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Vs. Dudley

Full Power Match-up Dudley, like Elena, is one of the few characters Cl.HK x HP Dragon Smash works on. On Dudley, its not as consistent as Elena since it has to be cancelled quickly from Cl.HK (or it will whiff) but its still able to be used. Dudley is also the only character Sean can hit-confirm MP Dragon Smash on (whether standing or crouching) from Cr. LK x St. LP. He also has his TC x SA3 confirm on him crouching as well. Recommended Super: SA1 - To take advantage of Cl.HK x HP Dragon Smash and to be able to punish him and his MGB's on block. SA2 - To punish his overhead, corner pressure, damage, and to get bailed out if caught in a super war. Strongest combos in this match up: Cross-up J.MK x Cl.HK x HP Dragon Smash x SA1 = 68 Damage Cl. HK x HP Dragon Smash x SA1 = 59 Damage Normals that can be Tackled : Standing HP Forward HP Crouching HK Crouching MK Punishing Target Chains : MK - HK - HP Chain if red parried leaves him crouching, Punish with...

Vs. Elena

"Full Power Match-up" Sean's options get substantially better in this match-up due to Elena's hitbox, allowing Sean to combo into his DP off of any of his cancel-able normals. He can even connect Cr. MP/MK x EX Tornado on her whether standing or crouching fairly easy. His meter building also improves greatly due to being able to hit with combos like J. HP x Cl. HK x HP Dragon Smash consistently which builds 47 points of meter (which is 2/3s a stock of Hadou Burst, a 1/2 stock of Shoryu Cannon and a 1/3  stock of Hyper Tornado). Elena is one of the few characters that Cl. HK x Dragon Smash works consistently on, which means this MU is where Sean is at his strongest without meter. As such whenever the opportunity arises to land that combo, do it. Elena will usually try to keep you at a distance and sneak in when she gets the opportunity which means, Parrying again is an important part of this MU. Elena has one of the best wake-up mix-ups in the entire game. She can ...

Vs. Ibuki

In this match-up, Sean has one extra hit confirm into Hadou Burst/Hyper Tornado, being his Target Combo if you catch her crouching and if the MP - HK is delayed.  Tackle is of benefit since it can escape kunai set-ups and if done early enough, scoot underneath her SA1. Recommended Super: All 3 can be used. Hadou Burst - Consistent damage, can punish Raida on block; can punish F+ MK, F+ HK on parry. Can also punish Tsumuji on block IF it ends with a low sweep (for extra damage to boot). Shoryu Cannon - To deter her air game, and deals great damage; can punish her Raida,  F + MK and F + HK after parry and 2nd hit of MK Tsumuji on reversal or any variation (that isnt EX) that leaves her too close. Hyper Tornado - A 45% punisher vs. her. Can punish things like Raida and almost all of her variations of Tsumuji. Can also punish F+ MK and F + HK on parry and her SA1 on block (distance dependent). Punishing her DP + K : Down parry twice, then Neutral Jump HK/HP ...

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...