From: [email protected] (m ! k e)
Newsgroups: alt.games.sf2
Subject: [SF3] Sean FAQ v2.0 (1/1)
Date: 3 May 1997 05:33:08 GMT

S T R E E T F I G H T E R  III
"A Sean Guide"
Version 2.0 (03 May 97)
Sculpted by Mike Abdow
[email protected]

LEGAL DISCLAIMER

No part of this document may be reproduced for sale, profit, or
commercial purposes without the express permission of the author.
This document may be freely distributed among the video gaming
community. Copyright 1997. All rights reserved.

VERSION HISTORY

Version 2.0   - Added more win quotes.
             - Added a Stun Meter section.
             - Modified Ending section.
             - Added Strategy section and short Vs Guide.

Version 1.1   - Modified Standing Fierce section.
             - Minor correction in the Roll section.
             - Added FB to Glossary.
             - Added a win quote.
             - Minor addition to the Ending section.
             - Minor grammatical corrections.
             - Additions to the Combo Chart.
             - Modifications to Basic Art sections to accomodate a
               guaranteed Tornado Kick combo.
             - Minor addition to Sean Tackle section.
             - Addition to Tornado Kick section (Super Art followups).

Version 1.0   - First release.

CONTENTS

1.0    ABOUT THIS GUIDE
2.0    CHARACTER INFORMATION
3.0    ART ANALYSIS
  3.1    Basic Arts
      3.1.1    Jab
      3.1.2    Strong
      3.1.3    Fierce
      3.1.4    Short
      3.1.5    Forward
      3.1.6    Roundhouse
      3.1.7    Hopping Punch
  3.2    Special Arts
      3.2.1    Sean Tackle
      3.2.2    Dragon Smash
      3.2.3    Tornado Kick
      3.2.4    Ryubi-Kyaku
      3.2.5    Roll
  3.3    Super Arts
      3.3.1    Super I - Hado-Burst
      3.3.2    Super II - Shoryu-Cannon
      3.3.3    Super III - Hyper-Tornado
4.0    COMBO ARTS
  4.1    Definition
  4.2    How-To
  4.3    Combo Chart
5.0    STRATEGIES
  5.1    Positioning
  5.2    Parrying
  5.3    Rising
  5.4    Crossing Up
  5.5    Vs Guide
      5.5.1    Vs Ryu
      5.5.2    Vs Ken
      5.5.3    Vs Ibuki
      5.5.4    Vs Elena
      5.5.5    Vs Sean
      5.5.6    Vs Yun/Yang
      5.5.7    Vs Oro
      5.5.8    Vs Necro
      5.5.9    Vs Dudley
      5.5.10   Vs Alex
      5.5.11   Vs Gill
6.0    MISCELLANEOUS
  6.1    Colours
  6.2    Winning Quotes
  6.3    Shoot!
  6.4    Ending
  6.5    Stun Meter
7.0    GLOSSARY
8.0    TO DO
9.0    ACKNOWLEDGEMENTS


1.0    ABOUT THIS GUIDE

There are a few reasons why I decided to put this guide together. One
reason was that I have a few thoughts and ideas I'd like to put down
on paper so to speak, so that information that I usually take for
granted is all spelled out for whoever needs it. Another reason is
that I'd like to improve all areas of my Sean play, and hopefully
improve the play of others, so then this guide could serve as a ground
for discussion and at the same time a knowledge bank where useful
information may accumulate. Basically..

If it's about Sean, then it's in this guide.

This guide is brought to you by the wonders of vi :) A terminal
setting of 80 columns with a fixed-width font yields the best results.

This guide may be obtained from the following locations:

-      http://www.gamefaqs.com
-      http://www.geocities.com/TimesSquare/Alley/1975/
-      http://members.tripod.com/~oka2

If this appears elsewhere, please let me know.

2.0    CHARACTER INFORMATION

A Brazilian boy from a very average household with uncanny
athletic ability. Inspired by Ken at a fighting tournament, he
hits the road in pursuit of his idol. Strictly disciplined by his
grandfather (of Japanese extraction), Sean is polite and
courteous, but with a burning desire to win. Imitating Ken's
style, Sean fights very aggressively but without the cutting edge
of Ken's attacks. His style therefore leaves him vulnerable to
counter strikes even while he is attacking. He one day hopes to
develop his own power moves.

3.0    ART ANALYSIS

This section is a run down of all of Sean's known moves. All of his
attacks may be classified as either a Basic Art, Special Art or Super
Art, and are discussed below in the relevant sub-section.

3.1    Basic Arts

Basic Arts are characterised by the following:

- Only require a press of a button, sometimes with a simple stick
 motion (forward, back, down, etc.)
- May depend on the distance between you and your opponent.
- Do not inflict damage when blocked.
- Can be Parried.

Each Basic Art will be discussed under the different conditions they
can be used in, for example, some attacks will behave differently when
executed up close to the opponent and shall be expanded upon in a
Close Up sub-section. Standard interrupts into Special and Super Arts
will also be incorporated where applicable.

3.1.1  Jab

Probably his fastest executing and recovering attack. I've seen it
snuff a few attacks like Necro's outstretching limbs, and Dudely's
rushing Punches. Not a terrific move on its own, mix it up well on a
blocking opponent and remember that the push back from the block is
minimal. If you want more push back, use a heavier attack.

Interrupts

All Special Arts. Only the Dragon Smash is guaranteed if close
enough. All Super Arts.

In the Air

A Jab in the air produces a dropping elbow attack. Like most jumping
Jab attacks, it has a long hit detection time, but inflicts small
damage. Can be used to snuff other Air attacks, although, not always
your best option.

3.1.2  Strong

Standing

Your run of the mill Strong punch. Hits at shoulder level, with a
slightly longer range and execution/recovery of a Jab.

Crouching

A Crouching Strong has the same animation as a Crouching
Jab, but again slower in execution and recovery. You know the deal.

Close Up

Hits in the mid-drift region. The Close Up Strong may be Chained
with a standing Fierce, even on an airbourne opponent. The standing
Strong-Fierce is the only know Sean Chain at the time of writing.
Now one would deduce that if a Standing Fierce may be interrupted with
a Special or Super Art, then a Strong-Fierce may be similarly
interupted, producing another Combo possibility for the already
deprived Sean. Unfortunately, the rules of logic do not apply here.
Nothing else can be added at the end of the Strong-Fierce Chain.
(What's the story Capcom?)

Interrupts

All Special Arts. The Dragon Smash and RH Tornado Kick are guaranteed
if close enough. All Super Arts.

3.1.3  Fierce

Standing

A fast and heavy hitting punch. Forward range is not that great but
compensates with the ability to hit a croucher as well i.e. it won't
whiff. Due wide hitting range also allows it to be used as an anti-air
attack, especially against jumpers who love to attack _deep_. The
standing Fierce can be chained after the close up strong (see the
Strong section).

Crouching

A Crouching fierce produces a standing uppercut. Has a good hitting
range, which starts low enough to snuff many low attacks and ends up
high enough to hit a jumper. If you crouch under someone's HK, then
doing a crouching fierce cancelled into Super I or II will make them
think twice before trying it again :)

Interrupts

All Special Arts. Only the Dragon Smash and RH Tornado Kick are
guaranteed if close enough. All Super Arts.

In the Air

Power hit! Quite a decent hit detection area too. Nice frontal jump in
combo starter.

3.1.4  Short

Standing

A quick kick hitting just below the opponent's knee.

Crouching

A low kick. Unlike the fast repeatable crouching Short kicks of
Ryu/Ken, but has slightly longer range(?)

Interrupts

All Special Arts. Only the Dragon Smash is guaranteed if close enough.
All Super Arts.

In the Air

A flying knee attack. Still to find a good use for this.

3.1.5  Forward

Standing

A slower but heavier hitting version of the standing Short kick. Has
good hit detection range, with the ability to snuff many low attacks
from a distance, as well as punishing whiffed low attacks.

Crouching

Identical to Ryu/Ken's crouching Forward kick. What is unique about
this move is that the Roundhouse Tornado Kick _will_ combo afterwards!
Of course, if you've barely made contact with the crouching forward,
then there's the chance that the RH TK will be blocked. Also, if the
crouching forward hits a croucher, then the RH TK will whiff over
their head (unlike Ken's f@#$ing HK) :)

Interrupts

All Special Arts. Dragon Smash and RH Tornado Kick are guaranteed if
close enough. All Super Arts.

In the Air

Best overall air attack IMHO. When jumping straight up it's a good
keep out attack due to it's horizontal range. When jumping in, it'll
trade with most attacks if timed right. But probably the most
important aspect of the jumping Forward kick is that this is _the_
move to Crossup with. Crossup combos are where Sean gets the chance to
do his most damage! See the Combo section for the juice.

3.1.6  Roundhouse

Standing

Pretty much the same deal as the Standing Fierce. Hits high and heavy,
long recovery. Can be used as anti-air, but not recommended since it
can be easily Parried and punished.

Close Up

A knee, probably his best Close Up attack in the game. It's damn fast,
damaging, and doesn't produce as much push back as most other attacks
when it connects, meaning that a Dragon Smash is almost ALWAYS
guaranteed, we're talking a 99.9% success rate :)

Crouching

A heavy hitting sweep which knocks the opponent down when it connects.
If blocked, you can be punished quite easily with another low attack
or any rushing-type Super Art! Like other Heavy hitting attacks (not
close) use it in a sure-hit situation only if it's your only attack
option.

Interrupts

(Only applies to the Close Up Roundhouse)
All Special Arts. The Dragon Smash and RH Tornado Kick are guaranteed
if close enough. All Super Arts.

In the Air

A heavy hitting flying kick. Decent forward range, but my money goes
with the jumping forward kick for overall versatility. Probably the
move to use (besides jumping Fierce) for a frontal jump in combo. Good
for using in a quick take off kick to surprise jumpers.

3.1.7  Hopping Punch

Command: d,d + Any Attack Button

Hits a crouching opponent. Following up with a Dragon Smash or Super
Art will beat any attack they try and retaliate with. Great to use
after a jump in attack since most opponents will expect the next
attack to be low and thus immediately crouch block. Don't overuse it
or you'll weaken it's surprise effect. Better opponents will spot this
and block accordingly. Sean's one and only overhead type attack, so
respect it, don't abuse it.

3.2    Special Arts

Special Arts are characterised by the following:

- Usually performed with a joystick motion and button press(es).
- Usually inflict more damage than Basic Arts.
- Will inflict small damage when blocked (except the Sean Tackle).
- Can usually be Parried.
- Can usually be performed by interrupting a Basic Art.

3.2.1  Sean Tackle

Command: HCF+Punch, holding onto the Punch button will complete the
attack, otherwise it will abort. There's no noticeable recovery time
associated with an aborted Tackle, so use this to your advantage!

The strength of the Punch determines the distance it will travel:
Jab - 1/4 screen (approx. a forward dash)
Strong - 1/2 screen
Fierce - 3/4 screen

It will go under Fireballs but must be done early to do so, i.e. Sean
must already be out of the start up animation and in the sliding
animation.

Overall not a great attacking tool, but it's pretty decent for faking.
Faking the tackle so it stops outside their attacking range is
particularly useful. Be prepared to punish any whiffed move! Faking in
for a throw is a nice mix up if you can get close enough. Be wary of
the times you do decide to go for the full Tackle. On instinct, most
people crouch block, rendering the full Tackle useless and in fact
dangerous because of the horrendous recovery time. Use it wisely.

The Jab Tackle will combo after a close standing Roundhouse.

3.2.2  Dragon Smash

Command: f,d,df+Punch

This is definitely, without a doubt, the sweetest move in the game ;)
It puts every other DP move to shame, making them look outdated and
dull. (OK, enough of the plug.) The priority of this move is not that
great, so your timing must be accurate (gasp, a move requiring more
skill than simple jerk reaction) if you want to cleanly hit someone
out of their air attack. Having said that, some air attacks are a
bitch to Dragon Smash (Yun's d/f+Kick in the air comes to mind) so you
have to look to other options.

Because the first component of the Dragon Smash is a tap forward which
also happens to be the motion for a Parry, then you can try Parrying
and then executing the Dragon Smash all in one motion. It works, but
because of the limited forward range of the Dragon Smash, you'll
probably only connect the Dragon Smash if the opponent jumping is
close to you (Yun's d/f+Kick in the air comes to mind, again). If you
try parrying a long extended limb, chances are the following Dragon
Smash will whiff, and the opponent will land safely.

The first hit of the Dragon Smash may be interrupted with any Super
Art. However, the Hyper-Tornado (Super III) will either whiff or only
get a few measly hits. This is due to the fact that the Dragon Smash
will lift the opponent into the air (for that 2nd sweet hit) but the
Hyper-Tornado (Super III) is primarily a ground based attack. So if
you're playing with Super III, then forget about using it to interrupt
the Dragon Smash. The Hado-Burst (Super I) and the Shoryu-Cannon
(Super II) are most suited here. The Shoryu-Cannon after an
interrupted Dragon Smash is truly a sight to behold. :)

3.2.3  Tornado Kick

Command: QCB+Kick

The strength of the kick button determines the distance it will
travel and hence how many times it will hit.

Short: 2 hit
Forward: 3 hit
Roundhouse: 4 hit

A cross between Ryu and Ken's Hurricane Kick. It's like Ryu's in that
it's purely a high hitter (ie. won't hit a croucher) and it's like
Ken's in that it doesn't knock down when hit, so that all hits will
connect!

Great move to fill the opponent's Stun meter, and if you're playing
against the type to go overly defensive when they see their Stun meter
on the brink of full, usually by sitting in a crouch block at the end
of the Tornado Kick, then I found that a d,d+Punch works well. If
you're feeling cocky, and the opponent is somewhat unstable, then
follow the d,d+Punch with a Dragon Smash - hopefully they'll be Stunned
at this point. Enter your favourite combo here.

Sean's Tornado Kick differs from Ryu and Ken's in that it only attacks
forward, whereas the latter will attack on both sides of the
character. What this means is that those who crouch under Sean's
Tornado Kick can safely stand up much sooner thereby allowing them to
attack Sean freely. Also, unlike the Ryu/Ken HK, it has a slower start
up time, meaning that the combo opportunities are very limited. You
can't interrupt any Basic Art with any Tornado Kick for a true combo.
You'll only get a true combo if the Basic Art is close up and usually
stronger than a Jab or Short.

If the Tornado Kick is connecting on an opponent in the corner then
you can combo a Super Art! No interrupts required, just buffer the
Super Art motion so that it's completed the instant you land from the
Tornado Kick. I've actually done:

c.Fwd - Rh TK - Hado-Burst

and the Combo Meter registered it as a (1+4+1) 6 Hit Combo!

3.2.4  Ryubi-Kyaku aka Butt Check!

Command: QCF+Kick

The strength of the kick determines the distance it travels.

Initially this move seems to be pretty useless. You can't combo with
it, there are no known guaranteed followup combo's either, it's easy
to counter, Parry and avoid.. technically speaking it's not a great
move. But if you're like me and find that playing a "technically"
sound strategy can get real boring real fast, then this the move for
you! OK, personal biases aside, this move (apart from being ultra
stylish) does have a few redeeming qualities.

It's a great anti Fireball move, and don't forget, the RH version has
some major air time, so be on the lookout for them Fireball happy
folk. Use it against those who don't know how to either avoid it,
parry it, or counter hit it, i.e. anyone who just sits there and
blocks. You'll get free tick damage and retain the attacking
initiative.

It's also a great bait move. If you notice your opponent likes to
block the Butt Check and then try and retaliate with an attack as
soon as they come out of block stun, then (depending on your distance)
a Dragon Smash hits them sweetly, but even better are the Super Arts.
For Super II, the Shoryu-Cannon, you have to wary of the distance
between you and the opponent, if too far, do not attempt the Super,
chances are you'll miss. However, Super I (Hado-Burst) and III
(Hyper-Tornado) are excellent and will connect on any attack! It makes
them think twice about attacking you after blocking a Butt Check.

A peculiar thing I've found with this is that you can sometimes
Crossup with it. I've Crossed up with the RH version against opponents
in the corner! Too bad you can't combo after it.

3.2.5  Roll

Command: QCB+Punch

Similar to Ken's roll of SFA2. Not so easy to trap with since you
can't interrupt a crouching roundhouse. Travels under almost anything
except attacks which hit low. It will even cross over the opponent if
close enough. The strength of the Punch button determines the length
of the roll, just like the Sean Tackle.

This too can be used as bait. Doing a short roll in front of your
opponent so that it just stops outside sweep range will entice most
people to attack. In this case, buffer a Super Art as you're coming
out of the roll.

3.3    Super Arts

Command: QCF,QCF+Punch

Each Super Art has it's own advantages and disadvantages. If I were to
pick a favourite, it'd have to be Super I, the Hado-Burst, mainly for
it's versatility and lower risk factor.

3.3.1  Super I - Hado-Burst

Sean unleashes a super fast Fireball toward his opponent. Because of
it's great speed it can be used virtually anywhere on the screen. It
snuffs other Fireballs totally. Can be used to interrupt a Dragon
Smash. Probably the lowest damaging Super Art.

3.3.2  Super II - Shoryu-Cannon

One for the button mashers. Sean does a Jab Dragon Punch followed by a
Fierce Dragon Punch, rising higher than normal, making contact all the
way up. The more times the punch buttons are pressed, the more it
hits. Makes a distinct "machine gun" like sound rather than that of a
Cannon :-P Not too bad for an anti air attack either. Looks awesome
after an interrupted Dragon Smash. Probably the most damaging Super
Art.

3.3.3  Super III - Hyper-Tornado

Your standard rushing attack Super Art. Most characters have this type
of Super Art. Has a very decent and quick forward attack range, giving
it the ability to be used as a retaliatory attack. When you block a
close Fireball or crouching Roundhouse, if you buffer the Super Art
motion so it's executed the very frame you come out of block stun,
then the Super Art will connect. It's primarily a ground based Super
Art which means it's pathetic against any opponent in the air.
Probably the second most damaging Super Art.

4.0    COMBO ARTS

4.1    Definition

A Combo is defined, in this guide, as a series of attacks where if the
first attack is a successful hit, the following attacks will also
successfully hit i.e. they will be unblockable.

The way a combo works depends on the flavour of the combo.

Chain Combos

Chain Combos are basically a series of button presses. The next button
press will cancel the recovery of the previous button press producing
two successive attacks. If the first hit connects, the following hit
will too.

Interrupt Combos

Also referred to as move cancel combos or buffered combos. These work
in a similar way to a Chain combo in that the next attack cancels the
recovery of the previous attack. The next attack will appear to
"interrupt" the previous attack. Unlike Chain combos, these usually
involve interrupting a Basic Art with a Special/Super Art or even a
Special Art with a Super Art - thus they requiring more skill than
pressing a few buttons in succession.

Jump In Combos

These are usually in the form of a jumping attack immediately
followed by a ground attack. This combo is made possible due to the
zero recovery time of a jumping attack. Once you land, you can
immediately go into another attack.

Mixing up the variety of combo flavours is what Combo Art is all
about.

4.2    How-To

Chain Combos

You're not serious are you? :) Let me insult your intelligence by
simply saying that a Chain Combo is performed by pressing one button
quickly after the other.

Case 1: Standing Strong - Standing Fierce

Method (a) Press Strong - Press Fierce

This is the only know Chain combo that Sean has. Press the Fierce
immediately after pressing Strong, there's no peculiar timing
required, so just do it. Unfortunately, nothing may be tagged on the
end of this chain.

Interrupt Combos

These can be performed in a variety of ways. I'll briefly go over the
different ways of performing an interrupt combo, find the one that you
like best and stick to it.

Basic Art - Interrupt - Special Art

Case 1: Standing Fierce - Fierce Dragon Smash

Method (a) Press Fierce, release Fierce, f-d-df+Fierce
Method (b) Press (and hold) Fierce, f-d-df Release Fierce

Case 2: Crouching Fierce - Fierce Dragon Smash

Method (a) crouch, Press Fierce, f-d-df + Fierce
Method (b) f-d-Press Fierce-df-Release Fierce

You should be able to see that you can perform the above combos by
either doing each move separately, or overlapping certain parts such
as button presses and stick motions (for crouches, etc). For the above
combo types, I usually stick to Method (a) - doing each part
separately.

Basic Art - Interrupt - Super Art

Case 1: Standing Strong - Any Super

Method (a) Press Strong, QCF,QCF+Punch
Method (b) QCF + Strong, QCF + Punch
Method (c) QCF + Strong (hold), QCF + Strong (release)

In this case I go with Method (b), it's much easier to overlap
especially since a QCF+Punch is not a Special Art motion for Sean.
Masochists can try Method (a) :-P

Consider this case..

Case 2: Crouching Forward - Any Super

Method (a) crouch, Press Forward, QCF,QCF+Punch
Method (b) d-Forward-df-f, QCF+Punch
Method (c) d-Forward(hold)-df-f, QCF+Punch

Again, psychos don't bother reading ahead, just use Method (a) :) This
one is interesting because a QCF+Kick is a Special Art for Sean, thus
the first part, if you're not careful, of Method (b) could give you a
crouching forward interrupted into butt check:

d - Press Forward Kick - df - f

If you release the Forward Kick button fast enough, i.e. before the
'f' then you'll get away with it. However, if you release the Forward
kick at roughly the same time as you do the 'f' component on the
stick, you'll be Butt Checking ;) In cases where you don't want an
accidental two-in-one with the same button press/release, hold onto
the button until the whole motion is complete, as shown in Method (c).

Special Art - Interrupt - Super Art

At the time of writing, the only Special Art that Sean may interrupt
is his Dragon Smash.

Case 1: Dragon Smash - Interrupt - Any Super Art

Method (a): f-d-df-Punch-f-d-df-f-Punch

Easy eh? Think of it as a Dragon Punch motion where you roll it up to
'f', then another quick Fireball Motion: DP-f-FB.

Note: Super Art III, the Hyper Tornado, is more than likely to miss
since the Dragon Smash sends the opponent into the air.

4.3    Combo Chart

Putting it all together..

+===================================================================+
|                            Combo Chart                            |
+================+================+================+================+
|   1st Attack   |   2nd Attack   |   3rd Attack   |   4th Attack   |
+================+================+================+================+
| Any Close      | DS             | Super I or II  | --             |
| Attack (except +----------------+----------------+----------------+
| c.Rh)          | Any Super Art  | --             | --             |
+----------------+----------------+----------------+----------------+
| as above       | Rh TK          | Any Super Art  | --             |
| except Jab and |                | (if opponent   |                |
| Short.         |                | in corner. See |                |
|                |                | TK section)    |                |
+----------------+----------------+----------------+----------------+
| Close s.Rh     | Jab Tackle     | --             | --             |
+----------------+----------------+----------------+----------------+
| s.Str          | s.Frc          | --             | --             |
|                +----------------+----------------+----------------+
|                | DS             | Super I or II  | --             |
|                +----------------+----------------+----------------+
|                | Any Super Art  | --             | --             |
+----------------+----------------+----------------+----------------+
| Fwd Crossup    | s.Str          | s.Frc          | --             |
| or Any Deep    |                +----------------+----------------+
| Jumping Attack |                | DS             | Super I or II  |
|                |                +----------------+----------------+
|                |                | Any Super Art  | --             |
|                +----------------+----------------+----------------+
|                | Any Close      | DS             | Super I or II  |
|                | Attack (except +----------------+----------------+
|                | c.Rh)          | Any Super Art  | --             |
|                +----------------+----------------+----------------+
|                | as above       | Rh TK          | Any Super Art  |
|                | except Jab and |                | (if opponent   |
|                | Short.         |                | in corner. See |
|                |                |                | TK section)    |
|                +----------------+----------------+----------------+
|                | Close s.Rh     | Jab Tackle     | --             |
+================+================+================+================+


5.0    STRATEGIES

5.1    Positioning

Sean can only hurt his opponent if he's up close. Getting close enough
is sometimes a battle in itself, so it's worth knowing that there are
different ways of closing the gap.

With the introduction of Dashing, the Street Fighter ground game has
evolved into something more dynamic. It's useful to be aware of the
different dash types for each character, they're not all the same.
Once you're familiar with each of the character's dash types then
you can anticipate where your opponent _can_ be in a split second, or
_won't_ be for that matter. Can your opponent dash beneath your
regular jump and hit you from behind before you've even landed? Can
your opponent dash away from your jump-in fast enough? Don't expect
your opponent to stand still all of the time.

Sean has a few interesting ways of getting around besides the dashes.
Before I go into those, it's worth mentioning that the forward dash
length is much greater than the backward dash length. I think this
holds true for most characters. So, besides dashing, Sean can fake a
Tackle. The Jab Tackle is particularly useful here as it has a short
execution time. Sean can also roll, again, the Jab roll is probably
the best used. By that I mean, if you were to use a longer roll or
tackle, you're most likely to be within range of your opponent and
liable to be quite easily hit. If you judge your distances right, then
any fake Tackle or Roll is just as good, I guess it depends on the
opponent's reaction time more than anything.

The fake Tackle is particularly useful, IMHO, especially when it comes
to strategy. By now, all your opponents should be crouch blocking
whenever the Tackle comes near them, if they're standing, then Tackle
them! (if they immediately attack you successfully _each_ time you
attempt a fake tackle, then your either doing it too close to them or
you've been overusing it so much that snuffing it is second nature to
them). If used in moderation, however, most opponents will be in a
crouch block. That's when you whip out the d,d+P overhead! You should
be buffering the move during the end of the Tackle so that the
overhead is released _immediately_ and if you gauged the distance
right, you should connect. Do this a few times and your opponent will
not sit and block anymore. If they stand and block the next time
(anticipating the overhead) then either Crouching Forward into Rh
Tornado Kick, Rh Sweep, or Throw them! If you're within range for the
complete Tackle, then mix that in as well, sometimes it will snuff a
ground attack that's just initiating (usually due to a late reacting
opponent).

Using the roll is pretty much the same as the Tackle as far as closing
the gap is concerned. Rolls will travel under projectiles. Familiarise
yourself with each of Sean's Rolls. The Jab Roll will not cross over
the opponent I believe, but the Strong and Fierce will, so you could
use some old tricks like c.Short, roll (if the opponent sweeps too
late, their back will be exposed while recovering), Super Art. Use the
Jab roll to stop just outside sweep range, enticing them to extend a
limb, but as you're rolling, buffer in a Super Art (the Hado-Burst and
Hyper-Tornado work best) which will hit them cleanly. Might get them
to treat your rolls with a little more respect next time. Don't expect
these little tricks to work all the time though, and do not over use
it or you'll dramatically reduce it's effectiveness. Again, like any
little tip or trick, don't overuse it or else you'll reduce it's
effectiveness. Works well when they least expect it.

Just a final note on positioning. Jumping can also be an effective
tool, when used wisely. Alternating between regular jumps and super
jumps can also stuff up some people's timing and ground orientation.
Smart jumps can have them guessing where you're going to land, and if
you have them guessing that, they're also probably guessing which way
to block or attack. Jumping may seem like a trivial aspect of the
game, but it's more than just pushing up on the joystick, it's worth
knowing the ins and outs of your jumps, attack ranges of the opponents
and ranges of your own jumping attacks, put it all together and
you'll hopefully be landing on your feet more often. Not a bad thing,
no?

5.2    Parrying

All High and Air Attacks are Parried by tapping Forward. All/most
Low/ground attacks are Parried by tapping Down. You can also parry in
the air. Parrying multi-hitting attacks is possible with timed and
repeated taps.

What you do after a successful Parry will depend on what you parried
and where you were when you parried it. Sometimes the bounce back
effect of the Parry will place you too far away to retaliate. If
you've parried a close in attack which has left you relatively close
to the opponent, then for damage and stun fill, go for s.Rh-Rh TK. For
style, a Dragon Smash should suffice :-) and better still, go for a
Super Art (but you must be quick). I usually eye-ball it, I don't
react the same way every time because I usually find that the same
thing doesn't always work every time, so instead, rely on your
knowledge of Sean's moves and the distances between you to decide on
the best counter strike.

5.3    Rising

Performed by tapping Down as you're being knocked down. Hitting on
Down, Down, Down, ... as your character hits the ground usually works
fine. Good to surprise an opponent who would have otherwise leisuredly
jumped in. They'll suddenly find you're not there anymore, and if
you're quick enough, you can greet them with a Super Art (Hado-Burst
or Shoryu-Cannon work best for Anti Air).

5.4    Crossing Up

I'm amazed at the number of people who still can't recognise and
block a Cross Up attack. Mix in Cross Ups with regular jump ins for
added fun! Work on your positioning skills are such that you can vary the
jump-off point to the pixel so that you'll get a Cross Up or frontal
attack, it'll be harder to defend against. Sean can only Cross Up with
the Forward kick.

5.5    Vs Guide

The following Versus guides may or may not be useful to you. It was
compiled mainly from the author's personal challenging experience.
For now this is mainly a section on things to look for when playing
the said character and the appropriate action Sean should take.

It basically boils down to this: Parry any mis-timed jump-ins, or at
least try and trade hits. Know which Special and Super Arts can be
punished and those that cannot. Recognise any typical bait tactics and
know how to avoid them. In general, try and develop your Parrying
skills and look for ways to overcome an opponent who is skilled at
Parrying.

Input from others is always welcomed.

5.5.1  Vs Ryu

If you've mistimed a jump in, be prepared to Parry. Most Ryu's will
Dragon Punch without fail (heck, they've had 8 years training!) so get
good at Parrying a DP, and depending on the distance, strike back
accordingly.

Crouch under Hurricane Kicks then hit Fierce and interrupt into a
Super Art (only Hado Burst or Shoryu-Cannon).

Punish blocked Roundhouse sweeps with either a sweep of your own or a
Super Art (preferably Hado-Burst or Hyper-Tornado).

Punish blocked Fireballs in the same way if close enough. One opponent
in the corner usually helps (to minimise separation distance after
block).

His new stepping sidekick can be easily punished if blocked (?).

His Stun-FB Super is easy to Parry and avoid. The Shinku-Hadoken is
not so easily punishable if blocked unless close up (?). The
Shinku-Shoryuken is highly punishable if blocked.

5.5.2  Vs Ken

Pretty much the same as Ryu. Fierce DP is a multi-hit so thus it
requires a multi-parry. His Hurricane Kick has a low and wide reaching
first hit, really annoying. Watch how he follows up successful
Hurrican Kicks, sometimes I've found a Crouching Fierce snuffs a few
of his followups, especially when he's close.

All his Super Arts are highly punishable if blocked.

5.5.3  Vs Ibuki

Sometimes hard to stay close to because of her speed. If you mistime a
jump in and anticipate a DP Kick, and you're not confident on your
parrying skills, then a well timed Rh or Fwd usually trades well in
your favour!

Parry all her Knife throws, they're easy. She's vulnerable after a
Knife throw, so try and use that period of time to close in and
hopefully attack. Close in by either Parrying the Knife and Dashing
in, Dash, Tackle or Roll under the Knife, or jump over the Knife.

A blocked sliding tackle is punishable by the very least a throw or
sweep, but you can do more than that. Her turning blade kicks are not
very punishable (at all?) if all are blocked. The only thing I can see
that might be guaranteed is a Super Art timed to perfection.

Her double-stomping jump attack is usually followed by a Knife Throw
or even the Super Knife Throw, so becareful not to rush in. The
double-stomp can be Parried, thus allowing you to dash in much earlier
to punish her on her way down.

The only Super Art of hers which is really punishable when blocked is
Super Art III - Hashin-Sho. It's the rushing kick Super. The other's
leave her relatively in a safe position.

5.5.4  Vs Elena

Parry her Scratch wheel if you've mistimed a jump in or trade hits
with a well timed attack. (I can hear Milo grinding his teeth in the
background) :-)

Parry her cartwheel kicks, they're quite easy, and punish her
accordingly.

All her Super Arts are punishable if blocked. If she chose the Healing
Super, then you'll have to be close enough to start with to hit her,
otherwise unleash a Hado Burst from wherever you are onscreen.

5.5.5  Vs Sean

His Butt-Check is easily parried and punished. Any Sean player who
over uses this move deserves what's coming to him :-) If you decide to
block it, be careful what you do next as the Sean player might have a
Super Art buffered and if you decided to so much as stick out a crouch
Jab, you'll regret it. Classic bait tactic.

His Tornado Kick is not impossible to Parry, but it will hurt you if
you mis time it. Can be ducked under, crouch fierce into Shoryu-Cannon
or Hado-Burst. You might even want to just stand up as soon as it
passes overhead and hit Sean in the back.

His Dragon Smash doesn't have the best priority, so well timed jump
attacks can more than often trade hits, usually coming off better than
Sean.

Watch for fake Tackles and what the Sean player likes to do
afterwards. Any blocked Tackles can be punished.

Any rolls within sweep range should be immediately swept, don't
hesitate.

Blocked Super Arts are punishable, however the Hado-Burst is quite
safe if it wasn't performed close up.

5.5.6  Vs Yun/Yang

Biggest thing to watch for would be his air dive kick thingy. Don't
try and Dragon Smash it unless you anticipate it really early on,
otherwise it'll cleanly hit you and if the Yun/Yang player is any
good, you can expect the standard chain-special-super combo. Ouch. He
can also Cross-up with this move really well, so watch for that. If
you're confident, then Parry it and punish accordingly. If you can
take his air dive kick out of his gameplay, then I believe you've won
half the battle already. IMHO of course. If the Yun/Yang player
becomes jump happy and overuses it, anticipate his jumps with early
Jumping attacks of your own.

All of his Special Arts are punishable if blocked, except for the Palm
Press. All of his Super Arts are punishable if blocked, except for the
"friends" Super.

5.5.7  Vs Oro

Not wise to jump at if he's charged for the Uppercut. That move has
such high priority it ain't funny. It's possible to Parry it though,
and remember the Fierce version hits multiple times (exact number?),
so be fast and alert.

His Fireballs aren't much to worry about, avoided easily enough. If
blocked close up, Oro may be swept or Supered (not too sure?).

Block his weird twisting air attack (the double hitter) and punish
him. He usually lands behind you. You can Parry the two hits just as
easily.

His Supers are probably the safest in the game. By that I mean, if you
block them you're not in a position to punish him, you might actually
find it the other way around especially with the Green Ball Super.
Although it's not that bad to block it, it's better if you avoid it
completely. The Punch button Oro uses determines the amplitude of the
wave and the distance it travels. The higher the amplitude, the less
distance it will travel. So you can either Super Jump over the Green
Balls with the small amplitude, timing the jump so you pass over it's
lowest point helps, or you can just keep backing away from it until it
dies out. If you're stuck in a corner blocking it, watch what Oro does
carefully because if he gets in one hit, the Green Balls will also hit
you. The Grappling Super can hurt if it connects, if you're quick
enough you can punish him during a miss animation. The flying junk
Super is the only one I haven't had much experiece against.

5.5.8  Vs Necro

Another character who's hard to stay close to. He can turtle with the
best of them.

His Electricity can be punished in much the same way as Blanka's in
past SF versions. The right attack at the right distance should hit it
cleanly. Super Arts work well too.

The rushing lariat type move can be punished if blocked, especially up
close. Careful he doesn't interrupt it into something else though.

His Super Arts are all quite different. The body electricity can be
punished if blocked, wait until it just ends. The ground shock can be
easily avoided and jumped. If you're within attack range, then go for
any jump-in combo. The Slam Dance can be tough to avoid if performed
smartly, jumping usually works. If you try a regular attack you might
get caught instead.

5.5.9  Vs Dudley

He can be tough for Sean to handle. He's got a good uppercut and a
strong ground game. Positioning is vital if you're to beat him. If
Dudley lands one hit he will more than likely chain it, interrupt it,
basically, it's gonna hurt no matter what. Parry his Uppercut on
mis-timed jump-ins and punish accordingly.

His dashing type punches and uppercuts don't leave you with a lot to
work with, except for when they completely whiff. If you've blocked
them, there's not much you can really do.

All Super Arts are easily punishable when blocked. Don't hesitate.

5.5.10 Vs Alex

This guy can really hurt. Don't get too jump happy or you'll be eating
a lot of DP+Kick Knee grabs. Try not to be predictable when doing Air
attacks because Alex is the one character that can hurt you the most
after a Parry - can you say Hyper Bomb?

Being a big character makes it easier to cross him up. Make it a point
to jump in on him at each knockdown because he lacks any decent
wake-up type moves. And if you mix cross ups with frontals well, he
won't be so inclined to Parrying.

Punish any unsuccessful Air dive when he reaches the ground. Go for
max damage.

The Stun Gun Head Butt Super is one to watch out for. It's
particularly useful when used as a wake-up type move and when it
connects, it hurts! The total damage inflicted by the Stun Gun Head
butt, a Chop, and a Hyper Bomb is insane! The Rushing Chop Super is
punishable when blocked and the Hyper Bomb Super is your standard
grapple Super, take the usual precautions.

5.5.11 Vs Gill

Simple way to win. Firstly, don't get hit because it _really_ hurts.
Secondly, continually walk backwards, never crouch, even when you're
in the corner, continue walking backwards. Gill should eventually
charge at you, at which point you can throw him. Repeat.

If you want to be a little different, then, instead of throwing a
blocked charge, Combo or Super it instead. Another thing I've found to
work against Gill is that as he's getting up from a knockdown, a meaty
crouching Forward interrupted to Rh Tornado Kick usually connects
without fail. Quicker way of killing him.

If you've KO'd him and he has a Super charged, immediately dash right
up against him and as soon as he goes into Resurrection, let fly your
Tornado Kick.

If, like me, you don't really care to finish the game then use Gill as
Parry practice. His Fireballs, and Jump in Knee attacks are double
hitters, so they require two quick taps. Timing is important. Pretty
much a stupid character IMHO, I have yet to _enjoy_ a single round
against him, even when I win. :-/ Why is he in this game?

6.0    MISCELLANEOUS

6.1    Colours

+============+============+============+============+============+
|   Button   |    Top     |   Pants    |    Belt    |   Gloves   |
+============+============+============+============+============+
| Jab        | Yellow     | Yellow     | Black      | Red        |
+------------+------------+------------+------------+------------+
| Strong     | Blue       | Blue       | Black      | Red        |
+------------+------------+------------+------------+------------+
| Fierce     | White      | Blue       | Black      | Blue       |
+------------+------------+------------+------------+------------+
| Short      | Lime Green | Lime Green | Black      | Blue       |
+------------+------------+------------+------------+------------+
| Forward    | AquaMarine | AquaMarine | Black      | Blue       |
+------------+------------+------------+------------+------------+
| RoundHouse | Red        | Blue       | Black      | Blue       |
+============+============+============+============+============+

6.2    Winning Quotes

This is a list of Sean's winning quotes. Some of these are really
lame, so be warned :) So here they are, in no particular order:

"I did it master! I beat my first opponent!"

"I like close fights, it makes me stronger"

"I must learn more! Where is Ken?"

"I've reached my potential!"

"Hado Power! I think I've come to understand it"

"When it comes to the fighting spirit, I can not lose"

"Shoryu-reppa! I'll perfect it next time!"

"I'm as quick as wind, fierce as fire, and solid as rock"

"Rule #1: Never give up
Rule #2: Don't fight me
Rule #3: Don't be like Dan"

"You lack strength of purpose, don't despise me!"

"Don't call me Dan!" :-)

Not only are some of these really lame, but contradictory as well. If
Sean thinks he's reached his potential, then why the heck does he need
to learn more? :) I'm just wondering if these quotes appear randomly
or if they're triggered somehow? Watch this space..

6.3    Shoot!

When Sean challengers his opponent they will fight on Sean's stage. At
the beginning of each round, Sean jumps and shoots a basketball toward
the direction of the opponent. The path of the ball can then be
controlled with the Joystick and if you steer it onto your opponent's
head, you'll see some dizzy stars! Good for a laugh. I doubt that this
has any effect in game at all (but you never know), and it seems as
though the initial trajectory of the ball is randomly generated (but I
could be wrong). It is not known whether the pressing of any buttons
has any effect of the initial trajectory or flight path of the ball.

6.4    Ending

Sean meets up with Ken only to be told that his training is not
complete until he can beat Ryu. Ken then takes off with Eliza. We are
then treated to a few scenes of Sean getting knocked down by Ryu,
who's in a Hadoken stance each time. Ryu, puzzled by Sean's relentless
attacks, gets a clue and asks him if Ken had put him up to this.
Sean comes flying through with the classic Dan flying kick, responding
with "SHUT UP AND FIGHT!". Kinda funny I guess. *shrug*

6.5    Stun Meter

All characters have a Stun Meter which fills up when a hit is
received. When the meter is full, the opponent is "dizzy", vulnerable
to any attack for a variable amount of time. Opponents may reduce the
"dizzy" time by providing a large amount of input in a short amount of
time, usually best done by circling the joystick and pumping all the
buttons.

Not all Stun meters are the same in length, and hence, some opponents
will take longer to dizzy. The Stun meter lengths are as follows:

Alex: 112 pixels
Dudley/Oro: 100 pixels
Others: 80 pixels

All characters that fall in the "Others" category will dizzy after
receiving the following combo:

Jumping Frc/Rh - Close s.Rh - Rh Tornado Kick

Probably the only true dizzy combo in the game?

There's an interesting change in the Combo Meter. It takes into
account when the opponent is dizzy. So if you dizzy an opponent with,
say, a 6 hit combo, and then, while they're still dizzy, you land a 12
hit combo, the Combo Meter will register it as one (6+12) 18 hit
combo! It makes sense when you think about it.

7.0    GLOSSARY

Jab .............. light punch, the weakest punch attack.
Strong, Str ...... medium punch, the medium punch attack.
Fierce, Frc ...... heavy punch, the strongest punch attack.
Short, Sht ....... light kick, the weakest kick attack.
Forward, Fwd ..... medium kick, the medium kick attack.
Roundhouse, Rh ... heavy kick, the strongest kick attack.
FB ............... Fireball, d-df-f + Punch (or QCF + Punch).
DP ............... Dragon Punch, f-d-df + Punch.
DS ............... Dragon Smash, Sean's DP like move.
HK ............... Hurricane Kick, QCB + Kick.
TK ............... Tornado Kick, Sean's HK like move.
QCF .............. Quarter Circle Forward, rolling the joystick from
                  the down position to the forward position: d-df-f.
QCB .............. Quarter Circle Back, rolling the joystick from the
                  down position to the back position: d-db-b.
HCF .............. Half Circle Forward, rolling the joystick a half
                  circle from the back position to forward:
                  b-db-d-df-f.
HCB .............. Half Circle Back, rolling the joystick a half
                  circle from the forward position to back:
                  f-df-d-db-b.
c.XXX ............ crouching, execute XXX while in a crouch position.
s.XXX ............ standing, execute XXX while in a standing position.

Joystick and Button Layout

Character facing Right..

 ub  u  uf
   \ | /     Jab Str Frc
 b - n - f    O   O   O
   / | \      O   O   O
 db  d  df   Sht Fwd  Rh

For character facing left, replace the b's with f's and vice versa.

8.0    TO DO

Here's a list of things I've yet to do for this guide. Please feel
free to contribute in any area.

- Add in more winning quotes and find out what, if anything, triggers
 them. I know there's _one_ more quote I'm missing. I saw it once and
 it said something along the lines of "I could see all your attacks
 coming" or something to that effect.
- Add Sean's ending dialogue (complete)
- Spell check this document :-)

9.0    ACKNOWLEDGEMENTS

God ... for everything that was, is, and will be

Capcom ... for something, I forget :-)

alt.games.sf2 &
rec.games.video.arcade ... all the people who give to the group

The guys at Galaxy World,
Sydney Australia ... to all those guys who gave me mercy rounds when I
                    was just starting out with Sean, and then to have
                    their butt kicked in the 3rd :-)

Sean Gilley ... additional win quote, Super followup to Rh TK, Tackle
               Combo, and verification of more Rh TK combos. Thanks
               man!

Lion ... Stun Meter info from Gamest.

Christophe Weibel ... additional win quote.