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Options and their ranges

Sean has access to all of his options at close range . In the close inter-medial range he has access to Cl. HK Cr. MP Far MP Cr. MK  St. LP Cr. LK UOH Neutral Jump MK In the mid-range he has: Cr. MK Cr. HK Far HP Kara UOH Far MP F+HK LP Tackle LK Wheel Kick F+HP In the far inter-medial range he has: MP Tackle Forward Dash Safe Jump HK MK Wheel Kick In the far range he has: HK/EX Wheel HP/EX Tackle Forward Dash Taunt

Data notes

Sean's crouching hurt-box extends his lower sprite forward 7 initially, then to 8 pixels. This is applicable to UOH, Jumps, most of his special moves and his dashes.  When crouching, his attacks keep his hurt-box from extending to the 8th while extending his throw-box by differing amounts. This means whenever you crouch as Sean, you need to time your button presses/parry attempts at the same time to minimize your sprite extension.  Sean's Forward Walk covers 2 pixels per frame with his lower sprite box retreating 2 pixels backwards before advancing 4 pixels forward.  Sean's Backward Walk covers 3 pixels per frame with his lower sprite box extending forward 9 pixels before retreating 13 pixels backwards. ( Down-parry before trying to walk back out of exchanges or risk getting clipped by long reaching lows ) Sean's Forward Dash covers 112 pixels and recovers completely in 13 frames. When a button is pressed as soon as Sean is actionable, it shortens the hurt-box's...

SA2 Bible

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 m...

Frame traps/Block-string Data

Cr. LK (blocked) options [+1] Cl. HK - High parry only beats Jump (will lose to 3f normals or faster) Cr. MK - Low parry only (will lose to 4f normals or faster and throw if mashed there) Opponent can jump out Delayed Cr. LK's - Low parry only beats jump beats mashing Kara Throw beats blocking  Shimmy into (?) beats opponent looking to tech St. LP (High/Low parry-able) Safe on whiff (-1) Un-Jump-able Parry Catches crouch-tech, button presses, etc. Cr. LP (blocked) options [+3] - the same as Cr. LK but a few are a bit more potent Cl. HK/HP - High parry only beats jump 2f gap between buttons Cr. MK - Low parry only Opponent can jump out (loses to 3f normals or faster and throw if mashed there) Cr. HP - High/Low parry beats jump (loses to 3f normals or faster) St. LP (blocked) options [+5] - the same as above but some even more potent now Cl.MP - High parry only Perfect string (can even walk up and hit-confirm target combo) No gaps Beats jump Works on Ibuki, Makoto, Alex, Oro, Chun, ...

Parried Normals Frame Data

 Oro: St. MP - -18 St. HK - -23 Cr. HK/HP - -24 St. MK - -21 St. HP - -23 Alex: St. HK - -36 Cr. HK - -35 Cr. HP - -29 F+HP - -23 St. HP - -19 Dudley: Cr. MK/HK - -28 Elena: Cr. MK - -19 F+MP -  -21 F+MK/Sweep/ - -27 B+HK - -20 HK - -23 St. MP - -22 Slide - -32 Remy: St. MK - -19 Cr. MK - -25 Cr. HK - -26 St. HP - -20 F+MK - -23 Hugo: Cr. MP - -19 St. MP - -22 Cr. MK - -25 St. HP - -23 Urien:  St. MK - -20 St. HK/Cr. HK - -25 St. HP - -20 F+HP - -24  F+MP - -19 Ken: St.HK - -22 Cr.HK - -32 Makoto: Cr. HP/F+HP - -24 St. MK/HK - -18 Q: Cr. MK/MP - -19 Cr. HP - -22 St. MK - -20 Cr. HK - -41 B+HP -  -26 to -18 St. HK - -34 Ibuki: Cr.MK/F+HK - -19 St. HK - -24 (always) Cr. HK -  -28 12: Far MP/Cr. MP/Cr.MK - -18 St. HP - -21 Cr. HK - -35 St. HK - -29 DRA: -39-38 AXE: anywhere from -21-19 Gouki: Far HP - -28 Cr. HK - -31 St. MK/F+MP - -23 St. HK - -25 Ryu: St. MK - -21 Cr. HK - -31 St. HK - -23 Yang: St. MK - -20 St. HP - -23 Cr. HK - -25 Chun: St. HP - -23 Cr. H...

Taunt boost data

Neutral Jump HP - 15 Stun 1 taunt = 16 stun 1 1/2 taunt = 17 stun 2 taunt = 18 stun 2 1/2 taunt = 19 stun 3 taunt = 20 stun F+ HP - 12 stun 1 taunt = 12 stun 2 taunt = 14 stun 3 taunt = 16 stun J.HP/Cl. HP/MK Tornado/etc - 13 Stun  (+5 for Target F+HP link) 1 taunt = 14 stun 2 taunt =  16 stun 3 taunt =  17 stun Cl. HK/Far MP/etc.  - 11 Stun 1 taunt = 12 stun 2 taunt = 13 stun 3 taunt = 15 stun Far HP/Forward Throw - 10 Stun 1 taunt = 11 stun 2 taunt = 12 stun 3 taunt = 14 stun Cl. MP/Hadou Burst/etc. - 9 Stun (+1 for Target Combo) 1 taunt = 10 stun 2 taunt = 11 stun  3 taunt = 12 stun EX Dragon Smash/Tackle - 16 stun 1 taunt = 17 stun 2 taunt = 19 stun 3 taunt =  22 stun Wheel Kick (EX if all 3 hits) - 19 Stun 1 taunt = 21 stun 2 taunt = 23 stun 3 taunt = 26 stun EX Tornado - 19 Stun 1 taunt = 20 stun 2 taunt = 21 stun   3 taunt = 24 stun EX Tackle - 25 Stun 1 taun...

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...