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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) ...

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 ...