Sakura Strategy and Match-up Thread (2.0)

CW means Chicken Wing, it’s not the name of his move, Rekkukyaku is the actual name but people just call it chicken wing.

Rekkukyaku is Japanese for KFC

OOOHHHHH, yeah I knew that its called chicken wings but I thought when he said it that he meant like…
Try and punish his attempts to get away with her ex cw so I was thinking what…
Thanks for clearing that up Fergus and Callisto!

Hey guys i really need some advice/tips on how to deal with good Yun players i am having a lot of trouble dealing with the rushdown and end up having to block all day.

I just don’t know what to do cant really get them off me as well because of Sakuras bad reversals.

If a divekick hits you in the head, he doesn’t have advantage, so you can try to lp. You can use st.mk and mp vs divekicks as well in the midrange. Naturally any character that can change their jumping trajectory makes it harder on Sakura, but you just need to know your tools and not get caught up in cr.techs (the #1 thing dive kick characters blow up is cr.tech and throw, so remember that). Keep your safejumps on point too since he has a very fast reversal. 4f iirc.

If the divekick hits you at your head/shoulder area, just do cl.hp, a lot of the time they’ll try to pressure afterwards (bad Yuns) and you’ll score a nice CH combo.

Try and react to their jumps with lp shouken, st.lp is pretty good to stop divekick pressure, nj.mk is nice too to stop their approach ,jump back mp (although more used for Rufus) to stop them presuring with divekick into divekick, it’s a little tricky to stop their pressure because they can change their jump trajectory but it’s doable, just gotta know your options at certain ranges.

If you get caught in the pressure, it’s just up to your to read your opponent’s patterns and see what they’ll do next, I believe cl.hp/cr.hp os tech works wonders.

So what is the best way to play against Evil Ryu with Sakura? For the life of me I cannot seem to beat this bastard.

I am really having a hard time against Ryu’s i noticed that most Sakura players don’t seem to have much of a problem against him.

His Zoning, AA’s & Footsies are really good.

I just dunno what i am doing wrong against Ryu it’s so hard to get in on him & open him up and i believe Sak has no safejump setups on him as well correct? Other than Otoshi x2 setups.

You can’t safejump 3f DP’s, so nobody has safejumps on Ryu, Ken, Akuma, E.Ryu. Stay grounded. Play footsies. Don’t jump unless you read a fireball. Use st.rh. Counterpoke his cr.mk/sweep with your own cr.mk or cr.mp xx shuouken.

This pretty much applies to both of you, asking about Ryu/E.Ryu since they play similarly, despite E.Ryu having hella damage and resets.

Also adding to the sound advice above, don’t be afraid to EX Otoshi fireballs.
After 1 - few times a good opponent should be scared or at least wary to throw out fireballs whenever you have meter.
I like to pressure opponents into the corner and then when they’re close enough (just a couple ofsteps from half screen) I do EX Otoshi on any fireballs then apply corner pressure or setup 50/50’s :slight_smile:

The thing I noticed since I started using Sakura is that its made me better at the game.
Since I don’t have a spammable wake up option or safe without 3+ bars (its unsafe even with 3 bars if they jump -_-) its actually made me learn to block and tech very good, whereas when I mained Seth I’d hardly run into that problem of being pressured because I’d just mash shoryu with or without 2 bars (a lot of people don’t punish whiff’d shoryu’s properly o.O)
Originally I picked Sakura because I found her big combos interesting and that Behrudy did a small video on using Sakura (basics) and how you improve much more at SF when you use her and so I thought I’d use her as my first character after switching to arcade stick and then switch to a better character but then I ended up liking her (even though she has problems against certain characters) and decided to stick to her and have WAYYYYY more fun than with Seth/Ryu…

you have forgotten your secret inspiration from me! cries

Also my spidey sandwhich friend ^ inspired me back when we found crLP, crLP, crMK, DP hard xD

you forgot wake up ultras man!

Thanks for the advice fellas and yeh I read that you can do a safe jump off forward throw and make Ryus DP whiff?

Yup, actually, you can’t safe jump Ryu, but you can totally jump on him after knockdowns; after H.Shouoken, you can walk foward a bit and jump with j.HP, and it’ll either beat or make his shoryus whiffs. After throw, walk a bit back, same thing. Throw in the corner, whiff c.LK, and you can jump with either j.HP or j.MK for a ambiguous cross-up.

Not many people online know this but there’s a way to do auto correct DPs EVERY time… whenever you face someone like that you can’t jump in on them at all because there’s no safe jump against 3 frame reversals.
But don’t mistake that as if everyone with a shoryu can’t be safe jump’d.
Do your research, use http://www.eventhubs.com/guides/2008/jul/08/street-fighter-4-strategy-guide-hints-and-tips/ to find out about any frame data for anything you have trouble with.
For example if I went to http://www.eventhubs.com/guides/2010/may/06/adons-frame-data-super-street-fighter-4/ I’d see that Adon’s Rising Jaguar (dp) is 4/5 frames so it can be safe jumped but if I look at http://www.eventhubs.com/guides/2008/nov/13/ryu-frame-data-street-fighter-4/ I can see that Ryu’s dp has 3 frame startup so it can’t be safe jump’d except by specific setups in the corner.
You should also test in training mode how to punish moves or to see if a move is safe.
For example I’d have trouble against Bisons because they would chip me for free and keep doing crLK > LK Scissor kicks over and over again and if I tried punishing I’d just get hit again or chipped so I checked http://www.eventhubs.com/guides/2008/nov/13/m-bison-dictator-frame-data-street-fighter-4/ and it shows that Bisons LK scissor kick is 0 on block so that means its unpunishable, so I went to training mode and recorded bison doing lk > lk scissor kick over and over and found that if you do MK straight after their scissor and they do anything they’ll get counter hit and you can shoryu or if you don’t feel safe you can just do cr MK into hadouken (won’t combo but adds chip) or just do cr MK.
You also find some crazy stuff, like Balrog’s rush punches… I always used to find Balrog hard as HELL because he could do tons of chip and damage by just spamming rush punches and I can’t do anything but I checked out his frame data http://www.eventhubs.com/guides/2008/nov/13/balrog-boxer-frame-data-street-fighter-4/ and most of his rush punches that aren’t light version can be punished pretty easily… anything with -3 or lower recovery on block can be punished with st.HP or st.LP or st.LK so now I can just do stLP, crMK, DP or if they’re close enough (only bad balrogs would ever do it so you’re close enough) you could even do st HP, tatsu, crHP, DP/tatsu/ex tatsu whatever…
Also a funny thing I like to do when Balrog’s go for chip and I have no meter, I st.LP them as they come towards me! Only done it once in a real match…
And Blanka’s I can crHP them if right above me or I just hold up forward and tatsucopter away :smiley:

Why did nobody tell me I could beat Deejay just by pressing s.mp anytime he ever did anything lol

I’ve never even faced a decent/good Dee Jay so I haven’t even checked but yep, using frame data really does up your game TONS…
Anything you find in the game that’s bullshit you can solve by doing your research!
Only annoying thing is having to remember it all… I guess that’s why the Koreans ‘text their girlfriends’ for so long between each match LOL…
But yep, yep… you also gotta take into account moves that push you away too far… if you feel that could be the case you gotta hit training mode and test it out, if you’re COMPLETELY lost then you can check videos on YouTube!
The internet is a beautiful thing :’)

It can vary by the player, but lots of them like to do slide > spin kick, if you just s.mp or s.hp when you know a spin kick is coming you’ll generally counterhit them out of it. It’s nice since those moves aren’t really punishable and prior to that my friend was just chipping me to death.

They’re all -5. You can punish all of them aside from the lk one nearly every single time. Cr.mk xx dp. It’s a frame perfect punish though. Same with Cody’s criminal upper. -5. 1f punish