hahah that’s been one of my new favorite things to do. Sometimes I’ll do st.mp cr.lp sweep. Amigdala you should make more videos like this
I like the dash cr.HP mk.tatsu one. Sweet man, thanks alot.
I just hit confirm into Shou instead Other option is to c.HP xx LK Shunpuu > s.LK xx EX Shunpuu, if I remember correctly doesn’t work with s.HP, which is pretty weird considering c.HP has more pushback. If the j.MK is blocked but the c.LK isn’t you can still do c.LK > s.LP > c.HP xx EX Shunpuu.
thanks @ all of u for the probs…there are more videos like this.just check out my channel
yepp i discovered (for myself.that means,i never saw that before)…as u see a few words earlier :“dunno if this is allrdy known”
so,read carefully next time plz
I did. I was just telling you of another type of reset that could be used that doesn’t require jumping. Although my version is a pain to time correctly.
so,read carefully next time plz
Another reset I like to do that I never see anyone do in the corner is a dash-in c.fierce. You can make it a 50/50 depending on when you press fierce. It’s worked on everyone I’ve played. Except a friend of mine who plays the game casually. For some stranger reason, he has never fallen for any of my resets despite not knowing the game that well.
Hey Sakura mains.
Question that was on my mind that I was wondering:
Is U1 or U2 better overall for her in Super? I’m starting to hear that people like U1 more again over U2 but I personally still think u2 is better. You can do it after any time where she can create a mix up and basically is her option to “end the match” as opposed to applying more pressure if it will indeed finish them off. U1 does more damage but U2 just seems to have more follow ups, mixups, and mind games packed with it.
I think it’s down to personal preference in the end
i like u2 because i like how u can apply pressure after the ultra, were U1 is more restricted. its the same reason why u see uryo hit twice with the otoshi 90% of the time. also i can react to jump ins with u2 and if some one doesnt jump safely after a knockdown u get a free u2. also when i have my opponent in the corner i like to use cr mk buffered with lp shou. lp shou is better because u get a full ultra after it unlike hp shou so it does more damage. also u can land ultras with no meter and thats always nice.
I pretty much just use U2 against characters who rely on the air (Akuma, Seth, Viper, etc.) and as a get off me tool against grapplers. Otherwise, I go U1 for dat damage.
Is there a thread on Sakura’s links? I was wondering what links into standing fierce.
EDIT: Wasn’t clear enough, I mean’t close standing fierce.
nothing links into far standing fierce that i know of but your lp will link into cr fierce. and you can link into close st fierce but only after 1 or 2 lp’s.
Quick question, today I’ve been watching some good old’ videos of sabre, eish, uryo and then occurred to me, does city0fbrass still mains sakura?
So my question is does city0fbrass still reps sakura?
either one of cr.LK/LP/cr.LP will link into close HP. Nothing links into far HP. Everything else that gives you enough frame advantage pushes you out of ‘close’ range. Since close HP has very fast start up (3 frames), you’re probably better off inputting it raw and cancelling into LK shunpu to make it safe.
The only situation to consider is if you want to hit low with cr.LK to break a high guard first, but it’s a really tough link (1 frame), in that case it’s probably better to hit confirm into heavy shou or EX shunpu.
damn another good player dropping her =X
he was playing honda before that too so maybe he on hiatus lol
Is there a solid option against a constant back flipping vega? Sometimes when I read it the opponent chucks out one of Vegas backflip kick things instead, mixing things up which gets me a lot.
If you can react to it fast enough you should be able to catch them with a Shou. It really depends on whether he does single or double back flip and what, if any, move you’ve whiffed in the process.
id say u could probably OS a hk or ex tatsu