Sakura Strategy and Match-up Thread (2.0)

Hey need some advice on makoto. How should i fight her?

We all know makoto is incredibly scary when she gets close, but she really should be just as scared of you as you are of her. Get on her before shes gets on you and remember that sakura has her ex dp if makotos pressure is too strong (most makotos love doing that standing mp at least twice in a row, and her hayate doesnt actually link unless its an ex). Makotos command grab isnt too much of a problem unless a.) you hold down back doing nothing b.) she uses ex - so once she gets meter try and bring the game back to mid range but dont get too trigger happy with your pokes or you’ll eat an axe kick.

When standing at full screen, almost all of them like to fish with an ex dash punch, so try neutral jumping to see if you can get a punish off that. Once you get on makoto, she has no real answer for your offense apart from reversal ultra so thats pretty much all you need to look out for.

If you end your block strings with MP and just hold jump forward and then use HK it will beat her reversal if she quick get ups. I normally option select a dp in there to stop back dash as well. It makes it look like she can reversal it and I catch alot of makotos with it. If she doesnt quick get up, then pressure with lk tatsu.

Makotos also like to pretend hayates are safe on block.

There was a post a little back about not jumping in on Gief. I know one good setup that is pretty effective in the corner.
EX shunpu > sakura otoshi stop on second hit > back dash > lk shunpu > forward jump HK
It hits front and you land behind them, and most importantly it makes all lariats whiff ;D

For Makoto, dashing is risky, cr.mk xx DP is good for catching her dash although don’t abuse it since they can do HK tsurguri (the axe kick) to beat it.

Meaty lk tatsu is good on her wakeup.

Don’t jump on her at all, that DP AA leads to a lot of damage.

If she has U2, don’t use fireballs at all since its easy for Makoto to U2 them on reaction.

Makotos like to do focus backdash a lot, so if they do it on wakeup after absorbing an attack, do mp shouken on reaction.

Be careful with your frame traps as Makoto can Ex Karakusa you up.

You can choose to zone or rushdown Makoto, although I think it’s better to rush her down since Sakura’s zoning isn’t that good.

I don’t really know any Makoto-specific setups so I’ll try and find some in training mode soon.

That’s all I can really think of.

yeah don’t try for ambiguous jump setups unless you’re safejumping (which actually seems relatively easy against makota…), cause that fukiage has hitboxes like all around her head.

Yeah i’ve learned that fukiage fuks you up. No jump ins on makoto like ever haha. I usually do ex srk when i know i have three bars because the fadc window is so huge on that move that if the first hit connects i don’t gotta do anything and just let the move go and if i get blocked well i chip a bit and fadc away safely. I keep messing up lk tatsu on wake for makoto, my friend seems to karakusa me on my whiff. How should i time it on a hard knock down and on a quick stand?

You can go for ambiguous mixups after mp sho, due to how low you can do the xup j.mk from there.

Guys what do I do after I get knocked down by fuerte? I’ve ever won a round where fuerte gets the first knockdown. I know that jumping gets me out of the spin and focus works on the body slam…but are there more favourable options for me than just straight up 50/50 guesses?

+1

I really hate ELF >_<

And i hate the damn 50/50 thing

Realize that if you jump and get hit by Tostada Press, you will be able to quick rise unlike when you get hit while grounded. It’s not a way out of Fuerte’s mixup but it does prevent him from going for another one immediately after.

Can you not backdash out of both moves?

sometimes I can forward dash underneath the tostada press, I think when he goes for cross up maybe? I dunno, maybe it only works when the other person doesn’t time/space it correctly. Forward dashing for me always loses to the spinning tortilla throw.

You can see the difference between splash and tortilla.
Unless they’re doing a mixup between splash and the “splash throw” then you should be able to react to that mixup with practice.

Online all of that goes down the drain though.

How do you guys work the viper matchup? Any general gameplans to follow?

…how about checking the first post of this thread? seriously, man
http://shoryuken.com/f271/depth-vs-crimson-viper-271735/#post10558504
some useful info from a while back here too

That link’s dead when I click it.

Fuerte is one of the characters I lose to the most. Hate him so much.

Just play retarded vs Fuerte to counter his retardness

Meaty tatsu is nice on his wakeup, it beats his ex run, but it loses to his ex fly spaz stupid attack, but you can do nothing and walk back slightly and cr.mk xx sho to punish it.

I think you can try to throw on his wakeup to beat ex run and still have time to do walk back slightly cr.mk xx sho the ex fly spaz stupid attack if he chooses to do that instead.

Actually, lk tatsu on fuerte’s wake up just beats out everything (except wake up jab and stuff). Beats ex run, makes U1 whiff and goes over U2. And if you time it right, ex guacamole will whiff, and you can just punish him with low forward shouken into whatever. Also, jab shouken on wake up is really good in this match. Will make a lot of his mun mixups whiff and can counter hit his slide if he does it a bit late/early. Loses to stuff like, you know, blocking, or if he just spashes/tortillllllllllllllllllllas!!! where your face is.

Match up is pretty derp, but you really have to touch her twice to win the match. Krone and Latif and training buddies of mine, and something that works really well against them is the jump in after a shouken (I use fierce version, though the strong one can be easier to work with at times). After the shouken, you can pretty much jump instantly with roundhouse and it will make dp whiff, but an ex burn kick will hit you from time to time. This setup is pretty hard to block, and you can start pressure with it.

You should also through fireballs sparingly, because you can get seismo’d for doing in on reaction. You also want to approach her pretty slowly when grounded, because you can easily run into “stuff” against her. Doing jump in tatsus from time to time is to make them second guess their jump ins.

And if they love doing burn kicks on your wake up, just wake up fierce to hit them out of it (though it will whiff if they do a late cross up). And if you want to chip her out on her wake-up, do a roundhouse tatsu. It beats all burn kicks, trades with thunder knuckle, and goes over ultra.