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Showing posts from October, 2017

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