I have a question. Is there a way to stuff Ryu’s air HK? I’ve tried using air hp,and mp but they haven’t worked. And the way i play is that i have to jump in to get my combos. I know its a bad habit cause i get owned by anti-airs so much. I also know jumping in on ryus will get me ultra punished. Should i just stop jumping in? and wait for ryu to run at me?
you dont have to initiate every attack, let him come to you and try to bait some dp’s and counter with a good combo.
can sakura’s air tatsu cross over like ryu and akuma can? Seen a lot of that in the evo streams, and it got me thinkin, “why can’t sakura do that?!”
Because the developers hate Sakura (and every other console character)
Her Shunpuus (Shunpuu = Spring Breeze, Tatsu = what the boring people do :P) don’t cross-over at all unless the AI is haxing with it. Ever noticed that the AI can cross-over with it if you’re crouching? I’ve tried but can’t seem to get it to work Think it’s regular HK version that does it.
Damn, yea I think I’ve tried every version from plenty of angles, and I haven’t gotten her Shunpuu (**) yet :sad:
It only seems to cross over when the other person is crouching (not an air tatsu). It’s pretty difficult to get the exact spacing for the HK.tatsu, though.
I was really impressed with Sabr3’s performance with Sakura during the 5v5 exhibition. I was wondering though. Whenever Sabr3 reset his opponent and forced them to guess which side to block, what kept his opponents from just mashing out an SRK?
I have zero knowledge on Sakura, so excuse my ignorance if this is a really dumb question
Yeah most people forget about the SRK since they are so focused on trying to guess correctly. But if he wouldve thrown out an SRK, sabr3 would have just blocked and punished next time
Any tips or videos against Cammy?
For some reason that’s the only opponent I’m having some trouble against right now.
What exactly is she beating you with? D/B will tend to beat up a cammy pretty bad. You can punnish pretty much every blocked cannon drill with a BnB combo, stuff anything she does in the air with c.HP, punnish blocked cannon spikes with either S.RH, and you dont need to worry about rushing down because she will come right to you.
guys what’s sakura’s best punish?
way too broad of a question, please more specific
if you have 3 meters + ultra: cr.hp xx hadouken, FADC, cr.hp xx EX.tatsu, ultra seems to give the most damage. If you can start with a j.hk, even better…
if 1 meter: cr.hp xx EX tatsu, ultra/otoshi
if no meter: cr.hp xx hp.shooken
or you could just ultra
These yield the most damage in my opinion. If you want more stun than damage, the list would pretty long
That first combos not what I would recommend anyone use… it’s a waste of meter (I know it looks cool though).
Your main BnB punnish with at least one meter that I recommend for ease (then improvise however you want) is…
S.HP,lk tatsu, S.lk,ex tatsu, otoshi.
This is before you start getting into resets, once you learn those, you can vary them (j.lk,j.HP,j.HK,walk up s.LP dash) I personally do not recommend using ultra at the end of a EX tatsu unless you are sure it will kill them. It takes away your advantage after it hits and they are still alive, so you start again from scratch. Not worth the minimal reward with her great mixup game providing potential for MUCH greater results ( stun, death, gg)
WITHOUT any meter-
s.HP,lk tatsu, s.LK, HK tatsu. I personally do not like ending combos like this with shoouken for a few reasons. A) damage is comparable to HK tatsu B) if you accidently miss your timing and your Shouken is blocked, you are going to be raped by anyone that is worth their weight in the game. Using HK tatsu is a MUCH safer alternative, and allows you to keep your aggressive game going.
The only use I see for shouken in combos would be hit confirming c.MK into shouken. Anything else you are much better served to use other means IMO… ( another example would be if you are going to link it into super, because you really have no business have 4 stocks of EX if you are using sakura )
Thanks both of you!!!
is there any significant differences between using c.hp vs. close s.hp linked from a l.tatsu?
although the timing doesn’t seem that different, for some reason i just tend to hit close s.hp more often. the srk wiki says that they have the same damage and stun but close s.hp has less startup and recovery [if im reading this correctly] however c.hp seems to be the universal standard. so what advantages does c.hp have over close s.hp?
Personally, I don’t really see the point of using Light Shunpuu links when you know you’re going to hit. Off a heavy jump-in and ending in Otoshi the difference is like an extra 4 damage and those links are tricky even for the seasoned pros, with her Ultra you actually get less damage from it.
As for her Ultra, it might not be as high damaging as some but where else will you get the chance to use it? It’s “guaranteed” (if your execution is on) good damage. Resets have a chance of back-firing in your face and Ultra after dizzy does even worse damage (depending on number of hits before dizzy but being Sakura it will probably be a lot)
My punishers are pretty simple:
No bars: HP xx Shou
1 bar+: c.HP xx EX Shunpuu > Otoshi or mix-up or Ultra
If I have all the time in the world (i.e. missed Ultra) I might throw in a fully charged FA before punish, if Ultra is ready I prefer not to do it off an EX Shunpuu as to not risk missing it
I’m pretty sure Cammy’s Cannon Spike can be punished by a Heavy Shou too (I do it and it doesn’t seem to get blocked).
Hooligan Combo - c.HP, EX version will probably jump over your punch so careful for those one-trick ponies who like to hop behind and throw you (hate that >.<).
Not-so-Quick Spin Knuckle - easist c.MP xx Hadouken, good with links c.LP (x2) > c.HP xx EX or Heavy Shunpuu (doubt many people throw those out randomly though).
Pretty simple really, c.HP you’re already holding Down so it’s slightly easier to cancel into the QCB Shunpuu motion. That and it’s not as distance dependant as close s.HP but if you catch with the end of c.HP the Light Shunpuu might miss anyways and if it doesn’t you might be too far for the follow-up link shrug
Is it just me? Or are other people getting Otoshi instead of Shunpukyaku after walking forward? I’ve never had the same problem with akuma’s tatsu’s and demon flip (exactly the same inputs), but it seems that with Sakura, I end up doing Otoshi instead of her spin kick around 30% of the time when moving forward.
Just double checking since I recently got a new stick.
Man I get that on the pad
That occasionaly happens to me when i do a dashunder after a lp reset.
I’ll dash and let go, and press the d-pad down, so i can start the c.lk, c.lp c.hp for the reset, but the game will sometimes register something like :df::df: in the middle of the dash, so when i’m on the otherside after the dash has finished and I’ve crouched, and finally get ready to press lk, the shortcut will start a normal otoshi.