Sakura Strategy and Match-up Thread (2.0)

Well cr.mk hits low and combos into light tatsu, so maybe he’s just keeping Rufus grounded and if he tries to jump, he’ll eat cr.mk xx tatsu where you can combo cr.hp off it. Not sure why it’s Rufus specifically, maybe he does it on everyone. cr.mk isn’t really a good meaty move though

i was wondering, how does sakura usually get in on sagat and sim? Is it as obvious as i think it is? (ex otoshi) or is it more complicated then that?

It’s tough for Sakura to get in onto people in general.

For Sagat, DO NOT JUMP over high tiger shots, it’s just asking for that f.hk or a kara TU. Focus through the fireballs, be careful of focusing through them when you’re close to Sagat since he can nail you with a tiger shot there or even an ex tiger shot. I would avoid using ex otoshi since it has a tendency to whiff randomly. At a certain range, if you block tiger shot, you can st.hk him out of startup of next shot. It looks so awesome! Also otoshi x 2 in corner, land, backdash, tatsu, j.hp, works everytime.

For Dhalsim, mate I really don’t know lol, Sim just pisses me off to all ends, but Sakura blows him up when she gets in. Just jump over the fireballs outside the range of his pokes. Don’t jump on him, that AA knee is gdlk. I like to use ex hadoken so if Sim pokes, it knocks him down and that’s when you dash the fuck in to close space. Just remain calm and corner him. That’s generally the gameplay with Sakura, just walk them into the corner and blow their shit up

Any Blanka tips that don’t involve me throwing my stick out of the window?

I would like more information on this as well (video example).

@Callisto for the Blanka matchup:

Respect his antiairs (can’t jump on him for free) and don’t try to cross him up on wakeup, as that loses to Lightning. Option I use is to ambiguous jf.hp - if it hits his front it beats lightning and he also may block incorrectly. There is probably a normal that allows you to jump on his back safely (like Ken I think its jf.lk).

Know how to correctly block his U1. I have a question -> if we “safejump” Blanka, do we automatically lose to his wakeup U1? Seems like if I jumpin with safejump timing I will get auto-hit and eat full U1.

All of his non-EX balls are punishable by Sakura, whether it be some kind of shoryu, c.mk-> shoryu, etc. Not every character can punish ball on block so as Sak, it’s important to punish every time.

Lastly, character specific combos? Maximize your damage: http://www.youtube.com/watch?v=sWmUl-J2XMQ (Uryo vs Blanka…)

Blanka’s U1 is a 4f, it’s very tough to safejump.

You can’t punish the majority of his balls, I think you can only punish jab balls but Blanka has no reason to do that.

If he hits you with his balls (hur hur) near the corner, you can DP punish it and if you have U2, slap that on afterwards.

cr.lp ~ U2 on his wakeup in the corner beats all his options, cr.lp beats electricty, if he ex balls, it’s gonna hit you but you can punish it with LP DP into U2. U2 catches backdash, U2 catches escape ball (has to be timed right). Obviously wakeup U1 beats this, god I hate that ultra

OH and this is important, block low then block high for Blanka’s U1, the amount of times I got hit before I knew that :frowning:

Don’t go crazy with fireballs, Blanka’s slide will hit you, but you can bait the slide and punish with cr.mk xx DP.

Just remain calm under his hop electricty pressure, don’t let Blanka in your head.

Never jump on Blanka with meter. Dont’ attempt to punish ex ball on block, you can’t :frowning:

[quote=exalted, post: 58739
99]
I would like more information on this as well (video example).

@Callisto for the Blanka matchup:

Respect his antiairs (can’t jump on him for free) and don’t try to cross him up on wakeup, as that loses to Lightning. Option I use is to ambiguous jf.hp - if it hits his front it beats lightning and he also may block incorrectly. There is probably a normal that allows you to jump on his back safely (like Ken I think its jf.lk).

Know how to correctly block his U1. I have a question -> if we “safejump” Blanka, do we automatically lose to his wakeup U1? Seems like if I jumpin with safejump timing I will get auto-hit and eat full U1.

All of his non-EX balls are punishable by Sakura, whether it be some kind of shoryu, c.mk-> shoryu, etc. Not every character can punish ball on block so as Sak, it’s important to punish every time.

Lastly, character specific combos? Maximize your damage: http://www.youtube.com/watch?v=sWmUl-J2XMQ (Uryo vs Blanka…)
[/quote]

doesnt ambiguous jhp lose to ex up ball?

question vs vegas dive shenanigans should i jmp or chp?

and vs bison stomp is best to walk balk cmk dp or empty jump back punish or should i just challenge it with jmp since it beats it.

Probably j.MP. Can’t go wrong with the Sakura Shoryu.

I play a very good Bison regularly and he won’t do stomp towards me so I can hit j.mp on him. He does to half way to me and then back again to build meter, and just walk to him to the corner. If he’s flying towards you, then j.mp that dickhead in the face

Or if you mean the ex stomp (I don’t really understand them tbh), just backdash and punish with cr.mk xx DP or cr.hp xx ex tatsu if you’re close enough.

air said empty jump back is a gd way to beat ex stomp cuz ex stomp catches baqdash sumtimes

I know twins matchups have been covered a bit but I think my issue is a bit more elementary than most of what I saw talked about…just in general, I have a hell of a time finding a spot when I’m supposed to counterattack Yun. I can’t catch dive kicks in the air with cr.hp/throws like I’ve been told to try, they seem like they recover too quickly to punish, and the same goes for his blockstrings. It just seems like he’s always, always swinging and everything he has beats anything I have.

If you block a divekick pretty high, than it’s probably -3 (someone correct me if I’m wrong), which means you can punish with a throw, jab, short, cl. fierce, whatever you want. Obviously this is risky unless if you have 3 bars, and may not be ideal if you have those three bars but don’t want to blow them, but from my experience blocked dive kicks (at pretty much any height) to whatever the fuck yun decides to do after he lands is rarely if ever a true block string, which means if he keeps on swinging like you said, you can ex dp through his strings. Also, there are gaps between all those strongs yuns love to throw out all day. And if he ever whiffs a stand strong make sure you punish that shit.

Oh and if he whiffs a dive kick, that’s also free. He has the same recovery and you don’t have any blockstun. Go ham.

besides not doing a quick get up how do i avoid vegas izuna setup.

also back to my original questions should i chp or jmp vegas dive shenanigans.

and ultra 2 anti air vs beats bisons flying tricks i had it work a a lot he try to fly back but it caught him.

J.mp seems more reliable imo.

I wouldn’t use U2 as an AA vs Bison’s Devil Reverse since he can change the trajectory of it

once hes deep isnt it unavoiadable for him?

How should i fight the gief fight? Which pokes keep him out?

shk chp as AA and use fb traps carefully.

Don’t even go near Gief, this matchup is really bad for Sakura, her zoning tools are not that good, and she has a rough time escaping Gief’s pressure.

Use st.hk a lot, fireball at certain ranges, it’s easy to AA DP Gief because he has a slow jump. Don’t go too crazy with st.hk and fireballs though because if the Gief is good, they will ex GH right through them. Under his pressure, just keep calm and figure his patterns. U2 is a must for this matchup as it’s really easy to AA him with it. Do not MK/HK Gief as they are punishable with SPD, actually don’t even go near Gief at all. Cr.hp all of his jumpins and DP AA outside cr.hp’s range.

Basically just zone him out

On his wakeup, I like to do jump back hk which works as an instant overhead. If he’s starting to backdash this, sweep his ass but that’s a huge risk

Yeah her instant air jump hk is so clutch =D
Well i gotta just play a gief in a session to figure out my options. Like in terms of zoning i think saving up for a lot of ex hado’s would work in my favor in terms of chipping and keeping him locked down.
I’m probably sure i need a to at least end a move with +2-3 frames during a block string and use an ex hado to keep him locked up, but i’m just theorizing a strat to deal with him.
I’m just scared of the match up, my friend was trying out gief and i didn’t respect him. I told him to play a proper gief, otherwise i’ll gain a habit of going in on him and getting lp spd and wrecked.