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I suspect part of it though was just in keeping of his character and perhaps a reaction to it, Sean was sposed to be Ken's student but in 2nd Impact he's better than him(especially the faster meter build) and honestly feels a bit of a poochie, a too cool for school kind of character so making him a Dan like one instead made him a bit more likeble.Round 4: Tomoshi Sadamoto Part 3 | ゲスト | 活動報告書 | CAPCOM:シャドルー格闘家研究所
SF III Character Designs Tell me more about what went into the creation of each character. But, b...game.capcom.com
"Sean is what we call a compatibility character. He's a character that people could use when they wanted to give themselves a handicap. So for example, if friends wanted to fight but one was stronger, the strong one could say "I'll use Sean, so let's play!" In that way, friends could play together."
What a stupid reason to nerf a character that bad.
With 12 I suspect Capcom were weary of him being too good in terms of playstyle, people getting pissed off by endless hit and run air attacks so they didnt really give him any punish ability outside of SA1.
I don't think either are THAT bad though not to the degree its talked up were its literally impossible to win with them at the elite level, Sean's specials are pretty poor and mostly circumstantial but his supers are all good whilst 12 played really well can actually be effective, Alex Valle playing him recently came very close to beating Justin Wongs Chung in a FT10.
The general narrowness of 3rd strike though I think actually ends up as part of its appeal, its a game shaped as much by what characters cannot do as what they can were as modern SF tends to not give characters as many holes in their game. It becomes more of a case of who can take the game into their preferred style without it simply being "can a grappler avoid a zoners projectiles" and makes it a very momentum based game as a result.
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