Sakura Strategy and Match-up Thread (2.0)

Good hakans can air throw that shit or U2 if they have it. Problem with Hakan is people think he’s free when he’s not; you end up underestimating him and getting mindfucked hard.

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About his Oil Rocket move; I think you can duck it if it’s point blank, if he’s really close you can c.lk to make it whiff then punish (0.37 in the vid above)

Best advice is to rush him down hard when he has no oil; when he has oil try to zone and play lame like you would zangief but don’t fireball because EX slide will get you. Aside from that, nothing else I can say, I don’t have much Hakan experience (who does?)

Hakan’s secretly the best character in the game.

I kind of feel like Hakan can blow Sakura up… you can’t do shit about his fuzzy guard 360K traps without meter.

EDIT: I guess I didn’t read that at all or watch the video at all haha… does that cr. lk really always avoid oil rocket?

And you can only duck it if he fucks up the timing…

I’m not sure how viable it is since it kind of requires the opponent to have good reactions, but last night I pulled a pretty fun trick: My friend who normally plays Sak has been picking up Chun as an alt, and like all new Chuns he’s gaga over her using her U1 to punish fireballs on reaction. I knew he was chomping at the bit to use it so when he backed up with meter I did hado > FADC backdash, he took the bait and threw it out to get blocked, I got a free Ultra. I need to play with it to find out the minimum safe distance, but like I said if they don’t actually react in time then it’s kinda moot.

Hakan with oil is definitely a character to be worried about but really knock him down and he really hasn’t got any good options. In that match above, I think kake gave up the 1st when he used hard tatsu as an ender instead of hp sho. But I have hardly any experience so I can’t really say anything. I’ve always seen people use shorts it to avoid oil rocket. I don’t know exactly why it works though.

Before I used Sak, I was a Chun player. I hardly ever used U1 in this matchup because there was no reason to. Chun’s goal in this matchup is to zone and keep Sakura out; there isn’t really a reason to use Sak’s fireball unless you’re countering Chun’s ones. Also, Sak’s fireball is so bad, most of the time I could hazanshu to punish anyway which could cl.lk into ex legs U2. But I digress.

Interesting. I really don’t think I’ve ever fought a Chun that attempted to keep me out, all of them instead try to rush me a bit. I’ve seen a lot of using Kikoken as a shield to walkup and sweep(EX tatsu, lol) and a lot of jump-ins since her air normals tend to beat most of Sak’s AAs. I’d be happy to just get a life lead and get the hell out against her, lol.

I’m quite an aggresive player and I played an aggresive (ish) Chun but even I had to zone Sakura in this matchup. If Chun gets knocked down, she doesn’t have many good tools to deal with her pressure aside from her backdash and EX SBK but EX SBK loses to her nj.hk amongst other things. You don’t want to air to air against her because she will beat you all day lol; j.hpx2 has a godlike hitbox and she has a decent air throw. Besides if Chun is jumping at you, cr.HP that shit or U2, her jump is so floaty.

That being said, it’s definitely not a good matchup for Sak, you have to play it patient, focus her normals and drive her to the corner. Remember every Kikoken she has to move back. It’s also worth learning that corner unblockable Skatan posted in the Sakura Setups/Safe Jump threads.

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I just like to treat Chuns like I’m fighting a Guile. A lot of Chuns will throw a fireball and then run after it. If you jump over it, they like to either jump at you and counter or do her EX SBK. So, the strategy is very Guile-like.
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I usually just h.tatsu over it if I can see them dash, it’s about the only time I feel okay just throwing it out.

I don’t know, Chun has some really good air to air moves, I wouldn’t suggest jumping at her too often. That being said, her anti-airs are very specific so if you jump at the right ranges you can get some momentum but then again a good chun wouldn’t let you jump in for free; you just have to read the opponent.

Does anyone have some tips against dealing with Bison’s st.mk? I’ve been testing this out but it seems nothing I can do can beat it from almost max distance. Is it times like these where it’s best to jump at the opponent? That’s another thing I haven’t really got down about this game; when to jump.

Jumping usually isn’t a good way to get around bipson’s st. mk because A) if you’re close enough to be in range for his mk, it’ll tag you on your way up and B) it’s quick enough that he can whiff it and still anti air you in most cases, even if he can’t get a normal out good bisons will be building a charge during the animation of any normal, so he’ll at least be able to ex. pc you on your way down.

Think i found a really good trap/setup for Ex Otoshi on all characters that chuck plasma. Ideal position is midscreen, confirm to ex-upkicks > RH. Tatsu as they’re falling will knock them far enough to let any person feel comfortable chucking plasma. Unfortunately for them, you recover quicker so you can EX otoshi on landing and tag their plasma; this even tags ryu jab hadou. You of course want to read them otherwise it could go unfavorably.

It would be better just to do otoshi (guaranteed damage) into a mixup though, no point stopping your momentum for a gamble.

If you know they are going to throw a fireball, just jump

Having a ton of trouble against Elf, is there any sort of option select I can do to get out of press/throw/slide oki or is it just like an Ibuki-ish “don’t get knocked down” matchup?

Do jab shouken on wake up.

Kinda curious about your guys’ thoughts on the Sagat matchup…mostly in that it seems like all the non-Sakura players feel like the matchup is in Sakura’s favor or even, and to me it feels like the matchup is in Sagat’s favor. I’m sure a lot of it is me just being crappy, but Tiger Shot is a vastly better zoning tool than her Hado, at best you can neutral jump and inch your way towards him until you’re in jump range, and even then he recovers fast enough to dp you out of the air if you’re just a tad too far. Is s.mk/s.hk are brutal, his l.tk pressure is hard to deal with to me, really the only major advantage I can find is that he has a very large hurtbox.

Anyone have some insight as to what I’m missing?

Sakura has a decent amount of tools to get in on Sagat with the right reads and spacing. Try to gain meter for an ex otoshi and he might be afraid to throw a FB. Being at a jump-in distance also scary for a sagat player. Make the right reads. She can hurt him a lot by being inside once, whereas Sagat must keep her away at all times. It’s really not that bad.

Mk/hk shunpu can be useful in footsies and blockstrings. There are plenty of times where it is worth going for them (obviously character dependent though)

There are always better options to use than hk/mk shunpu