Super Street Fighter IV Sakura VS (insert character here) Dictionary

I’ve never tried. Might be a nice tool to have, but I’d rather use the meter on ex-shunpu

I think once you start buffering hp shou after c.mk or c.mp, or s.lk as counter pokes you start to realize… hey, I could turn this < 200 damage into something WAAY bigger and you’ll see how useful the fadc link is.

As usual, rather than do the right combos, i bastardize them into something that’s easier for me… hp shou, fadc into c.lk xx ex shunpu sorta, kinda almost works… as long as the opponent doesn’t crouch :lol:

Is EX DP>fadc worthwile ?
Think Rufus: big damage out of a reversal is always good and the link is far from hard to do(something like +3?).

i’ve come to terms with the combo and am willing to say that’s it’s situational. i mean, i learned it (ex shou i can get 80%, i still can’t get shou, fadc, hp to connect consistently though) just so i could say i can do it, but in terms of actually using it…it all depends on the situation. i mean, honestly, the only time i use it is in the second round, and if i’ve lost the first round. by then, i probably have a full meter anyway…so if they throw fireballs from a close distance, i’ll ex shou right through the fireball and continue the combo. other than that, off of a poke, when meter is precious and i’m not desperate, i won’t do it.

i today pulled it of the shou fadc cancel online, linked into s.lp,cr.hp,ex shunpu u2

still my first success ingame.

Oops: posted about punishing Guy’s hozantos, then realized it’s been done (twice). :slight_smile:

Instead of st.lp, I’ve been using st.lk, though.

Sorry guys been busy with work after my vacation, will have this updated thursday / friday during my days off.

Couple of Gen related questions:
After a whiffed/blocked AA multi-kick special, anyone know if he’s safe as soon as he touches the ground? Obviously it’s easy to cr.hp him out of it before he lands, but it always seems like a pretty lame punish for what should rightfully be a MASSIVE mistake; if any other character did something similar they’d eat full combo. I just can’t seem to hit him with anything once he touches down.

Edit: Just hit training mode and tried again, yeah, you can get a cs.HP in there, I’ve mostly got the timing down now…but I couldn’t work out how to get the training dummy to simulate what happens if the first kick hits guard and they use that to do the 2nd kick and float longer. I guess it’s the same, but dunno.

And is it actually possible to beat out his AA normals? His cr.HK (Crane style, the one where he does a handstand, shoves his leg up, then flips back onto his feet) seems to happily trade with j.HP and j.HK. The trade damage is even, but given that he solidly outpokes Sak on the ground, you need to be doing better than even-trading on the jump-in :smiley:

Edit edit: And just remembered something else that was a pain in this matchup - gen’s ex multi-kicks seems to autocorrect to a psychotic degree. Even nice meaty MK wakeup crossups were met with ex multi-kick, correct direction every time, whereas I’ve never seen anyone else’s DP autocorrect to beat it.

Did you test the ex version? I’ve never successfully punished it. I think it’s safe.

I find the Gen match up to be pretty slow. I don’t jump at Gen often since he seems to have a lot of aa options including jump back air-to-air. In fact, I’ve been hit a few times by jump back mp while grounded. If I were a Gen player fighting Sakura, I’d probably just try to play footsies since he outperforms her here. His mantis cr.mp, for example, destroys most of what Sakura can throw out. Mantis st.mk is fast with good range and can cancel into hands. A well spaced s.rh might be able to contend with this.

I don’t have much experience against Gen, but so far my strategy has been to gain a life lead then zone him to death. His jump ins are easily anti aired (crossups are trickier) and this potentially leads to a mix up. st.rh is useful if spaced correctly. Of course if I get a knockdown, I try to beat him up when he stands, since Sakura wins up close, but if I have a solid lead, I don’t force pressure once I end up in Gen’s footsie range.

I’m pretty sure his wall dives are all punishable on block if he’s close enough, but the timing is tight. st.lp, cr.mk shou should do the trick.

I need help against C.Viper. Her burning kick crosses me up regularly. Also, I find it hard to stay in on her.

You have to anticipate the BK crossups. They’re usually very easy to spot.
To stay on her use j.hp as it usually beats her hp.tk clean or just cross her up with j.mk.

Remember that she has shit normals and out poke her. She also has shit health and stun.

Can we get some more info on Blanka’s … I keep getting rolled by them and its extreamly annoying. I feel pretty helpless not being able to punish balls. If I could punch evey Blanka user in the face I would right about now… if its a chick… she can get a punch in the chest, right nipple…

Block standing, dash, lp.shouoken(mp shouoken if SF4 vanilla).
Or just spam cr.lp or train your reaction time :d

Random balls are no bueno… if it was just a full spam then I could handle it. I’m gonna get some food then test out this dash lp sho.

I hope to god that it works.