[LIST]
[]has weak normal attacks
[]has crappy specials that are easily parryable or are unsafe on block
[]has bad EX moves
[]is unsafe after landing certain attacks (ie Tornado)
[*]can’t land damage without bar
[/LIST]
Oh i do agree. its the fact that people keep sayin the sam ish over and over in one thread. and alienated and ignored how so. just because of an opinion of one.
his ex and special moves are for pressure.
normals are for poking like any other character.
SA’s are to be hit comformed into.
damage without a bar/ i have nothing for so guess you win.
round over
His exes and specials are not for pressure, they are for if you want to lose. The only special moves you should ever use as Sean are the tackle (but not the actual tackle part of it) and the roll, and occasionally the axe kick (against dive kickers). The only time to ever use his hurricane kick substitute is when you’ve landed a close crouching forward near the end of the round and need something that’ll do enough damage to kill because you don’t have a super ready. The ex dragon punch is marginally useful sometimes, if the opponent either doesn’t have a meaty attack that’ll beat it or doesn’t know that it loses to THROWS. And the only time to use the ex axe kick and ex tackle is absolutely never.
His normals aren’t that bad, but they also aren’t that good. He’s ok at poking and he’d be ok at canceling into specials if his cancel-into-able specials didn’t suck and into supers if he didn’t have such trouble building meter and if you didn’t pick SAII, for which you have to be close to cancel into. But, unfortunately, all his normals really allow you to do is poke, and most characters in the game have noticeably better ground pokes and air attacks.
PS Sean isn’t underrated, he really is the worst character in the game. The most underrated characters in the game are Twelve, Remy, Ibuki… and Makoto. Believe it.
MK,LK tornado+throw+basketball on wake up+grab+repeat
MP,MK tornado+throw+basketball on wake up +grab+repeat
MP,Lk tornado+throw+basketball on wake up+grab+Repeat
(close)MP,HP
lp,lp, Dragon smash
cr. lp,lp,lp (can this combo into super?)
cr.lk,lk,lk(can this combo into super?)
crHP,DS
MP,HK(reset)
lp,DS
mp,DS
(close)HP,mp/hp DS
lk,DS
tackle+basketball on wakeup+throw+basketball on wakeup+throw(repeat)
j lk,lk,DS
j HP,st.MP (HP)DS
j HP,DS
j lp,DS
Any DS,basketball on wakeup,thro, basketball on wakeup,throw(very tight timing on basketball)(repeat until dead)
basketball,dash,low(unblockable/unparriable)or dash,parry or block the DP tackle missed DP(if they want to AA closeup) or dash,lp axekick (if AA near) or dash roll cr lp,DS(if projectile),dash MP axekick or lk tornado(jump in while they are in attack).
Yes, crouching short/jab x 3 and any combination thereof cancels into super, but only into SAI and SAIII, you’ll be pushed too far back for SAII to connect.
None of those combos should be feared. Almost all of them depend on Sean either being way close to the opponent or landing a deep jump-in, and not only are both of those scenarios unlikely, but even if you do land the combos, they don’t do much damage anyway. They also don’t, for the most part, involve any hit confirming, which is especially bad for the shoryu ones. You really don’t want to just run up to the opponent and throw out a random close standing strong xx shoryu because the close standing strong is hard to hit confirm and if blocked, you’ll get punished really badly, and even if you land it, it doesn’t take off a whole lot of health (certainly not enough to justify taking the risk that the opponent won’t block, especially considering the penalty if they do block).
I also don’t get what you after the tornado combos. It’s not like a throw is guaranteed after it, your opponent can tech it or hit you first. And what’s the basketball to throw thing? I think that needs an explanation, seems like it can be escaped in any number of ways, from shoryus to tech throws to jumps to supers.
No the basketball wakeup trap is an infinite and is extremely hard(1-3 frame basketball precision) to do consistantly(and perfectly).
step 1-tackle,throw or DP.
step 2-throw basketball(time it as soon as they get out of the wakeup animation AS SOON AS THEY GET OUT OF IT. It has to be frame for frame accurate aka 1-3 frames from wake up)
step 3-crouch and hold block( for DP)
step 4-when basketball hits them either cr attack grab,super,DP(except for grab HIT THEM AT THE EXACT SAME TIME AS THE BASKETBALL)
step 5-shoot another basketball and repeat from step 3.
characters with less than 3 frame supers, 1-3 frame invincibility attacks and instant attacks(hugo and Ibuki) you have to try different things.
option 1-bait the DP and parry
option 2 (1 frame super grabs)-backdash slightly out of range then dash then grab agian or roll,then grab.
option 3-(parry,block)if they block/parry then grab
dude why are you even wasting your time? Everything you wrote after step 1 is pointless because everyone will simply quick recover and avoid this weak shit altogether. And even if they didn’t, the only conceivable way this would work is if the basketball is crossing them up. All you have here is a throw setup, nothing more. What’s to stop anyone from simply blocking the ball and option select tech throw anything you do/block anything you do? Do you even know what an infinite is?
Actually, you CAN parry two things at the same time. That’s why, for example, you can parry Ibuki’s SAI without having to parry dozens of individual times. You can’t parry both a high-parry-only move and a low-parry-only move at the same time, that’s true, but the situation you’ve presented can be simply low parried. The basketball, all of Sean’s crouching attacks, the dragon punch, SAII, and SAIII can all be low parried. A throw can’t be parried, but all you have to do if you’re expecting the Sean player to throw is block and then tech throw, jump, shoryu, super, whatever.
You could also just block low. You can block the ball low and you can block any non-jumping and non-overhead attack low, and I doubt Sean’s overheads would hit quickly and/or far enough to do the job. There’s no crossup here, right?
But yeah, seems to me like a simple tap of the down button to tech roll would get you out of this situation completely.
I see your point with the overhead, but even then this is pretty much useless(maybe after SA2). Quick recover puts them out of range of any overhead Sean can do and allows near everyone to punish Sean while he’s still in recovery from the taunt. LMAO, either you’re the most persistent troll account ever, or money match me. Please. $100 first to 3? I’ll never talk bad about Sean ever again if you do, promise.
There’s no need to get riled up. If you have good or decent, competition, you’ll eventually realize that Sean is in fact the worst character in the game. He’s not unplayable, it just takes a whole lot more work for him to win than it does for most other characters.
Sean sucks. I’d venture to say he doesn’t deserve his own section on the srk boards. He doesn’t even deserve the ink used for his portrait in the instruction manuel. Q was supposedly a last minute addition to 3s, which must make Sean the result of a glitch in programming.
And to all the people who constantly cite the fact that sean’s saII beats ryu’s saII, this is not a strength or weakness that sean has; it’s a fan tidbit which becomes a factor when your little brother supers on wake up everytime, and you don’t have a controller with a functional back for block, forcing you to do your super as well.
He accomplishes nothing. Where dan had multiple taunts, sean has a basketball. Dan’s purpose is comedic relief, Yun’s purpose is to own shit up, Sean’s purpose is to occupy an additional bubble on the character select screen, allowing a balance between the right and left columns otherwise unimaginable.
Sean is a disgrace, and for someone who shoots so many basketballs, his form is terrible.
he’s been on srk longer than you have. you’ve only been on for barely 1 month.
holy cow.
i honestly didn’t think you were that dense when i was on page one of the thread, but you sure outdid yourself with that one. looks like something you’d copy and paste from a gamefaqs FAQ.
there are no infinites in 3rdStrike. well, besides that Ibuki sequence on a resurrecting Gill. but that’s an isolated case and should be excluded because 1) you won’t be playing vs. a Gill in the arcade or in tourneys and 2) he’s actually dead but not really.
i won’t even bother quoting your other genius level posts.