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    Sean by JChristopher

    Version: 1.3 | Updated: 11/30/99 | Printable Version | Search Guide | Bookmark Guide

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    STREET FIGHTER III 3RD STRIKE FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.3
    Nov. 30, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                                       
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
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    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
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    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                                       
    * Sean...why use him? Akuma's a better fighter than Ryu, Ryu says he's
      not worthy to teach his fighting style yet, and he's better than Ken,
      and KEN(!) taught Sean ?!?! What the hell would anyone expect? I've
      got a different answer than what you may be thinking; Ken altered his
      moves a little in the hopes of defeating Ryu so if Ken taught Sean then
      it's very likely that the student would also be altering his moves a
      bit to suit himself. As a result,
    
    1. Sean has an overhead move that actually chips some damage when blocked
    2. Sean has a tackle move that goes through high-blocking opponents
    3. Sean has anti-fireball moves, namely, those mentioned above
    4. Sean's taunt can be an even better replacement for his inability to
       throw(non-super) projectiles
                                                                           
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Special Moves
       V. Supers
      VI. Combos
     VII. Vs. Computer
    VIII. Vs. Human
      IX. Ending
       X. Credits
      XI. Revision History
     XII. Final Words
    XIII. Last Note
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
                 direction)
    overhead   - MP+MK
    taunt      - HP+HK
    parry      - tap F at the moment of impact of the opponent's attack (maybe
                 done in mid-air)
    low parry  - tap D at the moment of impact of the opponent's attack (no
                 longer can it be done on high attacks)
    red parry  - tap F at the moment of impact of the opponent's attack right
                 after blocking a previous one. (both the current and previous
                 attack must've been a combo for the red parry to be acknowledged)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) LP - Sean's jabs, like any other shoto's, are one of the few that
            live up to the name; a simple, weak, but quick punch.
                                                                           
       a) standing - he throws a punch that's just as useful as any normal
                     or small sized player's jab in the game. Used to confuse
                     high-blocking opponents to continue blocking high when
                     you decide to do a D+MK-> any special or super move.
                                                                           
       b) crouching - well, he just crouches and does basically the same
                      attack as his standing LP. This time you use it to
                      confuse opponents to block low when you decide to do
                      an overhead or a Sakotsu Wari.
                                                                           
       c) jumping - useless, actually. He just sticks his elbow out. Maybe
                    you can use it to counter a Shoryuken type move but,
                    doesn't a parry followed by any other, stronger, attack
                    feel a lot better?
                                                                           
    2) MP - these attacks do come out quick and but nothing they can do that
            HPs or Ks can do better so I'd rather not use them. I'd still be
            describing them though.
                                                                           
       a) standing - he delivers a straight punch that has a pretty short
                     execution time which is good but still I'd prefer a
                     standing HP to this move.
                                                                           
       b) crouching - a straight punch that basically has all the advantages
                      and disadvantages of a crouching MK. One exception
                      is the latter's range. It's quite longer than this
                      move so you know which to use.
                                                                           
       c) jumping - a lot more useful than the jumping LP, but I really can't
                    decide if it's better than his jumping HP. In a very
                    unique manner, Sean does a mid-air two-hit uppercut that's
                    quite weak but heavy on combo opportunities. I recommend
                    using whenever you're not so much in a hurry to finish
                    the match (I meant either way: winning or losing)
                                                                           
    3) HP - The most important of Sean's normal moves, these can be used
            in a variety of ways and even have a different effect if done
            up close.
                                                                           
       a) standing - his nearer arm does a big, north to south swing punch.
                     Really looks like Sean has packed much pain with this
                     move. He even looks the other way to be able to twist
                     and transfer his whole upperbody weight into the attacking
                     arm. From the looks of it, this move is an overhead.
                                                                           
       b) forward - this is already a special move, but I'll include it here
                    for completeness' sake. It's a high damaging two hit head
                    butt that comes with a lot of damage. It's an overhead
                    but not much strategy can be applied to it. It can't even
                    be comboed to anything so try it but don't use it much.
                    Quite undetectable, but STILL, use it sparringly.
                                                                           
       c) close - much is changed when you do an HP up close. This time the
                  opponent receives what looks like an elbow attack but is
                  really a side uppercut.
                                                                           
       d) crouching - from a kneeling position, Sean sends forth a powerful
                      uppercut (of course, not as powerful as the Shoryuken)
                      that looks much like uppercuts in the Mortal Kombat
                      series. This move used to rule during the previous
                      SF games, even was a launcher for the ***vs*** games
                      but now it's not the best anti-air and is only a good
                      filling for combos
                                                                           
       e) jumping - this is why the HP is Sean's best normal move. You just
                    punch downward, (diagonally forward, not straight down)
                    and hit hard, giving you enough time to follow it up with
                    ANY move---normal, special, or super! ('cept the Hop K
                    of course)
                                                                           
    4) LK - nothing his LKs can do that his LPs can't do better so I won't
            be including strategies on this but I'll describe them...
                                                                           
       a) standing - everybody's short, forward kick, very common, very
                     useless
                                                                           
       b) crouching - Sean's folded front leg just turns side ways and
                      stretches out while the whole base of the foot does
                      not leave the ground
                                                                           
       c) jumping - even more useless than the jumping LP. Makes use of the
                    knee.
                                                                           
    5) MK - also comes in varities and can be both a good starter or filler
            in combos.
                                                                           
       a) standing - you do a downward shin kick of some sort that's very
                     easy to detect, parry, block, counter, and all the other
                     things you don't want to happen to any of your moves.
                                                                           
       b) crouching - same as his crouching LK except he uses the other leg
                      and only the heel does not leave the ground. It's his
                      basic combo filler.
                                                                           
       c) jumping - a lot more useful than the jumping LK, but ironically
                    will be used a lot less because while having the same
                    execution time and range with the jumping HK, it does
                    a lot less damage.
                                                                           
    6) HK - nothing these can do that other normal moves can do better in terms
            of comboability so use these only to take advantage of sudden
            opportunities
                                                                           
       a) standing - Sean does what looks like Ryu's standing MK in the SFA
                     series. He delivers a high side kick to the opponent's
                     chin (I think) and doesn't even pack much damage with it,
                     BUT, it's a great anti-air and an alternative to the Dragon
                     Smash so use at your discretion.
                                                                           
       b) forward - you hop, turn around, and give your opponent's face a taste
                    of your foot via a strong yet slow back kick. Easily countered
                    which makes it worse than his standing HK 
                                                                           
       c) crouching - a sweep, what were you thinking? Apply this only when
                      you think you're too far for a crouching MK to connect
                      because if you aren't, proceed with a D+MK-> any special
                      or super combo.
                                                                           
       d) jumping - a flying kick, surprise, surprise. Only to be used if
                    you think you're too far to connect a jumping HP because
                    it has less priority than the said move.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    * EX version - done by pressing two P/K instead of one in every move
                 - basically just increases in speed and number of hits
                                                                           
    1) Dragon Smash - F,D,DF+P
                                                                           
            What's a Shotokan w/o an uppercut? Always use the HP version
       cause its high priority does not make it much of a risk. 
                                                                           
    2) Ryuubi Kyaku - D,DF,F+K
                                                                           
            One of Sean's overheads and an anti-fireball at that, in this
       move he jumps at a slow rate and surprisingly lands a lot faster with
       a heel to the opponent's skull. Choose from different K strengths to
       vary the range of your attack and effectively counter a fireball.
                                                                           
    3) Tornado K - D,DB,B+K
                                                                           
            Ugh, this move came from...DAN!---THE joke character of the millenium!
       (ok, he's a formidable foe in pocket fighter, but who cares!?) Anyway,
       just don't use this multi-hitting move on people with shoryuken-type
       moves or supers because even if you land all the kicks, you won't be
       able to do anything afterwards which is when they'll retaliate. As a
       combo ender, use only the MK version so the opponent won't have much
       time to prepare for retaliation (unless he's a button-mashing scrub)
                                                                           
    4) Tackle - D,DF,F+P
                                                                           
            Another anti fireball that comes out faster than the Ryuubi Kyaku,
       but, sadly, easier to punish if you miss. If you are to use this move
       effectively, you'll have to learn to predict an oncoming fireball or
       you'll just be receiving a free HP Shoryuken that really hurts. Note:
       hold the P to be able to punch your opponent while he's down for some
       nice damage.
                                                                           
    5) Roll - D,DB,B+P
                                                                           
            You DO know what the use of a roll is, don't you? Well, I don't!
       As of now, all I can say is if your opponent is dumb enough, you can
       repeatedly roll under him and pull off a super when he leasts expects
       it---though I really, really don't recommend using this move much else
       you be the getting the super in your face.
                                                                           
    6) Head Butt - F+HP
                                                                           
            It's a high damaging two hit head butt that comes with a lot of
       damage. It's an overhead but not much strategy can be applied to it.
       It can't even be comboed to anything so try it but don't use it much.
       Quite undetectable, but STILL, use it sparringly.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Hadou-Burst - D,DF,F,D,DF,F+P
       (comes in three ultra short super bars)
                                                                           
            Don't you think all projectiles should be like this? If only SF
       games treated all projectiles this way (e.g. so hard to do you have
       to charge it first), then SF cheap@$$e$ would have never existed. But,
       *sigh* anyway, if you were playing Sean, you'd probably be doing so
       to prove that you ain't no cheapaziod so why'd you use this super?
       (yeah, I know it ain't cheap, but, it's a fireball nonetheless, and
       fireballs have a very BAD reputation in the SF world)
                                                                           
    2) Shoryuu Cannon - D,DF,F,D,DF,F+P
       (comes in two moderately long super bars)
                                                                           
            Two Shoryukens, the latter one having more hits and more damage.
       Mostly used in combos. Tap the P rapidly to further increase the number
       of hits this super can inflict. This is, in my opinion, the best super
       to use whether you'd be facing human or computer opponents mainly
       because of its speedy execution time, high priority, and decent damage.
                                                                           
    3) Hyper Tornado - D,DF,F,D,DF,F+P
       (comes in one moderately long super bar)
                                                                           
            Sean charges for the opponent and does some serious comboing 
       we cannot even dream of doing manually. Haven't used this super ever
       simply because I wasn't impressed on the looks of it and I don't
       recommend anyone using it either. Another minus would be the fact that
       it only comes in one super bar, meaning you can't do again to make-up
       for a missed move.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    Beginner
                                                                           
    1) UF-> HK-> D+HK
    2) UF-> HP-> D+HK
    3) UF-> HK-> D+MK-> LK Tornado K
    4) UF-> HP-> D+MK-> LK Tornado K
                                                                           
    Intermediate
                                                                           
    1) UF-> HP-> D+HP-> HP Dragon Smash
    2) UF-> HK-> D+HP-> HP Dragon Smash
    3) UF-> HP-> B+HP-> HP Dragon Smash
    4) UF-> HK-> B+HP-> HP Dragon Smash
    5) UF-> HP-> D+HP-> MK Tornado K
    6) UF-> HK-> D+HP-> MK Tornado K
    7) UF-> HP-> B+HP-> MK Tornado K
    8) UF-> HK-> B+HP-> MK Tornado K
                                                                           
    Expert
                                                                           
    1) Taunt(!)-> F,F-> D+MK-> HP Dragon Smash
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    * These are NOT 100% applicable in all cases. There's always a chance,
      slim as it may be, that the computer did not follow what I say below.
      But it's safe to say that if you follow my guidelines, you'll always
      win.
                                                                           
    * Shoryuu Cannon is the most recommended super for the computer
                                                                           
    Akuma - if you block a combo of his that ended with a Hadouken, do a
            HP Dragon Smash cause he'll jump and try to do another dive K
            combo
          - if he's in the corner and blocks your Tornado K, he'll open up.
            Do a Shoryuu Cannon if you will
                                                                           
    Alex - whenever he does an HP Back Fist, duck. He'll follow up with a
           Double Dive P which you should be ready to parry and counter
         - if he suddenly walks back for 3 sec, get ready to parry his charging
           elbow
                                                                           
    Chunli - she wouldn't be herself if she didn't jump at least 10 times per
             match. Have a handy HP Dragon Smash at your disposal
                                                                           
    Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
             to anticipate his moves. A good strategy would be to block his
             attacks and retaliate
           - note: don't block all day, especially if he's close cause he,
             like most computer opponents, can always throw you when you least
             expect it
                                                                           
    Elena - memorize her body language and you'll see her charging kick from
            a mile away
          - low blocking her D+LK will make her do an overhead kick and follow
            it with a sweep so counter as you see fit
          - she'll super jump for you if you're too far away so time your
            Tackle wisely
                                                                           
    Gill - continue parrying his fireballs until he does something else
         - he rarely parries in mid-air so you know what to do
         - don't get intimidated by his meteor shower; it can be parried
         - get intimidated by his ULTRA CHEAP angel of death super
         - have at least one super ready to counter his resurrection super
                                                                           
    Hugo - jab occasionally to make sure he doesn't grapple you
         - when he jumps, carefully time a sweep cause he never expects it
                                                                           
    Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
          - if she jumps forward, meet her in the air and pummel her to the
            ground with an HP
                                                                           
    Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
        - if he's near fully charged and you launch an LP tackle, he'll jump
          over it and propell himself with an EX Tatsumaki, landing behind you
                                                                           
    Makoto - don't risk slow moves even if you think their damage is worth
             the wait. She'll surely punish you with her speedy power P
           - don't HK repeatedly just to charge up your super meter. She'll
             see to it that you learn your lesson
                                                                           
    Necro - don't jump cause he has a whole lot of ways to counter
          - his mid-air drill K is always followed by a sweep
          - he mixes his groud and air attacks but keep an eye on his feet
            and you'll know when to do an HP Dragon Smash
                                                                           
    Oro - he'll always follow a straight fireball with an upward one
        - he rarely uses his uppercut now. That means you can always beat
          him via jump-in combos
                                                                           
    Q - he's crap. Don't know why he was chosen for a secret challenger.
        Not much strategy is needed for him. He can be obliterated even by
        simple jump-in combos
                                                                           
    Remy - concentrate on countering his attacks and low parrying his projectile
         - don't rush cause that's what he's waiting for
         - if you must jump, be sure you're ready to parry a 2 hit flash kick
                                                                           
    Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
          and attack
                                                                           
    Sean - you're half-screen away and you do an LK Ryuubi Kyaku, he'll always
           do the same move in a stronger version which you, in turn, can
           counter with a parry-> super after you recover.
         - two D+LK s will always be followed by a hopping heel k. Parry and
           super
                                                                           
    Twelve - don't lose hope if he's been countering all your jump-ins for half the
             round. he won't be countering the succeeding ones and thus victory
             for you
           - keep an eye out for his invisibility. It's when you give all you've
             got: He'll accept every last bit of it
                                                                           
    Urien - crouching for 3 or more seconds yields a dive knee
          - walking back for sec yields a charging shoulder
          - standing for 3 or more seconds yields a projectile
                                                                           
    Yang/Yun - they may have different abilities, but the strategies the computer
               has in mind when playing them are identical
             - whenever they're very far from you, they'll super jump and 
               dive K. You'll parry and super
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    Well, there won't be any universal rules for fighting against humans cause
    no two humans think identically. There are, however, general rules that
    could apply to at most 80% of your encounters with human challengers
                                                                           
    1) Shoryuu Cannon is the most recommended super
                                                                           
    As I have mentioned above, the Shoryuu Cannon not only packs a great
    deal of damage, it also comes out fast and is highly prioritized. These
    last two charcteristics make the super a good escape move for missed,
    parried, or blocked Ryuubi Kyakus, Tackles, and especially Tornado Ks.
                                                                           
    2) Mix-up your D+MK, Overhead P, and your throw
                                                                           
    If you get close to an opponent, try as randomly as possible to execute
    one of these attacks and follow it up with another randomly chosen move.
    Most of the time I just mix-up the crouching kick and the overhead punch
    and only use the throw when my opponents' getting the hang of it.
                                                                           
    3) Try jumping straight up as the first round starts
                                                                           
    Normally, your challenger would throw a fireball which you should parry.
    If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
    happens, repeatedly tap forward and LP+LK to anticipate either an attack
    or a throw. 
                                                                           
    4) Parrying is a big part of the game but...
                                                                           
    Sean does not rely on parrying that much. He is the offensive type.
    Even if parrying leads the way to free hits, why not just counter your
    opponent's schemes with the ever reliable Dragon Smash? Parrying will
    only force you to execute a folow-up move and if you do any other move
    by mistake, get ready to eat fists and feet.
                                                                           
    5) Remember that you are "the great pretender"
                                                                           
    Confusing opponents is one of Sean's main things. Aside from the conventional
    mixing up of your D+MK, Overhead, and Throw, you can use his LK Ryuubi
    Kyaku to get through low-blocking opponents that get up from a fall---just
    make sure you're going down as they get up. His two-hit head butt can
    also inflict so much pain for an overhead and should be used whenever
    you detect a super defensive opponent.
                                                                           
    6) Turn the tables
                                                                           
    Make THEM do the basketball parrying this time! Yeah, yeah, you can't
    throw three at a time, BUT you can dash-in and immediately do a low attack
    to complement the overhead that is your basketball. This strategy is
    soooo satisfying you'd wanna do it again and again. Eventually you'll
    temporarily run out of basketballs, but think of that as a "fake" move
    and quickly outsmart your opponent once again in whatever he may do about
    it.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    * Sean's sub-boss is Ken and this is what they have to say:
                                                                           
      Ken : Just like what we have agreed upon,
            Today is the day
            Your own moves, your own strategies, anything you can think of!
            Just try to impress me and if you see the chance, try to win a round.
            Well, if you can, that is.
                                                                           
      Sean: I'm not the person I was a year ago.
            Let me show you what I mean.
                                                                           
    * Sean's ending:
                                                                           
    Sean is shown standing next to his KOed opponent, with his arms being
    raised as the new North American champ. "Finally..." he tells himself.
    But, sadly---and quite expectably---it was all a wishful dream. In reality,
    his face was bruised, and Ken was trying to wake him up. Being asked what
    happened, Ken answered, "You almost made it through the elimination round(!)
    but you were KOed." He(Sean) then vows to train harder and make his dream
    a reality. (unlike Dan, I actually felt sorry for this guy, hehe)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jeff Maxwell for sharing his opinions on the predictabilities of different
                 computer opponents and...
                 for constantly giving me a taste of brand new kung-fu shoes
                 (but that's nothing compared to the taste of feet that have
                  walked the globe! hehe)
                                                                           
    Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
                                            of ASCII arts
                                                                           
    SAL (bitoku_no_kishi@hotmail.com) for the ending (which I rephrased so
                                      errors, if any, are mine)
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v1.3 - added sub-boss conversation
    v1.2 - corrected ending
    v1.1 - added ending
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Sean I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    Sean can be, depending on how you'd use him, the best or the worst shoto
    around. If you're a beginner, might as well use the other shotos as you
    would only be wasting your money on him. As an average player, use him
    once in a awhile to give some variety to your gaming experiences and learn
    a few new tactics. Definitely use him if you're the expert type, who's
    tired of using Akuma and winning OVER, and OVER, and OVER... (cause Sean
    is known to extinguish the cheapness in any shotokan soul)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      __      __    ___  ____    _  _  _____  ____  ____
    ( \/ )(_  _)(_  _)(_  _)    (  )    /__\  / __)(_  _)  ( \( )(  _  )(_  _)( ___)
     )  (  _)(_  _)(_  _)(_      )(__  /(__)\ \__ \  )(     )  (  )(_)(   )(   )__)
    (_/\_)(____)(____)(____)()  (____)(__)(__)(___/ (__)   (_)\_)(_____) (__) (____)
                                                                           
    on shotokan haters:
    Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
    boxers, and professional wrestlers. It's not that I can't think of any,
    it's just that I know there'll always be people who'll be offended so I
    stick to giving praise to my favorite characters. (Ok, I said Q is crap
    but I only meant the computer-controlled Q) So, why don't you do the same?
    Don't emphasize and curse on what you think is the lameness of another
    character cause someday you might eat your own words when someone (like
    me) challenges and beats the crap out of YOU using the "lamest" shoto,
    and without being cheap.
                                                                           
    to those who give the shotos a bad name:
    If you give the shotos a bad name by being a scrub and getting your butt
    kicked by almost everybody else, then there's no hope for you except maybe
    practice a whole lot more in private. If, however, you give the shotos
    a bad name by beating the crap out of everyone else using well timed yet
    cheap Hadoukens, then consider Sean as your redeeming factor. Using him
    will cross out all possible temptations of throwing a fireball and could
    be your great leap towards honorable fighting. Good luck...
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
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    ||     most likely misuse of yet another technique found in this faq.            ||
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    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
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    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~