Yeah, if they don’t get it as a reversal
You can certainly beat a DP with a crossup or trade with j.HK, but I’ve never beaten it with a combo after reset. What circumstances are you referring to?
you can stuff ryu’s lp.shoryuken most of the time after a knockdown by crossing over with a j.lk and still combo into it. Sometimes a j.hp will stuff it as well. mp.shoryuken and hp.shoryuken usually whiff when u attempt the cross over, but they both beat the j.hp
here’s proof:
stuffing with j.lk
[media=youtube]VlUiAgO1dWQ[/media]
stuffing with j.hp
[media=youtube]IM1DdAGngVI[/media]
How do u do c.mk (‘hit confirm’) to F.Shoryuken?
how do i react in time to do (or not if no hit) F.Shoryuken.
any tips?
buffer the DP motion everytime, only hit the punch when you confirm once you’ve hit.
It’s really hard for me to do… I’ve been practicing a lot in training mode with random block, and i can truly hit confirm maybe 50% of the time. I can’t imagine relying on this in an actual match
Ah I saw these videos before I saw this post. Thanks for those. Spammy lp shotos are real douches. How comes no akuma’s spam this?
Yeah you have to be a robot to confirm that 100% of the time
I think the majority of us just throw it out in front of their feet and hope they walk into it rather than doing it the tricky way.
As for now, I simply can confirm combos when I use a jump attack as first hit. It’s the only way I can do it safe because in such a combo, the second attack is usually a normal, and if I get blocked on the first I still have time to get away. Anyway, i really have an hard time following what happens on the screen and act accordingly.:crybaby:
ex srk or ex tatsu?
Im a decent sak player, and when I play, I tend to mainly use the crouching hp into the ex srk. I occasionally combo into the ex tatsu, but my brb is the ex srk. while playing another sak online, he felt the need to criticise my choice of combo. Saying I was wasting damage. Is it THAT SERIOUS? Feed back please.
I personally would’nt combo into hp or c.hp into srk unless I know I could win the game right then and there, or just wanted the guaranteed damage (which I guess you want often). If you are going to continue to choose to not play the ex tatsu mixup game then at least consider this…
1)Ignoring Sak’s mix-up game doesn’t make sense (It does in some situations of course)
2)Use Medium Srk instead of Ex Srk… Don’t waste an Ex bar for a combo Srk unless you know your opponent will die. Also medium Srk actually does more damage than heavy Srk…
I don’t feel like typing more but I’m sure the other fine Sakura’s out here could give you more advice… but to be honest… it is THAT SERIOUS, but you be your own Sakura and not a clone. But I’d use Ex tatsu mix-up game more often dude. :tup: (But you don’t have to use it all the time, its not a rule… just a mix-up, game)
You left out when you’re too far away for c.HP to hit, using the c.MK xx Shou link (or regular if know it’ll hit) combo is your best option.
Also EX Shunpuu > Otoshi is guaranteed damage and more than any other option (other than Ultra instead of Otoshi or Shou xx Haru Ichiban).
Umm, no it doesn’t x_x;; MP Shou = 90+(15x3) = 135, HP Shou = 80+(15*5) = 155, EX Shou = 55+15+55+(15x5) = 200
But I agree, don’t use EX on Shou for a combo unless that extra damage will win the round.
noche5, did I play you yesterday? Do you like doing c.LP x2 > c.MP xx HP or EX Shou?
[quote noche5, did I play you yesterday? Do you like doing c.LP x2 > c.MP xx HP or EX Shou? :P[/quote]
I dont think so. The one sak I played said I sucked. Then I beat his sak, and he still said I sucked. I do like using lp lp >lp srk >mp srk.
Maybe the day before? Guess wasn’t you then
BTW LP Shou > MP Shou does less damage then a straight HP Shou, it’s only for Shou, I mean show (or if you’re using it as an anti-air or throwing it out to catch a poke [wishful thinking])
Huge opps. I thought that was the case, I remember that being the case from when I studied her frame data. I was wrong, but why the heck did I think that. I knew it was odd but thought that to be the case anyway. Sorry gang.
Probably because the first hit is weaker but the damage is made up with more consecutive hits
Hehe if that was the case there’d be practically no point in using it
:wasted:
Sak’s frame data says that her hado’s have have 71 active frames and 15 start up frames. To get the recovery number, do you just calculate the distance between the number of active frames and startup frames? (which would be 56 O__________o)
Heh no because the Hadouken is active until it dissipates and Sakura’s able to move again before that happens
There was a post or two comparing all the fireballs, it had the recovery frames information on it
Here I found it for you http://forums.shoryuken.com/showthread.php?t=194381
Startup
Ryu Hadouken 13
Sakura Hadouken 15
Recovery
Ryu Hadouken 45
Sakura Hadouken 49
2 frames extra startup and 4 extra on recovery, may not seem like a big deal but each frame is a 1/6 of a second, 2 frames = 1/2 a second, 4 frames = 2/3 of a second.
Interesting side-note, Dan’s Gadouken has better startup and recovery than Ryu’s Hadouken. Needless to say I use Dan’s Gadouken a fair bit more than Sakura’s Hadouken, which is somewhat sad
what i do for the c. mk to shouken is be far enough away from it so they have to walk into it who they throw a punch and then i hit them, but i still do the motion and hit fierce punch. if you dont hit them it wont come out if u do then it does. but as for confirming your hit i need to practice that