another question:
how do u normaly get into ur combos on akuma?
usually i cross with lk->cLK->cLP->cFP->…every tatsu after that is blockable for him
what else is good against him?
another question:
how do u normaly get into ur combos on akuma?
usually i cross with lk->cLK->cLP->cFP->…every tatsu after that is blockable for him
what else is good against him?
There’s a 1-frame gap between c.Jab and c.Fierce. Also there’s a gap between lk.Hurricane -> s.Short
^Akuma is really hard for Sakura. They can teleport out of all shenanigans, so I would advise to use Otoshi (2 if they’re in the corner, 3 if they’re not), fierce.Shoryu their jumpback.Fireballs; and if they like to AA with fierce.Shoryu, use roundhouse.Hurricane to jump in so that their AA whiffs and you get a free punish. Will try to get some matches recorded with a local Akuma =P
ok guys i have some more sakura questions for you
how do you deal with air attacks other than cr.hp? i find that a lot of stuff trades or beats this move and i end up eating more moves afterwards.
what do you recommend to use as pokes? or what normals should i use regularly and why?
how much would an improved overhead with follow up combo opportunity improve sakura? would it make her too good in terms of rush down? this is something i have been thinking about.
c.Fierce is her best anti-air. There are sometimes where I use her real Shoryuken though (nj.Fierce), but generally you’ll want to space yourself better so that c.Fierce won’t trade. Like against Honda, some of his jump-in attacks will beat Sakura’s clean, but if you space yourself better when he jumps, then you’ll win out.
Pokes: far.s.Roundhouse (her best poke), c.Forward (can counterpoke/hit confirm into Shoryu -> whatever), f.Forward (because it’s an overhead), s.Short and s.Jab (because they chain/link into damage). Air Pokes: nj.Forward and nj.Strong (do not pass Go, do not collect 200$), j.Strong (solid anti-air-to-air) and jb.Jab (if you need an air attack that will come out super fast).
If they gave her one more frame + on hit on her overhead, I think you would be able to link into s.Short -> ex.Hurricane; thus being one of the few overhead -> combo links in the game. It wouldn’t make her OP by any means, but she would definitely rise in the tiers for it.
that would be nice…remind me then plz…ur shenanigans vids pushed me allrdy a lvl ;):bgrin:
Have you guys been suggesting this as a buff too?
Thanks for the info.
The only real buff I want to see Sakura get is more damage on her Ultra, I’ll also settle for a better fireball =P But someone I know who’s already played Sakura in the SSF4 demo said her pokes were a lot better. =)
yesterday i played against a very good akuma.
lost severaltimes in a row and at least got adapted, and won 1-2 matches.
He had one attack that gets me, and i dont know how to counter.
he uses his air hado , short before that hado would connect, he uses flying (high) kick.
most times i only could block high and was kept in block string.
Especially in the corner that is really hard you can’t back dash.
Anotherthing i couldn’t avoid was his Hyakki Gousai on wakeup. (flying towards opponent and then grabing)
Any tips?
i may upload a vid when i have time.
another thing i noticed for a while is the input for close.Punch+Tatsu.
If u input qcb+Anypunch+AnyKick
For Example :qcb::hp::3k:
I get Standing HPunch immediatly canceled into Ex Tatsu (much faster then u would normally be able to input)
why is that?
its quite good cause there is no missing a cancel anymore exspecially good for SRK Mashers(i.e. Sagat, often got me after c.hp with that)
:o Shock! So does that mean they’ve finished or almost finished tweaking our favourite high school girl? Did he say whether her other Ultra was available? Lucky bastard!
Hopefully Ultra #2 will be the big damage one with #1 getting more combo opportunities. That or #1 will get a damage buff and #2 will have more combo opportunities.
EX Shou through the fireball perhaps. Depending on when/how he does the fireball you might be able to dash under it and punish him as he lands.
Demon Flip throw? Doesn’t that miss crouching? Problem is that’s a great mix-up he has there, besides using an EX Shou and hoping there isn’t much you can do but hope you picked the right choice. Back dashing will probably avoid the throw and high attack but get tripped by the low attack, blocking high blocks the high attack but gets tripped by the low attack and gets thrown (low attack is slow enough you can adjust your block to compensate usually), blocking low blocks the high attack, not sure if can get thrown but get hits by the high attack.
You can do QCBPK and get s.HP xx Shunpuu because of the big window allowed for the Shunpuu motion. D+HP DB B+K is very easy, you really shouldn’t be missing that cancel.
sure but Standing HP comes out 1 Frame faster (3 instead of 4)
and sometimes the input gets screwed up. with the above meantioned on u could still press back do defend if it didn’t work out with tatsu motion. (and it recovers faster-> and not as bad frame disadvantage))
1 frame isn’t going to matter when you’re punishing someone (which is really the only time you’ll use it), if anything it’ll take more frames since you may have to move closer to make sure s.HP is the close version.
The only time c.HP is not cancelled is when used as an AA, s.HP should always be special cancelled so recovery is pretty meaningless.
Neither here nor there really, if you’re more comfortable doing it that way then whatever works for you.
shouldn’t it be possible to crossup with lk and then follow up with this move cause it is so fast.(cr.lk has 3 frames start up as does s.hp)
i’ll test it.(would be better because of dmg scaling issues and no problematic linking)
Starting out with a cr.lk, you still have a shot at opening your opponent’s defense, since he has to switch from blocking backwards, to blocking high and forward (cross-up) and then low (low-kick).
It’s possible though.
ok,in g1 6/10 ppl abuse blanka…no kiddin RLY!
but with sakura its hard to get in…is there any way to punish those blanka balls?
blanka rly suxxx…it makes no fun,to play against him
Your best bet is to jab his Blanka Balls which sets him up for 50/50. Also try not to jump in at him unless you’re going for a crossup.
jab his balls and have a 50/50 chance? high risk-VERY low reward
blanka is rly insane…but just lame imo:annoy:
[media=youtube]exrcRKKboKo#t=2m03s[/media]
What’s the 50/50 from a jabbed ball? Didn’t think he was all that close x_x?
Electricity beats cross-ups too
The 50/50 from a jabbed ball is he can either jump, block or throw =\ If he jumps you can c.Fierce xx short.Hurricane to start pressure again (short.Hurricane will whiff, but gets you closer to him as he lands). If he throws, well he throws =\ Rarely will the Blanka ever hold a second charge after being knocked out of a Blanka Ball, so you could start up your block strings to get close to him.
Oh, and yeah I know Electricity beats cross-ups, that’s why you should jump in when they don’t have a chance to pre-mash. Honestly, what Blanka player ever uses electricity as an anti-air? =\ Especially since some moves can knock him out of it~
More like a 33/33/33 then I take it any normal attack he tries to do will get beaten by whatever we throw at him?