Sakura Movelist

The ultra at the end of that combo is pointless. It’s a complete waste to tack it on at the end.

Normal Messiah Kick? If EX then awesome.

Haven’t tried it with the ex version, but it should work cuz when the fat man starts up the move, he spins harmelssly through the air. That’s when you can get him wtb the otoshi.

Ah, EX shouldn’t work. It hits during that spin.

Still, I’m going to mess aroudn with this. I’ll try it in matches vs my Rufus main friend.

basically what i’ve gotten thus far w/questions in there.

> cross up
j.lk does cross up on crouch
three c.lk puts opponent in cross up range!
i don’t believe j.f. hp crosses up, ever. tried it in training and it didn’t fly.

>anti air
c.hp seems like an ineffective anti air? doesn’t it seem to have low priority?
What is the use of j. hp? has anyone used it as an anti air ‘fake’ dp?

>fire ball war
what’s the best recovery of a failed otoshi (spike)?
EX DP does a good job of going through fireballs (and hell) on start up
mk, hk, and EX k tatsus goes through (hops over) fireball but not lk

>focus man!
focus does duck under hurricane kick for a very small frame window, it has to be perfect. she has to be all the way down and he has to be in the middle of the kick
for a whiffed ex DP, focus dash on the second “up” of the DP works good into a throw and reduces the rape you’d get after they block your DP

>other
df,df,f +P will give you the DP shortcut, NOT df,df +P

"if youre able to get an EX tatsu off, instead of otoshi-ing or double shouokening do a j.lk, dash under and c.HP->(EX) tatsu and repeat… EX is in parentheses cause just in case you have no EX."
i’ve notice most ppl cop out of this with a throw or a honing dp. technically if you j.lp, you can hit the ground in time to focus and guard break when they land, but they never -not- throw or DP out of this :frowning:

"here’s a damaging combo: light tatsu, mk , light tatsu, mk, light tatsu, c.hp, light tatsu, c.lk, ex tatsu, ultra"
are those standing mk? i can’t get that to work in training.

ummm… c.HP is probably her best anti air… you can completely shut down jumpers with it… if youre not hitting, youre just not timing it right.

as for whiffed otoshis, i tend to mix between throwing and lp shouoken.

and for the EX tatsu cross under thing, i tend to avoid doing that to any character with dp style moves, or gief. cause theyll always win if they know what theyre doing. it seems a lot of people have caught onto sakuras mix up thing, so i only use that sparingly. id rather be safe and go for the otoshi, the double shouoken, or the ultra

I’m fairly certain that j. hp can cross up. It’s very rare for it to happen, but I know I’ve seen it at least once or twice just messing around in arcade mode.

On the ultra, resist the urge to move forward. Wait until they just over eye level before doing the ultra. When the animation pauses, they should be above head level.

for those that dont wanna do the dash to ultra… heres the easiest way. if youre midscreen, just look… as soon as the opponents feet go up in the air, bust it… youll hit every time… if its in the corner, wait till theyre at sakuras eye level

http://forums.shoryuken.com/showthread.php?t=188786&highlight=damage+scale

If you guys havent read that its about the damage scaling in combos. I see a lot of ppl who FA when they Dizzy someone, and if you read that FA’s count as two hits. Wouldn’t it be better to not FA after a dizzy, whereas maybe you can do j.hk c.hp xx f.dp or ex tatsu instead?

Possibly, except sometimes the extra damage provided by the FA outweighs the damage reduction of the rest of the combo.

dont add the j.HK on a dizzied gief or any shoto… if they have any competency, theyll bust a reversal PD or shoryuken.

i just c.HP->ex tatsu dizzied targets… or i taunt them and let them recover, then beat them afterwards… add insult to injury

Considering j.hk -> HP or c.HP is a combo, I don’t think you’ll have to worry about reversals…

yeah u should be punished for it cause as said it is a combo but i will say id take out the j. hk because of the damage scaling can get really bad

this should be added to the first post imo

Edit: it says all fireballs have the same properties? i thought the l.p. fireball came out faster?

It’s weird.

There’s been a few times where I’ll j.hk someone who’s dizzy, and they’ll recover and block before the c.hp. And I’m pretty certain it’s not because I’m slow, because its a very easy link to make.

I don’t know how or why it happens, but it’s happened to me a few times now.

i never have a problem with them blocking after the j.hk… i just eat gief ultras… or shoryukens… no other move does anything to me, and i KNOW im not slow on it cause i bust that combo all the time without fail… so if EVERYtime i do it i eat a gief ultra, somethings wrong… and even though its considered a combo, that ultra has priority

You guys are doing it wrong, that shit is not only a natural combo, but almost always worth going for. FA on the other hands is rarely worth going for. Its just the nature of sakura.

Maybe if you’re hitting them too high with the jumping attack, the ground hits get blocked. Deep enough and it’s a full combo every time.

this may be the answer… i just dont know why i eat gief ultras when i do this on dizzy giefs… yet if i neutral jump fallen giefs, the combo works…