Just wanna throw a few tips against Sakura…
personally I feel this match is in SLIGHT advantage to Blanka, the reason is because Blanka defensive options against Sakura is pretty good in general… the only thing you really gotta watch out for is when Sakura knocks you down but if you play right she should have a hard time getting in.
Your general strategy is to play lame with a little bit of footsie… and go nuts when you do knock her down…
you should pay attention to how much meters Sakura got and beware of safe jumps and don’t always abuse crouch tech…
Footsie:
your should be able to beat her in footsies… however she does have some decent options…
her c.MK buffer into her DP is probably her main footsie tool… she would also be using s.HK for further reach… c.MP for beating out ball or slide… sakura might also throw in sweep into her footsie mix but she’ll be increasing her risk as well by doing that… so she might not be bother with it.
try to pay attention what is her footsie move of choice… if she likes c.MK a lot… treat it like ryu’s c.MK… and you can easily beat her with s.HP… if she uses s.HK a lot… s.MP or s.HP wouldn’t be a bad choice here… also it’ll mean you can pretty much jump in at her if you can predict it… you might not score a combo but you’ll definitely be able to push her back a bit… and you do NOT want to be cornered by sakura.
if she starts turtling up… max range slide isn’t a bad choice… she can’t punish you because it’s max range and you get frame advantage if done right… afterwards… you can consider continuing your options of offense afterwards… which i’ll leave that to you.
In general you might not wanna use your low kick moves like c.HK, c.MK for footsie here… just incase she does hurricane kicks…
Anti-Air:
Anti Airing against Sakura can be a little tricky mainly because she’s got a few pretty good jump in option… Sakura usually will look into these options when you’re beating her footsie.
If she’s doing her regular jump ins… your best option is to c.MP… it pretty much beats out every regular jump in moves.
if she’s doing air hurricane kicks… (air qcb+K)… your c.MP will whiff but s.HK will beat it clean…
Going air to air against sakura is usually not a good idea… her air hurricane kicks got really good priority…
try to predict what type of jump in she’ll use… if you got no idea… i’ll probably recommend s.HK a bit more… but there’s a chance you will mistime it or it doesn’t have enough range for regular jump ins… keep in mind you can always back dash… although you generally don’t wanna put yourself closer to the corner and there’s a good chance after the back dash you’ll be facing a lot of pressure afterwards…
Offense and Okimeze:
LP Ball…
Aside from footsies mentioned above… Sakura pretty much can’t punish LP ball… and if you do safe ball it’s impossible…so if she tries she’ll probably gonna end up getting hurt more than rewarded… that being said she can pretty much punish your MP/HP ball on block. This is quite important to know because I will recommend using LP/EX ball in this match… and throw in MP ball once in a blue moon like once or twice in a match to remind them you have that option… however if you don’t exactly know when to throw out MP ball… then don’t throw it out… if you do… you should expect it to hit most of the time. Aside from your regular gimicks… of ending the ball short into a throw or electricity… it’s not a bad idea to use it during footsie… if you happen to get her to do c.MK buffer into DP… the c.MK will hit you… but the rest will miss because you’re in the air and you can pretty much punish her for the whiff DP.
Building meter with electricity at far range isn’t a bad idea if you’re far enough… you can definitely build meter faster than she can … and having ex meter will make it even easier to build meters because then she can’t even throw fireball at far range.
If you see her throw fireball it’s easy to react to and slide under… even if she’s doing the big one and it trades… although you take more damage… however she just got a hard knockdown… and you can easily make it back up even if you just chip her …
If you do manage to knock her down…
besides from your regular ambigous jump in/corner gimicks/regular throw/shimmy mix up…
I’ll recommend you to add in meaty LP ball in here as well…
she pretty much have no options if she doesn’t have meters… and if she does… her ex DP worse case scenario will hit you once… or… she’ll go right through you and completely miss you for you to do a full punish or at least a slide.
You should pay attention to how much meter she’s got… if she’s got three or more… it’s pretty much always a bad idea to try to meaty her with c.MK/c.LK/s.MP if she does her EX DP you pretty much lose 50% or face a pretty lame wake up option.
Defense:
if you get knockdown…
you should try to stay away from crouch tech…
everything else got their uses…
so stick with
backdash
EX rainbow
EX upball
block
As far as EX rainbow goes… she can easily counter you if you try to hit her… … she can either c.HP you or s.HP you… both got their strong and weak points… but in general unless you know exactly what they are gonna do to anti-ex rainbow… you generally wanna rainbow away… she’s got nothing to chase you down… … obviously keep in mind there are OS that can beat EX rainbow… but the same OS loses to EX upball…
obviously if you get your EX upball blocked your’e in trouble.
if you get caught in her frame trap… in general walking backwards is a pretty good idea… it’s not easy for her to be in range for a low hit and keep you in a frame trap… but obviously make your own judgement… back dash isn’t a bad idea but keep in mind once you’re cornered your advantage against sakura immediately becomes disadvantage…
Others:
Your ultra of choice is U2 imo… she can pretty much chip her to death if she doesn’t have EX… and if she does have EX… it’s possible to do U2 air and beat her… however i have seen her ex hammer hand beat U2 air as well… but it’s unlikely… other than that… although she’s not gonna throw fireball much… it just gives you another option incase she does…
-LAU