well chuns usually tend to sweep often, my experiance, FA -> bnb helps here.
On chun u have to get that one first knock down. her anti air is crap so she it is easy to keep up pressure.
If she keeps away do the same.
(i mean just because sakura is a rush down character doesn’t mean u have to take the initative ;))
works well, cause most times they expect sakura to rush(+React punish)
so staying defensive trying to get a slight life lead is enough to stop them turtling
ex otoshi always helps to punish/get in.
when u lead it usually gets easier anyway.
Well playing footsies against Chun usually ends for me in eating pokes 8/
(not in the corner though, if u can corner her u have already won 50% of the game)
Chun has i think the best backdash in the game, gets her out of many things. so attack meaty+OS into something else.
I’m not so good at describing technical stuff but I’ll give it a go:
A frame trap basically allows you to attack where your attack will stuff any attack your opponent tries after they come out of stun.
Basically it’s s.LP walk a tiny bit forward s.LP, it’s +4 on block so leaving a small gap between two s.LP won’t keep your opponent in block stun but allows for your second attack to have frame advantage over any response your opponent may try.
EX Shunpuu on block is +4, so s.LK immediately after makes for a good frame trap methinks.
hey guys sorry to be asking this here, but I need some advise on Sakura’s 15th Trail.
CH.LK
CH.LP
CH.LK
EX.Shunpukyaku
Shinku Hadoken
I seem to be having problems hitting the EX.Shunpukyaku after the last crouching LK. Any tips on this?
In stead of the EX.Shunpukyaku i get a standing LK. or if i delay the EX.Shunpukyaku it will come out but combo in.
any and all help will be greatly appreciated.
if that works i don’t see a problem why it should work
from Wiki:
Linked Attacks
Link attacks, are attacks that combo in succession without any form of cancelling. Link combos are possible when frame advantage from a leading move matches or exceeds that of the move to be linked.
A common example of a link combo is Ryu c.LP, c.HP. Ryu must wait for his c.LP to finish completely before activating c.HP. C.HP must also be performed quickly enough after c.LP finishes such that c.HP makes contact with Ryu’s opponent before the frame advantage Ryu receives from his c.LP’s high hitstun wears off.
Linked attacks, unlike rapid-fire chained attacks, can be special or super cancelled as normal.
Rapid Fire Attacks/Chains
Rapid Fire Attacks are attacks cancel repeatedly into each other. rapid fire Chains are possible from multiple rapid fire attacks. For example, c.LP xx c.LP xx c.LP is a common 3 hit rapid fire chain combo with Ryu, as well as any cahracter whose c.LP is a rapid fire attack.
It is important to note, that rapid fire chained attacks in Street Fighter 4 LOSE the ability be special or super cancelled. Hence, with Balrog, c.LP xx c.LP xx Headbutt is impossible, as the 2nd c.LP was rapid fire cancelled and therefore not special cancellable. However, c.LP, c.LP xx Headbutt, works everytime if Balrog WAITS for the initial c.LP to finish rather than cancelling it.
In SF4 (and all other games to this point?), all rapid-fire attacks are LP and LK grounded normal attacks.
Anyone got tips on jumping in with her? I can get into shoto’s every now and then, but I came across this one ryu player who kept using c.hp as an anti air. It kept getting me and I couldn’t get in…
On a joystick how do you go about with your fingers in doing HP -> Ex Tatsu.
I always get my fingers tangled tapping the HPunch button and then suddenly having to shift my 3rd and 4th finger down to the MK + HK.
Is there a more efficient faster way?