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Basketball Okizeme

Introduction I figured out recently that i've been going about basketball setups all wrong. Its not that the ball is supposed to hit meaty (even though it can), the ball is supposed to be thrown while Sean himself hits meaty. I had came up with flashy basketball combos a year or so ago involving shit like: - Throw the ball then Jab x (let the ball hit) x Target combo Just merely messing around, not knowing that these combos would actually become part of a knockdown situation that's actually paramount to Sean's pressure on wake-up..... The ball is essentially like Sean's St .LP in nature (+5 on hit and block) and is a confirm for many things. The ball's juggle counter is 1 that allows Sean to DP you (and/or super) if the ball hits you out of the air and he's in range. The ball can stuff out reversals since its active for so long before it hits the ground (granted the blow-through attack doesn't flat out destroy it but this depends on how much invi

Vs. Necro

Necro's corner pressure is just as dangerous as Dudley's which means this match-up will require constant walking forward. The problem is that he can zone you out using his moves which means parrying will be of importance in this match-up. Learn to parry his revolving punch, electric and overheads. Sean, if defense permits, can punish his main long range normals after parry with Tackle (depending on dist.) Also if Sean manages to walk him to the corner, he becomes that much more dangerous. Cl. HK is important in this match-up as this is the only match-up where Sean's strongest ground combo (Cl. HK x EX Dragon Smash) is able to be utilized outside of a basketball toss situation but only if the Cl. HK is on Meaty or if he's stunned (again you won't need the basketball). Necro can also be crossed up if hit with a EX Dragon Smash with only 1 dash if he quick rolls. His hit-box is massive, which means you can land combos in this match-up which you wouldn't normally