I need help is this anyone willing to look at videos of me playing and give harsh criticism if need be??

ok here is a really derp derp question but I have a disclaimer:

This is my first SF game, and july was my 1 year anniversary
I only played charge and qc characters. Only characters with a dp motion were bison and rose but they dont combo with those moves (warp/soul throw)

with that said my question is

how to you cancel into a dp? It seems I just get a short when I try… what am I doing wrong?

don’t hurt me!

Use “shortcuts” to help, F DF F and DF D DF in particular. So if cancelling from a standing normal you’d do something like :f:+:hp::df::f:+:p: or if cancelling from a crouching normal you’d do something like :df:+:mk::d::df:+:p:.

Does anyone here adds an extra lp shoryuken after ex tatsu juggle before U2? It actually reduces the overall damage output due to damage scaling right?

That said sometime the longer your tatsu combo the less damage, or no difference in damage it does, due to damage scaling, so do we really need long tatsu combos? Thanks

I’m a fairly solid Sakura player. Atm my biggest weakness is wakeup game. I just need some links to point me in the right direction. I’ve watched follow videos, youtube, and videos here but they are usually just Sakura smashing sum’1s face in n not the other way around.

Yes and no, it depends how you hit the LP Shou. Hitting with the first hit nets more overall damage since it does 60 damage or something (can’t remember exactly) whereas the second hit is only 15 damage and that will result in less overall damage.

As for the Shunpuu loops that’s down to personal taste and what loops you use. s.HP xx LK Shunpuu > c.HP xx whatever works on everyone, as does s.MK xx LK Shunpuu > s.HP xx LK Shunpuu > s.LK xx whatever but that does less damage than the former. However against some characters (Dhalsim is one) you can do s.HP xx LK Shunpuu > c.HP xx LK Shunpuu > c.HP xx whatever and that will do more damage.

You probably get a little extra stun and a bit more meter for longer combos too, so it’s down to personal preference whether you want to risk the harder combo for the little extra pay off or not.

Sakura plays this matchup on the ground. Good Giefs won’t jump at you because they have no reason to, but if they’re jumping obviously anti-air that shit. Gief’s pokes beat yours overall (st.mp and cr.lk most notably) so you need to be careful about what normals you throw out there. FlashMetroid just recently switched his main over to Zangief so I’ve been getting a little bit of practice in this matchup.

I still don’t have all the particulars down yet, but so far what’s really important is keeping Gief away from you (as is everyone’s matchup vs him). In order to do this, you have to play a very strong footsie game against him. Buffering cr.mk into shou is sometimes ok, but be wary of what range you do it at as he can whiff punish with cr.lk xx EX Green hand. Additionally, from certain ranges he can LP SPD a whiffed cr.mk thanks to his new range in AE. St.RH is a decent poke as well, but gets beat clean by st.mp so don’t throw it out too much.

The new far st.mp being cancellable allows you to buffer HP shou into this move as well, which can prove to be slightly useful as well. Use st.lp and cr.lk to counterpoke his own cr.lk and cr.lp buffers into EX green hand. If you are confident in your buffers as well, you can buffer both of these moves into HP shou and if you get the hit you get ok damage.

Gief’s mixup game changed drastically in AE, and with EX green hand no longer knocking down the matchup, in some respects, got easier. The hardest part about this matchup in Super was that if Gief whiff punished anything you did, which is considerably easy, he did it into EX green hand which gets him the knockdown. From there it’s just the stupid guessing game.

If you have your links down, and you definitely should, you need to turn any cr.mk xx HP shou into big damage by FADCing into cl.HP. You need to convert those small moments into big damage to keep up with Zangief’s superior damage.

Don’t bother trying to reset Zangief, there’s no reason to. You don’t want to rush him down and he has several options to counter your resets, so if you get an EX tatsu go for the otoshi and get the hard knockdown. Charged fireball mixup is safe on him since I don’t believe his Super or Ultra can grab you from that distance, but I have been known to be incorrect so test this for yourself.

I hope this helped even though it’s cluttered and none of you read what I write anyways.

When do you guys use her overhead?

@ PJS Foxdie

against gief i would not use hk tatsu to get close to him cause he can grab you for free on block. no way to get out of it. also never jump at gief, its too easy to just lariat and then hes got the cross over mix up on u which is just scary. Also u seem to back yourself into the corner to fast. for pokes i just switch between hk and cr mk and when they start blocking low then u start throwin the overhead

When did lk. tatsu > cr. mk link? http://www.youtube.com/watch?v=GcUnk2SYqKs

The frame data says 5 frame startup on cr mk and +4 on hit for light tatsu

The LK tatsu in this case hits extremely late, making the frame advantage around +8 on hit when it does so.

Heh Shinkuu Tengyou Hadouken does 22 damage in that combo, would get more if did LP Shou rather than HP Shou.

For those having trouble against sims, keep in mind guarded pokes gives meters to both Sims AND Sakuras. Just having 1 ex available makes you that more deadly. Sim will have to be way more wary on his fireball game. Also don’t forget that ex.otoshi can have tons of advantage frame if you hit it as low as possible, same with air tatsu(which can also fuck up tons of anti airs). So instead of going for a throw everytime, work on yer frame traps.

@Immaculate, tatsu can hit meaty on some char even in a combo string. I know it works on Adon and Viper. If you don’t know what meaty is, it means tatsu hit is delayed long enough giving you enough frames to link a higher frame move.It’s also the reason a tatsu meaty on wake-up is guud because you don’t end up at +0 but +1 on guard.

That seemed max range, and lp shou doesn’t combo from a max range c.mk.

Question: Shinkuu Hadouken seems to be the go-to ultra for Sakura, but is there any real reason to go with Haru Ranman? Better damage, match-up dependant, what?

It does more damage.

I only use U2 foe Akuma, Guy and sometimes Adon & Gief…

I prefer U2 for the advantage it leaves and it pushes people towards the corner

hey, i was wondering if anyone else has ever linked sakuras c.lk and c.mk…i did it once on a ryu after he whiffed a lp shoryu (as they do)…it was NOT counterhit and definitely comboed…and i havnt been able to do this again

I saw this on a youtube comment:
“try this combo in the corner cr. hp xx EX shunpukyaku, Air EX Shunpukyaku, ultra 2 (537 dmg, 410 stun)
(if you jump in with hp or hk, it does 571 damage, 587 stun) which is awesome
you can also do it without the EX air Shunpukyaku( just do regular, it should do 2 hits) it does 483 damage 370 stun)”

Does this work? I tried it but I can’t get it to land.