Sakura Q&A: Ask simple questions here!

http://www.postnukecomic.com/drespage/images/sakura2.jpg you mean like that? how about one of her dark blue colors?

  1. I love Ultra 1 because it does even more damage than it did in vanilla now.
    Ultra 2 is okay but its weak so best used raw like for anti air or maybe a quick combo into lp shou in the corner (also get full hits on ex or mp shou but mp is hard to land).
    My personal fav in the corner is air tatsu> U2.
    I only really use U2 for certain match ups where I can counter air stuff like Adon’s wall dive for example. I dunno about everyone else though.

  2. c.mk is a very long poke. Sometimes we are not close enough to punish with anthing else that will combo well.
    c.mk>ex tatsu doesn’t always combo at certain distances and on many characters so c.mk>hp shou is great. c.mk>ex shou is another great one aswell because its even easier to hit cl. mk or cl. hp if you fadc that one. Costs you 3 bars though.

^
speaking of adon, what should i do against him. i dont know what to do :(, and those grabs, cant seem to predict when its comming

I’ve only been playing Sakura casually, but am now trying to play her seriously.

Browsing this forum, there seems to be people who favor playing her as a reset character and those who favor playing her emphasizing landing hit confirmed HP DP combos. At the beginning of SFIV it was believed Sakura was a reset character and that is what I learned off of. Is their a shift towards the other style now and that is what I should learn from? Thanks in advance

I think the optimal way will be a medium between the two styles. I think Uryo is the closest to this style.

2 questions

What are ways that sakura can get in without jump-ins? I hate getting beat by anti-airs.

What does each normal in the air after an ex shunpunyaku do? I see people do j.lk and j. hk but idk what they each do. Can anybody tell me? Does it make it easier to cross up for any of them?

Yeah but she doesn’t have a white skirt costume :frowning:

Looked through this: Kawaii Sakura Shrine [[Cardcaptor Sakura Site]] and didn’t see anything that resembles an SSF4 Sakura costume. They better at least make this her alt 3: http://kss.mysticalaura.com/galleries/gifs/sakmove01.gif at least it suits her name which means “cherry blossom” in japanese.

Would this work?

I knock down chunli and she has an ex bar so I try to bait out ex sbk by standing over her, then neutral jump hk right as she gets up. This beats ex sbk clean, but I’ve fought some chuns that must know about it because they back dash away every time… Can I buffer in an hk shunpu just before I land so that it comes out if/when the nj.hk whiffs? Would it catch her?

edit: advice in general against chun li would be nice… I eat hasanshos all day, I can’t block high fast enough… If I try to focus them, I eat some other shit, but if chun just walks up and alternates between sweeps and hasansho, I’m dead :frowning:

Tbh I struggle with good Adon players myself. Its that damn Jaguar kick!

@cookie

I find baiting hasanshu with neutral jumps to be effective. tease her with some fireballs and bait that shit. you can do it on reaction too, since it cant hit you when you’re airborne.

@dizzy

people with a good fireball and anti-air game like ryu give me a lot of trouble as well. i think it just takes a lot of practice hopping over projectiles with mk.shunpu, focusing, and laying on pressure with st.hk when you get in range.

as for the different air normals after the shunpu launch, each one allows for different mix ups and such. you can j.lk someone early and end up on the other side with them as they reset, j.hp can be used really late to reset them at the last second, j.hk allows for crossups on landing as well – i think more so in the corner. I’m sure someone else can help with this question more than i can. I typically stick with the basic 2 or 3 hit otoshi since i’m still not very good with basic combos.

Sandwich, that neutral jump is really hard to deal with for Chun, but it’s really just a scrub-killer tactic if you’re doing it when she’s not cornered and meterless. If Chun can tech a throw, she can usually recover from cr. lk to ex sbk you from the air instead of doing straight up reversal ex sbk or even just (focus)backdash out of the mixup if she’s not in the corner. Probably would be more worth it to bait it by feinting tic throws, or by actually taking a risk and doing a meaty on her and then start mixing up your timing on her wakeup. Safe jumping her is easier than safe jumping Sagat, at least—so learn that and OS sweep to get her backdash.

It’s really good after a reset, though, since she definitely has to worry about dashing in the wrong direction or OS TECHING the wrong direction and getting accidental d/f lk. Neutral jump hk will hurt her for standing tech and reversal ex sbk, which she is more likely to do in that situation.

You can counter-poke her st. strong with cr. mk buffered into sho and you can keep her out pretty well with roundhouse. Don’t let her just walk up to you without fighting back. Neutral jumping occasionally is pretty safe… experiment with distances that are good to do it. If she’s not sporting ultra 1, fireballs out of her hasanshu range are pretty safe and annoying.

I think Saks has a really good focus vs Chun? I’m pretty sure her double fierce can’t hit Sakura’s low focus stance. So fish for focuses. Good ranges to do it are max hasanshu range and sweep range so if she sweeps you can get her and if she jumps forward, you can dash under her. If you get good at reacting to hasanshu, you can focus dash forward and throw or cl. hp xx shunpu her, but if you concentrate too hard on focusing hasanshu, she can take advantage in other ways so just look for it occasionally when you think she might throw it out… but don’t do it all the time because it takes your focus away from other aspects of the match – neutral jump is an alternative that covers other options too.

You can jump on her better than most chars can. Jump hk is hard to anti-air, but she’ll hurt you if you’re predictable so make it count if you jump in! Go for tic throws at least, if she blocks.

a great thing to do against chuns is to do a fireball in hasanchu range but charge it and let it go let and they eat a large fireball and they feel dumb lol. its great

When you reset with j.lk, you don’t have to dash to make the crossup ambiguous. You can literally just walk under and cross them up. When you hit with j.hk, the only way to crossup is to dash forward. The ambiguous part about this is depending on how late you hit it won’t crossup (this is character specific).

For example, on shotos if you reset with j.hk and dash forward, you will cross under. If you hit the j.hk a little later, though, you won’t crossup. If they expect a crossup, they’ll eat a combo.

Depending on how much trouble I’m in, I usually go for the j.lk reset. The j.hk can be a bit wonky at times, and if you do the dash too late they recover in time and you don’t get the c.lk out.

The j.lk requires no dash, just a simple walk forward or not walk forward. It’s hella ambiguous.

What you mean to say is a great thing to do against retarded chuns is to hold a fireball. Not every chun is going to respond with hazanshu, the fact is she doesn’t even need to against Sakura. Chun keeps out of Sak’s range completely, there’s barely anything she can do against her footsies. Doing hazanshu’s and stupid shit like that, it’s unnecessary and it’s just a sign of a player who really likes to push buttons and do moves thinking it’s applying this godlike pressure that isn’t really there.

In general, you should not be throwing fireballs in hazanshu range, ever. They don’t need to hazanshu, they can literally jump and then you eat a 45-50% combo. I know it probably works some of the time, but as a strat it’s really a poor decision.

Just curious to see a general headcount: How many people here can reliably hit-confirm c.MK into shou?

Edit: Just to clarify I mean straight c.MK into shou. I can manage doing it from c.LP/s.LP (Haven’t tried doing it from CH s.LK lol).

s.lp is the only normal I use to hitconfirm c.mk>shou. Dunno how everyone else does it. I hear some people like c.lp for it since s.lp can whiff on some crouchers.

Anyway I have about a 90% success rate on c.mk>shou. If I get flower kick or otoshi instead that means my hands are being lazy.

i can do it mechanically quite well, but i still have a lot of trouble with the hit confirm. I often get c.mk to connect without connecting the shou, and also at times get the shou out there but after a blocked c.mk.

luckily when you FADC cancel you are guaranteed a free throw on PSN.

Well here are some post FADC stuff I like to do.

fadcf>backdash. Then repeat c.mk>shou or do flower kick.
fadcf>nj. hk
fadcb> sweep
fadcf> jump over
fadcb> jump in
fadcf>s.hp
fadcf>lk tatsu (easiest to get countered cos of slow start up).

If you guys have anymore post heavy shou fadc mix ups let me know.

fadcb>mp shou
fadcf>c.lk, (combo or blockstring)

Does anyone try to use Sakura’s kara throw? I’ve been playing around with .mk and .fk to get it to come out and its helpful after two linked jabs.

Wow really? I was not aware of this. What is the input for kara throw?