BnB stand for bread and butter. It is a term used to refer to a primary ability or basic function, that which is central or fundamental to one’s business, survival, or income.
Cross-ups e.g. Sakura’s j.LK
BnB stand for bread and butter. It is a term used to refer to a primary ability or basic function, that which is central or fundamental to one’s business, survival, or income.
Cross-ups e.g. Sakura’s j.LK
i believe that the st.lp reset is character dependent. I’m sure on the bigger characters it’s a lot harder to cross under them. I don’t like the st.lp all that well, i think for an experienced gamer they will see that cross-up coming, the j.lk is a lot more ambiguous cuz you have more time to set up what you want to do (cross under, cross under fake, neutral jump, cross under neutral jump)
You can never have too many gimmicks. Knowing when to use which are an integral part of the mind games feature.
It seems as if every time I try to cross up and airborne opponent my kick usually ends up stopping me and I fall right in front of them. I should probably watch some videos when I can, but is there any tips so I could try and practice them.
And would someone tell me what a reset is and how to do one? I think I know but I want to be sure. I’m trying to rebuild my game from the bottom up.
A reset refers to intentionally ending a juggle combo prematurely by hitting your opponent out of the air with a non-knockdown attack. This causes them to land on their feet instead of getting knocked down, allowing you to immediately follow-up your attack without waiting for them to get back up first.
I have no problem with the dash > LP > dash reset, I tend to keep walking a bit before the LP so it’s more like dash > walk a bit > LP > dash. Something I want to try and work on is timing the second dash late so it looks like I’m crossing under but it won’t so fakes them out
The way I see it is if you don’t do an Otoshi (or Shou) then you’re going for a reset. The second someone noticies this they’ll be aware of it regardless of which kind of reset you use.
I actually think the slower people won’t notice a reset as easily on the LP one since you’re doing it so late but the j.LK they’ll be aware of it sooner
Not really sure what you’re trying to do with the cross-up. If you want practice with it do a forward throw, it places them in the right place for a cross-up. The only time it won’t is if you’re throwing in the corner, away from it.
If they don’t get up quickly from a Shou you can walk forward and place yourself for a cross-up but be careful not to try if they get up quickly, especially against Ryu as you’ll probably eat his generic SRK > Ultra
Something I noticed is when in the right corner (doesn’t seem to work with left as much) if you do a j.HP or j.MK it’ll hit in front of them, so a bit of a cross-up fake, but you’ll land behind them so even if they block it they probably won’t be aware of you landing behind them and respond quick enough
I seem to be able to do cross-ups when the opponent is standing with Dan, but not so much Sakura. I’m sure its the same. With Dan I can use LK or MK, I think Sakura’s is MK. I see how useful it is after doing it. Something I gotta learn.
Sakura’s is j.LK, j.MK doesn’t cross-up.
I see now. Thanks for that, I’m getting the hang of the crossup game. I’ve been using it too much, it can be risky. But it works against Balrog for me a little bit.
sigh I can’t believe I’m posting here. :sad:
I’m a (or used to be) a C. Viper player. I love Viper to death, but I just can’t play her on a 360 controller, so I’m resorting to Sakura for the time being. Time for a question!
I’m a defensive fighter (trying to break the habit) - is it possible to play Sakura defensively?
I play her based on reactions, does that count?
Her two best distance options are:
Hadoken – weak, slow and doesn’t cover a full screen.
EX Otoshi – takes EX so you can’t really spam it.
At long-to-medium range her Shouoken isn’t bad to punish jumps (I have used it to moderate effect against air-fireball spamming Akumas) but is unsafe.
I think the biggest issue with defensive Sakura action is you lose the chance to stun the opponent since on runaway/defense you’re letting their stun reset.
Well realistically speaking you’ll only really get a stun off some successful resets off EX Shunpuu and then all you need is to bait and punish something to land that.
You can’t turtle with Sakura, that’s for sure, but you could probably be defensive but at the same time apply pressure just by being close to them. Get near them, make them uncomfortable, make them make mistakes and punish, you’ll be “defensive” in the sense that you’re not throwing much offense… maybe “cautious” would be the best way to describe it?
Sakura needs to be offensive when the opportunities present themselves, sometimes you need to make those opportunities yourself, which probably will require some form of aggression.
I do this all the time against sagat. A lot of them get all squirrely when you just stand in front of them. Well… in G2 anyway.
Anyone have advice on fighting blanka? Im not really sure what to do at all.
Jabs = Blanka frustration. I try and make Blanka move forward and sadly all of my “Time Up” wins have come against Blanka’s.
That’s the mllion dollar question…
I have the most trouble with blanka, chun, gen, zangief and fei.
Blanka’s so random I just can’t get a bead on his offense (the good ones at least). I mean, we pretty much have formulas for the other characters and know how to counter them, or at least make it interesting, but I can’t seem to read blanka user’s gameplan.
For example, when facing sagat, we know he’s going to hurl tiger shots til the cows come home. We also know not to jump in randomly, ESP if he has an ultra stocked. We also know that the smart ones aren’t going to randomly tiger uppercut point blank when you’re obviously blocking.
those Blankas though…random kicks and punches at unorthodox angles and times. I guess it shows the genious of capcom developers that his playstyle feels as eratic as an animal he represents. I mean, he can pull a random special move point blank and still come out unscathed. How does one punish?
I’ve had my fair share of success, but it’s usually sprinkled around a lot more losses. Here’s what I know about the matchup…
-cr.HP stuffs his ultra on the way down
-sweeps will beat electicity from a few steps back (as long as her foot and not her thigh make contact with blanka)
-deep j.RH beats electricity on wake-up
-blanka’s normals have so much reach that you can charge the focus attack and have it hit. This also works because blanka walk-in pokes mean he loses his charge, thus disabling. 2-1 blanka ball to counter the FA.
-j.MP as an air to air works against blanka too
-make sure to preceed ex-tatsu with cr.HP to knock blanka into a standing position, otherwise, if they are crouching, ex-tatsu will sail right over.
-focus attack strait blanka balls will hit him on the way down if time properly.
…despite knowing all this, he still seems to tricky. What am I missing?
That’s generally true for a lot of people who hide behind fireballs or spammable specials
Blanka likes to avoid link combos too, straight c.LP x2 > c.HP xx EX Shunpuu from the ground will have the EX Shunpuu not combo even though the rest do >.< Think you need to land a deep jump-in for that combo to work sigh
I tried this and stuff.
Blanka: 1/27
heel yeah.
Q: Sure I read this somewhere in this forum. Zangief Ultras next to you. During his startup animation can you execute a EX Shouoken and win?