Sakura Setups and Safe Jumps

Just found un-crouch-blockable tatsu setups which

work on shotos: Ryu, Ken, Akuma, Dan, Oni, Evil Ryu

crosses up on: Ibuki, Chun li, Blanka

Fake crosses up on: C. Viper, Dhalsim.

Was wondering if it was found already, because it seems pretty broken as its a really good meaty if they hold back or down back.

Something like this has already been found but please post what you found.

Inspired after coming back from NCR to pick up Sakura more seriously and test my own stuffs. pretty interesting imo. I wonder if they will patch this out since its a different type of “unblockable.” And yes, as always, stand blocking it will result in a blocked tatsu.

here is yet another

3f safe jump set up, can be OS’ed with sweep to catch focus backdash on quick rise.

I do have other setups which are more optimal, but I feel like they are too broken to share :P. Abuse and use at your own risk; at our own risk.

Here is a deejay unblockable as a bonus:

The shunpu ones are abit old already or I know them atleast since way back.
The best way to do them is dash c.lp lk.shunpu for the perfect timing after sweep or fw.throw
and ex.shunpu otoshi x2 (corner) backdash lk.shunpu dash lk.shunpu
and (corner) hp.srk (low) u2 dubble dash lk.shunpu
and (corner) ex.shunpu (high) u2 tripple dash lk.shunpu
they all work the same on alot of chars

there is also c.mk xx hp.shouoken(on block) fadc lk.shunpu wich is semi unblockable on several chars like dan, bison etc and xups on like viper etc quite usefull aswell to catch ppl offguard

I found some new stuff today aswell some unblockables on sakura and a semi unblockable midscreen… (dont remember if i posted everything yet or tested)
(corner) throw (hold db - when she touches her bum on the floor) j.mk (early)
(corner) bnb xx mp.shouoken hold uf j.mk (early)
(corner) bnb xx hp.shouoken st.lp j.mk (early) and for late wakeup st.lp j.mk again (early)
(corner) ex.shunpu otoshi x2 dash lp.shouoken j.mk (early) (already posted this one)
and for the semi unblockable midscreen
fw.throw walk back (like you do her safe j.hp jump) j.lp, lk.shunpu if sakura is sitting down hf semi-unblockable!!

50/50 against Dhalsim (did not test)
Corner EX Otoshi x2 > nj.hk > cr. mp > j.hp/mk

https://www.youtube.com/watch?v=0CIKoFksRzQ @1:36

This seems more reliable than Dhalsim’s other setup.

Yeah it works just tested it

Found a better setup though, if you do medium otoshi twice dont whiff, dash lp shouoken you get a 50/50 too. Also works on guy, and as an unblockable on akuma and gen.

a question here, when u say otoshi twice and don’t whiff, does it mean u skip the third one?

yeah press twice skip third one.

Just started getting back into AE and I’m learning Sakura and this is just sooo much info. I gotta get started trying some of this stuff. I’ll let you know if I find anything good vs fei and makoto that’s who my buddy plays. Thanks everyone for all the info.

I’m trying these setup a against fei and makoto. The j. HP (fake cross up) is always a real cross up. It’s not ambiguous at all. It’s putting me way past them and in the corner. Am I doing something wrong?

Ex tatsu, hit otoshi twice then the setup ex. Fei - back dash, lk tatsu then frwd j. HP.

To be honest with you, I’d just recommend learning how to play a solid Sakura. I learned all these setups when I first learned Sakura but now I rarely go for them unless I would get the stun or kill (and even then I don’t use it that much). Get those safe jumps down and just do the safe EX otoshi 2 > backdash > lvl 3 fireball setup in the corner. Then for matchups, learn which chars you can abuse lk tatsu on wakeup against like Juri, Rose, and Dudley for example.

General safejumps:
HP DP > slight walk forward >j.HK/HP (>whiff st. lp > j. HK on the way down if they don’t quick rise)
MP DP > hold upforward > j. HK/HP (>whiff st.lp > j. HK on the way down) - variation of above safe jump but doesn’t require any timing and does slightly less damage

Throw > slight walk backward > j. HK/HP
Throw > whiff st.lp > j.MK - 5 frame safe jump

Sweep > slight walk backward > j.HK/HP

HK and HP safe jump changes depending on the character but it’s typically HK. Use HK against Cammy and Sagat or it will whiff (they wake up a few frames slower than the rest of the cast).

I’m definitely not focusing on these setups but I wanted to try a few out. I’m mostly working on my links and footsies.

When I first picked up Sakura, I was doing as many 1 frame links as I possibly could. I have the execution for it but now I just do 2 frame links instead to be more consistent.

lk tatsu, cl.st.hp - 2 frame link
lk tatsu, st.lp/st.lk - 2 frame link (st.lk has more reach than st.lp though)

standard punisher = cl.st.hp xx lk tatsu, st.lk xx dp/ex tatsu
focus crumple = lk tatsu, cl.st.hp xx lk tatsu, st.lk xx dp/ex tatsu
if my combo connects from a safe jump or jump in = j.hp/hk, st.mk xx lk tatsu, cl.st.hp xx lk tatsu, st.lk xx dp/ex tatsu

You can use st.lp, cr.mk xx dp as a combo ender like Chris G does for slightly extra damage than the st.lk ender but it may whiff because st.lp doesn’t have as far reach as st.lk. Also using st.lp, cr.mk or st.lk ender doesn’t do as much damage as a cr.hp ender does but the damage trade off isn’t that big of a deal and is well worth it, imo.

Something that has tremendously increased my skill is learning how to be a solid player. I stopped using online tactics (didn’t realize I was using them before, such as random EX tatsus), increased my footsies, and learned the both offensive and defensive options of both players on screen. I aim to be safe nearly all times, even on the offensive; and when I go for a gamble, it’s a calculated risk with the risk being in my favor. I highly recommend reading Skatan’s blog, especially his two articles “The In’s and Out’s of Defense”. http://truthface.blog.com/
Some examples of how I applied what Skatan wrote about is being aware of the uses of delayed crouch techs. I assume everyone is delay crouch teching so I always end my blocked attacks in a true block string that pushes me out of the opponents attack range. I then look at my opponent’s reaction/pattern and try to exploit them. If I finish my block string, I may walk backwards or just crouch block and see if they push a button. I may do 2 cr.lk’s and walk backwards or crouch block and see if they push a button. If I do a frame trap/delayed frame trap and they don’t push a button, I know I can throw them. Now I pose a threat and my observations of their patterns can be exploited by counter poking into dp, delayed frame traps, and baiting reversals. Not only did this help with offensive, but it also helps a lot defensively since you are always clear on your opponents options as well as your own. This goes hand in hand with footsies that I talk about next.

And even though this is posted everywhere, I highly recommend taking your time and slowly reading and implementing everything in Maj’s Guide to footsies. Don’t move on to the next chapter until you mastered the last one. Naturally you’re gonna want to speed through it and read everything but you honestly wont absorb much information like that. You will see what I mean by this when you practice Chapter 1. It’s so basic, but its the foundation of footsies and when I went back to my game-play and focused on it; my fundamentals increased a lot as well as my win percentage. http://sonichurricane.com/?page_id=1702
And example of how I used Chapter 1 in my game-play was spacing myself at a distance where I can pose a threat on wake-up with a throw (so they have to guess between blocking and teching) while being outside my opponents attack range. This creates a mind game with the opponent and makes them respect me, even though this is a game of rock-paper-scissors; if added with match-up knowledge, you are eliminating one of their options and are making yourself a respectable threat.

Essentially trying to play solid really increased my skill level, I was able to get over the 3K PP barrier in less than 2 months and I’m aiming for 4K now. I haven’t been playing fighting games long (just over 2 years) and I always wanted the “secret answers” to improving my game-play. This is what I have done to get better and I feel like this is the “secret answer” to improving. Start learning character matchups and get dat dere playing experience under your belt and always aim to improve from your mistakes. When I lose, I always have something to improve on such as going for the safe option instead of taking an unneeded risk. I look at my opponents meter and think about what they’re likely to do in a certain situation especially if they have enough meter to make a reversal safe. I also recommend reading through Juicebox’s Guide to Improving in Street Fighter; it really helps showcase things that you need to change or adapt to in order to play solid. This is just one of the chapters in the guide, be sure to read all of them.

Thanks for sharing hombre. I guess everyone need that secret answer to improve their gameplay.

just jump fierce good setup

I saw a setup against Fei Long where you did EX tatsu -> 2x Otoshi (I can’t remember if it was a whiff 3rd), charge fireball, f.mk, (fireball hits), cr.mk xx shouoken combo. I can’t find the video. Does anyone know what I’m talking about?

It works on everyone, you do ex tatsu, otoshi, step forward charge fireball lvl2 forward mk then cr.mk shouoken after the fireball hits in the back

Are the unblockables in this thread unblockables or ambiguous jumpins? I tried some of the setups in training mode and they haven’t been working. I’m probably doing something wrong.

like say on chun li: sweep, cr. lp, j.mk

I can’t get it to hit while blocking forward

They’re all unblockables, there’s even videos posted to show that you can’t block them both ways by holding one of the sides.