yeah, i’ve won a few rounds due to the large hitbox on the tengo U2…maybe it’s a good way to deter cross-up attempts in the corner or punish sloppy cross-up attempts

That’s kinda lame, but I was never able to get crossups with my U2 so I can’t really complain. To add further, I would much rather do a well timed cr.HP to stop a crossup, and then follow up with a cr.LK or cr.LP hit confirm. However, if you can see that they are just going to do a normal jump-in then punish the hell out of em with a U2. Ain’t nothin like gettin rid of a quarter of their health when they thought they could just get away with trading with an AA.

EDIT: So i don’t double-post.

I get a lot of teched throws when I’m playing against shotos (they really like to end their blockstrings with grabs) and I was wondering what are some good options post throw-tech to get back on offense. I was thinking cr.MK poke, but I usually eat a DP if I do that against a shoto.

btw, tengo U2 is auto-corrected, so i just buffer on wake-up and if i see an overhead, it’s a giant pie in the face…and if they crossup, it’s a 1000 years of pain. not really high-level stuff, but it’s fun to frustrate the jumpers and over-head abusers =)

how about a backdash and punishing the whiffed throw animation with shouken?

If you backdash out of a tick throw, your opponent is almost always going to recover before you get a chance to punish.

cr.MK or other poke after a throw-tech is generally safe. But if your opponent is dp happy, obviously the solution is just simply block more and punish harder.

Just transition to stick the 2nd day, still need to get use to button position and etc.(got pwned a lot since half the muscle memory is gone.)

One big question for me though is how to apply pressure against shoto players(Ryu/Ken/Akuma).
If you play safe and stay ground, they can fireball all day and build ex bars. If you jump the fireball they can sweep/DP.
And finally you get a good timing punish their sweep or DP with a knockdown, they have that invincible wake up DP.
Due to online lag, if you want to bait the wake up DP and punish, sometimes it’s pretty risky, if you manage to block a few times,
they might turn into grab or just jump away and start fireball again.

I know I can bait ex fireballs and do ex otoshi to get close, but what next? How’s everyone’s approach to bait their DP or meaty their wake up moves? And, can you safely jump in after fireball(regular/ex) if the distance is right?

@PenguinTD Against the shoto’s mix up your jumpins with Air tatsu, empty jump, j.hk, j.hp, j.lp. Theyll be forced to adjust their anti air.

Yeah this stuff is very annoying as a Ryu player. I speak from experience…

Lol! o/ Bourke!

a small question first, EX shunpu->dash->ultra 1, is the dash necessary?
I usually get too late to get ultra out with dash, and no dash gives you more window so it’s easier to make correct input.
From what I see, there might be 1 hit difference if my timing is off(too early so first ground hit missed).

And for air attack that sets opponent to juggle, what’s our choice?
Say, angle air mp hit, but landed really close to opponent with invincible landing buffered [insert char moves here, ex. Ryu DP],
is it the same with ex tatsu reset that we need to do a mix up and make them guess? but it seems if they buffered early enough,
it’ll come out regardless your position(cross under or not).

Thanks!

you dont have to dash. just hold forward for a sec and then ultra 1.

not sure about what youre asking about in the second part

I think the second question is what to do after you connect an Air-to-Air normal (like her j.MP) and you both land very close to each other (which happens often for me).

However, I really don’t have much to say about that. It’s kind of a tough thing to answer simply. It depends on your matchup. If you’re against a shoto with a 3F invincible start up DP then you might as well just block low and get ready for a tick throw just in case. Against a character with fewer options I would do a cr.LK/cr.LP/LK/LP hit confirm into a BnB or a knockdown. Does someone have more experience with this situation?

2nd part is a common situation I got pwned a lot. Say both jumped, I air mp the other guy, he back flip landed, if I do any move(sweep/jab/tatsu/etc) except block when he buffered DP(for example), I got punished with a knockdown. If I block every time, he will grab me since I’m in neutral status.( or he initiate a new mix up against me, which is even worse.)

If I force them to stop using DP by blocking then after j.mp air reset, I dash to other side and cr.lk > cr.lp > cr.hp xx tatsu/DP

i agree. if they always do the reversal dp, just block and punish. not very flashy but effective. do this until they stop doing reversal dps. then you can go to town with mixups.

as for ex-shunpu, i normally dont go for resets, just hard knockdowns (ie otoshi, sweep) or the occasional shuou to push them further into the corner

Can someone list all the safejumps of Sakura? Is it true that she has one against 3f reversals as well?

Also, how can I get 3 hits on the M DP after a L DP? Is it counter hit only?

Thanks in advance.

J.HK and J.HP are her best safejumps, cross up cr.mk can sometimes safejump anti crossup reversals like fei’s flamekick, strict timing though

J.HP can beat ryu’s mp dp if timed and spaced right(not meaty, if the ryu does a non reversal dp you’re screwed).
J.HK can make ryu’s mp dp whiff if timed and spaced right(and look like a cross up).

After air resets I like to do lk tatsu’s and counterhit their cr.lk’s :smiley:

now seriously has the hitbox on u2 nerfed? lol capcom lol-.-

so what happens now she gets hit with a crossup?

She gets hit with a crossup?

Does Sakura have a punish for Bison’s blocked EX PC point blank? Like say reversal EX PC on safejump?