Destin's Sakura Advanced Play Guide

I beat shoryukens with it all the time, I did the same in vanilla as well.
It’s not that difficult tbh.
And the payoff is good for it.

I’ve been experimenting some stuff lately :
-n.j.hp>instant overhead n.j.hk(not safe even on hit!) : the idea is to use the blockstun animation(high guard) of the j.hp to hit people with n.j.hk. It works on pretty much every char of the cast but if the n.j.hp happen to hit then it only combo(400 STUN!) on the taller char. You can replace n.j.hp with anything as long as the pushback isn’t too big: j.mk isn’t so good, but j.lk might do wonder. You can also instant overhead Guy with j.fw.hp !

-on corner: i’ve only tested this on training mode with Hakan but you can n.j.ex.air-tatsu cross-up(hit)>U2 , Hakan will fall on the “wrong” side but you will magically have enough time to U2. If you can do this regurlarly and mix it up with regular n.j.ex.air-tatsu this might end up as a good oki since animation-wise cross-up and non-cross-up version are quite similar. The timing is a bit tricky though.

-I’ve just noted some rough range test with U2: basically you can combo>U2 from the middle of the map if using the right combo since the opponent char only need to “receive” the shouoken from mid-screen to touch the corner(even if lightly).

For jump HP, her active hitbox extends much farther than her vulnerable. For jump HK, IIRC, her vulnerable hitbox extends farther than her active hitbox.

I knew you could beat some dp’s with jump HP in vanilla, but now they are so much worse that is really seems worth it to me. I do it with vega now all the time.

Sorry for being so ignorant but I’m trying to make sense of some of the abbreviations in this thread. Am I right in thinking “dp” is Dragon Punch? Also, I have no idea what “jump RH” is…

RH = roundhouse = hard kick

Thanks - I was scratching my head on that one.

Yeah I got caught somewhere between the lingo of the new players and the old player, so I kinda throw out the different notations (jab=lp, strong = mp, fierce = hp, short = lk, forward = mk, and roundhouse = hk) interchangeably, which probably frustrates a few people. Can’t help it, the American SF scene (ESPECIALLY SF4) is the product of many different scenes merging together, and I happened to read alot of all of them hahaha.

Really I should just stick to GG notation and use lk mk hk ect, but stand RH just feels right for some reason. I can’t explain it.

Can someone post a video on the shou fadc? Not being able to do it consistently is bugging me. I’ll do it 10 times in a row, then fail the next 20 times. I feel like mastering this option will open up so many options.
Also, can someone explain double plinking?
Thanks

ask and u shall receive i created this video so i hope u like it. how i do it? i cancel the reg shou after the two hits and with the ex version i cancel after 4 hits and ever since i did it like that i can do both version 90 percent of the time, and srry i dnt knw wat plinking is

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I have a bad english, so I won’t try to explain in detail what is plink, but about shou fadc I noticed that it’s great help for link st.HP after the FADC (at least for me, and I don’t know why, but I never think to plink normals after fadc…). You just have to push HP and LP in same time, the HP will come out (it has “priority” VS LP) and the LP (= the plink) will give you one more frame for the link. It’s the same idea for:

st.HP xx lk Tatsu, cr.HP xx lk Tatsu… -> you can do st.HP xx lk Tatsu, cr.HP~LP (both in same time) xx lk Tatsu in order to plink the cr.HP and have one more frame.

cool I didnt knw about that plinking stuff, thanks for that i appreciate that and ur right about the shou fadc, it does help alot to st fierce after the fadc

combo challenge!!!
lets help make everyones sakura better!!
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SO are the resets still viable to go for every now and then, or should Otoshi be added in to do some of that corner pressure that Uryu has been using? It really does look safe with the fat fireball for wakeup, but I’ve started getting into the habit of using Otoshi now (which I question sometimes on usefullness). Just need it clarified about the resets is all :slight_smile:

Resets are still just as viable as throws. They are not obsolete just because people are using Sakura in other ways now. I remember when Sabre first put Sakura’s resets on teh map everyone was saying to stop ending combos in heavy shou and to end it with ex tatsu. Now its gone full circle lol. Just do the smart thing and do what is needed when its needed. Thats it.

I agree with Mr Flowers, resets or just dmg (otoshi is nice for the untechable knockdown) are nice; just know when its best to use them.
Obviously if you launch Ryu, and he has 2 bars and ultra…you probably DONT want to go for the reset…w/o 2 bars…you just have to guess how respectful your opponent is…

I really need to focus on this for a bit should help me tighten things up. Thanks Bayam

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here are some option selects that i found out because i hate certain reversals lol. hope u find them useful.

Somebody correct me if I’m wrong, but it looks like you’re safe jumping everything but buffering in ultra instead of blocking at the end. Listing inputs and/or a short flowchart of possible outcomes depending on what your opponent does for the same inputs would be helpful.

i tested them all my self to make sure they were legitimate option selects. to make sure it work i played as sakura, tripped my opponent and jumped in, connected with the attack while inputing the option select, when i landed as sakura i held down back to make sure i didnt input anything after word. once that was recorded i let sakura trip me. and i blocked the first jump in, and it always connected. then i would do the reversal, and thats when the option select would come out. the thing is, on some of those reversals like ex headbutt or sbk, u had to jump at a very strict time. if u dont believe me u can go ahead and try it out for your self. i know it works and that good enough for me.

again inputs would be nice :=)

just for the understanding