Pre-AE Sakura Video Critique/Exhibit

nice one, should have canceled cr.mk into shou at least
you hit it so many times cr.mk and you had enough meter to FADC to make it safe.

imho you could have taken him at least a round

yehh i got one round… was awesome feeling.
hope i get another game with him tomorrow.

ah you did quite well
i watched at 19:00 another sakura thinking it were you.

just noticed you didn’t punish as hard as you could. (i.e. sweeping Daigo’s whiff DP; only going for the easy cr.hp->ex tatsu bnb)

hehe thanks for watching

playing against a high level player makes me want to play more.

i just wanted to see if mix ups worked on him. see if his psychic, but he really indeed is human.

i didn’t want to go for bigger combos due to the pressure haha. and people screaming.

i put some vids up today vs guyofkaillera. he was busting my ass lol. its 5 parts so hopefully it dont bore you. it took me a while to learn the guy matchup

youtube.com/citiofbrass

ryu match up

hey guys
please check out my recent loss :frowning:

[media=youtube]B7epyH-xN5I[/media]

i know the first thing ur gonna say…
i missed the combo at the start of the match.
i hit the jump in heavy kick, but didn’t hit c.hp and the tatsu wiffed.
as nervous as i was, i was more shocked he didn’t block the jump in.
please check out the vid…
i think u will be surprised…
seems like Daigo doesn’t know the sakura match up well…

of the very few rounds he lost on the weekend 2 were sakura’s…

I watched p1-3 and the things I thought of the most were:

  • You need to anti-air more often, he was flipping way more than he should be allowed to.
  • If you’re doing a sho x fadc combo it’s always better to go for cl.hp rather can c.lk, otherwise it’s not worth the meter.
  • You should work more on your throw game, Sakura has a really good one and you hardly made use of it.
  • If you can do fadc combos I’ve found that unless u2 has some special matchup property like against Ibuki/Akuma/Cammy etc. it’s almost always better to go with u1 imo.
  • When you had a big life lead you gave up your pressure and resorted to run-away, it’s not worth it with Sakura since she’s got a much higher chance of dealing damage up close.
  • You HAVE to learn how to safejump Guy’s EX Senpukyaku, otherwise you won’t get any mixups going on a really good Guy player.
    Mix the safejump up with late empty jumps that will let you block EX Senpukyaku but if you had done something in the air you would have gotten hit, this’ll make them insecure of when they can use it and when they can’t.
    Empty jump c.lk is a really good mixup with safejumps as well so you should be using that also!

thx the advice man. i wish you watched the whole thing in it entirety to just in case i did end up doing some of the things you mentioned.

i always lost to guy free until i called li joe up and asked him how do you stop guys air command grab. i didnt know that you can just duck it so from the time i got off the phone with joe i didnt lose again for a while in that matchup.

imho there is no point in chasing almost any character when you have a big lead.

Another Aussie Sakura!! I’m so proud of you! I thought it was just me and fifpro!

Keep up the good work!

(Edit: and some guy at 00:19 as well, ha!)

c.hp will beat the air command grab and the elbow drop for free, such a great move against him :slight_smile:

well jumping against Guy is a bad idea think of him as a better Guile Air Grab
example
[media=youtube]q3l5PMavvQ0&feature=player_embedded[/media]

Not jumping to much against Guy helped me alot , just keep antiairing properly. and punish his slide.
He doesn’t seem to have many means to get in otherwise.

Guy’s slide can be made safe pretty easily, so you have to take note of what option they prefer to use after their blocked slide.
GuyofKaillera did the slide on block, then always backdashed afterwards, Alioune did the same thing when I played against him.
A good way to punish this is the c.lp, st.lp + hk option select, if they backdashed then st.hk should tag them for free.
It should also be possible with the c.lp, mp sho~c.lp option select.

Here’s a set against Sh1nd (JU) from Germany, if you’ve been in the Juri forums you probably know who he is:
[media=youtube]6YQ8i8q5pCc&feature=PlayList&p=3FF75CE393C446D5&playnext_from=PL&index=0&playnext=1"[/media]
It took a while for me to adapt my combos with the online delay, but during the later vids like 4-5 and up I got the hang of it.
This is my favourite part of the whole set, watching this round and thinking about the iplaywinner tierlist just cracks me up:
[media=youtube]0ypqO7LzwXA#t=6m43s"[/media]

OMG the combo starting at 6:53 was god like. i wonder what the juri player was thinking as he was getting hit by that XD.

Stupid damage scaling made it weaker than it looks…

she actually had that in vsf4 but with s.mk. i nvr practiced it cause its useless but flashy

That’s a shouoken>fadc( ©Destin). It was indeed already part of Vanilla SF4(with both st.mk just frame and close.hp 1frame combo), but I disagree on the “useless” part : it transforms a cr.mk>shouoken from a 190dmgish combo to a 400+ combos(+more stun obviously) at the cost of only 2bars. For a player of your caliber, citiofbrass, it shouldn’t take much practice to master it.

Anyways, I noticed some good use of frame traps: cr.lk>st.hp, j.hp>walk>st.hp, j.hp>lk.tatsu(this one can probably be stopped by a jab though). I’m quite surprised these worked so well against a top player(Sh1nd was a Guile player me think?). I’ll try to add these to my gameplan asap.

I also noticed some odd things: sometimes you’d do st.lk>lk.tatsu while in a combo. Your finger slipped and you missed another K button for EX version ?
I can’t see any reason to follow-up a st.lk with a lk.tatsu if not in blockstring, except maybe if you’re asking to get hit by a reversal :looney:

Agreed, I don’t see why anyone would diss her fadc combos, it’s easily one of the best things she’s got.
Something weird I experienced yesterday, I fadc’d an EX Sho and went for a throw, but the throw whiffed when I was point blank.
I have a hard time believing that EX Sho on block is +3.

Sh1nd used to play Rufus as his main I think, and most Rufus players don’t have the strongest defense because of how good ex messiah is.
So I abused that along with the fact that Juri is weak against pressure, she also doesn’t have a good 3f move that she can stuff me with after lk tatsus.
It’s possible that j.hp, lk tatsu will lose to a jab, but it was done specifically to beat out his crouchtech.
Like I said, frametrapping Juri with cl.hp isn’t very risky, and the payoff is a 450dmg combo without meter.
As you could see I never even tried to go for the st.lk~hp sho option select, there was no reason for me to be afraid of going for cl.hp.

In my opinion teching is easy enough in this game that it’s actually more worth it, at least for Sakura, to try and stuff techs more than you try to throw.
If you want to land a throw you have to condition a good player pretty hard or somehow mess up their plink, like I do with empty jump, c.lk, throw for example.
You can also mess up their tech by spacing out their c.lk and walking up quickly after that and throwing.
Otherwise it’s better to scare them into teching extremely late by stuffing/whiffpunishing their tech, that way you can also start landing throws.
The more options you’re aware of that’ll punish them for teching throws, the easier it’ll be to punish them for it.

About st.lk x lk shunpu I plink hp with lk, so if lk is coming out it’s because of a failed plink.
Against some characters I’ll use cl.hp x lk shunpu, c.hp x lk shunpu, st.lk x hp sho, but Juri is not one of them.
Though if I do c.mp x lk shunpu and it combos on them crouching, I always go for st.lk x hp sho after that.
So most of the time st.lk came out it was due to me failing.

My Match Vids

vs. Ibuki
[media=youtube]lMrjhuCJfO4[/media]
[media=youtube]Idn3XpUi17c[/media]

vs. Dejay
[media=youtube]cqwaKxUbo80[/media]

As fun as it is to watch, did you really need to do all those links after stun? :rofl: Were at 10% scaling on the c.HP before the first Shou (and getting 0 stun for all that effort) :looney:

I’m sure Sh1nd put down his controller, walked away and made a cup of tea, came back and you were still doing that combo :rofl:

Here are a few pointers I can give you:

  • Don’t use EX Shunu outside of combos, it’s a waste of meter, sure it’s nice to end up close at +4, but Sakura has such good pokes that she can poke her way in with those.
    You’re better of saving that meter for fadc combos imo.

  • You’re using HK Shunpu too much as your combo ender, you can’t be afraid of using HP Sho because the situation afterwards is much better.
    HK Shunpu should only be used as the ender sparingly because that makes the situation afterwards stronger, they won’t be used to handling it.

  • You need to use her pokes more, the way you play you almost only use jumps and her specials, c.mk x hp sho confirmed is one of the best things she’s got.
    Now she also has st.hk which is one of the best zoning normals in the game, it also works well for whiffpunishment.
    Basically, the normals you want to focus on using are the st.lk~hp sho option select, c.mk x hp sho confirmed, c.hk to catch people standing up just outside of c.mk range, and st.hk for zoning even further away.

  • You have to be more patient, during one of the rounds against Ibuki you were constantly jumping into kunais, it’s better to just absorb and dash or block and walk forward, she’ll end up in the corner sooner or later.
    Ibuki doesn’t have a reliable way to escape the corner without scoring a knockdown, use that to your advantage since Sakuras corner game is strong.

  • Punish with cl.hp x lk shunpu, c.hp x hp sho/ex shunpu, you were punishing with just c.hp x ex shunpu way too often.

  • Work on your blockstrings, just throwing hk tatsu backdash at the end of everything will get you punished by a good player.
    They will do something like c.lp, c.lp+c.hk to option select you and knock you down, it’s okay to use hk shunpu block pressure from time to time, but you were using it way too much.
    Even though it was working in these matches, if you want to become really good you have to notice and get rid of bad habits before you end up losing because of them.
    If you watch the matches I posted against Sh1nd you should get a good idea of the blockstrings she’s capable of.

During casuals it’s always worth going for flashy combos imo, that way you’ll up your execution for when it counts.
It’s a nice feeling to be able to impress someone you’re playing against with some nice combos, not many characters are even capable of that.
If I would have had 4 ex bars I would have fadc’d it again and went for a 3rd round of cl.hp x lk shunpu, c.hp x lk shunpu, c.hp x hp sho.
Against Juri though it’s pretty much not worth doing the fadc at the end of a combo started from cl.hp, because you can already hit her with the 3 fierce loop and that combo does 450dmg.