Sakura Q&A: Ask simple questions here!

Sugami on what console are you playing?

Not your one :stuck_out_tongue: spies your PSN name

You shouldn’t be using this right in front of someone unless you’re actually hitconfirming it.
Because a good player will know to walk in a crouch block, and because you’re auto’ing something that you can actually confirm you’re going to eat around 400dmg.
This is a common way to bait Ken c.mk x shippu in 3s, walk in and block c.mk at the very last moment, because Ken c.mk is difficult to confirm most have the tendency to “confirm” as in if they saw you standing when they did it it’s likely to connect.

If it’s already out there they can’t walk in and block it at the same time :stuck_out_tongue: You space it so that they have to walk a bit, rather than a single pixel.

Anyways if you’re playing against “good players” then you’d probably be good enough to confirm it rather than using the “option select” version.

Okay, so i now pretty well (actually very well but trying to be modest lol) how the engine of SF4 works regarding combos, juggles and stuff.But i cannot, CANNOT for the love of god understand why sometimes, after focus attack, or sometimes even point blank, the first spin/hit whatever, the first part of the ultra wiffs.
I cannot find a video right now, but it must have happened to you before also.You do focus attack, then ultra, and it only does one low kick, then launches them into the mini cutscene part, instead of doing 2 low kicks.

Not fast enough :stuck_out_tongue: There’s that period of time where if you hit them after a Focus Crumple it’ll reset them, if Haru Ranman hits during that period it’ll skip to the cinematic, which is lucky for us 'cause if it didn’t we’d miss out on the damage :slight_smile:

Other times it’s just a matter of spacing. It is possible, though rare, to be able to hit the first kick but still be out of range for the second. Just like it’s possible to miss the first but hit the second, though that’s much easier to do :stuck_out_tongue:

Oh and because if one of the 2 low kicks hits the cutscene is played no matter what, if you hit them while they are consdiered airborne, it would reset them so it goes directly to the cutscene, so the first hit doesn’t wiff, it’s just that the second one never comes out?Did i get that right?

Yeah more or less, Haru Ranman has some clever programming it seems. If it recognises at least one of the first two hits land then it’ll go into cutscene regardless, Haru Ranman ordinarily stands people up on hit since it has no juggle potential it either hits a standing opponent or someone in float. Late stage of Focus crumple is an odd occurrence, normally the only results after hitting during that period is a reset or a knock down (standard or hard) but Haru Ranman seems to know this and kick into cinematic straight away. Bison’s Ultra also forces stand but his cinematic is at the end of the Ultra so I think it works normally anyways :confused:

Why does close hard punch have the smallest reach in the game, like out of every move.If you do jab, you get the far version.Wtf?It’s such a great normal, at 3 frames, and the angle would make it a decent AA or something.Why couldn’t they just let it be the same close version even from far, like alpha.I hate effing far fierce.8 frame my ass, Akuma’s has 6

Her far fierce has good uses, don’t diss.
And it looks awesome to boot.

But it’s slooooowwww…

I’m having trouble FADCing SRK into s.hp. The s.hp keeps getting blocked. Is it like a 1frame link or something?

You can’t hit during the dash. Mashing St.Hp right after the fadc doesn’t work but it tends to come out when I slow down and plink (offline at least :P). Also freetgy’s tip f,mp+mk+f works wonders for fadcs although I tend to input the mp+mk too slowly sometimes and the dc doesn’t happen.

Quick question. What option selects do you experts use for back dashes and claw’s backflips? Need to punish those. Thansk.

I can do FADC’s with Abel/Ryu no problem but not with her. I too do it the way freetgy does it. Gotta keep working at it I guess.

Sorry I can’t help you on your question. Today is my first day with Sakura.

Yeah the Shou FADC > s.HP is what I like to call a 2-in-1 frame link :rofl: You need to FADC on the first frame of the hit (apparently) and you need to land that s.HP on the first frame after the dash too, that’s why it’s so hard.

For Vega, I have a little trick I like to do. After a forward throw (or whenever you set yourself up for a cross-up) I do an empty jump followed by c.LK+LP xx EX Shunpuu. If they try and block high they’ll get hit by the combo, if they manage to block low you shouldn’t bounce over them and so you’re safe and at +4 on block, if they try to throw you you’ll tech, if they try to back flip away you’ll get EX Shunpuu from negative edge and catch them as they recover :tup:

Yea I was curious if it depended on what hit of her shou could be FADC’d. I’ll practice ensuring that its the first hit and see how that goes. It seemed like my timing after the dash made a big difference.

The BnB’s I’ve been working on
1: Shou FADC s.hp x lk tatsu, c.hp x ex tatsu, j.rh
2. c.lk, s.lp, s.lp, c.mk x shou

I pulled the first one from the adv Sak sticky and the second from the Sak training video thread.

Should I play her like Shoto? I’ve been watching some vids of her game. She plays were more “rush-down-like” which is why I like her.

Can someone give me the jist of her gameplay like what my goals should be? Is she all knock-down mix up?

well she has a bad fireball, so classic shoto playstyle is only for long range.
she is in the end a close combat rush down fighter (fast normals)

if u can manage to link lp,lk, into shou variants u have a good tool to score knock downs and to build up pressure on that.
Keeping up pressure, controlling the room is of course always the key.

If u manage to corner someone, he has literally lost already if he hasn’t something that gets him out of the corner for free (Teleport, Air Tatsu etc.)
She has really great normals to keep people in the corner (cr.mk,s.hk,cr.hp)

Her only serious problem is getting in and connecting the first Combo to crack up turtles.
Number1: helps a lot for this, but it is as told hard to learn

count ur Stun, it is something that goes in her favor because she can combo pretty good with hard normals.
also her fast normals, are good to keep them in high stun.

if they don’t keep attention to their Stun and retreat for a while.

Thanks for the tips.

Btw, I tried doing FADC’s after the 2nd 3rd etc hits of her shoyuken and I wasn’t able to follow up after the dash. Is it confirmed that you can only FADC after the first hit of her srk?

no u can fadc after the 3rd hit and continue to combo. the easiest way to do this is to buffer the dash before u focus attack doing this gives u time after the fadc to really think and time the attack instead of trying to throw it all together so quickly

I’m having some problems with the Chun match up. Mostly getting walled out with her deadly pokes of doom. I’ve heard this is supposed to be a really fun match up for Sakura but I’m not seeing it. Although it could largely be that I suck against Chunners in general.

Any time I go on the offensive I’m usually stuffed right away by her normals and put back on the defensive vs pokes and throw mix ups.

Also, whats a good strategy vs when she tosses out a fireball and you’re close to the corner? I know blocking high gets you sweeped, Jumping forward eats that extended HP, I can empty jump but she just closes the gap to her convenient poke range, focus dash forward eats a sweep. I don’t want to focus backdash myself into the corner. I’m thinking all I can do is block low if I don’t have EX for hadouken. or EX shouken I’m just scared of blocking low because it puts me back in her pressure game of footsies and tick throwing.

I’m sure this has been asked before but there are quite a lot of posts in this thread to wade through so any help is appreciated. Thanks!