beats jump 2f gap between buttons Cr. MK - Low parry only Opponent can jump out (loses to 3f normals or faster and throw if mashed there) Cr. HP - High/Low parry beats jump (loses to 3f normals or faster) St. LP (blocked) options [+5] - the same as above but some even more potent now Cl.MP - High parry only Perfect string (can even walk up and hit-confirm target combo) No gaps Beats jump Works on Ibuki, Makoto, Alex, Oro, Chun,