Sakura Q&A: Ask simple questions here!

Lots of ways to land it makes it more versatile. I love it.

  1. Can land after a ex. tatsu of course, super easy free damage but not as much as ultra 1
  2. Can be used after any shouryu in the corner which happens more than you would expect
  3. Can anti-air stuff like hawk dives, akuma/gouken/cammy flips
  4. Can punish ultras that fly away from you when whiffed like balrog/cammys ultra
  5. Lands after anti-air shoryu

My opinion about Sakura’s ultras,

U1: This should be your go-to ultra, does 130 more damage than U2 and gives her massive comeback/damage potential when coupled with her sho fadc cl.hp combo and her ambiguous xups.
Even doing something on someones wakup like empty jump, c.lk, cl.hp x ex shunpu, u1 does a whole lot of damage, this ultra works as a nice extension of damage in the areas she excell in.
It’s also good as a reactionary ultra against certain specials that can be reacted to, like Abel’s wheel kick, it’s also a bit easier to use it at mid range against fireballs now than before imo.

U2: This one is matchup specific, I used it against characters that have stuff like divekick okizeme or weird okizeme in general.
It’s useful against Cammy, Akuma, Ibuki, Zangief (you’ll never be close enough to combo into u1 and works as AA), T.Hawk, Claw.
It might also be good against Viper, but I’m not sure how it works against her flamekick, it should also be useful against Honda strictly for anti air.

i think her U2 also beats Chuns Crossup move.
Got many chuns with that.

But Chun shouldn’t be using that move against Sakura to begin with, Sakura is too small for it to ever be ambiguous.
I’m writing from the point of view where the player is really good with their character, and what the ultra locks down then.
Otherwise I’d just tell everyone to pick u2 because 95% of players jump like bunnies.

So for the 95% of people who play online choose Shinkuu Hadouken, for Tournament goers choose Haru Ranman? :rofl:

Skatan Milla, how are you using U2 against Vega? I would like to know this since I sort of hate that match a bit(not incredibly hard, but annoying).

can anyone list sakura’s option selects? not including her tech grab option selects.

I find that against Vega your best friend is her neutral j.hp, it beats his annoying wall dives pretty easily and i find that it’s more consistent than her cr.hp. As for the ultra 2 I don’t bother trying to get him with it when he tries to wall dive at you, he’ll just move away.

EDIT: Also i’ve been thinking a lot, do people here use the shortcut motions for ssf4? When doing her crouching mk to shouken do you guys do 3mk, 2123 to any punch button or do you guys do it the normal way? I do it the normal way cause thats the way i’ve been playing but not sure anymore if i should start using the shortcut motions. Would players consider it cheap? Or normal cause it’s in the game.

its fine.

We all use DF+MK D DF+HP :stuck_out_tongue:

In fact the DF D DF motion is encouraged for characters with normal DPs since it shrinks their hit-box (due to crouching) before the DP comes out making it harder to get hit.

Is EX Air Shunpuu good for anything?

I use it against characters like Vega, ibuki and juri as I catch them in the air a lot.

Is there anyone playing SFIV on PC? I’m in need of a training partner or someone to help me hone my Sakura skills. Any help would be greatly appreciated.

hey man I am a PC user we could try if the connections holds

That would be cool we can give it a shot tonight. GFWL I.D. TheOneCR.

Another quick question. I’ve been trying out some ways to fadc out of some of my moves like the DP and hado and I can do it almost 80% with hado and DP in training. Now I was first doing :dp: :lp: :r: FA :r: :qcf: :lp: also I was imputing :dp: :lp: FA :r: :r: :qcf: :lp: . Which do you feel would be more consistent or better to use?

i think you don’t buffer the dash do you?

you can FADC by pressing :r:+(:r:~:mp:~:mk:) dont need to dash afterwards.

Thanks looks like I may need to clean up my inputs. I just didn’t want to have something working that is more like a fluke ya know?

I generally do F+MP+MK x2 to FADC out of stuff “instantly”, it’s just that my brain can’t really handle doing a double tap for one hand and a single tap for the other so both hands will do the double tap and it works just fine (most of the time) :stuck_out_tongue:

I think the preferred method is F+MP+MK F, with the exception of FADCing out of a Shou then it’s best to do it F F+MP+MK.

I can’t seem to consistently dash to the opponent’s other side after a jHK from ex shunpuu. Is there a trick to it? Is it character dependent?

do ex shunpuu when its getting executed keep holding the direction you wanna dash to… than after the reset (lets say jab) double tap the dirrection wanna go into…

does anyone know how to stuff the #$%^&*( annoying THAWKS that farm the lower brackets off ranked games… I cant seem to stuff their fly-in attack… when I block they land way out of my range to punish :S

I think it’s character specific, also it’s not a good mix-up since I’m pretty sure you’re at a disadvantage after the dash.

I’m pretty sure you can punish with HP Shou.