Hi, this is the Sakura Strategy and Match-up Thread (2.0)
A lot of comments in the spoiler sections are a few years old so they may be irrelevant. Please take everything you read here with a grain of salt, try to come up with stuff yourself in training mode and by thinking on your own, you might find better solutions and evolve as a player.
Getting spoon fed and not experimenting on your own is gonna make you a bad player.
Love,
Smashing
For character specific combo’s look no further:
IN TRAINING MODE!!
And here:
Option selects:
Setups and safejumps:
Full fake crossup/unblockable list:
*note that most of these setups come after (corner) otoshi 2x, whiff the 3rd hit.
Abel - jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
Adon - cr. HP, dash back, J. Hp (fake crossup) /J. Mk (crossup)
Akuma : jump, cr.mp, j.hp (unblockable)
notes: if Akuma does nothing, he won’t be hit
- Dash, lp dp, j.mk (unblockable) ~os backjump cr.mk xx dp and it’s a guaranteed kill
Balrog - backjump, dash, j.mk (fake crossup) / j.lk (crosses up, delay if necessary)
Bison - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: I almost never use that. I usually go for: otoshi x3, you end up in the corner, lk tatsu to crossup dicta again -> throw/cr.lk/frwd. mk/hp/istant overhead/whatever
this way he LOSES his charge and can’t psycho crusher out. I copied Uryo off course
Blanka - n/a
- Throw,st.lk,j.mk(unblockable)
Cammy - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (a little delayed for crossup)
notes: midscreen after ex tatsu, do dash, sweep, lk, j.hp (fake crossup) / j.mk (crossup)
Chun Li- jump, cr.mp, j.mk ( unblockable)
notes: there is no reason for not doing this unblockable. If you just wanna do a fake crossup, there’s the chance it won’t be a safe jump agaist ex. spinning. I’m working on a midscreen unblockable and I’m pretty confident I can make it. Check some posts earlier for the others unblockables
- Throw,st.lk,j.mk(unblockable)
Cody - frwd jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
- cr.hp,backdash,j.mk(unblockable)
- Throw, st.lk, j.mk (unblockable)
Dan : backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Dee Jay - backjump hp, dash, j. hp (fake crossup) / j.mk (crossup) (unblockable setup if timed correctly with j.hp)
- cr.hp,backdash,j.hp(unblockable)
Dhalsim - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
Dudley : backjump, dash, j,hp (unblockable)
notes: if you mess up the setup, often the hp will be a fake crossup
El Fuerte-Backdash,lktatsu,j.hp(unblockable)
- cr.hp,backdash,j.mk(unblockable)
Evil Ryu- jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
notes: really tricky timing
Fei Long- backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
- cr.hp,backdash,j.mk(unblockable)
Gen : jump, cr.mp, j.hp (unblockable)
notes: if Gen does nothing, he won’t be hit
- Dash, lp dp, j.mk (unblockable)
Gouken : the parry blows up every setup, so just stay in the front and mix it up from there
Guile - backjump, dash, jump hk (fake crossup) / j.mk (crossup)
notes: super ambiguous, and the only character that requires j.hk
Guy - jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
notes: the hp/mk hits REALLY late
- Throw,st.lk,j.mk(unblockable)
Hakan - backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Honda - n/a
Ibuki -jump, cr.mp, j.hp ( unblockable)
notes: if you mess up the setup, the hp will be a fake crossup
- unblockables: mp shoryu, hold up j.mk
- after sweep and throw: tap down, j. mk
- Throw,st.lk,j.mk(unblockable)
Juri - backjump, dash, j. hp (fake crossup) / j.mk (a little delayed if necessary)
Ken - backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Makoto - backjump, dash, j. hp (fake crossup) / j.mk (crossup)
notes: depending on how high you hit with the otoshi, you should delay the mk a little bit just to be sure to crossup
Rose - jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
- Backdash, lk tatsu, j.HP/j.mp
Rufus - jump, dash, j.hp (fake crossup) / j.mk (crossup)
- (midscreenunblockable) EXtatsu-> dash -> sweep -> whiffcr.LK->j.HP. (if you blockfowardit hits from the front, if you block back it hits you cross-up, if you don’t block it hits you cross-up; reversals whiff)
Ryu -backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Sagat - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: hp timing is tricky
- Jump, dash, j.hp (fake crossup) / j.mk (crossup)
after meterless otoshi combo (cr.hp xx otoshix2) do dash, dash, cl.st.mk, j.hp/j.mk - Neutral jump, dash x2, j.HP/j.mk
Sakura : Dash, lp dp, j.mk (unblockable)
Seth: backdash, lk tatsu, j.hp or hk (fake crossup) / j.mk (crossup)
notes: after meterless otoshi combo (hp xx otoshix2) do dash, dash, cl.st.mk, j.hp/j.mk
T Hawk - backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: very tricky, but often you end up in the front even with the fake crossup so it’s great
Vega - cr.hp, backdash, j.mk (unblockable)
Viper - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
- cr.hp, backdash, j.mk(unblockable)
- Dash, lp dp, j.mk (unblockable)
Yang: backjump, dash, j. hp (fake crossup) / j.mk (a little delayed if necessary)
notes: the timing on the j.hp is a little tricky
- Throw,st.lk,j.mk(unblockable)
Yun: backjump, dash, j. hp (fake crossup) / j.mk (a little delayed if necessary)
notes: the timing on the j.hp is a little tricky
- cr.hp,backdash,j.mk(unblockable)
- Throw,st.lk,j.mk(unblockable)
Zangief - backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
Ok here we go:
Abel
Abel
[details=Spoiler]*What I do for Abel is I do a light shinpuukyaku torwards him, then jump as he tries to grab you for it. After that just punish him for it by kicking the shit out of him. Being in the air is a No-No against him 'cause he’ll just do falling star and put you into the dirt. Instead use light Shinpuukyaku a lot 'cause there isn’t much he can do against it. WHEN ABEL ROLLS YOU CAN THROW HIM OUT OF IT~! So you see him roll, throw that sucka! *
- Special-K-
*Rekka is punishable after first hit and if he tries to roll past you, you can either: *
a) sweep
b) throw
Either way you get knockdown and the potential to turn the tides. ? GoDSh0t
His U2 can be broken in many ways:
Reversal Ultra, all shunpuus, all shouoken’s, ex hadoken.
You can escape by using air kara tatsu. ex air kara tatsu goes full screen.
Try to keep this guy cornered and keep pressuring him or he will pressure you.
You can lp shou his wheel kicks on reaction. Both Ultras will also punish any wheel kicks on reaction. If you want to fight him air to air then use j. lp alot.
U2 is recommended for this match but I still use U1 vs Abel. - Mr. Flowers
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Adon
Adon
[details=Spoiler]All the specials of Adon are armor breakable, expect his jaguar kick if he does it from air (the circular kick), it is VERY UNSAFE to try a focus attack against him. Don’t forget you can punish his “dive kick” (i think it’s jaguar tooth) by a well timed c.fierce (not so difficult to get the timing). Punish the circular kick by ex dp (harder timing), and the wiffed ones by c.mk to dp. ? Richmonx
The thing that I would be aiming for, would be the instant right after I block his jaguar tooth. I’d go straight into a focus attack. After that, I would either release the focus right after his first jab, and/or dash and low jab and then throw. However, that would be the only time that I would ever attempt a focus attack since Adon has alot of armor breakers. Luckily, his jaguar kick is not an armor breaker so if he tries one after his jaguar tooth I’m pretty sure only the first hit connects at that range, and then he’ll be in for some punishment. I wouldn’t worry too much about his anti-air since they don’t really do much damage. Like Sakura, a majority of the damage he does are from combos. I think standing fierce punch or roundhouse (Note that a standing roundhouse or fierce punch becomes like an anti-air if the opponent is close enough) will punish fake jump-ins and would also try to cross-up as much as possible after knocking him down keeping in mind to time/distance your light kick cross-up well. ? minase
his normal jaguar kicks are -3/-2 on hit, air jaguars can be focussed
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Akuma
Akuma
[details=Spoiler]If they like to xup tatsu on wake up, use wake-up U2 to keep them honest. It also looks nice because Akuma is behind you when it hits. - dragonballjoseph
Focus attack is great vs his s.hk. Absorb the first hit and release after the second hit whiffs while she is crouching. If he is doing jump back fireball alot you can shouoken to get under it and punish him. The strength used depends on the distance he is from you.
You can use lp shouoken to escape any demon flip shens but if he does demon upon landing you are screwed so mix up how you deal with demon flips or just be careful once he has ultra.
You won’t win a fireball war against him but you can war a little to build meter or get him to come to you or look for a chance to ex otoshi.
U2 is best for this match to catch demon flips and after lp shouoken’s that catch his jump back fireball. - Mr. Flowers
OS block his j.hk/tatsu, for more information: http://www.youtube.com/watch?v=KLqBiDUHxt0[/details]
Balrog
Balrog
[details=Spoiler]s.LK > EX Tatsu punishes Straight punches range dependant - TOKiMONSTA
As a charging character, he hates to be crossed up. He also doesn’t has cross-ups of his own. So my main priority is to try to knock him down and cross him up. Most of Boxers that tries to headbutt my cross-ups usually misses so I time my cross-up just a split second before he turns to the other side. His dashing straight can be focused, so in some instances I do try to throw him after a focus dash. Then I can either attempt a cross-up, crouching jab, do nothing, and lot of other things. Another thing that I find effective against charging characters like Rog is after the launch-into-midair with EX hurricane kick, instead of following-up with jump-smash, mix up with a jumping roundhouse or a well-timed jumping light kick to land on the opposite side and then go for another combo. - minase
You got to be really good at blocking in this match because he can out footsie you easily. Anytime you see him flash yellow (ex moves) hit grab or ultra. As stated by others cross ups and empty cross ups are good in this one. Chuck in an overhead now and again to shake him up whenever you feel safe enough to try one. Do not just blindly jump in at this guy. He is great at controlling space.
U1 for this match. You need the damage and if you are lucky you can catch a ex move with U1. - Mr. Flowers
*TC note: a meaty lk.tatsu on wakeup is safe because headbutt will miss you (do it a little bit later then normal). Ultra will probably hit you though.
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Bison
Bison
[details=Spoiler]After a FP Shouken, you can empty jump forward and immediately LK tatsu and if he EX psycho crushers it beats it clean and allows you to combo after it (because for whatever reason he stays grounded). This is of course only if Bison quick stands. If he doesn’t quick stand, you just whiff LK tatsu and are still right next to him (which either means you can do another meaty one or try for something else. Either way you build bar and shut down EX Psycho crusher ? DanielRGT
jump back HK on his wakeup.
- if he does (EX) Psycho Crusher input fierce DP to punish.
- if he does (EX) Scissor, pretty much free combo.
**noteIf you don’t do j.HK you get 2 more frames to punish.
- if he does (EX) Devils Reverse, you will hit him out of it.
-if he does (EX) Stomp, you will hit him out of it. - TOKiMONSTA
When jumping from far away, j.lp will beat his roundhouse clean, from closer up, j.hp will also stuff roundhouse (With j.hp you really want to hit him above his hitbox because if he’ll time it right you either trade or lose). - CanadianDstryr
You can dash to avoid all headstomps. Jump forward mp beats all headstomps. All scissors kicks apart from light kick scissors are punishable.
Zone him full screen and bait U2 or headstomp where possible. Keep pressuring him but don’t jump at him directly until he is knocked down. Go for cross ups and empty cross ups. Neutral jump shunpu is good vs Bison on his wake up. Use overhead when you feel its safe to do so.
I use U1 in this match but U2 is also good. - Mr. Flowers
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Blanka
Blanka
[details=Spoiler]Against Blanka you don’t really have many options. You have to throw some safe hadoukens from far away and poke with s.hk punish when you can but other than that it’s pretty much a match of patience. ? GoDSh0t
- Don’t jump at Blanka.
- Try to keep him out. Stay far away enough that you can throw hadoukens without being hit by slide.
- Learn how to bait slide and punish it on block or focus attack it. Yes this can be hard to do.
- If he is doing the hop tricks spam c.lk as it will beat most of the mix ups.
- Be sure to use the right anti air for his jump ins.
Now for dealing with his ultras it can be really really tricky. With Ultra 1 its easy to end up just killing yourself. I assume everyone knows how to block Blanka U1 in the normal way. downback, upback when he jumps then downback for the rest of it. You can then punsh with c.mk xx or ultra.
If he does the ultra a little bit away from you you can actually c.hp then ball when he jumps up. You got to know the spacing for this one. Also at some distances you can do ex shou to duck under his ultra when he jumps up. Again spacing on this is tight. If he utra’s far from you you can kara tatsu over to the other side of the screenor sometimes you can backdash and do your own ultra. But it gets trickyif he charges his ultra on the spot. You usually end up killing yourself if you try to shouoken or backdash ultra when he decided to charge the ultra. Its weird like that.
Treat this guy like a shoto character. Don’t just go crazy with the jumping. The hardest thing to deal with is his hop tricks but asides from that just try to edge him in the corner and keep him there.
I use U1 for the damage but you can use U2 to reaction ultra any non ex horizontal balls and blocked upballs. Mr. Flowers
*TC note: jabs-beats-balls. Try not to do it in his slide range. You can also hit him out of Blankaball with a well timed c.hp. Its possible to lp.srk him on standing block but this takes a lot of practice (I heard that he must hit you with his face for the srk to connect).
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Cammy
Cammy
[details=Spoiler]Most of her specials are absurdly punishable. Cannon spike and cannon drill can both be punished on block. Throw out a sweep if you feel like you’re too far away to go into a real bnb combo. ? GoDSh0t
*TC note: if she hits you with a deep Spiral Arrow (and you block it) do a lk.tatsu to cross her up and follow up with c.hp
Use c.lk + c.lp + c.hp OS to negate divekicks+techs (this can easily be beaten by the divekicker!!)[/details]
Chun
Chun Li
[details=Spoiler]On (crouching) wakeup, you can use a meaty lk.tatsu for a crossup (it will combo). ? mzr30
After a forward throw, do a j.short to land behind Chun and be safe if she does ex sbk. - dragonballjoseph
*TC note: A well timed j.hp will also beat her ex sbk
If she ever does U2 point blank you can ex shou through it. Never try to jump cos it will hit you.
If she whiffs U2 then you can air kara tatsu over her or simply wait for the animation to finish and then jump in with a punish.
Chun’s j.hpx2 beats almost everything Sakura can do in the air.
Footsies with Chun is hard cos she has a faster walk speed and way better dash. Her pokes and sweep pwn everything.
Try to focus attack hazansho or punish it with Ultra on reaction.
If she is sitting on ex birdkick you can neutral jump hk on her wake up. Time it so that the tip of Sakura’s feet hit chun’s head during the ex birdkick animation and it will stuff it clean.
If she does kikoken and follows it forward you can ex or hk shunpuu to catch her stupid ass.
U2 is great in this match to catch chun’s slow floaty jump. Also alot of Chun’s love to jump in the corner. Air tatsu> U2 will make her think twice (no it won’t they’ll jump again…) - Mr. Flowers[/details]
Cody
Cody
[details=Spoiler]1. Do Sakura’s forward throw
2. Instantly jump over and do a short tatsu just as you land.
If they (crouch) block it, you’ll end up on the other side, and can continue your combo. And it’s pretty meaty, so you can do the full tatsu loop if you want (st.forward > cl.fierce > c.fierce > st.short). - dragonballjoseph
This also works on those two if you do ex shunpu, jab reset, dashunder, lk shunpu. ? Skatan Milla
All of Cody’s criminal uppers are punishable by c.mk xx FP Shouken. The LP Criminal Upper is exactly -5, so you have to be on-point with your c.mk timing. ? DanielRGT
This is where I think the aerial tatsu would be useful to stay aggressive against Cody. I would attempt that approximately 2 Cody sweep distances away. If he does the dash kick upper, he’ll miss and I’ll land right behind him for some punishment. If he crouching fierce me as if I’m jumping in, he’ll miss and I’ll be in front of him. To blow me away in this case, he’ll need to use his Fierce punch criminal upper but I think most Cody players wouldn’t use that as an anti-air anyway. - minase
This is another match where its either pressure or be pressured. If he is doing a block strong on you don’t push buttons. This guy is a frame trapping beast. You can blast through with ex shou if you wish but better have bars for fadc if blocked.
You can zone him pretty well. His rock throw has alot of recovery so its easy to ex otoshi him. Beware he doesn’t bait you with fake rock throw though.
Neutral jump air tatsu and air to ground jump in tatsu are good vs Cody. Just keep mixing things up on him with grabs and empty jumps etc or he will mix up on you. Watch out for his zonk knuckle. Air to air his neutral jump hp and jump towards/backwards hk are very strong.
U1 or U2 is fine. Mr. Flowers[/details]
C.Viper
C.Viper
[details=Spoiler]On (crouching) wakeup, you can use a meaty lk.tatsu for a crossup (it will combo). ? mzr30
Viper doesn’t have many punishable moves. I know that if you see her start to do her thunder knuckle, hadoken or charge hadoken. If she does her burning kick, then you can ex Shouken it or just revenge hit absorb it then dash in and combo/grab her. What you have to do is keep her on her toes and kinda keep her away. Throw out some Hadoukens from far full to half screen. When she’s close either charge hadokuen to fake her or Shouken, Cancel with Ex revenge, dash, grab. - Special-K-
Don’t try to punish her light/medium thunder knuckle, they’re both very safe. If she tries to do burning kick you can do one of two things:
a) Focus attack
b) hit her out of the air with c.hp
She has shit health (just like our precious sakura) so it shouldn’t take much to take her down. ? GodSh0t
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Dan
Dan
[details=Spoiler]Zone him to death. If he gets close kara tatsu to the other side of the screen. Just lame him out like how Akuma lames us out. If you manage to bait a dp punish the hell out of it. Don’t let him get close with his dankuu. He’ll run mix ups on you and its not nice to lose to Dan. Never use focus attack on this guy. Simply zone and wait for a chance to punish.
U2 is probably best for Dan. - Mr. Flowers
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