this helps me against akumas spamming air balls, but ryu’s and kens can spam them too fast for it to be worth the risk IMO, one jab and you eat all that damage.
if it did, it’d only be because the cpu reset the block timer though. it might not mean anything in a real match. if i saw someone do that i’d probably keep blocking rather then risk a counter hit if i saw someone dash back. if they didn’t dash or dashed forward I’d neutral jump assuming level 2 focus or a throw. all of those situations would involve you wasting that ex shunpu. even if you do bait a move, if its a shoryuken you’ll end up hitting them once while they’re in the air [assuming they don’t end up counter-hitting you with it] IMO, its too much risk in a match.
'course, i’m always told i need to be more aggressive, so take what i say with a grain of salt.
it sounds like a great way to get your execution down or as a ‘look at this cool thing i can do’ combo.
But I see what you guys say, canceling a fireball really isn’t practical. Most other projectile characters can spam too fast, and it takes one slip and you waste EX bars and could get smashed.
As for the training, its tedious, but I’m getting a little bit faster with it. I just don’t want to get in the habit of canceling a hit either.
Apart from the above, I feel that when I go to training mode I’m not really practicing. I’m not really sure what to practice. I mean, yeah, I can c.LP, c. LP, c. LP, c.LK, Shunpu and all that stuff. But what are the meat and potatoes things I should be practicing? If feels that I’m just doing random poke strings and simple combos like c.HP, Hadoken and stuff.
I think they start getting up before you jump so unless they’re psychic they won’t throw a reversal, if they’re on the ball they might throw a regular DP but that’s never actually happened to me as yet
Being DP’d out of a jump is always a risk be it normally or after an Ultra, the same way attempting a reset is a risk of losing damage or even getting smacked in the face.
Wasn’t talking about myself but the people who like to do the Light Shunpuu links. Since attempting a Light Shunpuu link is a risk of botching the combo, if you’re confidend in yourself that you won’t then why not do Shou at the end? I, personally, will never Shou after a Light Shunpuu link as I’m not confidence that I’ll land the link, at the same time I see the Light Shunpuu as a chance to botch the combo and would rather avoid it if I could.
I have 100% confidence that I won’t botch a simple HP xx Shou combo/punish. If I screw that combo up then I deserve to be punished
More of a technical enigma than I am Some people just aren’t that good at this stuff no matter how much we practice. I was never good at the Just Frames in SC4, same reason I’m not that good at Light Shunpuu links, because they’re heavily reliant on visual clues.
I’m not trying to be an arguemental asshat or anything, just trying to understand what people are thinking and to get my thoughts across as well
Another good way to practice FADC out of a blocked shouken is to put the dummy on Random Block. This helps with whether you should FADC or not. There’s a lot of things you could do here, maybe c.mk xx shouken or c.lk, c.lp, c.mk xx shouken and only FADC if the shouken is blocked. When i FADC out of a blocked shouken, I usually dash forward and throw. Most of the time they dont see this coming
I don’t think you understand, it’s MORE unsafe to do it after an ultra. The game itself makes it unsafe. There are frames involved.
Because the damage isn’t as good at SC distance and you can maintain your momentum. She can’t afford to blow potential damage and advantage.
I’m a hwoarang player in all of the Tekken series, so I know what you mean with the just frames (JFSRs). However it’s the same thing here. When i was first starting out with them I was frustrated and rarely got them to come out, but after lots of annoying but needed training mode sessions I hit them at will and multiple times even in combo. It’s how much effort you put into something that will ultimately affect just how sweet your returns are. That’s mainly the point in general I’m trying to get across to all sakura players.
No I know this isn’t an actual fight ha, actually you are making it easy for me to explain the reasoning for using/not using certain moves/combos. :rock:
Set the practice dummy to ‘no block’ and practice those resets. See how many times you can hit the up consecutively and switch up between her four midscreen and 5-6 corner resets (not including throws and neutral jumps). Do it until it’s muscle memory. Ive done 56 in a row before messing up and doing an ex otoshi instead of ex shunpu.
her best anti-air is c.hp…although it can be shoddy at times. Her best air to air move is j.mp. you can try a s.hk or a s.fp as an anti-air but i dont know how that work since i know she does different things according to range.
Well when someone twats me out of the air I’ll stop doing it So far, great success!
Yeah I know, I had to practice a lot to get my link combos down to a good 90%+ accuracy but I think I’ve reached the peak of my execution skills, Light Shunpuu links are somewhere in the 50-75% accuracy range, which just isn’t good enough for me to rely on
Maybe I’m just a defeatist or for me to get 90%+ accuracy on those Light Shunpuu links will take me more time than I’m willing to put into it
Good, then we’re agreed
Otoshi instead of Shunpuu because you don’t cross under when you want to or because of execution errors?
Concerning the latter I found that “flicking” the stick makes it bounce around and get extra inputs, which then result in unwanted Otoshi If you hold the stick in the back position when pressing the buttons this should help not getting those unwanted inputs. The input display would look like:
it’s execution and inputs that get me an otoshi instead of a shunpu. Let’s say I’m on the 1P side and I just ex otoshi’d someone in the air. I got for the st.jab reset and theN double tap :r: to dash under. Sometimes I don’t make it under and when the opponent lands, I’m still on the 1P side. Since this happens so fast, I don’t notice I myself and now I’m assuming I’m on the 2P side so I start with cr.HP~ex otoshi, but since I’m facing the wrong direction, coupled with the fact that the CPU stored one of my dash inputs, it combines :r: along with :d: :dr: :r:, which gives me either an otoshi, or if I’m lucky, a hadoken through negative edge.
Anyway, it doesn’t happen that much but it can be fatal if done against the wrong opponent. Hopefully it won’t happen when I take my Sak to all the local tournaments happening here in the bay area.
Kid points out why I hate shortcuts so much!!! I hate going from crouch to standing to tatsu and then a otoshi come flying out!!! I know it is mainly my fault for always doing down back (thanks HDR) but still!!
Ah I see, yeah then you have to make sure you actually cross under, that’s why I don’t like doing resets in the corner as they seem to be more ambiguous Your other option is to do link combos after resets x_x;;