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Safe Jump Analysis

Introduction Sean recovers from a jump faster than most characters in the game, only having 1 frame of landing recovery as opposed to 2 and a overall shorter jump animation when its played out.  Frame data Sean has 2 different safe-jumps that are possible: +37 advantage +38 advantage With that in mind, I wanted to see about Meatying with max range late J. HK so that I get the most advantage and meter I can get while still maintaining some semblance of safety on offense. As Sean jumps its either: Empty Jump  Late J. HK If they QS then the options are: Cr. MK x EX Tornado or SA1/3 Sweep UOH Cr. LK DED (when applicable)  Kara Throw If they don't and the late J.HK whiffs, the options are: Whiff Jab - Cl.HK (Meaty) UOH Character LP Dragon Smash MP Dragon Smash HP Dragon Smash EX Dragon Smash  Chun-Li x Whiff St. LK then Jump Forward x x Yun Wait a frame then Jump Forward x x x Ken Wait a few frames then Jump Forward x x x Makoto Whiff St. LK then Jump Forw

UOH Bible

Work in Progress Cr. LK tick Cl.HK into Kara HP UOH Shotos, Chun, Mak/Urien/Remy/Oro (Kara HK UOH), Twins, Remy, Hugo Delayed Target Combo into UOH (up close) Shotos, Chun, Mak, Urien, Dudley, Ibuki, Remy, Hugo Cl. HK tick (take a step back) UOH Shotos, Chun, Mak, Urien, Dudley, Ibuki, Twins, Necro, Remy, Alex, Hugo Cr. LK x St. LP x Cr. LK into UOH Shotos, Chun, Mak, Urien, Remy, Alex, Hugo, Oro Cr. LK tick Cr. LK x 2 into Kara HK UOH Mak, Ibuki/Twins/Alex/Oro (Kara HP UOH), Remy, Hugo HP- Towards HP into UOH Shotos, Mak (walk a step back), Ibuki, Remy, Hugo, Q, Oro EX Wheel (blocked) into UOH Shotos, Chun, Remy, Hugo Back throw, UOH Shotos (require St.MK to move forward and Kara HK UOH), Chun (Kara HK UOH), Mak, Urien, Dudley/Alex (take a step back), Ibuki (Kara HK UOH), Twins/Necro (step back Kara HP UOH), Remy, Hugo, Oro HP Dragon, dash UOH  Shotos, Remy, Alex, Hugo (delay the UOH a bit), Q

Oki Data

To further optimize things, I decided to log down the amount of time Sean gets on his KND's (not counting SA2 since taunt oki and Wheel Kick knockdowns are far in between and it varies depending on the height they get smacked down from) Hadou Burst Sean isn't granted the amount of time of okizeme as say, Gouki but he does get time to set some things up. The amount of time Sean gets off of quick cancel is set in stone but if he late cancels off a Cr. MK at max range, he gets rewarded with extra frames of time to set something up. Urien - +60 on knockdown normally          - +62 if Cr. LK Cr. LK x St. LP or max range late cancelled Cr. MK (mid screen standing)          - +64 if max range Cr. MK (midscreen crouching)          - +63 if max range late cancelled Cr. MK (cornered crouching) Oro/Elena - +39 on knockdown normally        - +43 if max range Cr. MK or Cr. LKx2 (midscreen)        - +40 if max range late cancelled Cr. MK (cornered standing)        - +42 if

Sean vs Chun-Li

Table of Contents Overview Close Range Mid-Range Far Range Okizeme Gimmicks Super-based strategy Hyper Tornado Hadou Burst Shoryu Cannon

Vs. Twelve

In my opinion, this is probably the  only  match-up where Sean is at an advantage. Twelve's health is is terrible and like Sean, a good amount of his special moves leave him crouching on block/parry. Twelve rules the air with his IAD's and wall bounces but Sean has  many  Anti-airs which means that you have half the match won if you can keep him out of the sky. Learn to parry his Cr. HP and Cr. HK as those moves are among the most risky in his arsenal to use. Towards Roundhouse is the perfect counter-poke to Twelve's Standing Roundhouse. Parrying is still important in this match-up, don't jump in the air without buffering first. Twelve is one of the very few who can be hit by Cl.HK x Dragon Smash (though its not as consistent as it is with Elena). This is one of the few match-ups where Wheel Kicks are effective due to them taking a good portion of the screen up and keeping him out of the air. His main close range poke Cl. MK can be parried both high and low. Its ris