I assume you’re talking about cr.hp x shou after a lk.tatsu, right? If so, you’re linking too early and messing up the plink. Make sure you use the option to show your inputs in training to ensure you are plinking correctly.
Plinking isn’t something you master in a day. You’ll probably need to put in at least several hours to obtain the muscle memory necessary to become more consistent with it.
Yep thats the one :)… Yeah I usually work at something for about a week or two before I actually begin to use it in game against my opponent. Thanks for the tip looks like I’ll be training tonight.
Sugami
1023
Hehe I do that too but that’s because my brain can’t handle doing two things at once, kinda thing. After doing LK Shunpuu > c.HP~MP then trying to cancel that into a heavy Shou, since my fingers are already sitting on the buttons they both want to press the buttons. It’s kinda like trying to move your pinky without moving your ring finger, my fingers just aren’t that dexterous 
Have a similar problem with trying to plink the c.MP in Juri’s c.LK > s.LP > c.MP xx Senpuusha combo, my thumb is sitting on the LK button making it easy to combo into LK Senpuusha but if I wanted to do HK that requires moving my hand around then all kind of things go wrong 
Yeah. What I did when wrapping my head around this one was remind myself to consciously separate the plink and the final hp (or mp, since I prefer it to hp shou when fadc’ing during combos). Like pretty much every combo, it can be broken down into pieces which can then be tackled individually. If I missed a couple times a row, I’d practice the plink into dp raw a few times before going back at it simply to help to ingrain those button presses into muscle memory. Eventually your hands will have it down, and all that’s left is to heighten your consistency.
I play guitar, so I totally understand this. Once you begin to play very quickly, it’s better if your fingers can move independently from each other, and training your hands to do this is no easy task.
i play sakura on fight pad it works fine, you don’t need a freaking stick just so you can do qcf motions better
Sugami
1027
I play guitar too, or at least used to, don’t touch it much anymore
I could play rhythm of some of my favourite Metallica songs but when it comes to the simplest of solos, forget about it, my fingers just don’t move that fast
I need a guitar teacher 
Well, guess it’s a good thing I usually follow-up LK Shunpuu links with EX Shunpuu rather than HP Shou, my fingers can handle that okay 
hahaha I play guitar also. As a warm up for my fingers. I go half step whole step ie. lp sho->hp sho-.lk shum-mk shum alternating the combination.
Maybe I should just tap out my combo’s like its Eruption LOL
Whats her BnBs? (I hate BTW how its not already showed in the combo thread first post, shouldnt that be a given?)
cr.mk x hp shouken
jab > cr.mk x hp shouken. cr.mk can be substituted for cr.mp which does 5 more damage but less stun.
cl.hp x lk.tatsu > cr.hp x hp shouken (or ex tatsu). This is “Destin’s B&B”.
shou > fadc > Destin’s b&b
Those work on everyone (Destin’s b&b ending with ex tatsu sometimes whiffs on certain characters) and are pretty much her b&b’s, but she has many character specific combos that people often use, including:
cl.mk x lk.tatsu > cl.hp x lk.tatsu > st.lk x whatever
cl.hp x lk.tatsu > cr.hp x lk.tatsu > st.lk x whatever
Sugami
1031
Her BnBs depend on how good your execution level is, also your play style a little.
Most basic of them would be:
c.MK xx HP Shou
s.HP xx HP Shou
c.HP xx EX Shunpuu > follow-up of choice
Expanding on the punish combo a little:
HP xx LK Shunpuu > LK xx HP Shou/EX Shunpuu
s.HP xx LK Shunpuu > c.HP xx HP Shou/EX Shunpuu
Hit confirm/link combos (you missed these out):
c.LK > c.LP > c.HP xx EX Shunpuu > follow-up of choice - probably you’re go-to option when you have meter
c.LK > c.LP > c.MK xx HP Shou - meterless link combo and for when too far for c.HP
Other link combos are just variations on those two, like using s.LP instead of c.LP or adding in an extra LP or starting with a c.LP instead of c.LK, etc.
Personally I don’t think there’s all that much point in doing a double LK Shunpuu loops, one is enough and you won’t need to worry about character specifics.
Shou FADC is the last thing I’d worry about too, that shit’s just so hard but I’d certainly give EX Shou FADC a shot 
Yup the Shou FADC is really hard. Those of you who can pull it off consistently are really something.
Whenever the cl.HP connects, it feels like I hit the HP really late. Whenever I try to replicate that gap, it gets blocked. Sigh, back to practice mode…
well it needs fast dash and clean fast input.
ex shou fadc is way easier in that regard.
Yiji
1034
Actually I think Shou-fadc to cl.hp is a just frame(without p-linking). i’ve tried to link a cr.hp(4frames) for like an hour in training but couldn’t do it even once so yeah, it’s not so easy online(and even harder on pc version…).
Wikum
1035
funny because this is the exact topic i came to discuss.
i used to main guile. now i just play as everyone with the exception of the grapplers, gen and viper. i consider sakura one of my first choices, so i always keep an eye out for her. i watch a lot of sanford and skatan milla’s matches ect. i’ve pretty much got down everything execution wise…EXCEPT for fucking srk fadc hp ex shunpu combos! i have been able to do it here and there. but with absolutely no consistency whatsoever.
so what’s the trick on when to release the fadc? because you can release it on the second AND third hits of her srk (and maybe others i’m not sure…that’s just the ones i remember). does it make it easier/harder if she’s standing or crouching for the hp after the srk?
Yiji
1036
You have to buffer your dash before fadc-ing. The inputs should be Fwd->Fwd>Mp+Mk. It has to be done quite fast too; before the buffer expire. This will allow to instant fadc.
Then if you want to link a cl.hp>ex.tatsu there’s an easy way to make it a 3 frames combos.
First p-link with hp with mp then add lp. This work like a true double-plink if your first 2 inputs weren’t in the good timeframe(hp then hp+mp combined) then lp will comes out instead and it’ll be cancelled by ex.tatsu(lp hasn’t got enough frame advantage for lk.tatsu though).
Or you could just go for nontrue double-plink to maximise your chance of succeeding in your cl.hp p-linking. This way if you miss then the true double-plink comes out.
I’ve also started to use true double-plinking with cr.hplplk.
Edit: I don’t think you can link a crouching hp after the fadc srk. I’ve tried it for some times but could never get it right. It has to be a close.standing.hp because it’s a 3 frames starter just like st.lp, st.lk and cr.lk.
edit 2: to Scripted: you can p-link with a pad since the timing is the same as a kara-throw. You might think of readjusting your buttons though.
This is good advice. I especially like:
In the double plink example he listed, a clean plink will never produce a light punch, but these types of tricks are great since if you screw up your plinking, you have a chance to link either a fierce, a jab or a short.
Get in the habit of cancelling after the third hit. If you’re using ex, cancel after the third hit of her second rep (after she turns around) for maximum damage. With enough practice, you’ll cancel at the right moment almost every time.
Like freetgy/Yiji said, if you don’t cancel the dash very quickly, you won’t have enough frame advantage to link cl.hp. A perfect dash grants you +3 (ex gives you more, I think it’s +5, which makes a link into cl.hp extremely easy). I personally spent a lot of time just practicing the dash itself. You can’t be worrying about dashing in the middle of a game, so get that muscle memory.
Sorry if this is a little late to ask but could someone please post all the changes made to sakura from vanilla to super? I know the basic ones such as her j.mk now being able to cross up as well as ultra 2. But i’ve been reading that the startup is faster for her hadokens, her s.hk is better and also that her lk.shunpukyaku is safe?
i believe her LK Tatsu has always been safe.
& i’m almost posotive her Close MK is easier now, but i can’t point out a frame, it feels easier than Crouch HP but harder than Close HP (3 1/2 frames :P)
Sugami
1040
LK Shunpuu has always been 0 on block, makes it pretty damn awesome since you’re never at a disadvantage.
cl.MK is 4-frame start-up, same as c.HP, it’s always been like that. 
s.HK got a frame quicker but I get the feeling the hit-box is chunkier now, apparently it’s still only active for 3 frames but it feels easier for people to “walk into” it hence why I think the hit-box is chunkier.
I’m not sure if EX Shou FADC left you at +5 in SF4 but it’s at least that in SSF4.
Hadouken got a frame quicker despite the devs saying the recovery was made better (guess faster execution = faster recovery). Everything else about it appears to be the same (speed, distance travelled).