Sakura Strategy and Match-up Thread (2.0)

I mean, if they late quick rise after a hp shou, couldn’t it make a jump that would potentially be unclear whether or not your jump would hit or whiff (and then hit low) into a jump that would obviously whiff, giving your opponent absolutely no reason to be blocking high when they wake up?

What kind of footsies are there to be had with M. Bison (Dictator)? I feel like there’s not much to compete with his buttons and scissor kicks, but I’m used to Makoto’s buttons so that might be my problem :).

I’m pretty sure cr.mk beats st.hk but it’s a tough range to force yourself into (Like Cody’s st.hk)

Maybe st.mp for his st.mk? Buffer hp shouken in both of these

st.lk CH > cr.mk xx shouken for his cr.lk (Bisons tend to press this a lot)

This is my best guess anyway, haven’t really looked into beating Bison’s normals

The only problem is if he scissor kicks and you were buffer poking, you get wrecked because he’s airborne.

You can focus at a certain range to absorb his scissor kick into a combo to get them to stop abusing it.

But outside that range, I don’t really know how to deal with it

I would say st. mp to fight his st. hk (will double check on that tomorrow). His st. mk is too quick IMO (6 or 7 frames I think). Cr. mk is 5 frames but the time it takes to walk in range crouch + mk >> time it takes to walk in range and press mk. And his walk speed is boss; beating a good Dictator via footsies really doesn’t work.

How on earth do you get in on Juri? I fought a pretty good Juri player and I couldn’t get in. Another Sak (who beats me in the mirror) was winning with random jump HP but I can’t help thinking that’s an online-only tactic; could see the Juri player anti-air just a little too slowly. Staying on the ground seems futile and her normals > Sakura’s normals IMO.

… help against Seth? i started Sakura not too long ago and this is like an unwinnable matchup so far unless he fucks up big time >.<

I would say the bison match-up is a one where I just react to his movements. i have no solid knowledge of this mu. but juri is pretty easy to beat. lk.tatsu beats all her wake up option and even sometimes it goes over her ulra. it totally evades pinwheel too. just slow down and study their hadouken pattern then u will know when to air tatsu in that ass

I was thinking st.mp vs Bison’s st.hk too

Vs Juri, Juri using ex piwnheel is a big risk vs Sakura as Sak tends to trade with it in her blockstrings (cl.hp xx tatsu > cr.hp gets pinwheeled, you can do trade cr.mk xx shou here)

Juri has a very tough time vs Sakura, especially with meaty lk tatsu. And Sakura’s air normals having a tendancy to stuff her AAs. Air tatsu is a good option vs Juri’s AAs too.

Vs Seth, it’s a tough matchup, Seth handles everyone the same, but Sakura has it very tough with him, Seth can just sonic boom and wall jump onto Sakura. But Sakura has that damage factor, it’s really down to making the right decisions to escape his mixups and punish him as hard as you can. Don’t quote me on this, but Seths tends to tandem during blockstrings and I think you can just jump onto Seth before he does the tandem and get a free combo. But obviously this is risky because Seth can get a free combo during his pressure if you hold up.

I havent posted in a while…

To me the Seth match is like the Ibuki match… Dont Get Knocked down! Another thing is don’t crouch tech it’ll get blown up so fast. Lets be honest most Seth’s don’t normal throw and when they do it’s so few and far between that it’s not too important. A Key thing with Seth is understanding his jump ins and blocking them accordingly. Go to training mode and watch how his body falls. if he J.RH/ D. kicks early or does it in U1 range (meaning The height required to hit U1) then its a cross up…

Just touch Seth once and you’re good. :slight_smile:

And since it’s xmas, imma share one of my mixups. I know for sure sure it works on Akuma, and a friend of mine tested it on the entire cast, and he gave me a list of people it doesn’t work on, and it also works on Ken, Ryu, Sakura, Dhalsim. (It supposedly works on more, but I don’t feel like organizing that list.)

But in the corner, do FA > backdash > RH tatsu. They’ll be in front of you, then flip back into the corner.

is it just me or is the honda match much harder in 2012 than vanilla ae?

I notice a disturbing lack of Cammy information here. Is this match-up just really hard, or do I not get it? Can’t zone her, can’t take the pressure from her, and it’s tough to AA her. What do you guys think? Any advice in footsies, option selects, or combos? Getting bodied by an extremely high level Cammy, and even though my Sakura is a pocket character, I just can not win.

I think Cammy is just a very tough matchup overall for Sakura.

MP shouken, whiff st.lp, j.hk should stuff her DP.
Forward throw, whiff st.lp, j.mk is a safejump vs her.

Not sure on normals beating normals but I imagine st.lp beating her st.hk. I don’t think cr.mk is that good vs her.
She has a small jump arc, so DP/U2 it everytime.

That’s really all the info I have on the matchup. Besides the obvious ones like don’t fireball her with ultra. Try not to AA her divekicks incase you get stuffed and eat a big combo into oki.

trying to figure out some good strats to use against my main. Any tips for the match up. I wanna be able to use sakura in a mirror match up against another juri.

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What I normally do against Juri is keep a particular distance away from that slut. A lot of skilled Juri players like to play around with her high and low fireballs. They typically do this to zone you (and I find it stupid but whatever). When they do this, just throw fireballs back from a nice distance. The only thing Juri can do is do her counter dash toward you. However, it’s easy to counter. If you’re close enough, a crouching LK, QCF HP will finish the job. If not, just wait for her to do something. A smart Juri goes back into her corner and starts all over again. A stupid Juri will either 1) Jump at you. 2) Do her Spin Attack (I don’t care about the name of her stupid attacks. I can barely remember my own). 3) Walk up to you and grab, etc. Simply move back and poke. Once she touches you, she won’t stop!

An offensive strategy can involve jumping. Her anti-airs suck. If you do an air-tatsu you can do some pretty fancy mix ups. You can bait her and perform your BnB (bread and butter) into oblivion. Or you can chip this hoe to death, because she has limited options when placed under pressure. You can frame trap her into the corner and that can work to your advantage.
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Makoto is easy. Makotos are predictable because all they do is run and dash (and maybe FA/FC and jump). That’s pretty much it. You don’t need to zone her. All you need to do is hit her once and knock her down. Once she’s down, there’s a ton of things you can do on wake.

  1. LK Tatsu. If you time it right, she can’t do anything but block it. From there, you can start your BnB or grab or jump or whatever.

  2. Just grab her! 9 times out of ten, she’s either trying to do an EX (which is slow and easily grabbed), or her DP AA (which usually won’t connect anyway) or dash out. The point here being… She’s only has one option, and that’s to dash out.

  3. Jump over crossup. You can jump over and crossup with a MK or you can simply jump over and fake her out. Don’t MK, just wait until you land on the other side and hit her with a LK and start your BnB.

Makoto is defenseless on wake. She has very few options.
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Makoto can fukiage tatsu on wake up…

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But if you grab, you still have the frame advantage. And if it whiffs, it’s recoverable. Therefore, it’s safe.
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If it’s meaty, Makoto shouldn’t be able to Fukiage in any way. She can EX Oroshi, but if you LK Tatsu meaty enough you’ll be able to block, and can punish it with any light xx EX Tatsu really easily.

Sakura is easy. Sakuras are predictable because all they do is c.MK buffer with HP DP (and maybe FA and jump). That’s pretty much it. You don’t have to rush her. All you need to do is c.HP or HK Tsurugi once and knock her down. Once she’s down, there’s a ton of things you can do on wake.