How many frames a move remains active (can hurt opponents) for. Lineal and predictable offensive presence, limited tech and few tools.underwhelming combo ability, hard to guarantee a knockdown or good damage.Deals higher than average damage per single hit.Still has some decent pokes and anti airs, inherently as a shoto.Good Health and stun for a defensive style character.Tricky moves that can be annoying for unexperienced opponent to understand.The maximum damage potential of this super is just shy of Hugo's Gigas by a few pixels.
Like his other supers, H.T can be linked off of a UOH too. Hyper Tornado has very high invincibility, even higher than Shoryu Cannon which means it blows up Parry-Baits more reliably (except against itself and a few supers), and it can travel through projectiles too but the projectile has to be far from the opponent or you risk wasting the super. The go-to confirms are Cr.LK x 2, Cr.MK/MP, and Cl.HK. H.T has the same confirms as Hadou Burst (minus the ones with Dragon Smash) and can almost cover the same amount of range. It starts up in 3 frames (like Ken's Shippu) which allows him to punish a lot of things in the game once stocked. It takes 7 Close Roundhouses to fill it and you only get 3 EX's. Meter building is very important for this super. Same with the Wheel Kick but its a Yun/Yang only link. Standing Forward has to be done on Meaty up close (against Crouchers) for it to work. Sean has 3 moves that can link into Shoryu Cannon: Standing Short, Standing Forward, and the Overhead Wheel Kicks.has 10 frames of invincibility and some of the highest priority in the game with the exception of a few supers. It doesn't have much range so the main goal should be to always be close to the opponent. It can link off of a UOH but only as a Meaty up close. Beats a lot of Parry-baits with the exception of itself, Hyper Tornado, and a few other supers. The strongest combo with a single stock of Shoryu Cannon (with the corner Cl.HK reset) is equal to Chun's strongest combo with Hoyokusen. This can punish moves that leave opponents too close on block (overheads, Sean tornado, Remy CBK's, etc). Cl.HK x SA2 is the primary Anti-air, and should be one of the few things to go for when a super is stocked. It's main usage is as an Anti-air but still has to be timed correctly or many of the hits will whiff. Cr.LK x 2 or Cl.HK are the go-to confirms for this super. Game-plan: 6 Close Roundhouses fill up a bar and its 4 EX's in total.The max damage output of this super can rival the max damage output of Ken's SA3. Sean can do a lot of "dash-back" set-ups with this super. Be looking for opportunities to punish with this move, especially against crouching attacks.
To properly Anti-Air into this super, it has to be done off Cl.MP since that button doesn't reset the juggle counter like the other cancel-able ones. certain "Parry-Bait Supers" near the corner can potentially deal near 50% if you have 2 stocks. This super, like his others can link of a UOH. Cr.HP is good against moves with long reach that recovers late and does great damage, Cr.MK is the standard, and Cr.MP is faster than the other 2 but you need to be within range. After a parry, you have 3 choices: Cr.MP, Cr.MK and Cr.HP. Up close, you have either Cl.HK, Cl.HP, Cr.MP or Cr.LK x2. From a long range, the go-to confirm is Cr.MK.