a common problem is many new people do is that they do the cr.lp to cr.lk too fast thats why it wont cancel into ex tatsu. slow it down a bit more so you can link the lp to lk (which then you can cancel the lk into ex tatsu). IMO its easier with standing LK. thats my half assed answer. but there is some truth to it. the other guys in here are better at explaining it.
After doing an EX tatsu close to the corner I like to use the 2x otoshi > charge fireball setup but is this really a solid setup when your opponents got full meter/ultra? Its really easy to tell that you’re charing that fireball so you can easily react to it with a mashed out ultra.
So I try’d doing this for 20 minutes and I’m so sure this is not safe (please prove me wrong).
I picked Ryu and put Sakura on record. Sakura cannot recover fast enough to block Ryu’s Ultra 2/super in the corner.
I hope I’m just doing something wrong but it really looks like this is a midscreen only combo.
It’s safe, you’re just timing it wrong. After the 2 otoshi’s, make sure you hit punch before you land so that you recover fast. Then back dash. While you’re backdashing, input the motion for the fireball and hold until it releases itself. You’ll recover before you get hit by any reversals.
Did not do the 3rd punch, hope that solves it. I’ll try it when I wake up tommorow. If you have some free time, try to mash ultra 2 with Ryu with Sakura on record.
Chun’s super has 1 frame startup, but only 1 frame of invincibility. It’s possible the hadoken hits her out of the super (potentially hitting Sakura as well, so at worst maybe a trade).
Hey its actually not that hard, trained all day I can hit confirm it pretty good now. Put the computer on random block and look if the CPU blocks or gets hit (try not to press a button if the CPU blocks) and just keep trying, it will go automaticly after a while.
*its so awesome I trolled psn with Ryu c.mk>super hitconfirms!
On other note: still can’t get the Otoshi setup to be safe against Ryu’s super/U2. Did anyone try it yet?
Like, if you do two relatively fast crouching chained jabs against standing Ken, regular throw won’t connect.
If you do the same thing and do the kara throw(Just as codallenschmidt described(Chrono Trigger ftw(Parenthesis inside parenthesis))), it will connect.
It’s has nowhere near the range of Kens/Vegas, but there nonetheless.
Oh, and another question:
How important is cornering your opponent to Sakura? I was messing around with her, and I saw that after EX Hurricane kick, instead of resetting with a jump attack, or finishing off with Otoshi, if you do jump hurricane kick, it hits them and carries you both a considerable amount across the screen.
It’s not as much damage as the previous options, but if Sakura gains a considerable advantage when her opponent is cornered, it may be worth it.
id say its very important. because of sakuras good footsies tool u can really keep an opponent in the corner were u can control the spacing and therefore the match. to me her overhead in the corner because a lot better because of the distance u can do it at is the same were u can anti air at and that keeps people from jumping over it. i love the corner as sakura
Altough the corner is important for Saks I wouldn’t use a j.tatsu after EX. Try going for hp otoshi x2 > fireball frame trap. That one covers alot of distance to and if the fireball connects you can link it with c.mk > srk. Then he’ll be in the corner for sure.