Sakura Q&A: Ask simple questions here!

ok after a few training,i can handle this 6/10 times…but after it i try jMK->cFP,but the cFP wiffs everytime… oO
what do i wrong?i am able to connet jMK->cLK->xTatsu…but the cFP dont work

No. You cannot do c.Fierce because they are too far away. =\

oh,like i thought…nvm cLP can also be comboed into xTatsu…thats enough :slight_smile:

hmm…i watched again…in “mrz30” video jMK->cFP connects oO

best way to beat Bisons Head Press ?

I usually use jumping forward with mp, though its not always safe if i am to slow.

Try to land some c.hk after jump-ins. After a couple of them, the other guy will be blocking low. Next time after the jump-in go for f.mk, and then keep on hitting with some low attacks, like c.lk ~c.mk xx lk.tatsu.

Unless you find the brave I-will-grab-you-whenever-I-can type of player, it is usually safe. Remeber that on block, you’re f****d, on hit, you don’t have such and advantage to land hard hits or specials.:pleased:

Hope this helps :smiley:

Question:

Does anybody know that** ex.Tatsu> HP xx otoshi ** stuffs any reversal clean? From lp.srks to EX.

It’s not hard to time at all, might just be a bit dangerous to use against Ryu, since he can Ultra in case you screw up and trade.

I have to respectfully disagree. There’s so many better options off a jump-in than a c.HK, plus it’s unsafe on block up close. The only real reason to use it after a jump-in is if you’re at the range where only it and a c.MK would hit but then you might just be better off doing a c.MK combo instead.

People instinctively block low after jump-ins anyways, you don’t need to train them with c.HKs. Some people also tend to either throw or option select throw after blocking jump-ins, either case your f+MK will lose.

You mean you break the combo with a s.HP after the EX Shunpuu and cancel that into an Otoshi? Works with any cancelable normal but the strength of hit makes them recover at different speeds.

I thought about this “mix-up” a while back, it’s just too easy to block because of the speed of Otoshi. It’s unlikely you’ll come across someone who’ll try and throw out a quick reversal but it’ll probably work against the people who like to c.LP spam.

It’s akin to Akuma and Gouken’s mix-up from their demon dive only they have 3 options and we just have 1, if we could throw out of Otoshi that’d be something to think about. Otoshi mix-up game would be pretty interesting addition but quite unlikely :stuck_out_tongue:

neutral jump up MK

Yes, it’s like the Gouken/Akuma mix-up, except it’s not really a mix-up. When you think about it, it’s only good if you’re expecting a SRK/Messiah mash. it doesn’t even hit overhead, which IMO is ridiculous… There is a possibility that hits the opponent on his back though I highly doubt it. I’ll check it out…

She really should get a grab on that thing, and shorter recovery.

LOL! I was looking at this wondering wtf you’re talking about and didnt post, but I just thought about what I do.

You’re talkin about a blocked ex.tatsu, right?

It’s +4 on block. So what I normally do is jab. It’s one of my throw setup (or throw mixup setups, actually).

(Blocked) ex. tatus -> jab -> throw_or_jumpback HK.

But yeah, you could do c.hp there. I never really thought to do it because knowing me, i’d go straight into another fucking ex tatsu, cause I’m super-greed like that. XD

I actually meant reseting the opponent after the ex.Tatsu with HP and cancel that into an Otoshi.

But you just taught me something new. i usually go straight to throw after the ex. Tatsu, never thought of doing the Instant Overhead. Do many people get caught by that?

No, look at my reply :stuck_out_tongue:

It’s using s.HP to finish the combo after an EX Shunpuu but canceling it into an Otoshi, rather than say using s.LP then dashing under. Think of it similar to how Gouken will do a back throw and hit with s.HP and cancel it into a Demon Dive, 'cept from there he can hit high, low or grab whereas Otoshi can only hit. Akuma can do the same thing off LK Tatsu as well.

Edit: Was just playing around with this, with Ryu I got the MP and HP SRK to trade most of the time, occasionally it’d beat it clean. EX would usually fly straight past but if spacing was right it’d beat it clean. I was using the HK version of Otoshi for this and cancelling from a s.HP.

After an anti-air c.Fierce people usually land and block low. Space yourself so you’re out of grab/wakeup range and use the overhead.

Walk back or forth to make it whiff. If it hits you and he comes to you for the follow up c.Fierce beats his magic hands unless he spaces it so that the tips of his fingers hits Sakura’s elbow.

I wouldn’t use this tactic as there’s like a 5% chance of it ever working in your favor. You’re giving up much better options for the slim chance that you’ll get a full Otoshi? Why? =\

Yeah, I never used it, since it’s much better to go for the reset or for the straight damage. If only Otoshi opened up some more options…

Oh… well, well my bad. XD

i ll modify my question:

how to beat Bison’s EX head press on wake up.

i have lost several times because of that, when both where low on health, and i jumped to finish.

any suggestions on a better approach?

I have to respectfully agree with you disagreeing, even if landing a j.hk ~ C.hk really “grinds people’s gears” :):rofl:

I’ll post this question, which I posted on the main Q&A thread, here too. :slight_smile:

*"Hi, I have a quickie for you guys. I was browsing the wiki to find out hit stun and block stun frame data after jump-ins with sakura, and it looks there is no info on her page. I checked Ryu’s, but nothing. So I think they all have the same kind of data, but I can’t find a page with such info. I’d like to understand if landing after a jump attack has some recovery or if it is clean as landing doing no attack, or trying to figure out how large is the frame-window to connect after a successful jump in.

Example: I was messing with sakura jump-in hp/hk connecting her super, and it works. Doesn’t seem to work with Ultra though. I’d like to understand if I’m too slow (might be) or there simply isn’t enough time :)"*

The frame advantage on jumping attacks varies depending on how high you hit them because the act of landing cancels the jump attack, but if you hit them really high then they’ll have recovered by the time you land. When you land there is 4 frames of recovery (iirc) and then you can do whatever followup attack.

I’ve no idea how much hit stun the jumping attacks cause, but I think you can combo ultra after j.HK/j.HP - you just need to make sure you’re hitting them really low so that you land immediately after hitting them.