Cannon Strike, depends how low down they do it on how much “lack of disadvantage” they have. A delayed c.HP can beat it, alternatively you can meet them in the air with a j.MP. If they try throwing you after it you can always tech it, they might be doing a delayed throw or whatever that’ll catch crouch teching shrug If you can’t stop the Cannon Strike the best thing is to back dash before any follow up.
Damn, was hoping there’d be a way like ryu’s ex shoryuken. Also, does her cr.hp beat fuerte’s body slam thing?
it trades i believe
i hope im in the righ thread here as it says just to ask a question, but i cant seem to figure out the trials with sakura im stuck on 16 due to the fact that i cant seem to connect the the l.shouken after the c.mp. i even struggled for about 5 min with trial 8 and thats just a l.p c.mp anyone here willing to explain to me how to efficiently connect these moves or better yet show me a few things on xbox live?
360gt SpideySM
cr.lp->cr.mp is a 2 frame link have to get this consistenly down. (it is the hardest part imho)
i think double tapping should help for this link.
next problem is negative edge, if you do the shoryu motion and release mp you will often get mp shou.
keep it pressed and execute lp shou (now u can release mp)
i also would advice u to execute the combo midscreen in the corner lp shou-> mp shou is harder to connect.
btw
do you guys have anyuse for sakuras far mk?
i am hardly using it.
using far hk instead.
Far mk? To be honest, I don’t even know what it looks like right now XD
That just tells you how much I haven’t been using it. I guess i’ll start trying it out or something.
Far s.MK hits higher than s.HK and is a bit faster, some times I’ll try and snag far jump-ins with it but yeah it’s not all that useful If it had better priority it’d probably make for a good AA.
In Vanilla I used st.mk against Dictator’s Knee pressure. It stuffs it pretty easily but lose against cr.lk, though in SSF4 knee press has been nerfed and you can stuff it with cr.mk…(not that I would complain about it :p).
Otherwise, it comes out a bit faster than st.hk, the recover on it is a lot better and the spacing after the push back is also better if you want to stay-in. Also double panty shot if you combine it with flower kick : st.mk>fwd.st.mk o/).
Sorry if this is kind of an ultranoobish question.
But I’m trying to learn to reliably do c.Short->c.Jab>c.Fierce. Often c.Fierce comes out too late or too early and for that reason doesn’t link.
What’s the best way to go about learning this? Just sitting in training mode for hours until I’ve got it or will it be easier to do online with p-linking or double tapping? Any suggestions?
Thanks!
Pretty much, practice, practice, practice
Plinking would make it easier but it’s already a 3-frame link, that’s easy town as far as links are concerned. Try to found a rhythm with the 3 normals and that might help you learn the timing.
Alright. Havent’ played fighting games since last summer so I’m a bit rusty.
I found it easier to do c.lk, s.lp, c.hp instead of c.lp in the middle… Of course this combo whiffs against small, crouching characters but as an intermediate step it helped me get the timing down and now I can do either.
Like sugami said, practice practice practice!! Training room is the only possible answer to “how do i do…”
practise, it is a one of the easy links after all.
s.lp gives more adv on hit, so if you wanna ease out on bigger characters, then yeah it makes combos easier.
Or alternatively, if you wanna to s.lp -> c.hk, then yeah, s.lp.
How ambiguous is Sakuras j.lk reset after ex shunpuu?
I play a lot vs my friends offline and one of them tells me that he is able to see which way he has to block after coming down from that reset. Am i doing it wrong or ist it not THAT ambiguous?
What i do is jump, reset him as high as possible, and either stay there or do one tiny step to the front to crossup. Is there any way to make it more ambiguous?
Any other resets (i know abot j.hk and j.hp and all the dash related ones) which are really really ambiguous?
Thx
This is one of my bnbs right here. It really isnt that difficult once you get the timing down. Just go to training mode and do it until you can do it with your eyes closed.
I always do cr.lk, cr.lp, cr.hp --> EX Tatsu --> mixup
Think it’s possible to move after the j.LK/j.LP (j.LP gives more damage) reset and not end up on the other side. Could walk forwards and backwards to confuse him I suppose. If he’s just blocking then confuse him with a throw, that sets up a cross-up opportunity too. After that throw he might be looking to tech/throw the next time so reset with j.HK for best damage and try nj.HK combo.
Other one is using s.LP (reset) to dash, it’s very easy to get the dash to go under them but much harder to have the dash not go under them, requires the s.LP to hit earlier than usual
if u reset with s.lp from max distance the dash won’t cross under.
imho s.lk reset has its uses. espacially it gives you much more frame advantage than any other reset.
just mix in every reset you know (and throw) so they can’t get used to it or just may be backdash to bait.
i suggest not shortcuting with cr.lk ,s.lp,cr.hp it makes it easier sure, but it doesn’t work on anyone, bad habit, the link is already easy as it is just learn it.
Jump lk, imho, is the best mixup crossup in the game post tatsu. Once you learn EXACTLY where they will land, you can just wiggle left and right like crazy then either choose a direction at the last moment, or let the game choose and hit detect with crouch lk, lp.
So I was messing around in training mode yesterday and noticed Sakura’s s.lp works on crouching opponents(tried this on ryu and sakura) such that you can do combos like c.lk, c.lp, s.lp, c.hk. Is this something new to SSF4 or were you always able to do that?