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Never heard of you before. You must be new.
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way to prove my point, Mr. I joined 1 week ago.

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One week ago you say?
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Err. No wonder. Now it makes sense; you were pretty strong when we fought lol. Maybe I can steal some of your tech :stuck_out_tongue:

Sakura is pretty easy to get into for beginners, in my eyes. She has a hell of an easy way to juggle into Ultra, extremely easy BnB hit-confirms, a fireball, a way to punish fireballs, an invincible reversal, a good cross-up, ways to actually attack other beginners on knockdown without having to fear reversals in a lot of cases, amazing jump-ins, 3 frame normals, decent FA, and godly, easy-to-use AAs for jump-ins.

Her resets, while of questionable risk vs. reward, are extremely potent against other beginners and in a lot of cases are hard for anyone to block. At a beginner level, she’s very strong due to some of her inherent strengths blowing up the weaknesses of other beginners, and her weaknesses aren’t very profound. Sakura’s 1 frame link execution demands for optimal play are far from required at this point, and can be substituted with 2F links at this level with almost no fuss or muss.

A beginner Sakura would probably have a harder time against an intermediate than with certain other characters, that’s the biggest hurdle someone starting out would have from the get-go.

Would you please quote his tons of totally incorrect stuff? I’m not trying to be offensive towards you, I’d truly like to see where you’re coming from.

All initial moves are blocked, naturally.

1 frame gaps:
st.LP > cr.MP/cr.MK
cr.LP > cr.HP

2 frame gaps:
Close st.MP > cr.MP/cr.MK
cr.LP > cr.MP/cr.MK
st.LK > any light attack
Any light attack xx HK/EX Tatsu

3 frame gaps:
Any medium attack xx LK Tatsu
st.LK > cr.HP
LK Tatsu > any light attack

4 frame gaps:
st.LK > cr.MP/cr.MK
LK Tatsu > cr.HP
Close st.MP > far st.MP

6 frame gaps:
Any light attack xx LK Tatsu

Thanks!!

Apparently he’s a pretty good one. He successfully blew up the matchup thread.

Handy list to have, thanks very much!

Hey guys how ya been? My sakura is getting better little by little, but i feel i still have a long way to go. I have question. At what point do i fadc on hp sho? is it the second or third hit? I can do it easily after the fifth hit of ex sho, but for normal sho i can’t seem to get the timing right and only connect with it every now and then. What should i be doing to help me out with execution? Thanks again guys!

Do it on the 3rd hit, it feels easier and you get more damage.

Do forward, tap focus, forward. You need to do the fadc as fast as possible or you won’t get the window to do cl.hp.

Thanks for this, could you guys possibly give some examples of what reversals have 1st frame invincibility? I’m trying to get better about following through with my jab strings, in turn this would mean I’m going to have more block strings and I need to figure out when I should just hold up and block instead of continuing the string.

Does anyone know the frame data if Otoshi or EX Otoshi is blocked? I can’t hop on training mode at the mo, but I just wanted to know if Sak was at an advantage or not.

still having trouble but it worked like a few times. I wanna get it down because of the damage and stun it offers for just two bars.

If you’re anything like me it’ll take awhile, it’s been months and I still don’t consistently get the dash after the FA. It’s an amazing combo if you can land it consistently, one full string ending with an h.shou knockdown leaves you a touch or two from stun.

My own question: What are my options after picking someone out of the air with cr.hp? It seems like every time I try to follow it up I just get dp’d, unless of course I try to bait the dp. The same goes for hitting someone out of the air with a level 2 FA, can I hit them with anything before they land?

After cr.hp, I like to do HK tatsu since it catches jumps, some backdashes, breaks focus, gets chip on block and if they throw (for some reason), it’ll hit that.

Cr.mk xx sho is nice too since some people focus (again, weird habit) after cr.hp.

Walk up pressure/bait

For lvl 2 FA AA, you can do LP/MP Sho

Speaking of anti airs, does anyone know a list of Sak’s best ones?

I know about using cr.hp for people jumping directly on you and st.hp for character who land right next to (Ken when he jumps right next to you) but I can’t really anti air characters that land just outside that range of st.hp.

If they’re in the air already and you realize they’re going to land in that range, just l.shou > m.shou.

Cr.hp

Cl.hp for those that are trying to jump over cr.hp

U2 AA for a pretty damaging AA

LP/MP/HP shouken for various ranges (Be careful with HP Shouken AA since it’s pretty slow)

Nj.mk, I like this vs Akuma.

Jump back mp for certain characters like Rufus.

I started using j.mp to knock my friend(also a Sak) who likes to j.tatsu at me out of the air, I was wondering what else this might beat out or at least trade with, anyone familiar with it? Main thing would probably be Viper BKs/jumpins.

It beats just about anything most noticable divekicks(Akuma and Seth).