Pre-AE Sakura Video Critique/Exhibit

Here are a few of my match vids. I need some help against Chun.

-vs. Chun
[media=youtube]BGujESUwWf8[/media]
[media=youtube]DRc96mZ4opE[/media]
[media=youtube]0Xtky-4yHnI[/media]

-vs. Cody
[media=youtube]2BP7wz9CJK0[/media]
[media=youtube]tO37gQclal8[/media]
[media=youtube]DNXcaNzdxJ0[/media]

Feel free to critique my play, especially in my fights against Chun. She and Akuma are personally my worst matchups, although I’m more scared of Chun than Akuma.

Thanks you.

I’ll correct one’s shortcomings
Thank you

First match, straight away I see you misjudge a couple of jump-ins and get thrown for your efforts :frowning: Need to judge your jumps better and if you find yourself jumping too far get ready to tech a throw (best that you actually try to throw yourself).
I’d also suggest starting your link combos with c.LK rather than c.LP, want to make them block low whenever possible.
Also there was a few random Shou, try to cut down on those, especially the wake-up LP Shou :confused:

Concerning Chun there’s enough help around, I have troubles with her too :frowning:

Can I not use LP.Shou to escape jump-in/crossup situations?

For some reason, I had much better luck with using lp.shou as an escape in vanilla than in super. Way way too often, I input my shouoken one way, and have her go the opposite direction… I know ryus and the like enjoy that shit, but it does me no good at all :sad:

a good example would be vs zangief and that body splash thing… Used to be, I’d lp shou and be out the way and safe from any command grab follow up… now, it always flips sides on me and sends me directly into his jump in… nevermind that my fist is the first thing going up into him, I still get the hit… effin hitboxes…

It’s iffy, think a good cross-up would still hit it and if you’re opponent is on the ball they could probably still punish it :confused:

The wake-up LP Shou I saw wasn’t to escape a cross-up though, just seemed like a panic move :frowning:

I have a question about this one for the Sakuras out there: is there a reliable way to land this after walking forward without mixing it up accidentally with c.mk x h.hadouken. In training mode it seems that if it do this: :df::mk::df::r::hp: I get a c.mk x h.dp and if I do this: :db::mk::d::df::r::hp: I get a c.mk x h.hadou. Is that something to do with shortcuts? The reliablity of this annoys me a touch, I’m sure its an execution thing on my behalf.

F DF F works as a “short cut” for DP motion, seems like it’s remembered the F from walking forward hence getting the Shou.

Going in DB either allowed you to return the stick to neutral (allowing for it the forget the buffer perhaps) or just gives you the extra time needed for it to not count the F from walking as part of the motion so you’re just left with the QCF for a Hadouken.

Should try to train yourself to do it like DF+MK D DF+HP.

Also: DF D DF - DP
F D DF F - DP
DF D DF F - QCF (?!)

Don’t ask me why, it just seems to work that way :looney:

don’t use the shortcut way.

this is more reliable since Shou has a higher priority.

:r::db::mk::d::df::hp:
:r::db::d::mk::df::hp:

u can ditch the :db: but i feel more comfortable like that.

its one swift motion mk hp nearly pressed at the same time.(like plinking)

so your walking back and forth and stuff and then i input
:df::mk::df::hp:, its really easy to do and really simple. i find it to be the best when engaging in the footsie dance (see high level 3rd strike)

[media=youtube]z44g773JSlY[/media]

Check this out !
Around 2:32

He is pretty good

check this : [media=youtube]EcYr89V3Yco[/media]

same guy

A few mixed answers there; thanks anyways. I’ve been experimenting with this quite a bit and still can’t get it cose to 100% reliable. Specifically, I really need to make sure I c.mk -> hadouken when I need to. It’s not a bad poke I think for near the start of the match when I’m lacking EX meter and want to just test out the other player a bit. It becomes a bit of a disaster if I expect a c.mk -> hadouken and get an c.mk -> h.DP because it’s very punishable on block and obviously there’s no way to cancel it once it’s started. Very rarely I also try a c.mk -> h.DP and end up a c.mk -> medium otoshi which can also be a disaster. I think it must be a timing thing. After I got super I seemed to find myself walking forward and doing a l.DP rather than a hadouken because, I suppose, of the shortcuts. Meh, the input displays always look very similar, especially if I’m just in practice mode. Must be my timing.
Anyways, thanks for the replies. Sorry to hijack the video thread with this. That Izreel guy’s awesome. I particularly liked in round one against Boxer when he waited for the ultra to come at 55 secs.

Instead of doing 236(qcf)+p do 41236 or 4236+p. A shouoken’s released because you’ve buffered the forward motion by well… walking forward(I use that to go through fb on reaction with ex shouo).
If you still have trouble with that then you might want to use lp instead of hp since there’s no difference between those when it comes to hado.

two videos me vsing daigo.
pre evo apac
[media=youtube]-T4Q3J6_Zgg[/media]

and then the next day
[media=youtube]uLCiRw9pD5c[/media]

pre evo apac… sigh he wooped me. i didn’t know how the japanese played. then next day i kinda adapted to his game play.
sadly i lost both games. but it was great experience.
i will drop sakura and pick up ryu. but i will still play her as an alt depends who i vs and if they know the match up or not =].

Traitor!

[media=youtube]O84MJKvT1MY[/media]

:slight_smile:

Good luck! and thanks for maining her sometimes :slight_smile:
I do understand you she is awesome but she lacks so much to make her a good character

cr mk > h.dp is suppose to be used as a counter poke. so that means that you input the ccr mk and the dp fast enough where the dp does not come out if it wiffs.

Just hitconfirm it, it’s easy as pie.
c.mk is a universal poke, it can be used for counter poking, whiffpunishemnt or walking into their range where they’re standing and hitting them low when they don’t expect you to reach.
Lots of people also start walking backwards when they get pushed out far enough in blockstrings, so you can walk in a bit and tag them with it.
It’s also good in blockstrings to throw it in there to catch jumpers etc.

Hitconfirming it is the best way to use it.