Yeah! The Sean Thread!

Huh? What doesn’t make sense? The fact that it doesn’t work on them? Or the alternative option?

This thread is uber tier, thanks for writing it, I got some good info, specilly on the pokes.
Sean is my main/lead in 3S, YEAH THAT’S RIGHT, BIADJEZ!

@cam347: Crouching :lp:, :lk:, :lp:–>SA I
^Ah, so that combo IS useful! I usually just do Crouching :mk:xxSA I or Standing :hk:–>SA I

I’ve got some combos for Sean if you guys wouldn’t mind me posting them, but before that I would like to inform you of ‘Sean’s Reset?’-
:r:+:hk:–>SA I (As u land)

BTW are u guys SURE his Sean Tackle can’t be comboed from anything?

@cam347:

What shanking means is that the [:lp:, :lk:, :lp:] combo won’t work on Urien, Necro or Q, just do Crouching :lk:, :lk:–>SA I

I’m surprised you guys don’t use t.HK. Excellent poke for tall characters when spaced correctly, and comes out quick enough to not sight-parry. Also, same or slightly better recovery as s.HK.

I use it often enough to get it parried. Big risk move if the opp knows it.

the only way to combo in the tackle is from a dizzy.

Akutabi:

  • C. Mk XX SA1 is cool other than on wakeup; on wakeup, your best option would be to do C. Lk -> C. Lp -> C. Lk instead. S. Hk XX SA1 is not a really good idea cos it’s the hardest of all of the various combos to hit confirm, and it’s a mid attack, making it very easy to block or parry (they don’t even have to guess).

  • The Toward S. Hk reset into SA1 is a really bad idea. Toward S. Hk already misses a WHOLE lot and has terrible recovery, but on top of that, this reset does pitiful damage; landing SA1 by itself does more damage than this already-very-hard-to-land-on-a-player-that-knows-what-they’re-doing reset.

  • You can cancel into Sean Tackle from a lot of moves; however, it doesn’t ever combo in with the move you canceled it from.

Kaistar:

Towards S. Hk is just wayyy too risky. Pretty much every character in the game can duck that shit on reaction. So it works on tall characters. Great. You’ve got better options, still. :stuck_out_tongue:

Crouching short, crouching jab, crouching short xx super DOES work on Q.

Toward + roundhouse reset into SAI is a bad idea not only because the damage isn’t that good and not only because it’s hard to land toward + roundhouse on many characters, but also because the SAI is easily parried. Unlike, well, just about every other super in the game, Hadou Burst only hits once and only has to be parried once, and the timing is really easy. In fact, any reset that involves SAI is a waste of your meter because it’s so easy to parry. Toward + roundhouse reset into SAII in the corner, that makes more sense, but it’s still hard to land the toward + roundhouse and not really worth trying to land.

Close standing roundhouse is actually a great hit-confirm into super. It’s one of the main ways you should be hit-confirming, actually. That, crouching forward, uoh, crouching strong, fierce xx dp, and crouching short-jab-short should be the main ways you combo into super.

I dunno…I don’t like Close S. Roundhouse (or C. Strong for that matter) because there’s no guessing game to it; your opponent doesn’t have to worry about getting hit high or low. The only time it might be nice is if you anticipate someone waking up with a counter attack, but even then, I’d still prefer trying to perfect meaty C. Short, or just using a meaty UOH into SA1. S. Fierce XX DP XX SA1 is really good, but I don’t find that there are a lot of opportunities to use it. I think it’s best to just keep in mind if you have the chance, rather than to actively try and make openings for it.

As for C. Short -> C. Jab -> C. Short XX SA1 working on Q, I REALLY think it doesn’t. I can’t imagine being able to do the combo any faster, and I can’t get it starting clean OR on Q’s wakeup…I guess I believe you, but I can’t do it.

Let me assure you that crouching short-jab-short works on Q. It’s happened to me somewhere between 2 billion and infinity times.

Close standing roundhouse is quite important. It’s one of Sean’s best hit confirms, it does pretty good damage, it can be canceled into everything Sean has, it’s one of Sean’s best meaty attacks, and it has to be parried high. Heck, I wish Q had it.

Close standing fierce, dragon punch, SAI is just a punisher, it’s the best way for Sean to deal damage quickly. If the opponent messes up or whiffs or does something laggy or you parry something etc etc, then use that.

I really do believe you, I’m just saying, I can’t do it at all… :confused: Do ever play it on the PS2? Maybe it’s a console only thing (specifically, that Q can’t be hit with it on Anniversary Edition 3S)? I dunno, I’m looking for some kind of explanation as to why I can land it on the entire cast, except Q and one or two other random people.

I can, of course, accept the fact that I’m just slow…but I don’t think I’m doing it slow. :stuck_out_tongue:

I don’t know, man. I have no idea if the PS2 version might make it harder than it is in the arcade, having never spent much time with the console versions of the game.

Here’s an odd bit of info. c.LK, c.LP, c.LK doesn’t work on standing Q with any shoto including Sean, but c.LK, LP, c.LK (a chain only Sean has) does work. But it’s possible that it’s just for PS2, because I remember seeing Ricky Ortiz doing the first one on Kuroda. Maybe Kuroda was crouching though.

Based on what you said, GaijinBlaze, I checked some shit out, and what you say applies to Urien and Necro, too (they’re the other characters I said it didn’t work on). So…

  • C. Lk -> C. Lp -> C. Lk doesn’t seem to work on STANDING Urien, Necro, or Q no matter how close you are. It will, however, work on CROUCHING Urien, Necro, or Q.

  • C. Lk -> S. Lp -> C. Lk will work on STANDING Urien, Necro, and Q, but won’t work on CROUCHING Urien or Necro (I’d hypothesize it doesn’t work on most of the cast when they’re crouching).

Where Croyd on this thread? :confused: He’s the ultimate Sean. Oh you can do two Shoryucannons in a row on Chun and Elena, in the corner. Or do a Shoryucannon, Dragon Smash on anyone.

Edit: I’m trying to get adjusted to stick. I’ve been playing on pad for years and need to learn stick. When I was praticing my Sean I tried crouching short short super. I can get it about 50-60% of the time but when i dont I either:

A.) Miss the super art (jab or Dragon Smash comes out instead)

or

B.) (This one really pisses me off) I do a cr. short then start to buffer the :qcf: :qcf: for Hadou-Burst and his damn flying kick move comes out ( Ryuubi Kyaku?). Why would they make this stupid ass shit move? With Ken, Ryu and Akuma I can land the short short super on stick about 90% of the time, because I can buffer the :qcf::qcf: while doing cr. short short w/o working about the flying kick move coming out. Any suggestions? I’m gonna pratice alot but I’m just wondering if theres anyway to avoid this.

i’ve been practicing with sean for about 2 weeks or so and i see alot of stun potential. i mean all of of moves are risky but alot of them do decent stun damage. J.Round,S.Round,EX hurricane kick do like 50% stun on most sized stun gauges… and you can also link any super art after the roundhouse for decent damage… and on all characters you can do slam dunk in the corner and then shoryu-cannon, S.Round,Shoryu-Cannon(linked), then you can choose from another dunk or you can do S.Round(reset) into qcf+k or you can jab tackle(don’t hold button) after the second S.Round then throw after the tackle animation. I know he’s not even mid tier but i see some possibility… although not alot

and i tried the “unblockable” (taunt,mp roll, S.Fierce,SA) with sean and it seems to work every now and then which is good. but on some people it’s better to do the Jab roll.

All of Sean’s normals are good but they just have limited uses.

No one mentioned his standing mk can stuff low forwards if you time it right. It’s also a good way of inching forward and it makes a good bait whiff into kara throw on wake up.

You can go on and on about how much priority sa2 has but if the player doesn’t know how to build meter he’ll never use it. Good way to build meter (and get in) with Sean is his normal pokes canceled to tornado.

Like his mk tornado can be safe if done from a specific range you buffered the move from. So I’ll so cr strong into short or forward tornado and I’ll land in close and ex upper cut just to be random (they tried to throw). Next time I do that switch up with a low forward cancel. It should leave you at a farther distance when you land. This then makes a tricky situation where the majority of the time the opponent could easily counter you but if you shift into a safe distance when you land from the tornado, you can then make them whiff a throw or stuff whatever they were trying to do late with a cl roundhouse into ex tornado.

The opponent can get set up with the kick count of the short and forward tornado’s so that could further delay there reaction when the move ends. They’ll have to remember the move it’s buffered from and the version of the tornado to effectively know if it’s safe to punish Sean after they block the tornado.

This strat could become void all together if the opponent red parries the tornado. But even then the whole choice on whether it’s a red parry or not is up to the Sean player still.

I do the same exact strat man. I usually get thrown or my oppoent jumps out of the way when I try to tech/throw. I’ll try to use his Ex. Dragon Smash sometime…now that I think about it that seems like a good move. My opponents dont usually try to block or parry after a blocked short or forward Tornado. I like to mix up the short/forward too. Incase they try to red parry to punish you after, they’ll be suprised when instead of two Torando hits there are three. I don’t totally reccomend this except againt major turtlers. I can’t beleive that somebody else plays Sean the same way I do. :tup:

Stupid question. Anyone know the exact frame data for Sean’s Tornades?

Not a stupid question at all, I’m curious to learn this too.

http://web.archive.org/web/20050316214856/www.karathrow.com/sean.html
Does this work?

Nice, thanks alot. :tup:

Question about Super Art selection:

I personally use Hadou-Burst in most situations but I see some Sean players use Shoryu-Cannon and Hyper Tornado. IMO I’d only use Shoryu-Cannon against Yun, Yang and Twelve because of the amount of time they spend in the air. Why would you choose Hyper Tornado? It does decent damage. But its only one bar (No room for Ex moves). Then and again not many of Sean’s EX moves are good. Plus it takes Sean a long time to build bar. I’d say Hadou-Burst is better because you need super arts in stock to be a threat, with Hyper-Tornado it takes you a long time to build up your bar and you can only stock one. So can anybody tell me why you’d pick Hyper Tornado?