Well i actually do forward mk+mp forward. To be honest thanks to the game inputs in training mode because I didn’t even knew. I always thought I did the regular FADC.
What exactly are you supposed to do against divekick pressure from Cammy, or wakeup divekicks from Akuma?
ex shou fadc is +5 because u can connect a cr mp or cr mk
I hope I’m not asking an old question, but how important are option selects (for Sakura) and what are some basic ones to start out with?
http://shoryuken.com/f271/sakura-option-selects-238913/
here is a thread going over sakura’s option select. Personally I need to start incorporating more of them into my game.
I know its not the tightest of links but in her combo, cr.MK xx l.Tatsu -> cr.lk xx EX Tatsu -> whatever. Can you plink the cr.lk just to stretch the window a little bit more or not?
P-link cr.lk with cr.lp. It only works when crouching though.
Is sakura at frame advantage if she does a block lvl 1 or lvl 2 focus attack? I know that it’s -21 for lvl 1 and -15 for lvl2 but what about when she cancels it with a dash? I can’t find data about it anywhere.
she’s -2 for a lvl 1 FADC and +4 for a lvl 2 FADC
Walk speed and dash comparison for Super Street Fighter 4 : EventHubs.com
has someone a link to the video,where the frametraps are shown (sakuras ifc)
thx
I do know about plinking and what it entails doing, but I don’t understand 2 things:
- How is it better than just going for the link?
- How do you time the button presses? I never can seem to plink anything.
(Of course, anyone else can answer this. Thanks.)
Plinking increases the chances of hitting a difficult link.
since you get 2 consecutive frames of input. each link gets 1 frame “easier”.
(normal you wouldn’t be able make 2 button presses in 2 frames)
example 1 frame link:
without plinking:
hit 1 frame to early: Move won’t come out
Hit correctly: Move comes out
Hit 1 frame to late: Move gets blocked
with plinking:
hit 1 frame to early: Move comes out
Hit correctly: Move comes out
Hit 1 frame to late: Move gets blocked
thats why it “doubles” the chance and should be used.
Thanks freegty, that with the plinking guide helped me make sense of this. But I have a question for Skatan.
You mentioned that the input for the combo should be:
From my understanding of plinking, it seems that you only need to input a button that is of lower strength to get the plink. So why press hp+mp+lp when plinking the HP? Wouldn’t it be easier to just press hp~mp instead of hp~hp+mp+lp?
Double p-linking : If you miss your p-link with mp then it’ll p-link with lp.
Ah. Thank you very much.
And to get this thread back on topic:
What attacks/tactics do you use on a knocked down Ryu/Ken/Akuma/Sagat/Dudley (essentially anyone with a good DP on wakeup)? I usually charge a hadouken and go with a jump-in/mixup.
Well usually I try safe jump with j.hp if I feel that the spacing is correct, other than that I do a meaty lvl 2-3 hadoken and mixup from there i.e (overhead, sweep, grab, etc). One last option is to just try bait out the DP block and punish accordingly. That’s all I got so far, I’m sure there are more options.
EDIT: Ah damn well after practing safe jumps in training mode, I guess the forward throw and safe jump doesn’t work against Shoryukens, but it works on flash kicks and DeeJay’s up kick thing (don’t know the name). So I now have a question are there any safe jump setups against DP’s? Or does the current one work with different timing?
Hello, i’m new here but i guess i can help you out in this one:
Something that i use a lot is to cross jump them and use a c.lk and ex tatsu. Usually most people don’t know how to react against it and even if they block, you can do a grab or a backdash or just bait theirs DP.
Btw sorry for my english, im brazilian :bgrin:
Definition of a safe jump from sonichurricane.com: "any option select jump attack setup designed to circumvent all counterattack possibilities; usually performed after a knockdown, wherein the last airborne frame of a deep jump attack is timed optimally to coincide with the opponent’s first tangible frame following wakeup animation; opponents whose quickest invincible attack is slower than the landing recovery time of the jumping character can never punish the jump-in attempt while the attacker is holding a defensive joystick position "
So it seems that you need a jump-in attack with a quick recovery so that way if they go for the Shoryuken (even w/ invincible startup) you will always block it and then be able to punish. Can anyone else confirm my theory?
Take a look at this video, it show sakura’s safe jump:
[media=youtube]PyklzjFHQpQ[/media]
the recovery of air attacks is the same for every normal. (u can’t block for 2 frames)
that means you have 1 Frame Attacking and 2 recovery = 3 frames in total where you can eat an reversal.
this means any reversal which hits on the 4.th frame can be safejumped.
(i.e. you can’t Safejump Ryu since his DP hits on the 3.rd frame; but you can sagats and many others)
the only thing you need is an air to ground move that his deep. For Sakura nj.hk that is.