no that setup is weird 4 me i can never get it 100%. I do otoshi otoshi whiff last otoshi nj cmk jump hp. I dont use other ppls setups because i can never hit it lol. After grab u can get fake x up too on most of the cast
Also some setups just whiff if opponent doesnt block like for instance on gouki. Otoshi otoshi dash light dp jump hp. It whiffs but if opponent blocks either way it hits.
I use evernote, it let’s you sync your notes across multiple platforms. So you can write them down on pc then read them back/edit them on your ipod/iPhone, Android devices w/e
Its otoshi 2x, cr.HP, backdash, j.HP (cross-up), j.MK (fake crossup). Both are safe jump setups.
I do the otoshi as soon as possible and the two hits fast (but not so fast), whiff the 3rd otoshi. The jump itself looks like it will hit from the front, but the j.HP teleports sakura behind Adon for some reason.
The setup doesn’t seem very hard, i can do it kinda consistently.
I tried doing backdash them cr.HP and didn’t got it, so either the cr.HP hitbox pushes Sakura away from Adon’s corpse to make the fake cross-up work, or i just suck at timing it this way.
Wow, very nice find!
Works perfectly and is REALLY easy to get!
Good job man!
Can’t wait to try this out on my Adon friend >:D
Also is it ok if I edit this into my post, so that newer Sakura users that see it can also use this?
I will of course credit you
By the way, it seems that the knockdown timing from the Otoshi is exactly the same from a M.Shouoken if they don’t quick rise (or very similar to it), so as long as you can read on your opponent not quick rising you can do pretty much every corner 50/50 or unblockable. I didn’t tested them all yet, but so far it worked for every single setup. That probably means you can time them to work after H.Shouoken, too, by delaying them a little.
Okay, finally started landing this in matches(I play a lot of Ryu/E.Ryus), definitely gimmicky but damn if they aren’t fun when you first start getting them, lol. Keep making my friends quit on me
Yup, that’s why you do it after Otoshi x2 because it FORCES the opponent to not quickrise.
If you know your opponent and he/she never quick rises you could try it out on them but that could become a bad habit for other opponents as most people tend to quick rise…
I didn’t know that for sure on account of admittedly not looking at as many resources as I should and still being relatively new to the game, but holy hell that makes sense to where I’m wondering how I didn’t just figure it out.
I will say the difference is kind of huge, I’ve found that landing one single full tatsu loop combo into the fake crossup > cr.hp is about a full dizzy on Ryu, I’ve had like eight perfects this week because of that.
In the long run it’s not really worth going for the 50/50 unless it’s game deciding, you’ll get more consistent damage against players that are aware of how to deal with it with regular corner pressure (at least for me).
Yup, most games only require 1 momentum to end it.
I’ve made so many combacks with Sakura from ridiculous places… had a ft5 with a 36XX PP Gouken, it was 4-3 in my favour and on 3rd round, he had a gold bar, I had literally non existent health and was stunned… he had the game right there, I mashed, he taunted then did hp and I had mashed out and from there I made a full comeback and taunted him back before doing last combo.
Karma is awesome
I’m still pretty conservative and would generally like to keep the corner position, the earlier in the match(the less meter they have) the more often I’ve been using it. If they have enough bars to reversal > FADC > Ultra I’m usually content to wait them out until they do something dumb.