Pre-AE Sakura Video Critique/Exhibit

Hey, guys. Figure I’d go back to doing a little sharing on my part as well, since it’s been a while. I got two things to share; one being a small player match with a nice Ryu (Wax 631) and the other being a set of Championiship matches from today. The latter is still loading so I’ll put up the links once they’re done, but for now, here’s some vids in order to see where my game could still use a bit of help in.

**Wax 631 Player Match Set **(note that there’s one match that I forgot to record that I won, so the score at the end was actually 6-2, Wax. Also know that the first match I had with this guy is the last match in Part 2 of my Champ set, so in all it was 6-3)

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DeNice’s Sakura Vs. G1 Championship Matches [1-14-10]
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Hope these are good watches for you fellow Saks!

De

Thanks. I’ll practice that…

Looking through those videos now :tup:

Something I noticed about that Ryu is that he always would follow up that f+HP with another attack, I’d be eating through that shit with EX Shou until he starts backing off.

Also I don’t see how people upload 10min long videos, first time I tried I spent all evening and the rest of the night and in the end youtube crashed on me so I hate to split it up into smaller chunks and still took a good 1-3 hours to upload one video >.<

Just noticed that Zangief match, dude has both Akuma title and icon but seems like he’s clearly trying to counter-pick with Zangief :stuck_out_tongue:

Just watched all the vids. Seemed to me there was alot of lag though cos you grabbed thin air sooo many times!
Vega gives me trouble too. Here are some of my recent fights against a dude who mains Vega and Bison:

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AS you can see I get beat pretty bad. Only winning when he doesn’t pick Vega or Bison. Critique me please.

“Grabbing thin air” is just because I’ve been “conditioned” to throw after he does those “pop kicks” since he always tries to throw on block, sometimes I get the throw myself :rofl:

I’ll have a looksie tomorrow, Vega is basically a game of patience, waiting for that one opening and running with it but alas it might never come :frowning:

(blocked) Shou FADC throw cross up mixup, you had so much ex unused.

else sometimes just throw out random ex shunpu, it translates, and is fast should beat many things out of reaction, if he blocks your on +4 with that , if he doesn’t now the matchup you can work with.

Else, Vega usually throw very often, use cr lk lp evertime instead of cr.lk

letting enemy dictate the flow of the match, is very bad for sakura, loses most of her effectiveness.

I dunno, using meter just for the sake of it seems kinda wasteful. You get a cross-up off a Shou anyways if you know they’ll quick recover. Personally I think it’s better spent on blocked Shou FADCs, more EX Shunpuu resets and the odd EX Otoshi, maybe even a Super cancel.

HK and EX Shunpuu like to hop over a crouching Vega and he will be crouching most of the time, can probably poke you out of them as well so be careful with those random moves.

Sadly Vega will be dictating the flow of that match since a good one won’t let you in at all, you’re waiting for that one knock down you can hopefully ride to victory :frowning:

As far as your Vega friend is concerned my best advice is to learn his habits and frame data of certain moves. For instance his DF+HK pop kick is -1 on block, one of the only things Vega can do is throw or back dash and 9/10 times it’ll be a throw so make sure you’re ready to tech, it also recovers quickly so even if it whiffs you’ll probably get thrown shortly after. The roll attack (whatever it’s called) is -2 on block, if he’s the sort to poke after it’s an easy c.MK combo.

i meant blocked shou 8D to create an opening since he never seemed to get in.

FADC after hitting shou is waste

in the first vid he had a full super bar, then super canceled it. sure made much damage, but going into a mixup game would have been better.

Oh, well I think your no.1 reason for FADCing a blocked Shou isn’t the throw mix-up afterwards but saving yourself on the punishment :stuck_out_tongue:

You can’t do a mix-up/reset off a c.MK xx Shou (unless you use Destin’s combo) :stuck_out_tongue: Take the damage when you can get it, that’s my motto :stuck_out_tongue:

remembered wrong startup move for super.
well it is ok then.

Destins move is not worth it in that situation i guess.

well i use that to get in sometimes into people who just back away all the time.

When inside of her game , it is much harder to escape for them.

just for the note:
is FADC - throw techable?
should be,

FADC> Throw is techable of course. Even worse, every one is expecting it…

never did that yet 8D
or is this counting for offline?

@ Flowers
against bison you several time blocks his specials, but then u chain with lp lk, why not directly go into cr.hp -> Special ur wasting dmg potential there. also dmg scaling is coming into play.

blocked slide -> throw or punish.

also you hit confirm into cr.mk shou, where you could have done hit confirm into cr.hp -> ex shunpu -> mixup/ultra
(lost the first round against balrog because of that, i think linking into cr.hp is also +1 frame easier then cr.mk)

also you can combo into cr.lk cr.lp cr.hp -> ex shunpu after a lk cross up, u waste again potential dmg there.

also cr.hk after ex shunpuu juggle? why not otoshi?

cr.HK does just a wee bit less dmg in exchange for an Untechable knockdown and a much better chance to position yourself for a high/low mix-up or a cross-up.

Even better than any of these, j.HK. Did you guys even read Destin’s Guide?

Well, everyone who is aware of these things, which is most decent people. What’s worse still is I think you’re at disadvantage after the cancel so the throw is kinda the only offensive thing you can do (neutral jump not classing as offensive :P).

I wouldn’t say “a wee bit less”, think it’s a reasonable amount but all depends on how many hits were before hand, maybe I’ll do a damage breakdown with all the different ways to finish an EX Shunpuu combo.

I’m not too fond of j.HK unless it’s a late one in the corner, it kinda scream “SRK FADC Ultra please!” :stuck_out_tongue:

yeah, that’s sort of what I meant, my combo usually goes a bit long and scaled, since I tend to land stuff after focus a lot, that’s why I usually go for the j.lk/lk resets, j.HK/j.HP or rarely the cr.HK. If it’s a short combo, otoshi all the way.

As for the j.HK being risky, It’s usually pretty fast on the descent that people don’t have time to react to anything, since their character landing is practically off-screen. You have time to meaty something there, but if the opp is mashing… yeah…

Yeah, guess j.HK only really puts you at disadvantage if you try dashing under certain characters.

I think people fog off the HP Shou option after EX Shunpuu too quickly, saying that I don’t use it myself :rofl: but if it’s a reasonably long combo it’ll do about the same damage if not more than Otoshi and if you’re pretty certain they’ll quick getup that’s an easy cross-up on their wake-up methinks. I guess only some mid-level players think quick recover all the time is a good idea, wise players will stay down some of the time.

Sometimes I go random with mp.Shou > Mp. Shou or something like that. just for shits and giggles. Other times I try those wacky advanced shenanigans like the weird crossover j.HP in eiSh’s vid.

well cr.mp works as anti air with better range

also cr.mp combos into ex shunpu, sometimes cr.mp saves the combo where cr.hp would not hit due to push back.
though linking is 1 frame harder with cr.mp

c.MP won’t combo into EX Shunpuu against crouching opponents though (think it’s also character specific) :frowning: c.HP or bust, if you think c.HP is out of range then use s.LK or c.MK into Shou, it’s your best bet really.

that is of course to keep in mind :wink: