I thought special moves only add 1 to the scaling counter, but does shou add 1 per each hit? Cause that’s the only logical way why lp shou -> U2 does more than hp shou -> U2 or unless it just juggles less hits in this situation I can’t remember.
You’re probably hitting it too early offline ;). It’s usually easier to do combos offline if you’re using visual cue if you’re only working on “tempo” then it should be about the same whether it be online or offline.
@litre18 : same as kara-throw : you hit one button then another one just 1/10 second later. For exemple the inputs shown in training for hp~mp p-link should be first hp, then hp+mp. There are some youtube video explaining it outthere. Just youtube p-link and/or kara-throw.
@chaoslimit: why do you have to slow down the dash ? Does the cl.hp not come out ? Or is it the fadc ? If it’s the last case then by the time you’re hitting mp+mk the buffer doesn’t “remember” -> > -> aka you’re not fast enough.
You could try hitting forward three times just to be sure.
@ Yiji: If I do a one frame dash (:r: :r:+:mp:+:mk:) I have to wait for a bit to hit the Cl.:hp: for it to connect.
What I typically do is (:r: :mp:+:mk: :r:). The dash comes out fine and there’s less of a wait before hitting Cl.:hp:. It’s kind of easier for me to do it this way although, I know it’s not the “right” way.
Oh, i get it now. I thought you meant you had more frame advantage by doing when you actually meant that the interval between the input of fadc and cl.hp are shorter with your way of doing thing. Which is true in a way : alternating movements from the right hand and the left hand create a rhythmic that is more natural(the left hand does litterally almost nothing if you buffer the forward motion twice before mp+mk hence the “pause”).
A one-frame fadc is a one-frame fadc in the end, no matter the inputs. If it works for you i’m not going to argue
The U2 won’t fully juggle depending on the number of hits already comboed as far as I can remember, so people will fall out sooner on HP sho than LP sho.
Well they don’t “fall out sooner” as such but you’re right about it not fully juggling.
In short after LP Shou all 5 hits will land from Shinkuu, after HP/EX Shou only 3 hits will land (including the last hit that has the “bulk” of the damage).
Is Sakura’s lp shoryu a viable option for anti air? I’ve been messing around with it a lot in training mode and find that it has really good range and can do 90 dmg the same as cr.hp but it can also trade if you try go for the 90 dmg. I think if you hit them at their peak it will only do 15 but trades won’t occur (correct me if I’m wrong with this). I know not to rely on it cause eventually the opponent will catch on and yeah I can whiff too. It can also be a surprise attack from fairly far range if the opponent is in the corner and decides to jump cause they think that it’s safe to do so but you can lp.shou them at the peak of their jump pushing them back into the corner and allow a normal shinkuu to juggle too.
I’d say it’s only useful as an anti-air when you’re hitting them from a distance with the last hit so only doing 15 damage (but can tag more on the end, extra damage varies depending on situation). I’ve had it trade before, might have just been a bit late with it but I followed with HP Shou to win the match :bgrin:
I use the lp sho aa a lot, it does good damage for a solid aa when you tag on the hp sho at the end for 60dmg or so.
If you do lp ho trade into hp sho I’m pretty sure it does around 120 damage.
You have to use lp sho as an aa because people will be trying to jump in on you from outside c.hp range.
I prefer c.hp if the jump is deep, lp sho in any other case, or j.mp.
Hey guys, just started playing Sakura. I am trying to plink c.HP with c.MP to try and nail the c.HP link in her BnB combo to ex-tatsu. I am looking at the inputs in training mode, but how will I tell if the plink came out right?
If done correctly it should show cr.hp and directly after cr.mp+hp.
If it shows cr.hp then cr.mp it means you did it too slowly.
If it shows just cr.hp+mp it means you did it too fast.
I barely Plink but am starting to learn to for both her hp.shou FADC to hp and hp xx lk.shunpuu > cr.hp. I can do those once every 10 or so tries…
Ok cool thank you! Is there anyone out there (pro or otherwise) that can hit these 1f links with consistency without plinking? Or is it one of those things that everyone tries to do?
Lol so far the only person I’ve seen doing the hp.shou FADC to hp bnb (bread and butter combo) consistently is skatanmilla. I’ve learned to use shoukens more because of him XD. You should watch his vids on youtube. He also posts here every now and then.
Shouldn’t really need to plink the c.LP > c.HP link, it’s a 3-framer. 4-frames if you use s.LP instead of c.LP. Plinking best used for 1 or 2-frame links, otherwise I think you’re needlessly complicating things.
The pros plink 1-frame links BTW, can’t really expect to be consistent without it. The main links you should try plinking with are s.HP xx LK Shunpuu > c.HP xx whatever and c.LK > c.LP > c.MK xx Shou, the first is naturally a 1-framer, second is a 2-framer. If you can get them consistent then I’d start worrying about the Shou FADC > s.HP link, there’s still the EX Shou FADC > s.HP link, which is easier than the non EX version by a fair bit, good place to start