I was playing Makoto and I saw that she has all these meaty setups, like dash x 2 oroshi ect.
Does Sakura have anything similar? Like whiff a normal then tatsu or meaty cr.hp or something? Like which are her viable meaty setups after a forward throw/HP Sho combo/Sweep
I need to up my pressure on oppenent’s wakeup
what are sakuras safejump setups after a cr.hk and her two throws?
i have looked in the stickies and its not in the first posts and noone was able to answer the question in the dedicated thread asking the same question a few threads below the stickies. Are there no active members who can help out?
Mullah, if no one has some, I can come up with some. Shouldn’t take me too long.
I think I said I’d do that for you before, haha.
no no it’s fine dude, i’m trying to help a friend of mine who mains sakura, but he thinks advanced play (safe jumps, os and cr.tech traps) is really difficult to learn, i’m sure lots of players here know this stuff off the top of their heads with no need for research. When i get home i can try myself if noone has been able to answer!
i’m learning gouken, originally with a view to help another friend who mains gouken, and i found out he’s actually not too bad, its really nice to be able to safe dive kick after every knockdown vs the entire cast (minus counter moves) and punish cr.tech and basic mistakes with huge combos. His defense is crap but i’m used to that with blanka so i’ve not noticed it tbh!
Safejumps are probably the easiest thing to teach. So basically the idea is to teach him a few setups he can easily repeat, and then he’ll be like “oh this whole advanced play thing is easy!” I guess?
I don’t even know what Gouken does. I play against a few now and then and all they do is demon flip, throw fireballs, and mash that godlike sweep.
what are sakuras safejump setups after a cr.hk and her two throws?
anyone?
cr.hk, whiff st./cr.jab, j.hk/hp/mk. Works on 6+ frame reversals and on characters who get up slow. Sagat/Cammy/Blanka
cr.hk, j.hk/hp/mk works on Adon
f.throw, whiff st./cr.jab, crossup j.lk or mk. works on 5+ frame reversals and Blanka.
f.throw, whiff st./cr.jab, nj. mk/mp(something else might work, j.hk does in corner) works on 5+ frame reversals and some other ones(Dan’s 4 framers) because of hitbox quirks. This is character specific though, doesn’t hit everyone and the timing on the jump normal is tight, works best in corner.
b.throw, whiff st./cr.jab, j.lk/lp/mp/mk/hk. works on 5+ frame reversals and Blanka’s. You pretty much have to be standing in the corner when you throw them.
f.throw/backthrow stuff omitting the st.jab doesn’t work on adon I believe, but I forgot to check.
ves, thanks dude, i will pass on the info to my friend, wifes watching tv so i can’t get near the xbox!
pretty messed up that it took a blanka expert to answer my question in here …
don’t worry man, it only took me about 40 minutes to do all of that. I also got some sak meaties out of it. haha. Anyways I still owe you, you helped make me good.
Qwezzy
1610
I know this is a noob question but exactly how do meaties work? Especially in
Sakura’s case my friend tried explaining it but im still having trouble comprehending it
And also dealing with her U1 setups (which I absolutely HATE!!!) I saw somewhere that after you do her ex tatsu that all u have to do is hold forward and then do the input for u2 but I’ve been practicing this for the past hr and I can’t seem to get it. She always seems to far or by the time I do the input my opponents already on the ground any suggestions??
thanks
Meaty (Attack)
The other side of a “wake-up” situation, a meaty attack seeks to hit an opponent immediately as they wake up from a knockdown. Example: Ken knocks down Ryu with a c.HK and just as Ryu is standing up, Ken jumps at Ryu with a meaty j.HK.
Glossary
After ex shunpu if I want to land Ultra 1, I do this motion (from the left):
:f:, :hcb:, :qcb:+:3k:
You want to press the three kicks when the character is falling and just above Sakura’s head height. If you do the motion smoothly enough after a while you won’t need to think about the timing because by the time you do the motion the character will be in the right place. Just practice it.
Or you can just do it the way most people do.
:f::f:, :qcb:,:qcb:+:3k:
Dash forward and then wait to time your Ultra motion.
As a personal preference, I adopted the first method.
I heard this somewhere on a forum and I just want to confirm:
Can you plink st. fierce after an ex shoryu > fadc?
You can but I don’t think there’s any need, I believe it’s 3f link but I plink it anyway just to get plinking down for the 1f links. I find this a weird combo anyway, especially with cr.mk xx DP FADC > St.hp,
Is MP Sho better to end combos with than HP Sho for setup purposes?
Jawang
1616
“hp sho -> hold up forward” gives you a meaty cr.lk setup on most characters if they quick tech. as far as I know, that’s better than anything you get off mp.sho (i dont think you can setup a safe jump with any whiffed normals, please correct me if I’m wrong though)
Yes.
Skatan and a few others have long argued that MP shou is much better for Sak’s insert japanese word for mix up game.
I dunno the numbers but its obviously a bit less damage but you can do anything you want to them and be ambiguous about it. Its a soft knockdown but you have time to put yourself into whatever position for anything meaty you want to do.
If they are cornered or about to be put into the corner I think hp shou would still be better or if they are nearly dead or something. I don’t know the numbers for stun either. I can’t be bothered to memorize that shit.
Also, mp shou fadc combos do more damage but its even harder to combo off of that than the hp version.
Same thing with mp shou in the corner > U2. Its HARD! But also best damage. Not worth the hassle imo.
Ryuga is the only Sakura player I saw consistently doing mp shou fadc combos and combos ending with s.lp > s.hk in Team Sakura.