[quote=“LegendarTyran, post:100, topic:151091”]
Here’s one of my Sakura replays if anyone would like to take the time and critique it.
[/quote]Get more familiar with the dhalsim matchup, there were many instances that you could have beat dhalsim in the air with a jumping tatsu instead of a jumping HK that you used as a means to get in (primarily in the second round). You did too many focuses with no apparent reason at close range which didn’t allow you to punish dhalsim’s teleports with a cr. Hp or dp. You can also throw dhalsim out of the startup of his ultra 1, so this is a good option if you empty jump after a dp which you can react to if he does his ultra 1.
You have a good foundation with sakura but you give up your offensive momentum by taunting or jumping back. Every time you land a dp, you should always go for the safe jump setup (slight walk forward j. HK, if they don’t quick rise, whiff St. Lp, neutral jump HK. Press the HK on the way down). From there you have the options to mix them up with a high/low, throw, or LK tatsu. The opponent should be scared everything they get knocked down.
Incorporate footsies with sakura, she has great walk speed and good normals. The tip of her cr. MK has no hurt box so you can use it as a great poke at max range hitconfirmed into hp dp. Far St. HK serves as a great counter poke and poke in the neutral range. Even though sakura is offensive based, don’t be afraid to block or backdash to bait reversals when playing footsies or after knockdowns. Make a read based on your opponents tendencies.
Do more advanced combos, you don’t have to do the extended tatsu loops but at a minimum your punish combo should be St. Hp xx LK tatsu, cr. Hp/St. LK xx hp dp. (cr. Hp is a 1 frame link, St. LK is a 2 frame link)