Skip to main content

Posts

Showing posts from 2017

Vs. Dudley

Full Power Match-up Dudley, like Elena, is one of the few characters Cl.HK x HP Dragon Smash works on. On Dudley, its not as consistent as Elena since it has to be cancelled quickly from Cl.HK (or it will whiff) but its still able to be used. Dudley is also the only character Sean can hit-confirm MP Dragon Smash on (whether standing or crouching) from Cr. LK x St. LP. He also has his TC x SA3 confirm on him crouching as well. Recommended Super: SA1 - To take advantage of Cl.HK x HP Dragon Smash and to be able to punish him and his MGB's on block. SA2 - To punish his overhead, corner pressure, damage, and to get bailed out if caught in a super war. Strongest combos in this match up: Cross-up J.MK x Cl.HK x HP Dragon Smash x SA1 = 68 Damage Cl. HK x HP Dragon Smash x SA1 = 59 Damage Normals that can be Tackled : Standing HP Forward HP Crouching HK Crouching MK Punishing Target Chains : MK - HK - HP Chain if red parried leaves him crouching, Punish with

Vs. Elena

"Full Power Match-up" Sean's options get substantially better in this match-up due to Elena's hitbox, allowing Sean to combo into his DP off of any of his cancel-able normals. He can even connect Cr. MP/MK x EX Tornado on her whether standing or crouching fairly easy. His meter building also improves greatly due to being able to hit with combos like J. HP x Cl. HK x HP Dragon Smash consistently which builds 47 points of meter (which is 2/3s a stock of Hadou Burst, a 1/2 stock of Shoryu Cannon and a 1/3  stock of Hyper Tornado). Elena is one of the few characters that Cl. HK x Dragon Smash works consistently on, which means this MU is where Sean is at his strongest without meter. As such whenever the opportunity arises to land that combo, do it. Elena will usually try to keep you at a distance and sneak in when she gets the opportunity which means, Parrying again is an important part of this MU. Elena has one of the best wake-up mix-ups in the entire game. She can

Vs. Ibuki

In this match-up, Sean has one extra hit confirm into Hadou Burst/Hyper Tornado, being his Target Combo if you catch her crouching and if the MP - HK is delayed.  Tackle is of benefit since it can escape kunai set-ups and if done early enough, scoot underneath her SA1. Recommended Super: All 3 can be used. Hadou Burst - Consistent damage, can punish Raida on block; can punish F+ MK, F+ HK on parry. Can also punish Tsumuji on block IF it ends with a low sweep (for extra damage to boot). Shoryu Cannon - To deter her air game, and deals great damage; can punish her Raida,  F + MK and F + HK after parry and 2nd hit of MK Tsumuji on reversal or any variation (that isnt EX) that leaves her too close. Hyper Tornado - A 45% punisher vs. her. Can punish things like Raida and almost all of her variations of Tsumuji. Can also punish F+ MK and F + HK on parry and her SA1 on block (distance dependent). Punishing her DP + K : Down parry twice, then Neutral Jump HK/HP x Cl.HK/HP int

Vs. Ken

Ken is strong because of his ability to confirm SA3 easily and because his SA3 can reversal many moves after block. Don't dash when in Ken's Cr. MK zone, unless he whiffed a move and you would be able to dash without getting hit by his Cr. MK. If you see that his c.MK whiffed punish it with your Cr. MK x SA1 or 3, or Cr. HK if he's not in range for your Cr. MK. Ken's ability to hit confirm SA3 is one of things that makes him excellent character. He will do a mix-up of throws and Cl. MP-HP x SA3 hit confirm on your wake-up. There is really no way to get out of this situation safely, you're just gonna have to predict his move. However, if you are in corner try to get out from there as soon as possible. If Ken tries to punish you in air with EX Tatsumaki it's easy to parry it, just learn the timing. When you parry Ken's move remember that he can cancel it into SRK or SA3 and counter punish. Sean can do the same thing (w/meter). Remember that Ken's standin

Sean's Options and Okizeme

Sean's okizeme is in the middle of  the spectrum of the other 3 shotos. Like Akuma and Ryu, he has a use-able Kara Throw that has a good amount of range to it along with their Shoto Knee (Cl.HK) and like Ken, he has Cl.MP that can lead into many options dependent on the situation. His 3 main close normals (MP/HP/HK) are great for meaties due to the amount of advantage they can achieve and how many hit frames they have (5). Unlike the other Shotos, his Taunt can also be a great tool when it comes to Oki in hard knockdowns due to having to worry about what he could do after throwing it. SA3 is his strongest super when it comes to wake-up games. SA1 can also be quite strong in this regard as well. Since his "Close Range" is longer/wider than the other shotos, he can stand at max Cl. HK distance (where reversals are more likely to whiff) and go for either: High Parry only normal (Confirm or Reset) Low Parry only normals (Confirm (may have to step forward) or Knockdown)

Mirror Match

Sean mirrors are probably by far the funnest part of 3s in my opinion. There can be so much madness and gimmicks going on lmao but in all seriousness, depending on the 2 people playing Sean, this could be a very difficult match-up. The keyword of this match-up is " Reaction ", since if you can't react to the gimmicks quick enough and whatnot then its going to be real hard to win a mirror against someone who's really good with him. As you already should know, you can easily punish Sean's specials (if you don't get caught up in the scheme of things) which means that it will be mostly about who's Sean has a better understanding of his normals (or rather the game in general). Sean's main weaknesses is over-reliance on meter and lack of reliable reversal, so keeping him from getting it and keeping him out will be key to winning a mirror. Gimmicks/Tricks and how to deal with them  The "Fake Tackle" gimmick is punish-able but again this i

Vs. Ryu

In this match-up you're essentially playing a mirror but the opponent has more/better options than you do and can do more damage than you can without the need of meter easily. EX Fireball can be a pain in the ass if you're not paying attention. Its very fast and can make a lot of Ryu's cancel-able normals safe due to its neutral advantage on block so Parrying (yet again) is an important aspect of this match-up. Ryu's J. MP can be annoying if you forget that he has it, especially when it comes to his Air-to-Air game. Ryu vs. Sean : Ryu has a better Kara-Throw Ryu has a projectile w/o having to stock super (EX being one of the best in the game) Ryu has better specials Ryu does more damage w/o meter Sean's only advantages over Ryu are: Movement speed and overall mobility Being able to ignore Denjin and other projectiles with Zenten, Wheels or SA2/3 Being able to punish him with SA1 and 3 Able to follow up after a deeply hit DP unlike Ryu DED Recom

Vs. Yang and Yun

Yang Recommended Super: All 3 can be used Hadou Burst for consistent damage and to punish some of unsafer slashes Shoryu cannon for damage and to stop his dive kick game Hyper Tornado to punish every variation of slash (other than LP), his unsafer normals, etc. Moves that can be Tackled: Standing HP Standing HK Crouching HK Far Standing MK LK + MK + HK Target combo Close MK launcher Senkyutai's (if blocked low) SA2 (risky) Important normals to use: Standing Forward beats out all of his low kicks (especially Cr. MK) Crouching Fierce beats out crouch tech and his dive kicks when up close Crouching Forward for whiff punishing with super Far Fierce is good since Yang can't punish far fierce on block at max range even with meter and it beats out his dive kicks from a distance Match-up Knowledge Round start Yang st.mk is liable to beat most of what you decide to press if you're too slow. Sean can beat most of what he decides to press with far HP (ti

Vs. Makoto

Full Power Match-up Sean can combo into LP Tackle off of a jump-in (its not easy) which does 54 DMG and builds over 40 pts. of meter. Pretty much a Ryu-level combo which is great for Sean since if he gets an opening for a jump-in combo, this one is really good. Recommended Super: Hadou Burst for consistent damage and meter Shoryu Cannon for damage and corner pressure/juggles Hyper Tornado for damage* *In this match-up, Sean has an extra confirm into SA3 via Target combo on Makoto standing. Meaning Cl.MP holds a bit more weight in this match-up than it normally does. It's a 1-frame link but with practice can be used. Tackle-able Normals: T + HP Cr. HP T + HK T + MK Zenten is important in this match-up as it goes underneath Hayates and evades Karakusas. Towards Roundhouse evades Karakusa as well. All but 2 of her normals (Cr. HP and Cr. LK) can be parried high. General Shoto Knowledge As far as Makoto jumping i'm sure you knew you could DS her from the sta

Vs. Hugo

This match-up can be tough if you don't know how to deal with: Cross-up Splashes Clap Mix-ups 360/throw mix-ups on wake-up Corner pressure The key to this match-up is staying out of Hugo's 360 range. Keeping him trapped in the corner while camping mid-screen is highly preferred. Wheel kicks aren't that effective in this match-up either due to his backbreaker that can rather easily grab you out of the air. EX is a better option because it hits 3 times on hit or block but still is meant to be used very sparingly.  Another thing about this match-up, specifically SA1 Hugo is that he can punish EX Tornado on hit with Gigas due to its start-up. This means instead of using EX Tornado, use EX Dragon Smash when up close since both points of the DP will hit when canceled from Close HP. Also against SA1 Hugo, there's a trap where if you parry the clap and they cancel into Gigas, you'll eat it IF you don't quickly SA2 or SA3 after parrying. Zenten is a

Vs. Remy

This match-up is possibly one of the very few match-ups where Sean either goes even or has a slight advantage over the other character. Sean can get around L.O.V's in many different ways (one of which is parry which leads to meter gain and Sean's supers are good). Remy's short stun bar also puts more pressure on his decision making post-EX Tornado. Neutral wise, its best to stand outside his Far MK range and use Far MP to deal with this (like Urien) while using St.MK to deal with Cr. MK/Sweep, etc. From far range, you have these options: EX Tackle/Wheel -  EX tackle and Wheel have to be done psychically because they can be parried or met with retaliation by a Flash Kick, Dive Kick or LOV. SA1/3 -  Have to be done on reaction. Be on the lookout for lows since a lot of Remys like to test the waters with a few lows until they get the chance to cancel into the F.K. Remy's will often throw them and then quickly dash up the screen to get to you to apply mix-up.

Vs. Oro

Recommended Super: SA1: Consistent damage and meter, Can punish his projectile, etc. SA2: Damage, Can escape SA2 unblockable set-ups, Anti-air, etc. SA3: Damage, Can punish his normals on block or hit, punish his projectile, etc. Oro's punishable moves : St.HK (only up close by SA3) Cl.MK (SA3 punish on block) Cr.MP (SA3 punish on block) St.HP [2-hit overhead] (SA3 punish on block) Far MK (SA3 punish on block up close) St.MP (SA3 punish if 2nd hit whiffs) Towards MP (Super punish on block or hit) Air Overhead Chicken Stomp launch on wake-up: - Punishable by Super on block - Block then parry into combo of choice EX Tackle to punish chicken stomps that make him fly full screen. Parry the 1st hit then block the second. Without meter, use MP Tackle instead. If he ends up close to you, either LP tackle or Cr. MK x Super Tackle-able Normals : St. HK St. MK Cr. MP St. HP Cr. HP Cl. MK Cr. HK Cl. MP T + MP Use normals like Cr. MK to keep Oro out while bu

Vs. Alex

Recommended Super: All 3 are good. SA1 and 2 more than the 3rd but they're still good. SA1  to consistent damage vs. him and poke him out of his moves to confirm into SA2: for damage, corner juggles and can punish his Stomps on block heavily SA3: To punish his Stomp, EX Elbow, EX Slash (if blocked crouching), B + HP, and St/Cr. HK Tackle-able Normals: Standing HK (Can be EX Tackled) Crouching HK (Can be EX Tackled) T + HP General Knowledge Focus on anti airing him first and foremost. All alex players want to jump. why? because alex's ground game is weak Use far HP, Dragon Smash, c.fp xx whatever(if they parry), late far c.mk (they land on it), s.jab...etc etc. Don't try to use parry as your primary anti air. Alex's main ground poke against Sean is St.mk, because it tends to go over Cr.mk, but its very laggy and you can punish it on whiff. You should tend to do more high meaties on alex because should he try to wakeup stomp (which will beat y

Vs. Q

This match-up is 6-4 standard but im inclined to believe its 4.5-5.5 for a few reasons: Q's extra block stun makes punishing many of Sean's unsafe moves impossible when using SA1, even LK Tornado which is normally -7 but against Q its -6. He also cannot punish EX Tornado on block with anything due to this (it is an easy red parry though meaning if the Q player cant red parry consistently then this match-up becomes very sean-favored). Q's lack of mobility and the fact that he isn't safe to taunt full-screen against Sean with meter. Cl. HK x SA2 and corner juggles galore due to his big hit-box. Sean can Zenten underneath everything Q does. Normals that can be Tackled : Standing HK (Can be EX Tackled) Standing HP (Can be EX Tackled) Back + HP Crouching HP Crouching HK (Can be EX Tackled) Standing MP Back + MP Standing MK Important Normals : Far Fierce - From max distance he cannot punish this even on block which means one of Sean's b

Sean vs. Gouki

Table of Contents Overview Close Range Mid-Range Far Range Okizeme Gimmicks Super-based strategy Hyper Tornado Hadou Burst Shoryu Cannon

Super Arts

Hadou Burst - Sean has a projectile super like Ryu but its no where near as powerful. Starts up in 2 frames and does 39 DMG. It is the fastest traveling projectile in the game which is good in case you need to whiff punish from far away. Its his standard super, and can be used against every character in the game. The main issues with this super is that it can be negated with a single parry, it can't chip like Akuma/Ryu SA1, and the recovery is less than stellar. Hadou Burst is a very versatile super, almost as versatile as Ken's Shippu though its not as effective in punishing unsafe shit nor does as much raw damage (unless it hits someone crouching) but it does scale better in combos than it does. Here are the good things about Hadou Burst: It can be Anti-air'd (or even used as a AA) into using Cl. Strong since that button doesn't completely reset the Juggle counter. It can punish unsafe moves but they can't be too far away or else it won't work. Its p

Combos

I've always thought (like everyone else) that Sean's damage/stun out-put is low, when in reality its really close to Ryu's. Sean's maximum meter-less damage is only 5 pts. shy of Ryu's to put it in perspective but the issue is that his maximum damage depends on the match-up itself. Sean's (normally) strongest Jump-in (J. HP x Cl. MP x Dragon Smash) does the exact same as Alex's strongest Jump-in. As for Stun, Sean's stun-output is ridiculous. Especially with the threat of EX Tornadoes once he has the meter. If Sean has enough meter built, he can actually stun and kill within 2 mistakes. This is only further accented through his taunts which add even more stun to his attacks. These are the important combos that are very useful to Sean and i'll give some insight on them (how much meter they build, damage, etc.) J.Fierce/Roundhouse x Cl. Fierce/Roundhouse x HP Dragon Smash The most damage that he can do meter-less, period. Builds an excellent