Skip to main content

Posts

Showing posts from November, 2017

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)