hey man, ive been googling - yet i still cant find much on sean tactics. my tactics generally involve LOTS of throwing myself. i set up throws, and have alternate mix-ups for most my set ups, but im sure my game can be vastly improved!
Here are some things to keep in mind, and your Sean will get better…
-utilize his dash, it’s fast as hell, and VERY useful.
-know the range of his normals, and definitely use pokes somewhere in ur game.
-roll, and tackle fakes are your friend, know WHEN to use them (i think i posted about this b4)
-learn all hit confirms, you will be using way more than just c.mk.
-don’t do the same shit over and over, switch at least a little and change the style a bit. (i.e. Mix it up people)
-if u see a mistake, punish the hell outta it…(same applies to every1, but Sean especially IMO).
-get good at defending (blocking and parrying), ur going to need it against good ppl and bad ppl alike.
-learn spacing, VERY important. Keep at the space u want to be in, and try to not be reckless getting there. (same applies to every1, him especially IMO)
-don’t just be reckless and throw out moves, that will get you killed fast cuz his recovery is rly bad after most specials and all 3 super arts.
-Learn reading your opponents and baiting, VERY important…comes with experience…it’s sets you up for damage and punishment.
-Have a real good “general shoto knowledge” (what that is is general playstyle/tactics/other stuff that applies to all shotos) as well as specifics for Sean (same applies to other shotos)
1)SA2 has the most priority of any move into the game(not including Gill)(if started close to them on the same frame they do thier attack).
2)SA3 has an unblockable settup.
3)His throw rush game is good(see Sean P)
4)lp/lk versions of all his move are somewhat safe useable(but not fast enough to random with)
5)lp tackle(with the hit) is useble(beats attacks that hit high only)
6)all the tornado build ALOT of meter(to bad they are unsafe when not comboed into)
7)SA1 EX game is strong
8)DS is NOT a bad move. Its a slow move. Does more damage than ryu’s and ken’s DPs.Its about as fast as a mp,so its not so safe to random with compared to the other shotos.
thanks guys, with what you guys have said, and what i havent utilized already - i will be practising dashing more and poking better. i have a habit of being very close for most of the match, so generally am trying to get closer rather than trying to get in some sly damage (when i was oro my pokes were killer lol). might have to work on my defense more as im a very aggressive player. other than that my game actually sounds pretty strong!
oh, and might play around with that SAIII unblockable. just for fun, will probably go straight back to SAII once ive played around with it!
I know there is a 90 percent chance you dont use sa3 but trust me even though its one bar and easily punishable, it also have very big advantages, ( well maybe I see those things cos its the only one I use and its registered in my muscle memory )
other then that, only thing I gotta tell you is, all those Sean tricks will come with time, most important is to never give up on sean and never change characters, I know that sounds stupid but if you reeally wanna own with sean you have to built up all of your games muscle memory into sean only, even if you get bored, just stop playing and play again with the same character an other day, well thats what I do.
And most importantly be patient againt the twins, its gonna take a while before you can even match up againts a pro Yun, im still having big problems with twins. good luck
First of all, I love parading on 3SJ’s reign. Take what I have to say with a grain of salt. I have a predisposition to disagree with a lot of 3SJ’s Sean tactics. Some of this is good advice. Some of this is irrelevant. Some of this is pure gutter trash. There is a lengthy discussion between 3SJ and a few other players, myself included, about Sean’s merits and disadvantages in this thread. I encourage you to actually take a look at this thread as well as any others just to get a wealth of knowledge from more than just my rantings and 3SJ’s teachings.
Yes, SA II has an amazing amount of priority, but you’re not going to poke with SA II, so priority isn’t nearly as important as damage, speed, range, meter length, and number of stocks.
SA III does not have a PS2 or arcade unblockable as far as I can tell. 3SJ has mentioned his or her setup before, but people just respond by saying you can block low.
I used to think his throw game sucked. Then 3SJ told me he has a kara throw. 3SJ is 100% correct on this one.
Also completely true.
Don’t play enough Sean to comment on this one.
Yeah, tornadoes suck. Anything other than lk tornado is a free throw or super for your opponent. But I think 3SJ has mentioned that they do good stun.
I can’t argue with that. SA I is my favorite. It has a short bar, 3 stocks, and has decent range. I don’t use Sean’s EX moves, though.
Dragon smash is not a good move. What 3SJ says is true; however important details are left out. DS has less horizontal range than other shoto uppercuts. Fierce, DS will not always connect because of this. DS is slow and has no invincibility. Even the EX version is throwable on startup. Which is terrible. Luckily, in terms of anti-air, DS priorities really don’t matter. If you’re trying to AA a jump in, you’ll want to use a normal canceled into DS anyway (like fierce, DS). In the event that your opponent parries the fierce, he will likely catch the DS.
As for actual useful advice here’s what I got. Pick which ever super you like. SA I builds fast and has decent range. SA II does a good amount of damage, and it has two stocks. Unfortunately SA II has little range so you have to be careful with your hit confirms. SA III is the fastest super and has the most range within the first few frames. SA III has the most hit confirms (some of them links). If your opponent doesn’t know what to do, Sean has one of the scariest mix up games in 3S thanks to his command dash. Unfortunately once your opponent stops blocking and starts doing moves, Sean has to back off a bit. I’ll try to think of some more stuff. I hope that helps.
i only use DS when cancelling from a normal. no real need otherwise lol.
does anyone else use the taunt a bit? i watched bodler’s match against that urien guy, and didn’t see a single basketball. i was in shock!
regarding SAIII, i dont find it as easy to use as SAII. at least when you whiff it you get in a little chip damage plus i enjoy mixing it up when they’re in the corner
Yeah the basketball is usualy one of my most important so dont think its not useful, basketballs is one of the things that make sean dangerous, its as good or better then dudleys taunt and your damage increases a little for the first hit ( altough that part is kinda useless )
the thing is that you gotta know when to use it, you might not want to use it on evry knockdown cause the oponent might roll on wakeup and now your left open, if you want you can use it evrytime when you are sure the oponent wont roll on wakeup if your good on mixing up, dont always attack after the basketball learn to bait as well.
when the oponent doesnt roll he cannot do a wakeup move because the basketball if timed well can stop even a ex shoryu, therefore he is stuck there, just like dudleys flower
yeah i only have certain times i’ll actually use it too, usually after his command throw - close enough poke out a little c.mk or just throw, far away enough and i can play with his tackle. quite liked your tackle xx c.l(?)p,QCF+lk. usually i’d just throw or even bait then super…
no prob…Keep working on Sean if you like him…don’t let ppl make you stop.
Some of the things I think I need to state from 3SJ post (which is some good info)
Agreed, but it doesnt rly mean anything if you’re hit confirming your super arts like you should 99.99 percent of the time…i have mixed views of the Shoryu Cannon…it’s his best AND worst super…seeing how it does the most damage…and yes, that priority is pretty nice, but it has the least hit confirms out of all of his super arts seeing how Sean needs to be close for it to be effective…
I don’t know any unblockable setups with sa3, except if it’s a ball parry, but all they have to do is block everything or parry the super and it’s punished…if there’s some other one you’ve seen, do tell. Still, as far as Sean and MOST of the cast goes, you shouldn’t be fixated on an unblockable…
Agreed…his throw game is good…
I don’t think I can agree…
The swallow kick (overhead kick) puts you in a neutral state only if it hits…it’s still unsafe even if blocked (ex is the exception)
The tackle fake is pretty good, but still can be hit…very useful when used correctly. It can go through a few moves tht are good to know…(twins’ hop kick, UOH’s, close jump ins, etc…) Easily punished if you miss the tackle or it gets blocked…
The tornado is slightly unsafe to some ppl (to ppl that have supers that hit in 3 frames or less i think, like Hugo Gigas, Ken’s Shippu Jinrai Kyaku, Dudley’s Corkscrew Blow, Sean’s Shoryu Cannon, and some others I cant think of right now), also I think the second you land, u can get thrown more than likely…and more than likely you’ll get thrown or it’s a possibility you can tech…
The dragon smash is not safe…unless it hits, which is not too great IMO…if it’s blocked or even worse, PARRIED, that’s his ass…
The roll (lol) is only safe if u do it to pass a HIGH ONLY attack (i.e. Makoto’s HP), throws (including command throws), and some fireballs (including Denjins, in your face ryus!!! lol) Otherwise it’s risky as hell and you can be hit out of the roll. It’s not completely invincible.
I guess to sum it all up, none of his specials are rly THAT safe…
I guess I can agree, cuz I use it, but it’s seldom, bcuz it’s not a good move to throw out frequently against good players…it’s a move in his ‘bag of tricks’ i would use once in a blue moon, bcuz once that’s picked up by the opponent, that’s Sean’s ass…
Technically they’re slightly unsafe even when combo’ed into…but I can say, NEVER, and i mean NEVER DO THE HK TORNADO KICK!!!..it’s the only version that can NOT be combo’ed into at all…(outside of stun combos) But they build a fair amount of meter…but u get good stun outta his normals, which do more than pretty much most if not all of his specials, and super arts as well, i think…
It’s ok, not that great…and after playing Sean for a while now, I RARELY do that…it’s not much of a need…even just doing the EX Dragon Smash is not all that necessary to use in a match. The range on it sucks and it’s slow…it’ll blow past some meaties, but it can be even thrown out of if it’s just thrown out…and what’s bad is that EX Dragon Smash can’t even rly compete with Ken’s jab SRK. It’s probably loses to the other shoto’s SRKs because they come out faster. I was looking at Sean P and Marugoshi’s matches and they never do that. Sean P did an EX Dragon Smash once, but it was not on wakeup. Don’t get to comfortable with it. I guess it’s considerable if it’s a move done on wakeup you don’t think you can parry or a move that will chip you out if you block…but if you are careful, you will not really be in that situation much. O, and the EX Dragon Smash > SA1 doesnt do too much damage because the scaling weakens the Hadou Burst quite a bit.
Too be honest, I luv Sean, I rly do, but with the exception of a few instances, Dragon Smash is a BAD move…the times I see it acceptable are when the opponent does a jump-in attack and they’re practically right above him (NOT just jump in, because if they option-parry, that’s bad for Sean), when it’s combo’d into…(i.e. close HP, close MP, c.MK, s./c.LP, jump in attack (LP version only)), and if u stop a person who’s dashing in on you (the only acceptable time you can just throw it out, don’t get too comfortable with it, you have better options)…it does have a good property thought, I will admit. The Dragon Smash has the same effect as the Shoryu Cannon - the opponent cannot tech roll, so you have a wakeup mixup possibility (i.e. Balls). It’s just not that great of a move on it’s own because the startup time sucks (to the point the opponent can throw u during ur startup, could be an exception in the LP version? not sure just yet) and it lacks any real Horizontal range. The damage and stun is there, which is pretty decent, but the move overall is not good :tdown:
As far as Super Arts go, it’s really up to the player…I used to be a Shoryu Cannon-only player, but I’ve learn to adapt the Hadou Burst and Hyper Tornado…TBH, i like the Hyper Tornado the most out of all of the super arts, but I use them all, mainly switching between the 1st and 3rd.
**
SA1 (Hadou Burst)**: A super that does one good solid hit, fair stun, and Sean has a good amount of hit confirms to connect to SA1. Knocks them back to the other side of the screen) There’s a few good resets with this super, midscreen and in the corner. You also have 3 small bars, so you can build meter to use the super pretty easily, and it gives you access to a lot of EX moves, but it’s recovery sux and can be pretty bad for Sean if the super is parried or blocked and the opponent is in range to do damage. Also it’s not as damaging as the other super arts and it’s not that hard to parry, it’s like parrying a normal fireball, just it’s a little faster.
SA2 (Shoryu Cannon): A super that has the best priority over most if not all moves in the game. You have 2 medium sized bars, so building meter for it is not too bad, and you still have a good amount of meter for EX moves. It has a few invincibility frames during startup The opponent cannot tech after this super, so you can do some wakeup pressure tactic, or you can give yourself room to regather your strategy. It’s also pretty damaging. What’s bad is that you don’t have as many hit confirms as the other ones, and it’s only good up close. If you miss, ur getting ur ass kicked more than likely.
SA3 (Hyper Tornado): Does pretty good damage, just a bit less than SA2. It also has some startup invincibility frames, just like SA2. They cannot tech after this one either, so you can do wakeup pressure with him as well, but you’re not given as much time as SA2. Has almost as many hit confirms as SA1, only one less. The downside is that you only have one long bar, so you have to do quite some meter building, and you don’t have access to as many EX moves as the others…
I think that’s enough…now I am going to train…:china:
I thought it has more. It links a lot easier off of low strong and close round house than Hadou Burst does. What hit confirm does Hadou Burst have that Hyper Tornadoes does no?
I know it’s feels easier off of the c.mp, and the close HK, it doesn’t matter with those 2 super arts, because there’s a HUGE window of time you can input the super and they still connect…the "hit confirm " I was thinking of, it’s actually more of a combo now come to think of it…it’s not rly a hit confirm, it’s an option select. The MP/HP xx LP/MP dragon smash (you could do the EX version, but why waste meter doing this?) xx SA1 works…if you try that with SA3, u’d get only the first hit of it to connect, which would be a complete waste of the super…and off of a c.mp you can cancel/link to both supers…
I’d argue that the links are useful for SA III but not SA I. In my experience SA I doesn’t not link off of low strong past point blank range. I’ve never seen close roundhouse, SA I connect on a standing opponent. I don’t know why we think differently. I guess I just suck at Sean’s links. I forgot about the dragon smash combo, though. That’s a really good one. You can even SGGK, which is nice. Generally I stick to just fierce super unless I’m punishing, though, because I’ve had DS wiff a few times.
The links are useful for both supers, because the recovery sucks if u fail to do it correctly…when u do the c.mp it stuns enough for you to see if you need to buffer the Hadou Burst or Hyper Tornado after it. When the arm pulls back, that’s the time u can buffer in order to link it, which should be enough time to see if you need to use the super art or not…and if u get used to doing that enough, u’ll see that both connect pretty much the same…you dont have to necessarily be at point blank range…good example is when you see guys dashing in on u or trying to walk up to tick, u can “feel it out” with the c.mp, and see what you need to do. I use the links quite a bit, it’s one of Sean’s good hit confirms, cuz u have a slightly good window to confirm a super.
If you do the close HK, all three super arts can connect from it, either standing or crouching. I try to use all ways to super, thru hit confirming or option selecting…each of them have their purposes, and not one way is good for every situation.