I like how the risk/reward goes through the roof, if you have meter and execution. 400+ damage off a random cMK or cMP for only 2 bars? That’s why we play Sakura, isn’t it? =D

Sometimes, it feels so cheap lol

Technically by frames yes, it’s possible afaik, but I’ve never actually seen anyone do it on reaction to me. Typically I try to use it if I get an initial cr.lk blocked, something like cr.lk > cr.lp > cr.lp > cr.mk > hado, the spacing after that pushback is a lot more palatable to me than that after a blocked l.tatsu.

Shouldn’t focus dash blow up buffered fbs?

L tatsu leaving you close to the other guy usually isn’t a bad thing; it’s even frames, after all. Sakura has a pretty nice jab, and chances are, you’ll have a better feel for the recovery of tatsu than the other guy.

Maybe it’s just me but it feels like I either press buttons after l.tatsu when I shouldn’t, or don’t press a button and get thrown.

It really depends how close you are after the tatsu is blocked, who you’re fighting and your opponent’s tendencies/meter.

Against characters with 3f normals, good throws, fast reversals and l.tatsu is point blank, I use cr.lk or st.jab sparingly. If it’s not point blank I’ll press a button more regularly.

Against without good reversals and no 3f normals, I almost always press a button afterwards.

That’s just my take on it. Maybe someone else can give a better insight into it!

Keep in mind that a well timed throw will beat all of your normals after lk tatsu.

A few questions here:

Does Sakura have any move that’s better for dealing with dive kicks than crHP? Like when someone is coming down on me, the crHP comes out too early, and I just eat it. Should I just not bother with that, and just block and/or focus backdash?

Also, you know that corner mixup that ends with her landing in the corner, then the opponent flips into the corner, leaving her facing the corner again? The one that goes like EX tatsu -> late jHP or jHK. Does that work on everyone? Is there a way to make her stay in the corner?

For the twins, if they’re just divekicking around your head/shoulder area, do cl.hp, it should punish it.

St.lp is a good option as well and cl.hp is also good too.

U2 can also deal with divekicks as well.

For Cammy’s ex strike, it’s just best to block or U2 it on reaction, it’s quite difficult to AA that with normals.

For divekicks in general, there is the cr.hp ~ tech where you press cr.hp and tech at the same time during a gap in pressure, but don’t abuse this as the opponent can take advantage of this with delayed divekicks

For the twins I tend to just wait out the kicks until they do one that hits high, then throw them. Rufus’ are still really strong, if possible I just try to preempt with a l.shou when I see him go up if he’s spaced out a bit, or turtle until he goes for a throw and use the tech for breathing room. I’m pretty sure that late j.hk mixup works on everyone, though I stopped using it myself. It’s funny but it’s gimmicky as hell and I have trouble landing it 100% of the time anyways, sometimes I whiff the j.hk altogether when I’m trying to make it late enough, now I just go for the standard otoshi setup or sweep for oki.

Yeah, I also believe that sweep and 2x otoshi are the 2 best enders overall. L sho into U2 in the corner is pretty boss, too.

ugh lol, I think that’s subjective, I personally hate that as an ender. I’m pretty certain there is absolutely no benefit over just doing the U2 right after the launcher, I think you even lose damage in exchange for like 12 stun or some crap. It looks flashy but is not practical imo.

l.sho into U2 is actually very good because it allows you to get the maximum hits from U2 alot easier and set up a safe jump afterwards. Very practical IMO

You lose damage if you hit the shoouken shallow. A deep sho nets you more damage and significantly more stun.

Could anything bad happen from just basically just hitting throw while crouching to have light kick come out as opposed to just hitting light kick? I find when I sttempt a reset and end up behind somebody one of two things happen: Invincible reversal, which I will eventually bait, and a lot of times they throw me, could it be my light kick is just late? how exactly does a ex tatsu > j.:lp: reset work? Are they suppose to have the option to grab?

Jab shouken into Ultra 2 always nets more damage than raw U2, ALWAYS.
And if you’re getting thrown, then you probably hit them too high and/or your normal wasn’t meaty.

Safejump for gief’s lariat?

What’s Sakura’s best ani-air option?

Best option on wakeup?

Best poke from mid range?

**
A) cr.HK
B) OS FADC
C) st.HK
**

Pardon my ignorance, but OS FADC?