Sakura Setups and Safe Jumps

A lot of these tips I’ve never seen before. Thanks.

Can someone explain to me why this works?

Edit: dont think my embed worked… This is in reference to http://m.youtube.com/#/watch?bmb=1&context=C22586ADOEgsToPDskLq0wqXPKegEUtYgQoVHL9C&desktop_uri=%2Fwatch%3Fv%3Dxr2g_vPzgfo%26context%3DC22586ADOEgsToPDskLq0wqXPKegEUtYgQoVHL9C&gl=US&v=xr2g_vPzgfo

Link doesn’t work :frowning:

[media=youtube]xr2g_vPzgfo[/media]

That work?
Sorry, been using my phone.

SOMEONE EXPLAIN PLEASEEE

it’s driving me nuts.

I’m in school now, I’ll take a look when I get home

Nothing good for sweep? I’m kind of tired of ending EX Tatsu with 2 Otoshi hits into meaty fireball (how do you even do this consistently midscreen?) or 3 Otoshi hits, crouch, neutral jump HK.

Otoshi x 2 into meaty hado just seems to be the superior option but if you want to mix it up a bit, you could end it in sweep midscreen for different positioning/mixups

I’m a little confused as to how these work, particularly the nj.hk, can anyone give me sort of a basic rundown of what these are?

Reversals (like dps) work because they have invincible startup frames. You can take advantage of this to OS a block when you jump in on certain characters wake ups. You jump, do an attack, if they don’t do an invincible reversal, your jumping attack “touches” them (they either block it or get hit.) If they do an invincible reversal, your attack doesn’t touch them, because they’re invincible, and you just land. When you land, you have 3 frames (I think? I never get frame math for stuff like this right) where you can’t block. So if the opponent did an invincible reversal that had 4 frames of startup, you can block on that 4th frame after landing. Result: they don’t reversal, your jumpin touches them. They do reversal, you land and have enough time to block the reversal.

Timing for safejumping 4 frame reversals is strict. It requires proper spacing, and frame perfect timing. That’s why most useful safejumps use certain setups to make the timing and spacing easier (like the ultra 2, double dash, nj. hk safejump.) You can, of course, do the same safejump without the double dash, but you would be relying on yourself being able to get to the right spacing, and jump with frame perfect timing after waiting a long time. Shit’s really hard.

IMO the ultra two safe jump is still really hard, because it’s not just a matter of doing everything as fast as you can. You can either back dash > lp dp > ultra after the ex tatsu, or just dash forward > ultra, but either way, it requires a delay somewhere. The safejump on fei (forget who else) where you forward throw, whiff a stand jab, then jump forward mk is a lot easier, because you just press jab as early as you can after you recover from the throw, and then jump as early as you can after you recover from the jab.

You can’t safejump 3 frame reversals because of the landing recovery I mentioned above. If you jumped early enough for your attack to hit if they do nothing, then if they reversal you’re going to get tagged in recovery. Likewise, if you jump late enough to block after your attack if they reversal, then you’re attack won’t touch them if they don’t.
(EXCEPT FOR THAT SAFEJUMP THAT WORKED AGAINST 3 FRAME SUPERS WHICH IS STILL DRIVING ME CRAZY)

Hope that helps. Not really sure if you were referring to the safejumps haha, just kind of assumed.

Yeah, that helps a lot, thanks.

I don’t know if anyone caught this from the recent Uryo endless that was uploaded on YT:

After otoshi *2 (whiff 3rd hit late) midscreen: lv.2 fireball, walk forward slightly, f+mk > fireball hits > cr.mk > whatever

Charged fireballs into overhead is really common though so use sparingly.

I’ve seen him do stuff similar to that before. I found it really hard to get for some reason…

I had a little bit of luck doing the normal corner post-otoshi charged hado into cr.mk > h.dp, I can’t get the link to work consistently since my execution is garbage, but like you said people have kinda come to expect the flower kick so the cr.mk can catch them sometimes.

Is there anything I can do after a sweep? I feel like I have no oki at all when I get one…

Pretty much anything… you can safejump, ambiguous jump fierce/forward, meaty tatsu (or xup or unblockable tatsu), meaty jab/short OSs, etc. You have enough time to set up most things, except it could be tougher from a sweep at max range.

There’s 2 setups I see Juso/Uryo do quite alot (can’t find the vid at the moment) that I haven’t been able to replicate in training mode.

In the corner, EX Tatsu, 2 Otoshi (dunno if it’s whiff the 3rd one) jump forward (opponent still in the corner) jump forward again j.hp ambiguous crossup. 0:55 [media=youtube]Ogj3xzYubOE[/media]

In the corner, EX Tatsu, 2 Otoshi, backdash, light tatsu, j.hp ambiguous crossup.

I don’t know if these are character specific, I tried it on Cammy and Cody but it wasn’t ambiguous at all, you could tell I crossed them up. Anyone use these setups/know if they’re character specific?

They are character specific, and the setup isn’t otoshi x2, jump, jump it’s otoshi x2 jump, forward dash, jump.
Some characters you can only get fake xup with j.hk or j.mk, others it’s 100% blockable.
So I recommend going into training mode with it and try it out.

Corner unblockables vs. Chun:

Sweep, c.lp, j.mk (safe vs. EX SBK)
Throw, c.lp, j.mk (safe vs. EX SBK)
MP Sho, hold uf, j.mk

Safejump vs. Blanka:
Sweep, st.lp, j.mk

Corner unblockables vs. Ibuki

MP Sho, hold uf, j.mk
Sweep, tapdown, j.mk
Throw, tapdown, j.mk

I know “tapdown” sounds a little iffy, but I could not make any whiffed normal work after the hard knockdown. I just tried tapdown for the hell of it. … and it worked, consistently, for me anyway.

After the throw/sweep you crouch by tapping down then jump right after. Hard to find the timing of it first, but once you have it, with a little practice you can get it consistently.