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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 of punishing it without a super or 
B) Super is loaded
C) Combo'ing into DP

Its also possible to Kara off this button but it is exceedingly difficult so just stick with the fierce's. 


Crouching Roundhouse - Starts up in 8 frames and is -16 on block, 21 DMG/3 Stun and of course downs the opponent.  This has the slowest start up of all the shoto sweeps but recovers in 30 frames like Ken's. Sweeps are incredibly punishable period, no matter who it is but it just so happens that Sean's is a bit more easier to punish (of course). As such, please be careful when using this one since if you get caught with this on block, its going to be really bad.  This button has a bit more range to it than Crouching Forward which means this is also a paramount tool in the game of footsies as it gets a knock-down, which Sean needs the most.

Like Crouching Forward, you can also Kara off this as well.


Crouching Fierce - Starts up in 7 frames and is -9 on block, -7 on hit/-5 crouching; 21 DMG/13 Stun.
This normal is exactly like Ken's since it starts up the same and recovers in 22 frames. The funny thing is, this normal actually has a better hit-box than his DP's and Shoryu Cannon. The only difference is Ken's is a bit safer than Sean's (of course).

This is a very important shoto normal, as such its extremely important for Sean. Generally, this button's main usage is in AA'ing and since its cancel-able, you can make Anti-air'ing with this normal safe (by cancelling into Tackle or SA2). 

This normal is what you'll use to counter-poke into super from Mid to Far range. This normal can actually catch normals like Shoto Cr. MK/HKs and the like due to its hit-boxes and IF you have super stocked (SA3 preferably) then you can just go right into it.

After a parry against a move that's frozen from a long distance, this normal should be your go-to, since more-often-than-not it will actually hit and you can go right into super if you have it. 

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