his up close hk was fucking stupid, it had huge range for an up close normal, you could link crouching mk from it, or you had the time it takes you to graduate get a job and retire to confirm into hyper tornado, it was that easy and that dumb, i mean i struggle with hit confirms in 3rd like chuns and kens, and even i can do seans 99% of the time
plus the fact you had 2 stocks and you build meter crazy fast in 2nd, you will have 2 stocks per round almost without fail
I think his tatsu is better in 2nd, safer, combos better, does good stun or some shit, it’s been a very long time since i have used sean in 3s
It’s more one of those curiosity things. Everytime my man Sean is brought up in 3S it’s usually around a “But Sean was the shit in SI and ANG.” So, i’ve always wondered what the changes were game to game and how many of his tools he lost from SI to 3S.
More importantly though I wanna see his 3S hit/hurtbox and if possible his SI hit/hurtbox to see how that compares as well. It’s like an atopsy really. How bad was this man mutilated?
Btw I don’t have a PC in order for emulation so i’m relying on some SRK super nerd. Otherwise, i’d at bare minimum try to make a list for changes to his normals and soecials.
Just off the top of my head, Sean’s far HP was the basic shoto cl.HP, only it built meter really fast. MP-HK TC could link into Hyper Tornado onto anybody(you could only do it on Makoto in 3S AFAIK). Hyper Tornado had 2 bars. Sean’s DP was a Spider Sting. Just overall, he had the most convenient ways to be able to link into Hyper Tornado. I’m sure there were other changes, but those were the biggest that I could think of.
2I had a lot of that though, where combos and links feel like they shouldn’t make sense but they do. Ibuki has arguably even more of those where seemingly ANYTHING went into Hashinsho.
His hurricane kick move whatever it’s called used to be safe on block. In 3S it’s not even safe on hit.
It’s crystal clear to me that nerfing like that is done intentionally to make him the “Dan” of the game, the character that players chose to challenge themselves or handicap themselves on purpose.
It’s even reflected in the story.
As far as the engine. It’s not so much the hit and hurt boxes it’s the entire engine has been changed. Optimized, refined. Like what they did with Vampire Savior compared to Vampire Hunter. That’s why it’s hard to go back to 2i it simply doesn’t play as good overall. 3S is tighter, smoother, faster, more enjoyable.
The only case that I’d argue the engine was actually regressed from iteration to iteration was Street Fighter Alpha 3. I thought 2 played so much better.
The current SF team can take a lesson from the past. SFV can be tightened up immensely and should be, and I don’t just mean hitboxes and input delay. I doubt they will though. With SFIV to Super they made slight changes there and for the worse IMO then that was it. No subsequent update had any fundamental engine changed whatsoever.