I’m currently getting my ass kicked by almost every Ryu I face. Any advice? I always get stuck in block strings that end with hadokens, so I end up too far away to do anything. The jump medium kick nails me every time with its hitbox that’s 10,000 miles long. Resets don’t seem to work that well as I always end up losing the guessing game. I’ll get thrown or eat a DP to the face most of the time. I just succumb to relentless pressure from Ryu’s normals and hadokens and I can’t find an opening.
If they keep doing those block strings mash out an EX Shou, that’ll show 'em Do it once and they’ll probably try baiting it the next time, giving you a little more breathing room. Also I’m not sure but I think it’s possible to FADC through the Hadouken if it’s not done too close.
If you’re getting thrown out of resets you’re doing it wrong. Idea is your attack is meaty, so any attack they do that isn’t strike immune will get hit first.
FADC might work on the hadoken. Mashing out EX shou seems kinda risky but I’ll see how it works.
Ah okay, so my timing for the reset is rather shit then. Unless they DP, then that overrides a meaty, right?
Off topic. Didn’t know Skisonic played Sakura.
Well you’re either using the wrong reset or timing your meaty attack wrong. Even if the attack isn’t “meaty” itself if you’re able to time it so it hits before their throw becomes active then that’s okay too. c.LK is active for 3 frames, so that’s 3 frames of meaty and 2 frames of semi-meaty, that’s basically your window (assuming you’re using c.LK). And yes reversals with invincibility will beat meaties.
Hi fellow Sakura users,
(I’m pretty sure this has been asked before but I can’t seem to find it so bear with me)
Can someone teach me her corner mix up game? (the mix ups made famous by Sabre, you know, that vid he did against Valle’s Ryu)
I can do her light punch, jumping light kick mix ups out of the corner but I don’t understand HOW to do in the corner. So, (say you’re on the left side corner) do you jump HK your opponent, keep holding left to walk underneath? or do you jump HK, land and then at the last second, push left to cross under? Please help as I think this can help my game alot.
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@4:26 are some thing u can do in corners…sometimes i delay a jHK so u land “crossed” very late.
dunno,if that helps u oO
Another one fellas, what is the best air to air ? It looks like hard punch, just want to be sure.
And i always crossu up with mk, is there any reason to use cross up lk ?!
Thanks
90% i use jLK as A2A and jMP…those 2 are the best.
jLK is better for hitconfirming and u can do a lowkick attack after it and still combo into lp->HP->exTatsu
Thanks for the fast answer
I prefer jmk for crossing up, i can confirm with a c.lk the same way as the jlk, and it does more damage/stun.
Last question (for now !) : when do you pick U2 ? Personnaly i only use it to counter Abel U2 (from long distance). I always pick U1, so much damage and not so hard to use after a ex tatsu.
Sakura is so fun to play !
With Sakura you should make it a habit to confirm off of a c.lp after jumpins, that way you can always combo into c.hp unless you’re jumping in at a really weird angle.
How does sakura’s weird jump work, (got the term from the video above) after j.lk do i just hit up forward?
what are you guys using for hitconfirm, i’ve been using c.lk -> c.lp -> c.hp xx lk.tatsu -> s.lk xx HP.srk. I was just wondering if this is to long or there are better hitconfirms, i like this as its pretty demoralising getting hit so much without meter being used.
Flowchart akumas
The ones who do air hadous
then shanketsu then teleport if you get close, rinse, repeat
how do I handle them with my sakura?
Badly spaced air hadoken can be punished by hp shouoken.
Shakunetsu can be countered on reaction by ex otoshi.
You might want to avoid jumping over shakunetsu when they have ultra 1 too Anyways once you have the life lead, just start planting your tent and camp like a whore. Flowcharts Akuma don’t know shit about how to properly attack.
bait teleports too… and punish with c.mk -> hp shouo.
I’ve got a question after getting beat down pretty badly yesterday with offline casuals, some guy was telling me that blocking attacks high give better frame advantage is this true?
I haven’t heard anything like that before. The only difference between standing guard and crouching guard is that the tech window for throws is shorter from crouch. I haven’t heard anything about frame advantage differences.
EDIT: However there are some instances where you need to block high in order to punish something, the example that comes to mind is horizontal Blanka balls. If you block crouching you can’t punish with Sak or Gief, if you block standing you can with dash LP SRK and kara EX hand.
after thinking of totally dropping the game (cause i like sakura most and she is to weak imo)…and a pause for 2 weeks of not playing.
i “startet again”…nvm…
WTF helps RLY against rufus?!divekick pressure is godlike against sakura -.-
i jump back lp. works everytime. but eventually i run out of room -_-. i think skatan said he uses s.mp?
saw on the stream: valle control ortiz’s rufus with cr.mp, far s.hp, and HK as well. can we do something like that?