Street Fighter III: New Generation [60FPS]: Full Playthrough (Sean, No Losses)

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Joki

Joki

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A full playthrough of Street Fighter III: New Generation without losing a single round. Played with Sean (major differences between his New Generation, 2nd Impact & 3rd Strike incarnation are listed below).
- In New Generation only, Sean can't chain his St. LP, Cr. LP or Cr. LK into each other like in the other SFIII games. St. LP can link into another St. LP or a Cr. LP, however.
- In New Generation and 2nd Impact, Sean’s Far MP is much faster and can be special canceled.
- HP has no far standing variant in New Generation and 2nd Impact. instead, the move always behaves like 3rd Strike's close standing variant.
- St. LK could be special canceled in New Generation and 2nd Impact.
- St. MK is the same move as St. LK in New Generation, except it's slower, has slightly more range and does more damage. Just like St. LK, it can also be special canceled, which isn't possible with Sean's St. MK in 2nd Impact and 3rd Strike.
- In both New Generation and 2nd Impact, Sean's Far HK is the same as Ken's St. MK, except it's much stronger. It got changed in 3rd Strike, though the animation still gets used in Sean's Cl. MP + HK target combo.
- Sean has no command normals in New Generation. He gains Sean Pachiki (F + HP) in 2nd Impact and Rolling Sabat (F + HK) in 3rd Strike.
- Sean's Cl. MP + HK target combo doesn't exist in New Generation. Instead, he has Ken's Cl. MP + HP target combo, though it can't be special canceled.
- Ryuubi Kyaku is much slower in New Generation and 2nd Impact (except for the EX version).
- Dragon Smash is completely different in New Generation and 2nd Impact. Instead of doing a two-handed uppercut, Sean starts with a normal Shoryuken and then, once in midair, slams the opponent to the ground. This version did different amounts of damage depending on which P button was pressed. In 3rd Strike, every non-EX version of Dragon Smash does the exact same amount of damage.
- Due to Dragon Smash having little range in 3rd Strike, it can no longer combo off of Cr. MP and Cl. HK only works on certain characters.
- During the grab part of Sean Tackle, Sean simply slams the opponent once with both his fists (three times during his EX Tackle). In 3rd Strike, he now punches the opponent once with each fist, though he still slams the opponent with both fists at the end of the EX version.
- In New Generation only, LP Sean Tackle can combo off of Cl. HK.
- LK Tornado can’t combo off of Cr. MK in 2nd Impact or off of Cr. MP in both New Generation and 2nd Impact.
- In New Generation and 2nd Impact, the first hit of HK Tornado has very little startup and quickly propels Sean forward, allowing it to combo off of a lot of moves. Examples are St. MK (New Generation only), Cr. MK, Cr. HP, Cl. HP and Cl. HK (Cl. HP and Cl. HK only work on crouching opponents in 3rd Strike).
- Tornado’s stun damage was drastically reduced from 2nd Impact onward.
- Sean's SAII (Shoryu Cannon) had 3 stocks in New Generation. This was changed to 2 stocks from 2nd Impact onward.
- Sean's SAIII (Hyper Tornado) had 2 stocks in New Generation and 2nd Impact. This was changed to 1 stock in 3rd Strike.
- Sean has no EX moves, since they don't exist in New Generation.
- UOH is faster in New Generation and 2nd Impact.
- Sean has no Kara-Throw, because New Generation and 2nd Impact use the same grab input as the older SF games (i.e. you can only input a grab when you're close to the opponent).
- In New Generation and 2nd Impact, Sean had a bug where if you whiffed standing normals while holding back, he would gain twice as much meter from them. This was fixed in 3rd Strike.
- Taunts don't exist in New Generation, so Sean only uses his basketball during his intro as an opponent.
Hope you enjoy!

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