hell…just bait the trip guard and shuo shuo shuo away
ground custom doubles up as aa with trip guard
better doing the full damage than the half assed aa cc
the ground one is just way better than wasting it on 5k of damage
You’re comparing the wrong things. The AA CC is used when you CAN’T do the ground one. Obviously against a C-Groove character that empty jumps, but also when you’re too far to anti-tripguard (Jab DP has a ton of horizontal range). What you SHOULD be comparing is 5K of damage as opposed to waiting for your opponent to cooperate and get within range of your ground CC (i.e. absolute ZERO damage). If you keep waiting to get the high damage CC, you’ll end up never using it. Use the CC when you can, then RC stuff to get it back again. You can conceivably get 2 full CC bars and land 2 AA CCs for 10K in the time you wasted hoping to land a 9K CC.
Nicely said. I always waite to land the ground CC. But being that Sak can gain her meter rather quickly, its better to use it whenever the opportunity arrises. Thanks alot for all teh info Gunter.
I dont know, I always liked the namonaki version cause it does the most damage, and my anti-air takes about 6000 with a taunt at the end for the last 3 hits (very stylish:clap:)
The namonaki version took 9200+ it WAS :sad: one of the most damaging vesions i’ve seen…-> (close S.FKx4, DPxN, when meter is almost depleted, lk hurricane kick, super. (I use the mk version at the end cause its just easier for me and the damage isnt much different at all, about a -100 less or so, or actually maybe the namonaki version took slight bit more maybe about 9300+.)
Another one I have is cross up mk, c.lp, activate, FKx3 DP+FPxN, Mk hurricane kick when meter is almost entirely depleted, super.
DMG=9100
And the anti blanka ball custom took about 8200+ in damage, which is, at least I think its: Block Blanka Ball, Walk forward a little, activate, far S.FK, DP+FPxN, when meter is almost depleted lk hurricane kick, super.
I usually use a MK hurricane kick at the end cause it gives me more time to react and add the super at the end. So it usually takes like 9100+.
Obviously, but some people dont know that she can c.lp into custom, im just giving my variation, and I didnt know that everyone uses a taunt in her anti air custom :wtf:
Some people just dragon punch all day without adding the fk’s at the
begining for the starting damage, I am also keeping the people who want to learn sakura, or are new to sakura in mind.
A fun CC (near corner, after cross up opp facing corner): cross up mk, s.fk, lp shoryuken, activate, DP+LPx3, Jump straight up [Lpx5]x2, time taunt so that three hits connect, shinku haduken super.