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Showing posts from July, 2017

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

Specials and Misc.

Sean's specials are difficult to utilize properly . Especially when compared to the other shotos, his are definitely at the bottom of the barrel when it comes to effectiveness but they can be useful when either applying pressure or maintaining defense. Dragon Smash - Starts up in 5/7/9 frames and all you need to know is that the recovery is really bad; 23 DMG/11 Stun. What i've found out about this DP is that its basically a mix between Ryu and Ken's. If it hits you no matter where in its start-up, it will down you even if it trades like Ryu's and if it hits you really late in its animation then he can  follow up like Ken with either: St. LP ( Leads to SA2) Cl. MP (Could go into Target Combo or SA1 or 2) Cl. HP/HK (Leads to SA2) Another LP Dragon Smash (Leads to SA1 or 2) His DP's start up the slowest of the shotos and have very little vertical hit-boxes, which means it will barely intercept ground attacks and it has a chance of whiffing in combos if

Crouching Normals

Sean's crouching normals are generally the same as the other 3 shotos except, for minor differences. The important ones such as: Crouching Jab Crouching Short Crouching Strong Are all the same as the other 3. Typical Shoto hit-confirms like Cr. LK x 2, Cr. MP, Cr. LK x Cr. LP x Cr. LK and all that works with Sean just like with the others.   As for the normals that are different: Crouching Forward - Starts up in 7 frames and is -4 on block, -3 on hit/-2 crouching; 12 DMG/3 Stun. This starts up just as fast as Ryu's but recovers in 17 frames like Ken's. Easily among the best of his shoto buttons due to its good range and cancel-ability into specials or supers. This button is the main whiff-punisher, counter-crouch poke, etc etc. The thing is about this button and his other cancel-able normals is that they don't lead into anything but supers when stocked, which means this button should only be used when either: A) The opponent isn't capable

Standing Normals

From what i've been seeing, Sean's normals are generally classified as being unsafe/terrible when in reality, they're actually good (aside from the ones that have very limited uses) . Half of his shoto normals don't differ much at all from the other shotos except for Cl. HK/HP/MP while the others start-up/recover just a frame slower and/or do less damage . Here is the breakdown on his normals: Standing Jab - Starts up in 3 frames and is +5 on hit or block; 3 DMG/3 Stun; The best jab of the shotos. Sean doesn't have the "Jab Elbow" that the other shotos have so I guess Capcom made his the best of the shotos to compensate. Since it comes out quickly, there is nothing wrong with sticking this out on the screen from time to time to deter dash-ins, tick into throws and if you're REALLY savvy, then you can buffer super in the Jab too. In my opinion, Jab might be one of the best buttons he has since its so positive on hit/block which allows for very good