I use my index and ring finger to hit MK + HK. I hardly use my pinky finger. Just do what works for you and keep practicing and it’ll stick in your muscle memory
any decent/good sakura players willing to show me a few things? i’m ok with her but would really like to up my game as she’s really the only character i play =/
gt: vexco
go to the video thread an watch the vids of skatan
citiofbrass is good too.
I’ve borrowed a more than few moves from shytzoo, obey562 and of course sabre
What are some good combos to utilize LK Shunpu? I know that it’s safe on block which is why I want to use it more in my playstyle. Any tips or advice is appreciated.
j.HK/j.HP/x j.MK > s.HP/c.HP xx LK Shunpuu
c.MK xx LK Shunpuu
c.MP xx LK Shunpuu
LK Shunpuu on wake-up
With #1 you’d have better options if you were to hit confirm with light attacks, #2 no harm in throwing out occasional to see if they’re not blocking low but need to be close, #3 I use as a close-range counter-poke combo, #4 is kinda meh.
Ummm, I haven’t come here in quite some time, and I don’t even know if I’ll get back on Sakura, but are any of you guys using the j.HP cross-up along the j.mk one?
i do. works well in the corner
well it does more dmg and can beat certain stuff. Definitly using it in the corner. (along with every other reset we got)
@Sugami: Awesome, thanks for those combos. Btw, is it possible to cancel a lk in to a lk Shunpu?
Also, when you say: j.HK/j.HP/x j.MK > s.HP/c.HP xx LK Shunpuu Does the > mean you link the two attacks?
You can cancel s.LK or c.LK into LK Shunpuu but it won’t combo (infinite loop if it did :P)
Yeah ‘>’ signifies a link, I gave multiple options hence I split them up with ‘/’.
Haha alright. I thought it wasn’t possible because I have a LOT of trouble doing that in training mode, and trying to get it out in an actual match results in me spamming light kicks while my friend goes “are you actually button mashing?” =P
If the first Normal is a Jump-in, then the Ground Normal that follows can be Chained.
Does not need Link to be.
do we lose special cancel ability then?
didn’t really thought about that.
Technically the ground normal is linked after the jump-in attack, the recovery frames aren’t being cut off by the normal so it’s not a chain shrug. It’s a link, just in most cases a super easy one, that’s how I see it anyways
How do you punish cammy’s spider roll thingy.
Cuz It seems like she can connect it to that spider arch shoryuken looking thing.
What? Spiral Arrow? Can be used at a distance that makes it safe, point blank it isn’t. If they keep doing Spiral Arrow to Cannon Spike just block the Cannon Spike and punish with HP Shou or something.
Is there a good way to get out of fuerte’s mix up game? I keep getting screwed over by it.
Guess right
Hm…
So I cannot punish Spider Arrow, if its done from afar…
But what if the Cammy does Cannon Squad or whatever, the move where shes in the air and drills down.
When I block it, she can always throw me. I tried tech-ing it many times, but I couldn’t.
The biggest annoyance I have is that when Ryu crosses me up.
I block his jump mk. crossup, and then he pokes me with a lp, which I block, then I get thrown all the time.
I’ve tried tech-ing that many times, works like 1/10 times. Happens when characters like Adon/Balrog poke me.
It just seems like when they go on a poke-string, I can’t get out a throw.