Sakura Q&A: Ask simple questions here!

@Hidamarii: Hmm, the The same thing happens to me too (after dashing under an EX tatsu reset).

Oh well, that’s a partial relief. For a moment I thought it might be the new stick. Looks like it was the input shortcuts + funky move priority after all.

[quote=“Sugami, post:157, topic:61705”]

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.
[/Quote]

no, they are not that tricky. when using plinking and you actually practice these combos are very easy. your main goal with sakura is to accumulate stun so you will dizzy your opponent. when you incorporate lk tatsu you are building the stun faster. watch a GOOD sakura play, and you’lll see what i’m talking bout.

When you have ultra on hit, you are left a frame disadvantage. Again, watch any GOOD sakura player and you will see that they will not use this option unless they are very sure it’s going to hit. Not all characters rely on ultra to win, and from what i’ve seen from higher level sakuras she is most definitely one of them. Resets can indeed backfire, but sakura is about stun, aggression, and momentum. when you use the ultra and it doesn’t kill the opponent you lose everything you worked for with minimal reward.

Again, there is no reason for you to do HP xx sho, since s.HP, lk tatsu, s.lk, HK tatsu is a much better alternative for everything. Sakura doesn’t have advantage over a ton of characters, and just because something may seem tough technically doesn’t mean it’s not ideal and practical. you need to put in a lot of work to win with her, part of it is grinding out training mode to have these combos down pat to maximize your output with her. your second combo you already know where I’m going with it, i’m not going to be too redundant.

on a blocked cannon spike you can punnish with s.rh if you are online ( reliable), HP shouken, or if you have bar eX shouuken. I have been able to hit ex tatsu, but not consistantly.

Jump back hk will stuff hooligan shenanigans as well.

Spin knuckle is not a move you should ever worry about, no good cammy will ever use it against sakura. However if you know it’s coming you can just neutral jump hk and then rape from there.

i actually prefer using s.hp because it’s space dependant, and i know i have much better odds of hitting the lk tatsu link afterwards.

to really get good with sakura, you have to put in the effort. You have to be willing to grind things out. you have to maximize stun and damage on a regular basis. spend a lot of time in training mode using proper combos. do your research. there is a lot of crappy advice on this forum and good advice as well but if you try things out after time… you’ll see what’s what for yourselves.

best of luck.

I don’t know why you are all about that s.lk link instead of the cr.hp one. It does significantly more damage and stun, and you can’t plink the lk link anyhow, so its a 2 frame window for each if you plink well. Sometimes spacing doesn’t work for it, thats about all I can think of.

spacing is honestly the main reason i am for it over the c.HP. i said in a earlier post to improvise and go from there after you feel comfortable, but as a whole I think the learning curve and reliability of s.lk is easier. i dont need to explain this to you though :smiley:

i actually have some videos on a matchup i have a lot of trouble with that i’m told you have a lot of experience with… i’ll pm them to you one of these days that i upload them to see if you can give me some insight.

They are (tricky) for me :stuck_out_tongue: Possibly 50% accurate on Light Shunpuu links and I’d rather not risk it. Stun is the only thing I noticed from it but I’ve observed people doing Light Shunpuu links off dizzy where this is no stun being accumilated :looney:

Guess that’s your style of play, I prefer being a bit safer when I’m not overly comfortable with things. A missed link is missed damage and possibly a reversal in my face :frowning:

And I just can’t get the hang of plinking, it drops my overall accuracy but I’m generally quite accurate with her normal links anyways :slight_smile:

So you only use Ultra when you think it’ll KO? Fair enough I guess, 1 frame isn’t much and it’s still enough time for a jump-in for me (which they could DP out of the sky) but I prefer to play safe® and take my opportunities when they come round. I also think it looks cool and against the people I play against may be a bit of a demoralizer :stuck_out_tongue:

Again, safety :stuck_out_tongue: Since you’re going the full distance why not end with a heavy Shou? Scores knock down, which HK Shunpuu doesn’t, which is always good, no?

You keep harping on about “GOOD Sakura” and I’m sure you’re not trying to be mean and applying that I suck, which wouldn’t be too far from the truth, but that’s just it, I’m not good. Not really my Sakura precisely but my general game and execution skills, I’m mediocre at best and I’m happy with that. I’ll never be as good as most of you guys but I’ll have fun in the process and try to play what I think gives me, personally, the best chance for coming out on top :slight_smile:

I should have stressed I was curious as to the why and got an answer, stun, you guys obviously think the extra risk and work is worth the reward :slight_smile:

Um… being left at frame disadvantage is not safe… so you’re saying you’d rather jump in at disadvantage on a char that can random reversal you and depending on the char take away 500 hp from it?

Also, with the sho combo, if you were worried about being safe and not messing up I don’t think you should use that in case it gets blocked. Even if you don’t use the link you’re better off just using HK tatsu. if you somehow choke up and screw up the simple combo (and it happens to everyone sometimes) you will at least be + on block. If your shouken gets blocked, you are either going to waste 2 stocks of meter to get out of it or you’re going to eat a nice combo on punish.

Also the reason I kept saying good sakuras is because imo there are way too many shitty ones that are considered good just because of combos they get or w/e. I am not at all good imo, but I know good play when i see it. I still have to really learn all the matchups better, that is the next step to getting better.

I’m just trying to give people a good explanation for things and try to explain the why’s of things, instead of just saying that a move is trash or don’t do it.

I like c.hp xx shouken over c.hp xx hk.tatsu… The shouken combo does more damage AND stun, and it also scores a knock down. The shouken combo is just as easy to pull off as the c.hp xx hk.tatsu combo. My way around wakeup DP chars is to safe jump. If you jump in right after the shouken knockdown, you CAN block the DP and punish. After you do this once or twice, you can pause after the knockdown, then go for a cross-up or whatever you choose.

And regarding the lk.tatsu, lk, ex.tatsu link, I think this should be used sparingly as it’s impossible to get this link 100%. If you miss the lk link, the ex.tatsu will go right over their head if they block low, causing you to get punished.

After an ex.tatsu cross-up, sometimes i’ll do s.mk, lk.tatsu, s.lp, c.hp, ex.tatsu. The s.lp link here is a lot easier than the lk link and with the c.hp in there, it gives you time to hit-confirm for the ex.tatsu.

I was only talking about after you hit the ultra. of course it’s easy bait DP’s on a normal knockdown…

[Quote]
And regarding the lk.tatsu, lk, ex.tatsu link, I think this should be used sparingly as it’s impossible to get this link 100%. If you miss the lk link, the ex.tatsu will go right over their head if they block low, causing you to get punished.
[/Quote]

Then you need to play online less, because offline I’m not a technical enigma but even I get it 90% of the time because i’ve practiced it so much. And no, actually it will not fly over all the chars heads, that is character dependent.

I think it was destin in another post was saying something along the lines of the her having the potential and overtime when peoples execution becomes proper she will be even scarier.

I agree with almost everything blue flamingo posted. I think I can leave this thread in good hands.

HK Tatsu actually does more damage than shooken. And it’s safer.

well that’s true if you do a standing close hp. From cr.hp it’s better to do an srk since you don’t miss any of the hits in the tatsu

for a punish (like a missed srk for example)
cr.hp > hk.tatsu is 220 damage
cr.hp > hp.srk is 255
standing close.hp > hk.tatsu is 280 (all hits connect)

for jump-ins:
j.hk > cr.hp > hk.tatsu is 296 (4 hits)
j.hk > cr.hp > hp.srk is 324
j.hk > standing close.hp > hk.tatsu is 344 (5 hits)

also I’m finding that for whatever reason, cr.hp > hk.tatsu is less damage but is more reliable to combo than a standing hp. It’s possible to hit a standing.hp and cancel into an hk.tatsu but not have it completely combo.

Most opponents I play against block a whole lot which stops my momentum.If I get momentum I stand a chance. Take that away, then I’ll lose. Suggestions?

tick throw. Get them used to blocking your strings, stop em early and go up to em and throw them.

outforprophets: A good reason why c.hp is better than s.hp is that c.hp forces your opponent to stand.

Does akuma have a weird hitbox or something? some of my BnB combos whiff for no reason against him

Akuma indeed has a fucked up hitbox. I’m going to training mode the shit of it it one of these days to make a compilation of what hits and what whiffs.

close s.hp forces stand too.

I have a question about FADC and whens an appropriate time in a match to use them… since they can be risky especially if you miss the cancel part and don’t dash.

move a, move b, shoryuken, oh crap he blocked, FADC comes up alot with me, you could also use it while corpse camping to bait a wakeup move/throw and punish.

i guess if you’re feeling really safe and you want to build up ultra meter you could FADC fireballs.

I’m sure the better members will have loads of cool tricks.

What I’m trying to do now is practice Dash Canceling the Hadokens and running forward. Also, I’m putting the dummy on All Block and trying to cancel out the blocked Shouokens and running back. (I was also trying to see if an EX Shunpu would connect after backing up from a blocked Shouoken after canceling it…)

Is this a bad idea, or is this a good way to train?

It might just be me Joe, but it seems like cancelling a hadu would be a meter waste that you can better serve at other times. I mean granted it can be a situation type thing. I save my cancels for when srk gets blocked if I catch it in time. But then again, I am low tier Socks, so I am sure one of the higher tier Socks can answer this better.

I mean Dan can c.MK, Gadoken, cancel, and repeat. I can almost get it with Sakura, and don’t know if it works for her though. It’s used to dizzy with Dan, but Dan is Dan, and Sakura is completely different.

Like you said, it can be a waste with her, she has other options to use. I guess I should get in the habit of canceling blocked Shouokens instead and work on some type of punishment (EX Shunpu right after?).