Sakura Q&A: Ask simple questions here!

feilong is weak against focus, not strong :confused:

Thanks for the info, I had no idea you could punish lp rekka, and really only recently started looking into framedata for that type of stuff.
I’m assuming the issue with his chicken wing is caused by our tiny hitable box on our focus then.
As for sho FADC, that’s great in just about every matchup, but I do get the idea, I want to be linking into stuff that’ll lead into sho or using c.mk sho regularly.

Good ish, I appriciate it, man.

Ok, I’m really starting to wonder why I keep getting Otoshis instead of Tatsus. It is starting to frustrate me because I’ve lost far too many matches because of it. I went into training with input select and tried it out, and I figure it is because I sometimes end up at F > DF > D > DB > B.

This makes no sense to me. I would understand if I did F > DF > D > DF because of that stupid shortcut, but I was no where near that =|.

I didn’t have this problem before, but I just got a fightstick today and it has been plaguing me for quite a few matches. Also, I can’t play properly from the 2P side, but I reckon that’s because I’m not used to the stick.

There are multiple ways to trigger the shortcut. D DB B F makes it come out, for example if you let go of the stick and it snaps back toward neutral, the momentum from the snapback may make it hit F. D DB B DB makes it come out too. You basically need to ensure that you’re holding B when you hit the button.

Did not feel like going through multiple threads and posts to find the answer soo…

U1 or U2?

If its matchup specific which matchups go with which ultra?

U2 is best for jumpy type opponents.
Gief, Akuma, Chun-Li, T. Hawk, Adon, etc.

You can use U2 raw to catch their jump ins, cross ups and specials.

U2 also gets other stuff coming at you.

Other than that I say best to go with U1 as it does 451 max raw damage. U2 only gives 329 or something like that. In a long combo U2 gets scaled to death so only use it in short combos with full ultra meter or its a waste.

U2 has more setups though. See here:

http://shoryuken.com/f271/creamy-climax-sakura-ultra-2-setups-234186/

^ Thank you! :smiley:

Another question.

Do any of her other jump moves cross up or just J.LK?

j.mk also.

J.MK all day all the way to Disneyland. It has a better hitbox, does more damage and has longer hitstun. That should be your go-to crossup tool.

On another note, you should be mixing that up with j.hp from distances mk will just start to cross from because you’ll often catch them trying to block the crossup only to be tagged by the fierce punch.

Awesome thanks guys.

1 more:

Does she have ANY wake up options at all?

Her only wake up ā€œoptionā€ is EX Shouken, and I put ā€œoptionā€ in quotations because it’s a very weak option at that. It has 12 frame startup, and 13 frames of invincibility. The issue for me is the long startup, which means that some characters can meaty c.lk Sakura, and if she reversals they are completely safe.

The nice thing about EX Shouken, however, is that it does move her considerably foward, so she’s able to do things like punish Ryu’s sweep from any distance by just doing EX Shouken (Ryu’s sweep is -14 on block).

The downside is that if you do it TOO far away, the first set of hits will connect and then the second sets won’t combo, thus allowing your opponent to block them and punish you accordingly.

It’s not a very good reversal. That’s for sure.

U2 against opponents that are worse than you, u1 against opponents that are better than you, pretty much. U2 is superior if you can push the opponent to the corner so you get to use the lp sho, u2 combo. Otherwise you want U1 so you can get that damage out anywhere on the screen at the cost of meter.

Is there any good frame trap sequences u guys can share? Thanks

i HATED blanka until i realised two things.

blanka will be charging down back. like always. every blanka player i’ve played is a sucker for the overhead. Just make sure to avoid the reversal.

getting blanka into the corner is key. Once you have him cornered you can punish the crap out of balls on block. getting him there is the trick. If you can’t force into the corner, one option is to put yourself in the corner and hop over him or throw him. He’s not terribly good at keeping people cornered. Once he’s in the corner its all about overheads and baiting balls.

trying to fight blanka in the middle of the screen is just a bad situation.

once he gets nerfed in the AE edition the ball will always be punishable on block from anywhere so there’s hope in the future.

As far as honda, I don’t think you can punish headbutts. Not that i’ve seen. the only help i can give you there is, his jump up butt slam move is easily beat with a crouching uppercut.

i like crouching uppercut to lk.tatsu then going right into another crouching uppercut into whatever. You’ll beat out a lot of moves, can be mixed up with throws. Not 100% on what a frame trap is though so i’m just guessing that this would be a frame trap. :stuck_out_tongue:

against certain characters at the right range the second uppercut can combo if you link it right. I’ve found its dangerous to use against balrog and chun-li though, their crouching jab spam is just too uber.

Blocked LK Tatsu > c.HP is not a frame trap. You and your opponent are even after LK Tatsu, c.HP is 4f, which means any move the opponent does that is less than 4 frames will beat you. This would work on Abel since he has no 3 frame normals but he still has throw which is 3 frames and EX TT which is invuln to hits.

Frametrapping is when you do a string that will counterhit your opponent if they are mashing.

An example would of a Sakura frametrap would be c.LP > c.MP.
c.LP is +3f on block, c.MP takes 5f to start up. So there are only 2 frames where you opponent can do something. Besides moves that have invincibility, anything your opponent does you will counterhit them because there are no 2 frame normals in this game.

Another example is Akuma’s c.MP > c.MP.
His c.MP is 4f startup, +2f on block. So again, opponent only has 2 frames to do something.

Another way involves distance, which in my head isn’t really a frametrap but counter-hit setup (to me frametraps are counter-hit setups but not all counter-hit setups are frametraps).

With Sakura you can do s.LP > s.LP > s.MP/s.HP.
The goal is that doing the two s.LP will push you out enough where if they were mashing OS throw, they will whiff because you are out of range and you will tag with a counter-hit.

So there you have it, frametraps are exactly what the name implies, traps based on frame data because you want them to start mashing so you can get your SICK COUNTER-HIT COMBO DAMAGE i.e. Cammy’s counter-hit fierce into ultra.

Option select help

I need help with some Sakura option selects. When I press Cr.lp+Cr.lk+Cr.HK I’m not supposd to get reversal and if they grab im supposed to tech and if he back dashes ill sweep, but I tried it a few times and I just end up eating a DP or a tiger knee. I thought the only way to counter the option select was to do a wake up focus atack. Also sometimes when I try it why is the opponent able to neutral jump on wake up?. Can someone explain how to use the option select properly, and I dont understand the option select your supposed to do when playing against a Gief or abel. Also is this considerd an option select if im crouching and I press lp+lk?, what does it do? and what does the option select J>RH>tatsu do and when should i be using it?.

Option selects aren’t magical ā€œI winā€ buttons, you still have to time them properly. If you’re getting hit by wakeup reversals you’re not delaying the input enough. You want to be blocking just long enough to block a reversal, but the tech input will be within the frame window of them landing their throw.

J.RH/Tatsu OS relies on the hit stun temporarily freezing the game for a split second. Basically if your J.RH connects or is blocked, the tatsu input is ā€˜eaten’ by the screen freeze and doesn’t come out as you haven’t hit the ground yet. If the j.rh whiffs because it is back dashed or teleported out of, the tatsu comes out because there wasn’t that tiny bit of freeze and you hit the ground as you finished the input.

Thanks for the help ill practise those option selects more in training mode. I have two more questions how can ables ultra 2 be punished. whn he uses it I try to jump but as soon as I land I get caught by the ultra and end up losing the match. Also how can vegas backflip be punsihed when I try to cross him up he just backflips and I lose my chance to land another combo.

Abel U2 -> air tatsu escape towards the nearest of either the edge of the screen or abel. Ground tatsu will stuff it clean I believe.
With Vega, you want to read the flip a bit and walk > c.mk xx hp shou as appropriate. It’s also a perfect chance to use the jump in/tatsu OS if you so desire.