Cool! A new term added: juggle. Now I have to see what that means How can I know which moves leave the opponent in that “anything can hit” state you mentioned? I mean, for every charachter. I figure that all the char that can perform the shoryuken cannot follow it up (I mean in the “strong” way of the ultra).
Juggle just means being able to hit them in the air (after they’ve been launched or smacked out of the air already), certain moves have juggle properties. For Sakura basically just Shou (last half) and Otoshi, possibly EX Hadouken.
As for the “anything can hit” state, look it up or experiment
Don’t really know what you mean, Ryu and Sagat both can get a full Ultra off the Shoryuken or Tiger Uppercut. Ken gets the Shinryuken half unless he hits a counter with HP or EX version then he gets the full load. Cammy can FADC backwards a Cannon Spike into Ultra, won’t get the full damage from it but it’s not far off. Gouken can FADC Tatsu (basically his SRK) into Ultra. Even Fei-Long can FADC a Flame Kick into Ultra although it’s really not worth it but it does partially connect.
All those characters’ Ultras have juggle properties whereas poor Sakura and Dan’s don’t.
Ah, gotcha! So it is not a matter of the state of the opponent, but the juggle ability of the player’s charachter moves.
Therefore:
EX Tatsu is an exception, that enables “juggle” for those moves which wouldn’t do that. It’s pretty much like they were coming down after a jump, basically.
I’m partial to:
cr.LK, cr.LP, cr.HP xx EX shunpu
cr.LK, cr.LP, cr.MK xx shouoken
But check out the wiki and the combos thread and choose what you’re comfortable with.
cr.MP can work if they’re going to land a bit further away than cr.HP can reach.
st.HK is alright if they’re even further away.
shouoken of the correct strength can catch people who are not jumping in on you, but just jumping a fireball or something further away (but you don’t want to whiff it)
cr.HP is the best though - and even though it doesn’t feel satisfying hitting someone with cr.HP it actually does more damage than Ryu’s dragon punch.
Another quick one: hitting somebody in the air is only about timing, as the quickest one wins, or it depends on the character?
I keep on getting kicked straight in the face by a friend of mine using Akuma, and I can’t hit him if I use j.hk. The only option I have seems to be j.lk. It happened the same when he used Ryu and I used Ken.
Another one: After a successful jumping kick, the guy usually rolls back to the ground, but sak hits the ground earlier. I tried to follow it with a lp sho’uken and sometimes I hit, sometimes I get blocked. I do not understand one thing: when I land the hit, is it because the other guy is not guarding or because I’m juggling him before he sets foot on the ground?
I came to Sakura from Ryu, so it’s a huge adjustment not being able to just dragon punch everything. It’s quite a shock no longer having 14 active frames and a hitbox that covers half the screen - but the trade-off for the tiny hitbox and only 4 active frames is that if you time it right it’ll beat a whole bunch of stuff that a dragon punch loses to like Vega’s walldives and Bison’s headstomp.
So i recently started playing sakura. I got the c.lk, c.lp, c.hp, ex shinpu, walk forward, lp, dash mix up down pretty well. However, it seemed like every time i tried it online i get srk’d or just c.mp out of it. I got into training mode with a srk happy cpu recorded can not land a single one. What am i doing wrong?
Dragon punch has invincible startup so it’ll beat you every time. If you think they’re going to DP then block or backdash.
If you’re getting hit by cr.MP then you’re not hitting meaty enough. You can practice by recording the training dummy spamming cr.LP or cr.MP and then practice. You’ll be amazed how much stuff cr.LP can beat
lol, “only option…” there’s 4 other buttons dude!! I guess it depends mostly on hitboxes and timing. j.mp is pretty good air-to-air cuz the active hitting part is way out foward, while her hittable box is pulled back.
Yeah if you hit someone while they’re in the air then they’ll be reset. To the best of my knowledge Sakura doesn’t have any moves that she can juggle them with, so when you’re hitting them it’s just because they’re not blocking.
I’ll try to see what happens in practice mode. The problem with it is that if u tell the puppet to keep jumping, it’s hard to tell if u get him on the ground or on the first frame of the jump
quick question for you guys this following combo works on everyone ive tried except akuma, could someone else also verify this for me so I know its not gonna connect, just not my lack of execution.
That should work on everyone if close enough. If you can try to use s.HP instead of c.HP as it has less push-back and s.LP instead of c.LP as it has more range, it might mean the difference between 3 and 4 hits on the EX Shunpuu.