Other problems are the long ranged jumping normals that can tag you in recovery of a fireball from god knows where, like Ryu j.RH, Rufus j.FP, Boxer j.FP, Dahlsim j.FP, Viper or Ibuki in general because of their super jumps.
Conversely against floaty characters like Bison and Chun, zoning can be very effective and almost a key aspect of the matchup especially considering how they rape any sort normal-based ground game we have.
This may seem basic or just a lack of skill on me and my friends part but her slow fireball speed I think is an advantage for her. I find people sometimes not all either miss guess and jump short or forget she can charge and were the jump would have work they either take a full charged or we trade hits so I just mix up the sizes of her fireballs for zoning what also happens mostly with Chun users like my friend if the match gets close he will try to ultra 1 pass me spamming fireball’s like he does to my other friend who plays Ryu but will get caught by the back while in the kicking animation.
As far as corner pressure goes it’s basicly light’s and lk tatsu trying to bait something into a ex uppercut.
I probably need to zone way more often with my Sakura. I’m probably one of the most impatient players, and I just love getting in to put on the pressure. Having said that… I’ve discovered that a correctly spaced fireball and you walk/dash forward against someone who neutral jumps it from almost full screen can get punished by a hp shouoken. Everyone who plays against me knows not to recklessly jump after I start trying to zone them out.
I’ve actually managed to get a good number (lost count, but at least 5+) of st. lk xx lk shunpukyaku. But like you said, it can be mashed out.
I get grabbed/jabbed out of blocked lk tatsu quite often. only AIs do it more often, while people I face who aren’t aware keep blocking, so I can keep going
Is there any solid way to punish people who jump over fireballs with a high-priority attack? My main training partner has caught on to fireball, see the jump, Shouken, and now usually does an attack as he jumps over which will stuff my Shouken. I’ve tried making him land on a sweep and landing on a s.HK, but no dice, he’s always good to block. I can’t shake the feeling that he should be able to be punished for that, but I can’t figure it out.
@Robot Makoto: I don’t have an answer to your question, but I do have a solution to your problem. Record the character you’re having trouble with in training mode. Make the recording do exactly what he does in the match and just start practicing where you can beat out his normal, where you can’t, what other moves you can do to beat him, etc.
(I don’t mean to sound condescending with that first line, I just thought it was kinda cool lol)
If their attacking limb extends far out beyond their hurtbox (where they can be atttacked) and you go nothing to reach far out enough i’d block.
However, if you got an AA that can at the very least trade then I’d do it. It’s possible for them to land on a low attack liek a sweep or cr mk xx shou, the problem is that if their jump in attack can hit low, you’ll get beat out unless it’s a leg-to-leg contact. Actually, I’m unsure what would happen in this situation.
You probably already know that, but you can also link a simple hadoken into ex otoshi; it works the same way, but I found that the ex otoshi surprises a lot peoples who are blocking the hadoken; only thing, I don’t know the priority difference between air tatsu and ex otoshi in air vs air situation.