Yeah! The Sean Thread!

Trying playing with him in a tournament.

SA III is one of the best supers in the game. Easy to link, fast, and reaches a third of the screen.

sa3 is sean’s Rolling Thunder. It just doesnt really do great damage. sa1 at least gives you a semi constant source of damage.

All of Sean’s supers are almost-good. Pherai’s right, SAIII should really do more damage. SAII has great invincibility and good damage, but it’s not very comboable. SAI deals fine damage for its size, but still, it’s not much damage. Different matchups require different super choices, I wouldn’t say he really has one you should always choose.

Oh you have noooo idea. :rofl: I will say that he’s the best looking terrible character in the history of the world, though. Looks like a shoto, walks like a shoto, sucks like a 2-dollar whore. He’s good for fun, but if you’re trying to win you better be playing against Twelve or another Sean.

-His normal are slow
-His specials are slow and useless. (unsafe tatsu even when it connects unless it’s EX)
-Average strength and defense (which wouldn’t be so bad if everything else didn’t suck)
-His dash is pretty good.

Basically Sean just can’t do anything with an opening like another character could. If he parries like a low short or something at a distance there’s not much he can do without a bar of super.

I think it’s his best super also. mainly because you can link it off of close s.roundhouse. So your mix up can be c.shortx2,SA3 or s.roundhouse,SA3. Easy mix up that switches between high and low, and does about 40% damage. The only reason i don’t like SA1 is because of damage output from the super, which you might need in a pinch. SA2 would be dope if it had more range, but oh well.

imo, sa1 is his best super. He needs constant bar to be effective and that fireball hurts. Besides, I think the sa1 stock is as big as the GJ? maybe a little bigger but its obviously smaller than kens. He needs to be able to ex shoryu because his regular shoryu suck so much ass. Even his ex shoryu sucks ass but by comparison, its great.

Sean is decent. He’s much higher on the tier list IMO. I play sean (sa1) like a ghetto ken with no DP. IMO, you don’t need AA in 3s if your character can reposition and you can parry.

seans dash is crazy fast, his sj gives ambigous looking xups, his super does decent life and combine that with the general mixup game, he’s good but not great. Definetly better than what most people percieve though.

Well i think he’s playable, but he’s not as good as you’re making him sound. He’s still sucks and deserves to be at the bottom of the list. But i do agree with him needing EX dp, it helps to get out of tight situations. The biggest reason i like SA3 is because you can reversal through a lot of stuff and get free damage and the ability to link it off of c.shortx2 or close s.roundhouse. The downside is you just can’t be as random as you can be with SA1 because you lack EX.

I think he’s good. I won’t be able to find out till I can play some high level comp and then decide. Since 3s involves parrying, all I need is a ground game and sean has that. His ground game is decent. Its defiinetly good enough to play a ghetto ken style and get away with it.

I rarely throw fireball with ken so most of my gameplans revolve around normals and baits. Low fwd, sa1 does mroe life than kens sa3 I think, or damn near close to it.

whats so bad about c.mp, sa1… c.mk, sa1… uoh sa1… short, short, sa1, cross over mk, hit confirm, close s.mp, lp shoryu, sa1. Its mini ken w\o a fireball or shoryuken but when you really master the shotos, playing normals is all you really want to do anyway. Fireballs here or there definelty don’t break the game. Seans dash speed is much faster than kens and he almost has the exact same options after a knockdown. Unless his priority on his normals suck ass, which I don’t think they do but not sure, he’s definetly decent.

AA = c.hp, if they parry it, ex tackle opposite side of the screen.

Sean also builds meter really really poorly. While other low tiers like Hugo and Q build meter very quickly, Sean’s bar just doesn’t build very fast. Although SAIII is very good quality super, when you factor in the bar its pretty much not worth it.

I think Sean is best played by using his bar for EX, like Ibuki or Alex. For that reason, I like SA1; besides SA1 being the only super that is decent both in terms of meter for damage dealt and comboability, it gives him the most bar for EX attacks.

sa1 is his best bet due to EX.

Extornado is relativly safe a good way to get close.
EX shoryu his only wake up game that doesnt use a big bar.
EX tackle is surprising
EX banana kick can be thrown in time to time.

Sa1 deals decent dmg with low bar and easy to link.

SA3 too much work to build a bar.
SA2 not enough range but very good antiair.

sa2 is also the fastest non grab super at startup aka 2frame start up i think…

ALSO is basketball + low poke (timed well) unblockable?

'Fraid not.

Ive been playing sean a bit lately and heres some lame shit that works :tup:

throw Basketball, overhead

Regular dash grab, cancel it into a shorucannon

Works 99.9% of time on people

I put SA2 over SA3 solely because it’s great invincibility gives him almost guaranteed damage when combined with sean tackle.

the sa2 is harder to get because the range isnt so great.
but it makes great anti air and wakeups.

as youknow sean doesnt really deal that much dmg and takes quite a bit, so he needs access to mid dmg when he needs it.

what I mean is if somebody whiffs something and you have a chance to pull a combo, you would have more of a chance to combo with sa1 because it has 3 stocks and short bars.

he also needs to throw some c.shorts for mixups and double shorts doesnt always connect into sa2.

it cant be used for chip properly either because the 2nd shoryu is too easy to parry for its own good.

and even though it has a good start up, you dont really see anybody throwing out a super just because it has good start up.

all you need in cr.mk or cr.mp to land it, range isn’t really relevant. if SA2 can’t be used for chip because it’s too easy to parry, I don’t know what to say about SA1.

Lastly I never said you should throw it out, I said in conjunction with sean tackle.

it connects after tackle? 0_o

you have c.mk and c.mp obviously but you have no hitconfirms.
and 2 shorts give you enough time to input the super.

I meant you cant use the sa2 super as last chip resort like you can with ken sa3 or chun sa2.

sa1 just gives you a bit more options IMO

s.rh is his hit confirm it’s exactly like ryu’s s.mk.

SA2 doesn’t connect after tackle, it’s a set up. Because of 3S’ lenient command input system you can do jab tackle, pause, qcf+p and you’ll get SA2 immediately tackle finishes.

So you can use this in your mixup, s.rh XX hcf+jab, qcf+lp. I use sean tackle to get close instead of dash to keep close sometimes. most of the time when people see the sean tackle most of the time they’ll want to poke it or whatever, but in this case SA2’s invincibility will let you bypass whatever they’ll throw at you and hit them instead.

It’s not 100% guaranteed but yeah…