Ibuki’s U1 is 1+1 startup, which means you have 1 frame to input something after the ultra animation, then she grabs you.
When ibuki has u1 just don’t pressure her on her wakeup with jabs.If you haven’t inputted anything when you see the animation, just jump and you’ll get a free combo on ibuki.Don’t backdash because the orb will hit you.
If you time your jab perfectly such that Ibuki wakes up on the exact same frame you start your jab, wouldn’t the ultra animation eat up your inputs?
She’ll grab you if you don’t jump before she activates ultra, I’ve tested her and guy’s ultra in the past…Ultra freeze holds jump gets energy ball to the side
You need invulnerable frames to dodge/beat her ultra. that shit doesn’t happen online iirc. I also remember beating it with Shinryuken… but because of the opening being exactly 1 frame, it took me quite some time to land it.
@Mingo
If you mean that the ultra beats the jab pressure within its grab range,yes,this is what i’m saying.Even if the jab is perfectly timed it will get beaten by it.Correct me if i’m wrong but doesn’t ibuki’s u1 beat safejumps as well?
you’re on the ground by the time she activates it, am I correct?
You can jump out of the ultras after the ultra flash if you aren’t doing anything. They are 1+1 startup, the first 1 being the ultra flash and the second 1 being the actual startup of the ultra.
The same is true of Balrog’s Dirty Bull (Ultra 2), which is why it’s uses as an Ultra are very limited and basically nonexistant.
Ibuki’s ultra grab is a 1 frame on reversal. Basically you can’t do anything if you’re close to her on wake-up(or any other situation that makes her next special a reversal). Same with Guy’s : they both earn a -1 frame on their reversal ultra.
Tis all good stuff! Anyone else got anything to add?, I use this as reference when I’m heading online with Sak
I dont know if someone posted this in here but I’ll post it anyway. I learned a combo that deals a great deal of damage on a Makoto (Super or AE). You can do this Jp.Mk Crossup or Jp. HP. This combo is very useful but it will take sometime to learn. If you score a knockdown on Makoto, you have a chance to do 40-50% depending on your meter. A Makoto cannot afford to make a mistake or they will be playing catchup for the rest of the round.
Jump in Without Meter: Jp.Hp-> S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp. Shoryu
Jump in Crossup Without Meter: Jp.Mk (Crossup)-> S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp. Shoryu
Next comes with meter. Now I’m going to break it into several parts. The first with one bar, the next with three bars.
Jump in with one Meter Bar:Jp.Hp-> S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Ex tatsu
Note: When you do the ex.tatsu, you have four options: Reset, Hp. DP, Untechable Knockdown, Otoshi. Whichever you choice is up to your playstyle.
Jump in Crossup with one Meter Bar:Jp.Mk (Crossup)-> S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Ex. Tatsu
Note: When you do the ex.tatsu, you have four options: Reset, Hp. DP, Untechable Knockdown, Otoshi. Whichever you choice is up to your playstyle.
The next combos do from what I remember 440+ with three bars. This will take some time to master, but from personal experience, they are well worth it. As I said before it’s up to your playstyle. DO NOT END THESE WITH ULTRA DUE TO DAMAGE SCALING. I would use these combos if I had the meter to do so. Not only do they do MASSIVE damage, **they drag Makoto into the corner every…single…time. **
Jump in with three Meter bars: Jp.Hp-> S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk->Ex. Dp-> FADC->S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp.Dp
Jump in Cross upwith three Meter Bars:Jp.Mk (Crossup)-> S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk->Ex. Dp-> FADC->S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp.Dp
These combos do just about 50% worth of damage. The reason that these combos work is do to the fact that when Makoto is hit, she slides back very slowly, allowing you to add more hits to your combo, that Sakura wouldn’t be able to do to others characters. Not only that but her hitbox is fat, making it even wrose for her.
Just found out combo’s similar to these do also work on Chun Li, Cammy (If I remember correctly), and Juri.
Juri: You cannot add the last part of the combo that goes **l. tatsu-> S.lk **cross up or not. It wont work on her at all. However, the Cr.Hp will Crossup and normal Jump in. So you can cancel that part, with a special move of your liking. Chose the best option.
Chun Li: Chun is a lil harder understand. You can do the same Crossup combos I showed with Makoto but theres a catch. You have to do the cross up correctly and it only works with Jp.Mk from what I know. I’ll try my best to explain. When you do the cross up, you have to make sure that you hit her On top of the head. For some god awful reason, anything behind the her head and the combo will not work. If you do the crossup and combo correct, you are looking at huge damage, and when fighting Chun, you will need all the damage you can get when you can.
As for Cammy, she may not be one of the Characters it works on. I’ve tried it on all characters and I believe she was one of them. Sorry if I’m wrong. Please try this out. In AE, Makoto is much more of a danger, and with this you can make her fear a knockdown. Reply when you have tried it. I’ll make a vid, on this showing that it does indeed work.
Rufus: EX. DP beats Rufus’s U2. So if you are ever in a low on life and tries to Chip, use it. It even works while you are waking up and he uses it.
Need help with 3 characters:
Balrog
I play my brother very often. And when I decide to main Sak, he always play Balrog and Blanka, which in my opinion, are the two the worst match for her ever.
Anyways, how do I play a Balrog that does nothing but turtle and light straight? He sometimes mix it up with overhead>ultra/super, and dash sweep, so it is kind of tricky. Whenever I try to jump in, I usually will get headbutt> ultra/super. My options seems limited, usually I will bait him by walking forward/fireball> ex shoryu, mk>shouken hit confirm, or sweep, s.hk footsies. Crossups are my only safe jump-ins, but he will usually headbutt, and when it wiffs, he will end up too far away for me to do anything anyway.
Are there other strategies that I can employ?
Blanka
How do I punish mass blanka ball spamming in Super?
Rufus
Played some AE in my local arcade. Had some trouble with Rufus dive kick>rapid jab rush down. What are my options?
Thanks in advance, greatly.
Balrog: Try throwing in tick throws and throw baits in your game. Safe jump him on wake up and start punishing those headbutts. Try to train him not to headbutt on wakeup.
Blanka: Hell, I wish I knew too…
Rufus: Is he mixing it up with throws, or is he just straight up jumping in all the time? Try to OS with c. lp+c.lk+c.hp if he’s throwing. If not, just wait there and c hp
against balrog just defend it’s hard but what can he do really? cheap damage? you just need one combo and will take 40% of his life so block, if you see patterns try jump ins or neutral jump to take him out of his game, if he jumps on you cr.fierce ftw
in super against blanka to stop that shit cr.lp it sucks I know but it’s the only thing sakura has. In AE it’s another story though.
Blanka: It is sometimes possible to punish Blanka balls, but it can be tricky. You have to block them standing, then do dash to lp shou (if I’m right). This can be risky however, because If the shou whiffs or you do it too slow you can end up eating a combo. Same goes for spamming jab. You may hit him out of a few balls, but the damage you will take if he gets through may not make it worth it.
If a Blanka is spamming balls against me, I try to work him to the corner. Just block the balls and walk forward. Once he’s in the corner, you can punish horizontal balls with hk, c.mp xx shou, or whatever. Blanka can rainbow ball out of the corner so you will have to watch out for that too. If Blanka has no meter and you are at a safe range, you can also try throwing some fireballs. The ball spam sucks, but you have to be patient.
One more fun note, U1 can beat Blanka balls if you react in time. This works best if the Blanka is spamming full screen balls or ex balls.
Thank you all for your response, appreciated:)
What is Sakura’s safe jump? You mean jumping in without doing anything?
Rufus, is it possible to cr.HP a TK dive kick? Maybe I should hit the training room.
Good advice, thanks. Patience is the key, but it is HARD, as he sometimes mix it up with slide, if I pressure him enough. Imagine me working so hard to get him the corner to get rainbow balled/slided/ultraed at point blank. Against his blanka, I have almost 0 chance, LOL. But your last tip is interesting indeed. Against blanka, I’ll always switch to Ken, and shoryu/U1 the shiet out of his ball, great to know I can do it with Sakura’s U1 too. Nice.
Honestly I can’t remember how often we talk about the Juri matchup but some things I noticed.
-Sakura’s cr. hp wins most of the time against Juri unless she jumps in with j.mp [which also crosses up]
-Sakura’s j.hp wins most of the against Juri’s cr.mp and cr.hp.
Against Bison’s headstomps from full screen, j. MP all day. It’s a great air to air against him as well.
Another safe jump setup for Chun.
After a shou, wiggle forward a little bit and do a J.RH. You’ll be safe from EX SBK. It’s weird in the corner though.
How do you punish Akuma’s teleport?
Can’t punish his teleport unless you anticipate it. You can option select with ex shouken after a jump in attack though IF he teleports BACKWARDS.