Sakura Q&A: Ask simple questions here!

Interesting stuff, thanks for posting. You mention 2 frames a lot, is that the magic number your shooting for? Are the fastest moves 3 frames or something like that? And you mention countering OS throw tech, i’ve heard people talk of this before but never in detail, is this general idea behind the OS tech counter or are there others?

Generally, the fastest thing a character can do comes out in 3 or 4 frames, the exceptions being SPD and a couple supers, so if they were pushing buttons when they were -2, your attack is almost garunteed to counter hit.

To counter OST, also known as a tech trap, far as I’m aware you have 2 options. You can delay an attack so someone mashing throw tech will have their low short come out, which if your attack was timed right you’ll beat it. Alternitively, you can walk in and back, expecting walkup throw, a lot of players will try to tech, you can hit the recovery of it (you walked back so it would whiff) with stand short xx sho. If they didn’t tech, your short will whiff and your sho won’t come out.

Is this combo possible:

Angle Jump HK > st. mk > lk tatsu > st. FP > lk. tatsu > cr. FP > lk. tatsu > st. lk > DP?

If not what needs to be removed/added?

lol, ask codallenschmidt, he posted a video of that exact combo, plus a lil extra just the other day…

Yeahhhhhhhhhhh thank you so much

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Here’s something I kinda discovered in training mode. Note that it’s not as easy as ryu’s fadc but I’d say it’s practical enough to use in a match.

EDIT: I forgot to add that you can do almost do it full screen with mp shouken. However you’ll only be getting 19 damage from the shouken instead of 90/113 depending if it’s a counter hit or not.

Oh and turns out I never actually discovered this XD. Mason was the first to post it.

Dude are you serious, did you actually make this up, cause I’ve been using this for a while and posted it on the Creamy Climax thread…

Oh I see my fault for trying to take credit then. Howcome not many people use this?

Yeah well I musta posted it like a day before you put the video up, but yeah it’s all good. Obviously you didn’t copy me I’m just angry you got the vid first lol.

But yeah I’m finding it harder and harder to pick U1 simply because of all the U2 setups and since I play heaps online I can barely do shouoken fadc hp… into ex tatsu U1 for nice damage.

Yeah I know what you mean, this is a pretty good setup. The only major drawback is that the opponent HAS to jump. But being able to do this from almost full screen is pretty damn good. It only does a little extra damage than just ultra 2 if done from almost fullscreen distance but i’d say it’s worth the two bars. I’ll probably use it against those I wanna keep out.

How good is cr.mp as opposed to cr.mk? I dont have any frame data handy, but I seem to be having more success using cr.mp in my block strings.

Both 5f start-up, c.MK is active for 4f and c.MP active for 3f.

c.MK has more range and 1 more active frame.

c.MP counterhit gives +5 or 6, I forget, so you can link c.MK > Shou after it. Really close c.MP can link into c.LP/c.LK

Both are good pokes and good for frame-traps and counter-hit setups. Using c.MP makes it easier to confirm into c.MK > Shou on counter-hit. c.MK is good on characters that s.LP hits crouching on (on some characters she can do it at any range, others it’s range specific if it will hit) so you can do, c.LK > c.LP > s.LP > c.MK confirm into Shou if it hits, as a blockstring.

I use both, depending on what my fingers feel like pressing lol.

Both c.mp and cl.mp give +6 on counterhit.

they do the same damage to lol

Yeah, it felt like there was virtually no difference between the two, but I wanted to make sure.

I was messing about in training mode last week, found something really odd, dunno if anyone else has found this yet:

If you anti-air someone with the first uppercut of an ex shou, you can FADC it just like you could with a lp shou…but you can also FADC the startup of the second uppercut. After you finish the first uppercut, just mash on FADC. Your opponent’s flying away after being AA’d, nowhere near you, it’s clearly not connecting, but you can still FADC it.

Unfortunately I can’t work out any way of getting a vid of it posted, but it’s easy to set up if you wanna try it. Seems pretty useless, but I figured I’d share just in case someone else can find a use for it. I just can’t work out how the heck it works - the only other thing I can find that works in a similar way (ie, can FADC without connecting anything) is fireballs. Or else maybe it’s got something to do with the Pursuit property on the shou?

Just what is going on here? :wonder:

are you saying to AA’d someone with the first shou, then perform FADC on the 2nd shou? that’s odd, but for some reason I think it’s because the entire attack is FADCable any time until like the last couple hits where she is in air… since you already hit something you can FADC… that’s how I see it anyway…just a programming point of view.

Just wondering but does anyone know what her ex otoshi smash is on block?

Just tried it out and no you can’t fadc the startup of the second one. Can’t even kara it into fadc. Don’t know what you’re talking about.

@ 0renzokuken0 it is safe on block (at least -2) I will check against zangief SPD/Ultra next time I turn on my xbox to check.

Hmm, trying to come up with a way of getting a vid of it (and trying it again to prove to myself that I’m not crazy :cool:).

Set the CPU to jump. Hit them out of the air with first part of ex uppercut. Hit FADC really late - the timing seems to be the same as if you were FADCing the first hit of the 2nd uppercut against a grounded opponent. Works every time for me, doesn’t seem to matter what height they’re at when you hit them.

I’m doing it against Ryu, just in case that makes a difference, though I don’t see why it would.