Sakura Q&A: Ask simple questions here!

No… I think the thing with Zangief’s Super and Ultra is if you haven’t started jumping (or doing invulnerable move) before the flash then you’ll get caught by it :frowning:

Can anyone link me to Sak’s Frame Data?

Frame data for all characters is on the wiki: http://shoryuken.com/wiki/index.php/Sakura_(SFIV)

Is this true? I have the worst time against Blanka Ball spammers =( The only way to counter that tactic was to reaction jab to knock him out then try to mix him up =(

Surely you’d only be able to charge to lvl1 right? I’ll have to try that out…

that’s not true…I’ve tried it and he bounces way too far back to get hit by it.

Ok I get it now. I think I read someone saying they were surprised the ex shouoken hit gief out of his ultra, and I misinterpreted it. They must have done the EX before the ultra started, not during/after. Thanks.

When you bait an uppercut from a shoto, and they’re descending again defenselessly(is that a word?) - what’s the most damaging option here?

Appears to be a word :slight_smile:

It depends on the strength of the dragon punch and to a lesser extent the character. A heavy DP more often than not can easily be punished with a HP/c.HP xx EX Shunpuu or Heavy Shou if you have no meter. If you’re comfortable with Light Shunpuu links you can tag one of those in there for a little extra damage and stun.

Theoretically a Light DP can be punished by a c.MK xx Shou but due to lag and other BS you might end up eating another DP so be careful.

c.hp xx ex tatsu right? I think the only problem is that you have to wait until they’re on the ground again. Too soon and they’re knocked away so the tatsu doesn’t connect but if you wait too long, they’re firing off another dp. lp dp’s appear to be safe online :frowning:

Oh, man… I didn’t even consider the recovery on landing. Feeling really stupid now :rofl:
I was thinking what the most damaging option was against in-air opponents, I guess (would probably be more safe for me, instead of trying to hit a combo in the window between hitting them in the air and them hitting me after landing).

Yeah, online if they do a Light DP that isn’t directly in your face you’re best off ignoring it, they’ll probably pop a second one straight after it and that would probably be easier to punish.

lp.DP can be punished with c.mk xx shouken or even c.hp xx ex.tatsu if youre close enough. It does take some practice though. Ryu’s tend to throw those out there like no other, so try playing against someone and never jump in

Indeed my friend. Good advice!
Can’t believe I found you here. I came across a youtube comment you left and I saw your dhalsim video.
You left the other forum then?

Yeah, my bad. I meant the hop back blanka ball done with a kick. Charge the FA right before it hits on on th head and release right when blanka lands.

Has anyone tried using tatsu’s to hop over Sagat’s fireballs on reaction? Lk tatsu goes over low tiger shot easily enough, but has trouble with high ones, and mk and hk tatsus have too much lag really to use them effectively unless you can hit Sagat with it.

I haven’t really had the balls to do it because of the lag. Sounds a bit to risky.

Having trouble linking ex tatsu into ultra unless the opponent is cornered. I’ve seen from vids that people tend to do a dash forward before the ultra, is that necessary or is my timing just way off?

the dash forward is necessary if you want to get all hits from the ultra. otherwise, you can ultra just about when the opponent hits his peak from the knock up, and you will still land the ultra minus a hit or two

Wouldn’t a few hits off of the ultra be better since it’s probably going to be the cap to a combo, thus suffering from damage scaling? I mean, theoretically, the ultra would hit fewer times but the hits would do more damage, right?