You hit the c.lk on one of it’s later active frames as a result of the whiffed LP shoryu. It’s normally only +3 on hit (only enough to link cl.FP or any other light), but if you hit it on a later active frame you can get it up to +5 or +6, thus making a cr.mk able to combo with strict timing.
So why do we use Lk.Tatsu as a meaty or knockdown pressure instead of Hk,Tatsu? Hk.T has more active frames and its only -2 on block.
Because LK tatsu is 0 on block, thus giving you the most frame advantage when done meaty. HK tatsu goes right over people and it being -2 on block means that, if not done extremely meaty, it’s punishable by SPDs and certain supers.
So yea, that’s why we use it.
Hmm idk it seems to me whenever I use ( or try) to lk.T as a meaty I eat a reversal or a throw right after. I’ve hit more people using Hk.T
freetgy
1865
well meaty lk tatsu doesn’t make sense on characters with a good reversal.
but it is very good against certain characters.
i.e. Gouken, Juri, Gen, Abel …
also there is this cross up thing
Risk to reward factor is too inbalanced for cross-ups to be a main tactic, unless the opponent is trained to not expect them. More than likely in my matches on knockdown, I back up to an advantageous space, tech-trap, bait, or pressure with meaty.
is it possible to safe jump against ryu? im probably just not doing it right
If you’re eating a throw after a meaty LK tatsu, you aren’t doing it right. Doing it meaty makes the normal 0 on block into +2 or +3 on block. Cl.FP comes out in 3 frames (which is how fast a throw comes out). If they try and throw, your cl.FP should beat it everytime.
As far as eating a reversal, that’s player dependent. Of course if they do a reversal you’re gonna get hit by it, but if they do a reversal against HK tatsu you’ll eat it too so I don’t see how that makes HK tatsu better. If they like to reversal then you don’t do it as much and bait out the reversal.
freetgy
1869
you can’t safe jump ryu, he has a 3 frame reversal.
empty jumps can work.
Still cant find anything for wake up game on the more aggressive players. A brief explanation or a good video I might not have seen yet is all I ask. Would significantly improve my game as it is the biggest issue in 90% of my losses.
this isn’t true, you can safejump ryu’s dp on reversal with an ambiguous hp or mk jumpin after an untechable knockdown. it’s not a safejump in the sense that if he does the reversal dp you block, but you can force him to whiff under you 100% of the time if he does reversal dp on wakeup, while still maintaining the 50/50 mixup.
this, of course, loses to a delayed srk, but if he does reversal dp, you can certainly safejump it
edit: or am i fucking up my terminology and it’s only considered a safejump if it totally cannot be hit?
Sugami
1872
Yeah I don’t think that’s technically a “safe jump” but I’m a little hazy on the terminology myself.
you can do something similar, after comboing into hp shuou, take a step forword, j.mk.
if ryu does quick get up + reversal, you’ll beat it.
edit: http://sonichurricane.com/articles/sfterms.html#techsafejump
For my part, I use safejump to describe any jump that is safe, not just one that lands and is able to block before any reversal attempt. So any jump on someones knockdown that can’t be punished counts as a safejump to me.
Guys seriously how am I supposed to fight Dictator? The only reason this post isn’t in all caps is because I assume my post won’t be allowed that way. He’s the only character which I’m 0% against, and I feel like I’m seeing more and more of him everyday. My pp was 15xx at the start of today and I ran into 6 dictators and lost to all of them, regardless of their pp and bp levels. My pp now rests at 899.
I’m sick of being completely unable to fight against this guy. Sometimes I outfootsie them and hold a life lead until they start doing that fucking scissor kick which I assume is unpunishable.
It seems like a 9-1 matchup to me, and that 1 win only coming if bison does nothing but mash slide.
When he’s pressuring you: scissors kick and headstomps are completely safe and he just does them to infinity, and roundhouse just stuffs me out of the air whenever I try to jump out.
When I’m pressuring him: Roundhouse beats out fucking everything, and ex psycho crusher lets him out for free no matter what mixup I put him in.
Is it really an impossible matchup or am I missing something blindingly obvious?
Seriously guys, I’m at my wits end against this character. I’ve had trouble with matchups before, (claw, blanka, gief, chun) but I’ve learned to deal with all of them. Yet with dictator I’m just as clueless against him as I was on day one.
Sakura’s j.rh and j.hp can stuff dictator’s roundhouse. in general you shouldn’t be jumping at dictator unless he’s waking up, but those two moves will bust up that stupid kick if you hit the normal early enough in your jump
as for scissor pressure, he’ll push himself too far eventually. just block for a while. you need to be very patient when he’s up in your grill, his c.lk will totally smash you if you are recklessly hitting buttons after a close up scissor kick. he has some nifty frametraps as well, so just be cool. if you’re trying to jump out at a range where his s.rh can tag you on the way up, you’re not waiting long enough.
since you shouldn’t jump at him when he’s on his feet, work on the spacing for beating out his s.rh and s.mk with your s.mp, c.mp, and c.mk, buffered into shou. i know those moves are scary, but sakura does have tools to deal with them, and if you deal with them sakura can expose dictator’s kinda weak midrange ground game. sakura’s own s.rh is pretty scary. once you’re in and on the offensive your standard pressure normals will stuff any random scissor kicks pretty reliably
headstomps can be beaten clean by j.mp, i dunno i can’t say i get beat up by headstomps lol. there’s lots of ways to move around or punish headstomps that apply to pretty much every character. besides j.mp i can’t think of anything sakura-specific
I see, so the key is patience and footsies huh…thanks for the advice.
Is there a way to punish ex psycho? Or at the very least to maintain immediate pressure after he’s done it?
quick one. Ryu’s jf.mk or jf.hk is what on block? Because I blocked his jump in attempts and my response was cr.hp>DP. Now cr.hp startup is 4f so is it possible either of those is ~ -5f? I can’t remember if I was getting counterhits or just stuffing the tick-throws.
What is the purpose of her medium tatsumaki ? It does not combo, it looks pretty useless or is it just me ?
freetgy
1880
pretty much useless
the only time where i use that is when i try to bait a reversal and try to evade it via cross up mk tatsu
(works for me against cammy for example)