Hmm~ had a quick glance at the frame data, HK and EX Shunpuu both have a 12 frame start-up where MK is a 16 frame start-up. So what makes reacting with EX Shunpuu harder than reacting with MK/HK Shunpuu? Hit boxes?
If you can react with EX Shou for the full load then I don’t see any reason why you shouldn’t stick with it. Yeah it doesn’t set up a mix-up but they’re not that important, you get great damage from it and still have favourable wake-up options.
from too far away they can block the 2nd half of ex shou at best… at worst, a ryu who’s on-point can dp into all sorts of awfulness…(I seen valle do it to obey… i was too scared to even play :p) That was one of the things I really wanted fixed in super, but it didn’t happen
I stick with mk/hk shunpuus, though I don’t honestly do either “on reaction” it’s almost always a calculated risk based on me believing the opp is going to throw a fireball.
I was messing around and found that if you tatsu extreamly late in a jump then sakura will say ‘shempukyawn’ (or whatever) but the tatsu dose not come out.
From what i can tell (im a noob) it dose not put you at a frame disadvantage.
You can freely attack afterwords but if you do the audio will abruptly cut off. The same happens if you get hit or block
You can move without the audio cutting off
Basically its something of a tatsu feint…
So far the best use for it (that I can come up with) is jumping just outside the opponents attack range tatsu feint then walk up and grab. It is of coarse risky as hell but i have caught a few people with it.
“Shunpuu Kyaku” or Spring Breeze Kick, the name of her move
It does actually “come out” but is cancelled on landing so you don’t really see her do anything for the odd frame it’s out and still builds meter methinks.
It’s funny I was watching citiofbrass playing on youtube and I noticed that almost every time he jumped over a fireball, or jumped back, he did this. I guessed it was to build up ex-meter. I’ve been trying to do it as well. Seems to work and at least makes an interesting noise. Though if I leave it a touch to late I will actually land and then do a tatsu which is bad :(.
It’s a timing thing. You have to link the two cr.LKs so that you can cancel the second one into the EX DP. That means waiting until one cr.LK is over before doing the second one. This basically boils down to:
c.LK
(SLIGHT pause)
c.LK
EX DP
And I do mean a very slight pause. Hope that helps.
Ahh, i didn’t think about that. I guess my problem is that i was chaining the two cr.LK’s therefore making it impossible to cancel into EX DP (is that even remotely right? i swear i read somewhere you cant chain two moves into a cancel, or you cant cancel three moves in a row…)
Anyway, i got all pissed off at it and did it this way, cr.LK, cr.LK, cr.LP, cr.MK xx EX DP. I think since you can cr.MK xx EX DP, it was a lot easier for me
PS. it is entirely possible that none of the above is notated properly. I have no clue as to what i’m talking about.
Nah you’ve got it man, made perfect sense. Notation is pretty liberal as long as you don’t use anything ambiguous, which you didn’t.
The adding extra hits thing is a pretty good idea for some trials, it makes the timing on certain links much easier. I distinctly remember having to use it for Ken’s c.lp to c.hp. I would do two c.lp’s when the game only required one. Same thing.
If you do other characters trials you’re going to run into the link->cancel thing again so it’s a good thing to be able to recognize so you don’t drive yourself crazy. =)
No that is fine and you are correct. Combos like that are generally easier for me because you can chain all 3 of your first moves, then link and cancel; rather than link, link, cancel.
i think even linking from lights to mediums and crouching or standing hard punch is very easy with sakura since many of her normals are fast, but most of the time you can simply link into cr.MP for the best damage and easiest way to connect into ex tatsu of course.
Meaty lk shunpu timed right against Abel will punish EX TT, if he does EX Roll you should be able to punish with st.rh, if he backdashes you should have a free throw.
2 questions: 1/ Is it possible to link her overhead into something? I saw that it’s +2 on hit, so on counter hit it should be possible to link into st.LP/LK ? 2/ Is it possible and if yes, does some of you use air tatsu cross up, like ryu/ken/akuma?
it is possible on counterhit, though imho it isn’t really reliable, best bet is to block in hope of baiting a reversal or going for cr.mk xx due to frame advantage.
Her Air tatsu is crap in that regard, only crosses up big characters (and that isn’t reliable) and doesn’t really open possiblities for combos since her air shunpu causes knockdown.