Sakura Safejump Setups - Help Please

What are Sak’s safejump setups?

Front Throw - doesn’t seem meaty at all, but I’ve heard that it can stuff 3f reversals

Back Throw - throws opponent way too far

Sweep - What is the timing on this?

Otoshi x 2 - Can this be a safejump?

I’ve searched high and low and can’t seem to find them in the guides.

If someone can find a video of the setups, it would be great.

P.S. How do I get 3 hits on the medium DP after a light DP juggle? I’ve seen Uryo do it, but I have no idea how.

P.P.S. On which characters can I DP > Otoshi x 2? Is this limited to large characters?

Thanks in advance.

I’m a bit iffy on the whole safejumping but I can answer some of your other questions

The LP DP juggle into HP DP is 3 hits, not MP DP.

I know you can do the LP DP > Otoshi on Dhalsim (that’s all I know who it works on)

You should just go for ambiguous jumpins every time. It’s a little different for different chars but in general try to land on their head. j.hp hits forward and will stuff some DPs, j.mk hits behind.

yeah you can still get DPed by 3f reversals but the risk of eating a jumpin combo is so high that a lot of people won’t risk it

edit: you can safe jump everything you listed except back throw. im pretty sure you can do it against most characters (maybe not adon) even without an untechable knockdown. i dont know the exact timing though, hopefully someone else can help out with that.

I think safe jumping after an untechable knockdown is a crapshoot, considering that your opponent can vary their tech timing, which in turn may mess up your safe jump timing.

If you’re solid with autocorrect dp, this “risk of eating a jumpin combo” is close to zero.

What?^

You can vary your tech timing, right? Therefore, this can (is going to) mess up your safe jump timing, right?

My friend mains Adon and he tries to do j.MK/j.HK/whatever to stuff my Ryu’s dp, but I can usually autocorrect almost everytime. Unless Sakura’s ambiguous jumpins are better than Adon’s or something but I think it should be similar enough.

Regardless, it seems that most Sakuras I play, I can just choose not to quick tech, and then they seemingly refuse to try stuffing my dp lol.

You can’t vary your tech timing off of an UNTECHABLE knockdown…

Oh my mistake. I meant techable knockdown.

take a step forward after you combo into your shuou. jump and use jmk. you can stuff 3f DPs if they quick rise. thats the only thing i know :confused:

Personally I don’t like to jump in on Shotos. Any good one can punish you hard with a DP. And on an untechable knockdown, I still am wary on it. If you safe jump it, that’s fine. But the conversation seemed to talk about jumpins that stuff DPs.

But here is my point, I would rather score a knockdown and go in with a strong ground game mixup and either try to bait the DP or just get in with the mixup and go for another high damaging combo. Because if you mistime your jumpin by a second, eating a DP to the face not only is a lot of damage, but it also puts you in a very bad position. I would much rather be at a neutral position if my ground game failed, then having to deal with a Ken who is crossing me up on wakeup.