Kinda annoying as I thought it might make a good move to use after catching someone with a LP Shou in the air, much the same way Ryu does. Sadly you only get an extra 15 damage (over using HP Shou) for your troubles and EX bar, might as well use HP Shou since it’s easier to land in those situations (other situations MP Shou is the only option).
Perhaps this has been discussed long before I joined but I want to talk about a particular move.
Sakura’s J.hk overhead. Incase someone new doesn’t know it this is when you are close to your opponent and you hit Rounhouse early as you jump forwards. This hits high and gets them because they are usually in crouching block (if they are not mashing srk).
Want I’m asking is what setups are there to use this. I love the move (especially on Boxer) but I can never spam it more than twice in a row on any person (I never try it more than once on a shoto).
The best option I have found so far is to do c.lk>c.lp>J.hk overhead instead of the usual c.lk>c.lp>throw mixup.
Using j.HK as an instant overhead can be really good, but usually you want to jump backwards when you do it. If you do it jumping forwards then there’s a good chance that even if it hits they’ll have recovered in time to punish you as you land.
I like to use backward instant overhead j.HK on grabby guys like Gief and Abel if I think they’re going to do a wakeup command grab - but as you say - not too often or they can punish you.
Has anyone tried using her lp sho and mp sho for whiffpunishment, they’re 6f and 7f respectively.
I was playing around some with it at fridays gathering and it was working well for me, sometimes c.mk just won’t reach but mp sho will, so that’s where you want to use it.
Anyway, just wanted to throw that out there and see what people do with it!
Does sakura have a safe jump? I’ve been in training mode trying to find the timing + an attack that will still connect when they stand and block but will allow me to land and block if they DP, but so far i can’t do it. I thought i’d ask here as im somewhat… newer to using her… Thx in advance~
~Latas~
My understanding is that all characters have the same recovery on landing (4 frames) after attacking in the air. DPs hit on the 3rd frame so it’s not that Sakura can’t safe jump - it’s just that DPs can’t be safe jumped.
well DP’s can be safe jumped, I main cammy and play a really good balrog locally that can safe jump my Cannon spike on wakeup. As an update what i have found is that there is a timing, for jumping HP that will stuff lp DP from ryu and if he uses MP, FP, or Ex DP he whiffs and i land first and can cr.mk to DP. the timing is different per character, the only person i havent been able to land this on is cammy. But everyone else seems to have a timing to stuff or whiff the DP’s I will due further testing to confirm every DP character with more specifics.
You might want to look into DPs a little closer =\ Ryu’s is 3 Frames, Ken is 3 (Fierce), Akuma is 3, and I think Sagat’s is 5. Cammy’s is 5. Don’t take my word on this as I’ve looked at the data a while ago, but not all DPs were created equal.
So eiSH, did you ever come up with anything you’re happy with? I’ve found that st.LK beats out a whole bunch of other character’s pokes (blanka’s cr.HP, gen’s st.MK? …) and sure you can buffer shouoken behind it but there’s no chance of hit confirming.
And on an unrelated note I remember somewhere seeing someone do an EX shunpuu and then walking forward underneath the opp, resetting with cr.LK, then dashing back under to the original side for the next combo. I can’t remember where I saw it and I finally got around to trying it out in training and I just can’t get it to work. Does anyone know if there’s a trick to it or if it’s character specific etc…?
It’s quite doable although you have to do it much quicker than a cancel from a medium or heavy attack. It’s more of a shenanigan than anything else though since the risk:reward is stacked against you - on block you’ll eat a full punish combo and on trade you’re going to be eating more than the measly 30 damage you’re dishing out :razzy:
I think I actually covered this in my thready thingy, but hold the button down to avoid the negative edge, changes it from impossible to totally doable.
I pretty much just switched to c.Short s.Jab s.Short c.Jab link spams if I hit with anything I’ll force a link into s.Jab -> c.Forward -> Shoryu. I think it’s in the 3rd Strike section of my video – similar to Genei Jin frame trap.
Yeah I need to do that with Seth’s Sonic Boom > Teleport to stop the EX SRK from negative edge but I can never remember. Too many things to think about already, I’m not that street fighter-smart to do it
Seriously Negative Edge causes way more problems then it solves, always comes out when I don’t want it and never when I do, wish they’d just give us the option to turn it off.
i just found that sakura’s overhead works as a meaty that will stuff srk’s. thats amazing lol. im not sure if u guys already knew this but yeah it works, well at least against ryus im assuming that it works against the others as well. that means that u get to attack for free no matter what. oh and im not sure about ex srk’s.
All of Ryu’s SRKs are invincible until they become active. There’s no way you can stuff it from the front. Did you see the reversal indicator turn up on their side? I’d say they probably stuffed up their srk…