Hehe yeah this makes life so much easier since c.LP gives you (I think) at least two more frames of advantage, it’s still a link so you’ll have to wait for the animation to finish (or time it for when it finishes).
is Non EX Tiger Knee Safe on Block?
juging from the frame data it shouldn’t but i never can connect something after that.
btw where is the shoryu wiki gone?
I believe if both hits are blocked it’s unsafe, if only one hit is blocked then it’s safe.
SRK Wiki seems to have got lost in the rebuild, guessing it’ll be brought back soonish.
It is usually not only safe, but frame advantage.
well what to do on tiger knee spammers then, besides ex shou?
till know i just wait for an opening mistake, but against those that only throw out that, it sucks.
Back dash guessing they’ll try to poke into Knee again, poke will whiff, Knee won’t come out and you’ll have some space between you again.
It depends on the range of the tiger knee. It just requires more experience playing against it. But the thing is, sagat players get the most experience of using tiger knees.
Block standing will give you better frame advantage than blocking low.
Hi guys, I just started to play Sakura two days ago after reading a note in SRK Home Page about Sakura strategies. now, I’m trying to punish with B&B every time possible, but after jump HK, I’m not quite sure what to do next. I usually try to start the combo again right after oponent touches floor and I get full ULTRA or huge combo and lose the match. Also tried c.mk and dp but again, I get really hurt
So my question is, after B&B combo with j.HP, what are the options (so that I dont get predictible either)
Thank you for your help guys. G’day!
double post
Um, wha?
You mean what do you do when you’re not punishing someone?
in other words, what are the options to follow after j.HK to surprise oponent?
To surprise? Well you could go for a throw straight off but I frown at that because it could get teched (or worse you get SRK’d into Ultra) when the j.HK might have connected and thus you could have had a combo from it.
Basically you have to use a hit confirm combo to gauge whether you’ve hit or not (it does exactly what it says on the tin), the basic ones are:
c.LK > c.LP > c.HP/c.MK/s.LK (confirm up to the c.LP)
c.HP xx LK Shunpuu > s.LK/c.LK/c.HP (confirm on LK Shunpuu)
At this point you should know whether they blocked or not, if they haven’t you follow through with a combo such as j.HK > c.LK > c.LP > c.HP xx EX Shunpuu > stuff. If not you have quite a few options such as trying for a throw, block string possibly ending in LK Shunpuu or Hadouken, vertical jump, back dash, Focus Attack or maybe even a cross-up attempt
Quick question for all of my Sakura players…
How useful/foolish is an EX Hadoken on a waking opponent? In a lot of my matches in G2, I can get away with mixing up my opponent with an EX Hadoken as they awake, and a lot of times I can punish them with it. There have been very few instances that I can think of where I was punished for using this tactic.
Have you tried it?
If it works then why not, yeah Really depends on who and the situation I suppose, Hadoukens on wakeup if I use them would be regular charged variety. If I want to chip someone to death I’ll use EX Shou instead.
meaty hado, ex hado are great on wakeup to put ur enemy into defense, and to give the final (chip) dmg
but take safe distance and beware of possible reversal moves (especially ultras)
Yeah I’ve never really been punished often for meaty fireballs, but they’ve never really got me far either - ppl just block them usually :razzy: the recovery (unless you FADC it) is so long that you can’t really capitalize on their block stun either.
I suppose I should respond since the note was likely the first page of the guide.
After a jump HK, you can dash under many characters to get a crossup on the other side. If you think they will reversal, you can often walk forwards then backdash. If you are still at the level of play where opponents often use wakeup ultras, its good to be more defensive in general. At higher level wakeup ultra is fairly rare though.
Some characters cannot be crossed up after jump HK post B&B. For these characters, you can use jump hp, then immediately jump again to get a good crossup spot. This will stuff many dp’s as well, though not all. If you want a more ambigious crossup on these characters, go with jump lk. This lets you walk forwards to cross up, or almost crossup and stay on the original side. Hope that helps.
In Addition to what Destin said it’s important to realise that the j.HK reset you’re talking about is a mindgame which of course isn’t going to work on opponents with no mind. I usually tend to just block after the first reset against a new opponent to guage what kind of player they are. If they’re a DP happy ryu/Ken/sagat no worries - continue to bait and punish or use meaty crossups to stuff their reversals. :tup:
Quick question from a Fei player looking to broaden his horizons:
I’ve been toying with Sakura for about a day now and am doing alright when on the offensive. Amusingly enough my highest winrate is against Sagat, with whom I’m at about 4-1. Problem being that I have no idea what her viable defensive stuff is.
For instance I’ll play against Bison with his safe strings and I have absolutely no response. Her wakeup is terrible (unless there’s something obvious I’m missing: does she even have a decent reversal?) and nothing can really slip in there and out-poke cr.lk.
So I guess what I’m asking is: exactly what should you do when you’re being pressured as Sakura? Blocking is one thing but it’s another thing entirely to break the strings, because Bison can do that shit all day, and I’d rather not eat the rest of the combo trying to get my way out.
welcome to the wonderful world of playing sakura. it’s sad to say but the only reversals she has with invincible startup are EX shouoken and ultra - both of which have huge startup and are punishable on block or whiff. You can try them and hope, or you have to wait for an opening where you can dash/jump/focus/jab your way out.