Intro
I decided to make separate pages for his supers since I didn't go into enough detail on each one. Lately i've been playing SA2 a lot more and I think it might end up being his strongest super considering what it gives Sean but only time will tell.
SA2 is his fastest super; it starts up in 2 frames which is faster than the other 2 and it does a relatively large amount of damage while having 2 stocks of it. Its range leaves a lot to be desired but if you can manage to get in on your opponent, it's curtains for them when fully stocked. 4 EX's at your disposal meaning you get a nice balance of a damaging super and somewhat decent EX moves which is always nice.
What makes this super strong is not only its fast startup, but its invincibility. Meaning that most "check-mate" scenarios are futile due to this super. An example would be parrying something like Ken Cr. MP which has a high amount of mind games due to DP or Jinrai but Shoryu Cannon shuts down these mind games and gives Sean high verifiable damage (due to having 2 of them).
Confirms
- Early J.HK/MP/MK
- Cr. LK x Cr. LP
- Cl. HK
- Cl. MP (crouchers only)[Doesn't work on Chun, Q, Oro and Necro]
- Meaty UOH
- St. LK
- Cr. MP (very situational; requires a kara super and only works on 3 characters)
- Standing MK (On Meaty Crouching)
Combos:
- Cl. HK x SA2
This should be the main combo to land period due to how damaging it is. Anywhere from 35% to 51%.
- Cr. MK x Dragon Smash x SA2
Does near the same damage as above. Mainly used to pad damage in combos.
- J. HP x Cl. HK x SA2
The strongest possible combo with this super; Can do anywhere from 40% to 58% in damage.
- Cr. LK x Cr. LK x SA2
Quick confirm into SA2 when up close.
Post-SA2 Set-ups/Resets
You can reset with a variety of things in the corner:
- Close HP/HK
- Far/Crouching MP
- Far HP
- Standing/Crouching MK
- Standing LP
- Far HK
- Crouching HP
When it comes to KND's in the corner, you can choose between:
- Sweep (Chun, Alex, Remy and Ibuki)
- LP Dragon Smash (Everyone except Dudley, Alex, Ibuki, Oro, Twins and Remy)
- EX Dragon Smash (Necro and Urien only)
Ambiguous left/right super-jump set-ups
Makoto:
- Cl. HK x SA2 - Whiff St. MK, Whiff *Cr. LK then super-jump cross up MK (take a step back for same side; no step for cross-up)
- *substitute Cr. LP for Cr. LK for the regular left/right
- Cr. LK x Cr. LP x SA2 - *Whiff Throw, Whiff St. LP then super-jump (take a step back for same side; no step for cross-up)
Urien:- Cl. HK/Cr. LK x Cr. LP x SA2 - Whiff throw, super-jump (Kara HK throw for cross-up; normal throw for same side)
Shotos:- Cl. HK x SA2 - Whiff throw, super-jump (non-kara for same side; Kara HP throw for cross-up)
- Cr. LK x Cr. LP x SA2 - Whiff UOH, whiff St. LP then jump (kara HP UOH for cross-up; non-kara for same side)
- *substitute Cr. LP for Cr. LK for the regular left/right
DEDs
- J. HK/HP x Cl. MP/Cr. MK x HP Dragon Smash -
- at 58 points of meter
- J.HK/HP x Cl. HP/HK -
- at 60 points of meter
- Cl. HP x Dragon Smash -
- at 68 points of meter
- Cr. MK x Dragon Smash -
- at 76 points of meter
- Cl. HP/HK, Cr. HP, J. HK/HP x SA2 -
- at 78-86 points of meter
- Cr. MK/MP, Cl. MP, Jab x Dragon Smash, J. MK/MP x SA2 -
- at 86-90 points of meter
- Cr. LK x Cr. LP -
- at 94 points of meter
Double SA2
As we all know by now with 20 years in the game, Sean is capable of juggling supers back to back in the corner a majority of the cast. On Gouki, a jump-in into double sa2 juggle does anywhere from 114 - 132ish damage which is ridiculous. The main issue with this is that it can usually only be used for killing the opponent in the corner since the damage from the 2nd SA2 scales ridiculously heavy.
Cl. HK x SA2 x MP Dragon Smash x SA2 x Cl. HK (MP Dragon has to be timed later or you can use Kara LP Dragon instead)
Cl. HK x SA2 x Cl. HK x SA2 x Cl. HK (have to hit the first Cl. HK earlier) - Makoto, Ryu, Ken, Sean
J. HP x Cl. HK x SA2 x MP Dragon Smash (late or use Kara LP Dragon instead) x SA2 x Cl. HK
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