The Notebook - in-depth character specifics

http://img442.imageshack.us/img442/7337/sakuranotebook.png

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Safe Jump - basics.
Hp.Shouoken 1step fw, j.hp (works against most of the cast) mixup with j.mk/j.lk/j.hk
Mp.Shouoken 1mm step fw j.mk (safe against some of the cast) mixup with j.hk
Mp.Shouoken UF j.hk (safe against some)
Hp.Shouoken (corner) st.lp, j.hp (hits infront, lands behind) j.mk (xup) if they late wake. LP uf j.hp/mk again.

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Stand and Crouch-teching with HP
Works crouching aswell and its much easier
Cl.hp/st.hp ~os throw
st.hp+mp plink + st.lp+lk plink Makes you do st.hp and tech at the same time if you get the correct plink out with should be (hp, mp+hp, lp, lp+lk)

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Defensive C.tech ~os
While on defensive c.teching the trapper option selects like ex.shouoken or u1 and if he does Ex.Zonk too catch you offguard you’ll OS him.!!!

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Counter hit
Mid range St.hk (CH) c.mk xx hp.srk. 322dmg (anywhere) fadc cl.st.hp ex.shunpu U1 for max dmg
Mid Range St.hp (CH) c.mk xx hp.srk. 322dmg (anywhere) fadc cl.st.hp ex.shunpu U1 for max dmg
Mid/Close Range. Overhead st/cr.lp c.mk xx srk fadc cl.st.hp ex.shunpu U1 for max dmg

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Instant Overheads
Hp.shouoken, uf j.hk, nj.hk.
Sweep, dash, c.lp(x2), nj.hk.
Throw, dash, c.lp(x2), nj.hk.

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Otoshi Fireball Setup
http://www.youtube.com/watch?v=epMYR5gZXdc
http://www.youtube.com/watch?v=TbAwsZpThLg
http://www.youtube.com/watch?v=e9oKmIybllU

These videos describe this setup the best.

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Sakura extra stylepoints
http://www.youtube.com/watch?v=EamFUtOWOvE
This is a xup.

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U2 Setups
http://www.youtube.com/watch?v=IKrzOS9bxa4&feature=player_embedded
http://www.youtube.com/watch?v=E8QnLG3RSPs&feature=player_embedded
http://www.youtube.com/watch?v=A2eHmKNRa7E&feature=player_embedded

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Ex.Shunpu crossup setups
https://www.youtube.com/watch?v=rIAx7K2H8r8

  • Creds to Michael Galardi

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Sakura Proximity
http://www.youtube.com/watch?v=dMcySugN80U&feature=player_embedded
C.mk (df mid df db) 2punches for ex.shouoken to be proximited.
do it fast, do it when the shouoken usaly cancels from the c.mk xx hp.shouoken
when the move starts to retract you got quite some time but try to be fast!

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Abel

Info
#1 After step kick Cl.st.hp xx shunpu wins everything except Ex.TT you tumble in the air if he does his swing punches

Counter Poking
#1 c.mp xx srk beats st.lk
#2 st.hk beats st.lk when you see it come out just press the button
#3 dont try to whiff punish it with c.mk it got fast recovery

Options Select
#1 OS throw beats Rolls

Unblockable
Ex.shunpu, dash, sweep, c.lp, j.hp (early)

**Creds to Michael Galardi for these awsome vids.
http://www.youtube.com/watch?v=1hXoaNabD-4&feature=player_embedded

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Adon

Info
#1 Lk.jaguar is -3 mk -3 hk -4 ex -2
#2 C.hp, Cl.hp and st.lp after a jaguar on block beats all options except SRK

Counter Poking
#1 St.mp xx Hp.Shouoken beats st.hk (maybe st.hp aswell)

Safe Jump
#1 Throw c.lk j.hp safe mixup jump after throw on adon
#2 Throw st.lk j.mk (safe jump)
#3 corner hp.srk nj.hk c.lk c.lk j.hp/j.mk (50/50)

Otoshi Setup
#1 Otoshi x2 dash lk.shouoken, j.hk(LATE!) hits xup lands behind

Character Specific Combos
#1 c.lk, c.lp, c.hp xx lk.tatsu, c.mk xx hp.shouoken - 270dmg 420stun
#2 cl.fp xx lk tatsu cr.fp xx lk tatsu cr.mk xx srk - 270dmg 420stun
#3 cl.mk xx lk tatsu cl.fp xx lk tatsu cr.fp xx lk tatsu cr.mk/sweep - 391dmg 588stun

http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
http://www.youtube.com/watch?v=AMHg9AZoMvY&feature=player_embedded
*Ex.shunpu dash sweep dash mk.shunpu or hk.shunpu
(I perfer mk.shunpu)

This will cross him up and you can combo full with cl.st.hp if he is blocking standing up.
If he is sitting down it will hit him and your still infront and can combo him.

Safe vs. Reversals and Ultra.*

Max dmg with C.mp xx shunpu c.hp xx shunpu c.mk xx hp.shouoken.

Setups - Adon Corner Setups.
Throw - st.lk, J.hp / Mk (50/50)
Mp.shouken UF j.mk (safe xup) on delayed wakeup. st.lk nj.hk (safe jump) or do j.mk again for another safe xup.
Mp.Shouken Nj.hk(late) Late wakeup c.lp Nj.hk (late) or j.mk (xup)
Otoshi x2 whiff 3 c.hp backdash j.hp (hits behind) j.mk (hits infront) i perfer j.hk (hits infront)
Otoshi x2 jumpback dash j.hk (very very late) (hits infront) j.mk(hits behind)

We also got one midscreen where you do Ex.shunpu dash sweep walk fw 1 step mk.shunpu and you will slide through his body and hit him behind!
BUT this is unsafe you get eaten alive by reversals and ultra…

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Akuma

Safe jump
#1 Hp.shouoken, walk fw, j.hp
#2 throw 1mm back j,hp
#3 (corner) fw.throw c.lp j.hp (hits infront) j.mk (behind)

Unblockable
#1 Otoshi x2, UF, c.mp j.hp (late)
-If Akuma does nothing, he won’t be hit-
(Options Select the unblockable with jump back c.mk xx hp.shouoken)
#2 Otoshi x2 (whiff 3d at the end) c.hp, backdash, j.mk
-he can only focus dash out of this one-
(Options Select the unblockable with jump back c.mk xx hp.shouoken)
#3 Otoshi x2, dash, lp.shouoken, j.mk (safe vs. everything 100% unblockable)
~os backjump, c.mk xx hp.shouoken to cover his teleports.

Semi Unblockables
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

Setup
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it xup) (blocking FD makes it hit and xup)

Otoshi Setup
#1 Otoshix2 (whiff 3d) backdash, lk.shunpu j.hp/j.mk

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

Character Specific Combo
#1 cl.mk xx lk.shunpu, st.lp, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 331dmg 514stun

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Balrog

Info
#1 meaty shunpu on wakeup beats ex.headbutt and regular you go over him and you can dash and do c.hp combo,
it beats all ex.rushpunches clean (armorbreak) looses too ultra and super.
http://www.youtube.com/watch?v=xbgMeNJUXdY&feature=player_embedded
http://www.youtube.com/watch?v=9FdQiUdqvTI&feature=player_embedded

Punishes
#1 Rush upper - hit him out with c.lks xx combo
#2 Armorbreak rushpunch on block - punish with c.hp combo ( if he space’s it right use c.mk )
#3 rush sweep - punish c.mk xx srk (st.lp, c.mk works aswell but misses sometimes )
#4 deep rushpunch - st.lp, c.mk xx srk ( or use Focus dash cl/c.hp )
#5 turn punch - st.lp, c.mk xx srk
#5 turn punch - c.hp xx shunpu (c.hp or c.mk works the best - when you see him start to turn just press the button )
#6 smash punch - c.hp xx lk.shunpu, c.mk xx hp.shouoken

Character Specific Combos
#1 cl.st.hp xx lk.shunpu, c.hp xx lk.shunpu, c.hp xx ex.shunpu ( be aware this can miss sometimes from strange jumpins or after focus crumples 2 loops always works )

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Blanka

Info
#1 c.hp on blankas u1 when it goes into the air (not on meaty setup)
#2 u2 on blankas u1 when it goes into the air (not on meaty setup)

Safe Jump
#1 Sweep, st.lp, j.mk
#2 fw.throw c.lp j.mk

Unblockable
#1 (corner) fw.throw, st.lk, j.mk

Semi Unblockables
ex.shunpu dash sweep dash c.lp lk.shunpu (semi unblockable)
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

Punish
#1 hp.horizonball w/ delayed hp.shouoken for full dmg. ultra1. dash st.lk ex.shunpu/srk
#2 mp.horizonball w/ dash lp.shouoken(fast) xx super for max damage 440(super needs to be input Extremly fast 1st hit)
#3 Corner Horiballs w/ hp.shouoken

Option Select
#1 c.lk > c.lp~c.hp > c.fierce.

( It prevents him from wake-up rainbow ball and electricity.
If he does ex rainbow ball, you’ll hit him out with c.hp.
Loses to wake up ultra and ex up ball )

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Cammie

Unblockable
#1 Throw, walk back a little, st.lp and j.hk

Safe Jumps
#1 Mp.shouoken UF j.hk
#2 Hp.shouoken slight step fw j.hk
#3 Hp.shouoken step fw j.mk(xup)

Setup
#1 ex.shunpu, otoshi x2, dash, sweep, st.lp, j.hp.(hits infront, lands infront) mixup with j.mk (behind)
#2 ex.shunpu, otoshi x2, dash , sweep st.lk, j,hp (hits infront, lands infront) mixup with j.mk (behind)
#3 (corner) ex.shunpu, otoshi x2, backdash, lk.shunpu j.hp (hits infront, lands infront) mixup with j.mk (behind)

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

**Character Specific combo(/b]
#1 After a blocked SRK - dash, cl.mk xx lk.shunpu, cl.hp xx lk.shunpu, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 391dmg 588stun

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Chun-Li

Unblockable (corner)
#1 fw.throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and deep J.MK)
#2 MP Sho, hold uf, j.mk
#3 Sweep, c.lp, j.mk (safe vs. EX SBK)
#4 fw.Throw, c.lp, j.mk (safe vs. EX SBK)
#5 fw.throw st lk jump mk
#6 fw.throw, tap db, j.mk

Corner Setup - Semi-Unblockable.
#1 ex.shunpu dash sweep st.lk mk.shunpu (you can only block it downforward)

Safe Jump
#1 Mp.shouoken, UF j.hk
#2 Hp.shouoken walk fw 2 steps j.mk/j.hp
#3 Hp.shouoken 1mm step fw j.hk
#4 Throw c.lp j.mk

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Cody

Info
#1 His fw.hk whiffs on Sakura Crouching, punish him with c.mk 100% or a BnB or if he is close with cl.st.hp
#2 Punish his Ruffian kicks on block, Tornadoes and Zonk’s
#3 C.mk vs his St.hk (crouch in sakuras c.mk range and punish if he throws it out)
#4 st.lk vs his c.lk (on reaction) (CH) c.mk xx shouoken

Mixup
#1 Corner Throw c.lk, j.hp(hits infront lands behind) j.hk(hits infront lands behind) j.mk (hits behind lands behind)
#2 Throw, UF, lk.shunpu. (makes you go over cody if he blocks and zonk whiffs)

Safe Jump
Hp.srk uf j.hk (safe vs. badspray etc.)
#1 How to beat bad spray either use safe jump or xup cody

UNBLOCKABLE
#1 fw.throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and deep J.MK)

Character Specific Combos
#1 cl.fp xx lk tatsu st.lp cr.fp xx lk tatsu cr.mk/sweep - 361dmg 534stun
#2 cl.mk xx lk tatsu cl.mk xx lk tatsu st.lp cr.fp xx lk tatsu cr.mk/sweep

Otoshi Setup
#1 Otoshi x2, dash, dash, c.lk, c.lk, j.hp(infront lands behind) j.mk (behind lands behind)
#2 Otoshi x2, dash, dash, c.lp, c.lp, j.hp(infront lands behind) j.mk (behind lands behind)

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C.Viper

Safe Jump
#1 Hp.srk, slight step fw, j.hk(should hit low on the waist)
#2 fw.throw, st.lp j.mk (xup) ~os c.hp xx lk.shunpu (beats ex.seismo(gives you confirm), ex.bk, backdash, almost safe vs srk and not safe vs U1)

Close option select
#1 c.lp, c.lp ~os c.hp xx lk.shunpu (beats ex.seismo and gives you a confirm and ex.bk but loose to ultra srk and backdash)
#2 c.lp/c.lk, st.lp ~os st.hk (beats ex.seismo, ex.bk and backdash but loose to ultra srk)

Setup
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it xup) (blocking FD makes it hit and xup)

Otoshi Setup
Otoshi x2(1 whiff), Backdash, lk.shunpu, j.hp (fake crossup) / j.mk (crossup) (hit it early or becomes un-unblockable)
Otoshi x2, nj, dash, j.hp/j.mk (hit it early)

Unblockable
#1 Otoshi x2 (whiff 3d) c.hp backdash j.hp/mk
#2 Otoshi x2, dash, lp.shouoken, j.mk

Semi Unblockables
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

Character Specific Combo
#1 c.lk, c.lp, c.hp xx lk.tatsu, c.mk xx hp.shouoken - 270dmg 420stun
#2 cl.mk xx shunpu cr.hp xx lk.shunpu, cr.hp xx lk.shunpu, cr.mk/sweep xx srk - 391dmg 588stun
#3 c.hp xx lk.shunpu, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 380dmg 516stun

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Dan

Info
#1 c.tech+c.mp beats Dans infinit dang pressure in corner
#2 st.lp beats hk.dang if spaced right
#3 c.mk beats air dang (he goes over and you can punish)
#4 zone him with st.hk and fireballs untill you get an opening play the match slow

Setup - Semi-Unblockable
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it hit and xup) (blocking FD makes it hit and xup)
#2 mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

Counter Poking
#1 vs st.mk - st.hk after mk comes out
#2 vs st.hk - c.mk whiff punish
#3 vs c.mp - st.hk on the tip

Otoshi Setup
#1 Otoshi x2 jumpback dash j.hp(hits infront lands behind) j.mk(hits behind lands behind)
#2 Otoshi x2 UF dash j.hp(hits infront lands behind) j.mk(hits behind lands behind)
#3 Otoshi x2 backdash lk.shunpu j.hp(hits infront lands behind) j.mk(hits behind lands behind)
#4 Otoshi x2 UF c.mp j.hp(hits infront lands behind) j.mk(hits behind lands behind)
http://www.youtube.com/watch?v=NIThNDDoMuA&feature=player_embedded

safe Jump
#1 Hp.shouoken walk fw j.hp
#2 throw 1mm back j,hp

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

Character Specific Combo
#1 cl.mk xx lk.shunpu, st.lp, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 331dmg 514stun

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Deejay

Info
#1 take him too the corner and outfootsie him
#2 ex.otoshi his fireballs they’re slow

Punishes
#1 Sobat kicks - c.mk xx.shouoken (lk and ex.sobat is safe)
#2 Slide - c.lp c.mk xx shouoken

Unblockable
#1 Ex.shunpu, dash, sweep, c.lp, j.hp (early)

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Dhalsim.

Info
#1 Hp.srk his teleports on reaction

Setup
#1 OS~ ex.shunpu dash sweep, dash lk.shunpu os~ultra1
(beats both teleports, beats wakeup u1 mid screen trade / loose corner,
trades with hp super but beats lp and mp super, trades with ex.up blast)

Semi Unblockables
ex.shunpu dash sweep dash c.lp lk.shunpu (semi unblockable)
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

Otoshi Setup
#1 Otoshi x2, nj.hp, c.mp, j.hp / j.mk

Counter poking
#1 c.mp xx shouoken beats st.lk
#2 J.hk beats st.mk
#3 j.lp beats Knee AA
#4 j.hp beats his options upclose (upflame etc)

Character Specific Combos
#1 cl.st.hp xx lk.shunpu, c.hp xx lk.shunpu, c.hp xx ex.shunpu ( be aware this can miss sometimes from strange jumpins or after focus crumples 2 loops always works )

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Dudley

Unblockable
#1 ex.shunpu, Otoshi x2, UF, c.mp(whiff), j.hp

safe Jump
#1 Hp.shouoken walk fw j.hp
#2 throw 1mm back j,hp

Character Specific Combos
#1 cl.st.hp xx lk.shunpu, c.hp xx lk.shunpu, c.hp xx ex.shunpu ( be aware this can miss sometimes from strange jumpins or after focus crumples 2 loops always works )

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E.Honda

Info
#1 Hp.srk his NJ.hp if he tries it over fireballs
#2 Lp.srk use this as AA since hondas j.mp beats c.hp

Safe Jump
#1 Corner Throw cr.lp j.hk - looks like xup hits infront lands behind
#2 Corner Throw slight step bw j.hp ~os ex.srk
#3 Corner Throw slight step bw j.hk ~os ex.srk
#4 Mid Throw cr.lp j.mk - safe jump
#5 Mp.shouoken, uf, Late j.hk ~os ex.srk (hondas super will catch you in the air)
#6 Mp.shouoken (1mm step fw) j.hk (makes it xup, but honda can walk ouf of it)

Punishes
H.headbutt - Hp.shouoken (1hit) xx super. 430-460dmg (Has to be blocked standing up or it dosent work)
M.Headbutt - Hp.shouoken (1hit) xx super. 430-460dmg (Has to be blocked standing up or it dosent work)
(Hp.Shouoken, fadc, cl.st.hp combo does work but is hard to pull off)

Otoshi Setup
Corner 50/50 Honda - n/a

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Evil Ryu

Otoshi Setup
#1 jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
#2 backdash , lk.shunpu j.hp
http://www.youtube.com/watch?v=NIThNDDoMuA&feature=player_embedded

Setup
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it xup) (blocking FD makes it hit and xup)

Semi Unblockables
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

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El Fuerte

Info
#1 jback.mp beats tortillia
#2 hp.srk punishes body slam on block
#3 Meaty Lk.shunpu on wakeup beats all except u1, u2 and super

Setup - Semi-Unblockable
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it hit and xup) (blocking FD makes it hit and xup)
(Wins ex.rush, backdash, safe vs guacamole and u2 looses too super and u1)

Safe Jump
#1 mp.srk, uf, j.hk

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Fei long.

Counter Hit Setups
#1 After Fei does Lk -4. Mk -2. Hk 0. Chicken Wing sakura can do Cl.st.hp if theyre close or C.hp wich will beat their lk/lp’s clean xx shunpu
#2 After Fei does Ex.Chicken Wing 0 Cl.st.hp will stagger both so be ready to do st.lk xx ex.shunpu or Hp.shouoken. C.hp beats it if timed perfectly.

Safe Jump
#1 hp.shouoken, step fw j.hp (on his head)
#2 Throw, Slight step back, j.hp

Option Select
#1 Throw, Slight step back, j.hp os~ cl.st.hp/c.hp beats Chicken Wing

Unblockable
#1 ex.shunpu dash sweep c.lp j.hp (unblockable) fei can do chicken wing out or just c.lk and punish sakura.

Otoshi Setup
#1 backdash, lk.shunpu, j.hp (hits infront, lands behind) j,mk (hits behind lands behind) must hit otoshi early

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Gen

Unblockable
#1 Otoshi x2, UF, cr.mp, j.hp (unblockable)
Do Otoshi straight away and do not whiff 3rd hit, if Gen does nothing, he won’t be hit.
#2 Otoshi x2, dash, lp.shouoken, j.mk

Character Specific Combo
#1 cl.mk xx lk.shunpu, st.lp, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 331dmg 514stun

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Gouken

Info
#1 Shunpu on wakeup beats guard
#2 c.lk on wakeup beats his SRK

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Guile
#Take him too the corner

Corner Setup
ex.shunpu dash sweep wait untill you stand up then jump j.hp/mk 5050 after a sweep

Counter poking
(after a sonic boom, space correctly)
c.mk beats st.hp
st.lk beats c.mk

Otoshi Setup
#1 Otoshi x2 backjump, dash, j.hk (fake crossup, lands behind) / j.mk (crossup)
#2 Otoshi x2 (whiff 3d) nj c.mp j.hk (if they block you land infront, hits infront) j.mk (xup)

Creds to Michael Galardi for these awsome vids
http://www.youtube.com/watch?feature=player_embedded&v=yXv_OchcXnE

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Guy

Counter Poking
#1 vs. Elbow Drop - c.hp
#2 vs. kissa elbow - st.hp

UNBLOCKABLE
#1 fw.throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and deep J.MK)

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Hakan

Info
#1 c.mp beats hakans unblockable

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Ibuki

Mixup
#1 hp.srk (corner) st.lp j.hp/mk (50/50)
#2 Hp.srk (corner, late wakeup) nj.hp c.lk, c.lk(whiff) j.hp/j.mk (50/50)

Corner Unblockable
#1 fw.throw, st lk, jump mk (works but hard to pull off. Fast jump and early J.MK)
#2 MP Sho, hold uf, j.mk (beaten by it ex.Hien, U2, stand still)
#3 Sweep, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and early J.MK)
#4 Throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and early J.MK)
#5 EX.Shunpu, Otoshi x2(whiff 3d) dash lp sho(instant), j.hp (late j.hp, you need to be very fast on the dash and lp.shouoken)
#6 EX.Shunpu, Otoshi x2(whiff 3d) jump, cr.mp, j.hp (Late j.hp be fast on the c.mp)

Semi Unblockables
ex.shunpu dash sweep dash c.lp lk.shunpu (semi unblockable)
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

Otoshi Setups
http://www.youtube.com/watch?v=NIThNDDoMuA&feature=player_embedded

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

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Juri
#1 Meaty lk.shunpu wins all options except ultra

Character Specific Combos
#1 cl.fp lk tatsu cr.fp lk tatsu cr.mk xx srk
#2 cl.mk lk tatsu cl.fp lk tatsu cr.fp lk tatsu cr.mk/sweep
#3 cl.st.hp xx lk.shunpu, c.hp xx lk.shunpu, c.hp xx ex.shunpu ( be aware this can miss sometimes from strange jumpins or after focus crumples 2 loops always works )

Creds to Michael Galardi for these awsome vids
http://www.youtube.com/watch?v=kZPte-_LRbI&feature=player_embedded

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Ken

safe Jump
#1 Hp.shouoken big step fw j.hp
#2 Hp.shouoken big step fw j.mk
#3 fw.Throw, 1mm step back j.hp
#4 fw.throw, 1mm step back j.mk

Setup
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it xup) (blocking FD makes it hit and xup)

Otoshi setup
#1 Otoshi x2 , backdash lk.shunpu j.hp
http://www.youtube.com/watch?v=NIThNDDoMuA&feature=player_embedded

Semi Unblockables
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

Character Specific Combo
#1 cl.mk xx lk.shunpu, st.lp, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 331dmg 514stun

Creds to Michael Galardi for these awsome vids
https://www.youtube.com/watch?feature=player_detailpage&v=wru9z5sFy_4

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Makoto
#1 Meaty lk.shunpu wins all options except ex.chop and ultra. Mix that up with Throw that beats ex.chop
#2 Punish all hayates st.lp, c.mk / st.lk or cl.st.hp

Setups
#1 (corner) fw.throw c.lk j.hp (hits infront looks like xup) j.mk (xups)

Safe Jump
#1 Mp.shouoken, UF, j.hk
#2 fw.throw, st.lk(whiff), j.mk (of an auto correct revesal overhead chop ex)

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M.Bipson

Info
#1 you become safe after a scissors at mid screen so you can just jump out of it except (st.hk beats jump)
#2 after a scissors when he lands do c.hp xx ex.shunpu and it beats it clean if timed correctly and it beats st.hk aswell
#3 after a scissors in the corner and if he does another one straight after without cl.lk. St.HP will beat it clean and get you CH combo into c.mk
#4 j.hp beats st.hk quite good if not just empty jump it aswell for mixups
#5 Devils return - if he does DR backwards too the corner hp.srk will reach it xx U2
#6 Hp.shouoken walk back 1 step j.hk walkback (you have to be standing up!) hp.shouoken reversal and you’ll catch his prycho crusher. This also works with safe jump and a three string or 4 true string (c.lk c.lk c.lk st.lk) fadc possible with 4 true string.
http://www.youtube.com/watch?v=AkO2r0Etg1I&feature=player_embedded

Safe jump
#1 hp.srk uf, meaty lk.shunpu (beats ex.pshyco, headstomps, super and backdash (not ex.scissor or ultra)

Setup - Semi-Unblockable
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it hit and xup) (blocking FD makes it hit and xup)
(Beats ex.pshyco, safe vs stomp sometimes trades with scissors but loose to scissors, ultra and super)

Otoshi Setup
#1 otoshi x3 lk.shunpu(over him) nj.hk (instant overhead)
#2 Otoshi x3 lk.shunpu(over him) lk.shunpu(meaty) (beats ex.pshyco, headstomps, super and backdash (not ex.scissor or ultra)
#3 Otoshi x2 Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)

Mixup
#1(mid)Ex.shunpu dash sweep st.lk j.hk (xups)
#1 Ex,srk fadc.fw lk.shunpu (beats ex.scissor etc.)

Creds to Michael Galardi for these awsome vids
https://www.youtube.com/watch?feature=player_detailpage&v=BfqGv-Vm7no

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Oni - ???

Punish
#1 If he does Fw.palm on block - Do c.mk x hp.shouoken (it works quite far)

Otoshi Setup
#1 Otoshi x2, NJ.hp, dash, J.HP / MK
#2 Otoshi x2, Backjump, dash, J.HP / MK

Semi Unblockables
mp.shouoken UF j.hk (safejump) dash dash lk.shunpu (semi unblockable)
(works with hp.shouoken aswell different timing)

-----------------------------------------------------------------------------------------

Rose

Info
#1 J.hk is a good jumpin
#2 lk.shunpu on wakeup beats drill, lows and tech but looses too AA grab
#3 c.hp if you block the first sequence of her ultra+AA grab shenanigan and you’ll hit her out of it.

safe jump
#1 Hp.shouoken step fw j.hp

Setup
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it xup) (blocking FD makes it hit and xup)
(wins ex.drill looses too airgrab)
#2 HP.shouoken in the corner, st.lp j.hp(early on her head) c.lp/lk j.hp (early on her head) or mixup with j.mk for xup

Otoshi Setup
#1 Otoshi x2, UF, c.mp, j.hp/mk (Do it EARLY, hit her head) or it will miss.

Option select
#1 j.hp ~os hp.shouoken / ex.shouoken if he have Meter.
#2 j.hp ~os st.hk (beats all rose options)
#3 c.lk ~os st.lk+st.hk (beats all rose options)

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Rufus

Info
#1 st.lp anti air dash lk.shunpu or dash under after lp air resets
#2 c.lk makes his wakeup messiah whiff

Otoshi Setup
#1 NJ, dash, j.hp/mk
#2 backdash, lk.shunpu, j.hp/mk
#3 Jump, dash, j.hp (fake crossup) / j.mk (crossup)

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Ryu

Info
#1 C.hp wins, ex.tatsu “trap” overhead on wakeup, bad traps that arent meaty
#2 c.lk xx bnb if they try to xup tatsu and it lowers the hitbox and you win

Setup
#1 Any bnb or c.mk into hp.shouoken fadc lk.shunpu
(blocking DB makes it xup) (blocking FD makes it hit and xup)

Otoshi Setup
#1 Setup - ex.shunup > Otoshi 2 hits > j.UF > Dashx2 > Lk. Tatsu. (crouch blocking, shunpu xup’s. stand block, shunpu hits infront. dp, trades
#2 Setup - Ex.shunpu > Otoshi x2, backdash, lk tatsu, dash lk tatsu .
http://www.youtube.com/watch?v=NIThNDDoMuA&feature=player_embedded

**Corner Setup(/b]
http://www.youtube.com/watch?v=jQchk7CufmI&feature=player_embedded
Combo with cl.st.hp

Character Specific Combo
#1 cl.mk xx lk.shunpu, st.lp, c.hp xx lk.shunpu, c.mk xx hp.shouoken - 331dmg 514stun

-----------------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------

Sagat

Info
#1 cl.st.mk xx lk.shunpu, cl.st.hp xx lk.shunpu, c.hp xx otoshi x2

Mixup
#1 (corner) Throw, dash, J.Hk (looks like xup but hits infront, lands infront) j.hp (lands behind hits infront) j.mk (back)

Sagat Safe jumps
#1 throw, st.lp whiff, j.mk
#2 mp sho, st.lp, j.mk
#3 hp.srk 1mm fw j.hk

Otoshi Setup
#1 (corner) Otoshi x2 dash dash cl.st.mk J.hp (mixups)
#2 (corner) Otoshi x2 nj cl.st.mp J.hp (mixups)
#3 (corner) Otoshi x2 backdash lk.shunpu J.hp (mixups)

Creds to Michael Galardi for these awsome vids
http://www.youtube.com/watch?v=LXcsM2V2XDg&feature=player_embedded

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Sakura

Unblockable
#1 Otoshi x2, 3d whiff, uf, c.mp, j.mk (do the j.mk on her head, quite early)
#2 (late wakeup, corner) hp.shouoken, st.lp j.mk c.lp j.mk (early)
#3 Otoshi x2, dash, lp.shouoken, j.mk.

**Corner Setup(/b]


Combo with cl.st.hp

-----------------------------------------------------------------------------------------

Seth

Info
#1 After Seth does a divekick on you Cl.st.hp him to beat his c.lp/lk clean
or if you get staggered do st.lk xx ex.shunpu/hp.shouoken (hit cl.st.hp early exactly after he hits his head)
(loses too CMD grab and SRK and ex.kicks but can be defensive ~os’ed vs kicks) cl.st.hp ~os ex.srk.

#2 cl.st.mk. lk.shunpu, cl.st.hp xx otoshi x2
#3 if seth does c.mk xx tandem(special) do c.mk to stuff his tandem(on block)

Safe Jump
#1 mp.srk, uf.hk (for late wakeup c.lp j.shunpu over him)
#2 mp.srk a step fw j.mk (only gets beaten by ex.srk you get hit once)
#3 hp.srk fw.step j.hk

Mixups
Ex.shunpu dash sweep st.lk j.hk (looks like if hits goes behind but hits infront lands infront)
Throw in the corner dash j.hk(land infront) j.hp (lands behind) j.mk (do it low! crosses up)

Otoshi Setup
Otoshi x2, dash, dash, cl.st.mk, j.hp/j.mk (50/50)

-----------------------------------------------------------------------------------------

Claw

Info
#1 Lk.shunpu is free on wakeup (lose to srk)
#2 he cant do anything vs. walk fw st.lp pressure

Safe Jump
#1 Hp.shouoken step fw j.hp

** Unblockable **
Ex.shunpu, otoshi x2 (3 whiff) c.hp, backdash, j.mk (quite early)

Option Select
#1 j.hp ~os mp.shouoken beats flip and backdash ( you land infront of backflip )

-----------------------------------------------------------------------------------------

Yang

Safe Jump
#1 mp.shouoken, uf, late j.hp(early wake) c.lp, nj.hk(late wake)(safe, except vs ex.srk and ultra1)

Otoshi Setup
#1 backdash, lk.shunpu, j.hp
#2 uf, dash, j.hp
#3 uf, c.mp, j.hp
#4 backjump, dash, j.hp

UNBLOCKABLE
#1 fw.throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and deep J.MK)
#2 Mp.shouoken. UF j.mk (corner)

Character Specific Combo
#1 cl.mk, lk.shunpu, cl.mk, lk.shunpu, c.hp, lk.shunpu, c.hp, lk.shunpu, c.mk xx hp.shouoken

-----------------------------------------------------------------------------------------

Yun

Safe Jump
#1 mp.shouoken, uf, late j.hp(early wake) c.lp, nj.hk(late wake)(safe, except vs ex.srk and ultra1)

Mixup
#1 (corner) - Hp.srk, st.lp j.hp/j.mk (50/50)
#2 (corner, late wakeup) - Hp.srk, nj.hp, c.lk, c.lk, j.hp/j.mk (50/50)

Otoshi Setup
#1 backdash, lk.shunpu, j.hp
#2 uf, dash, j.hp
#3 uf, c.mp, j.hp
#4 backjump, dash, j.hp

UNBLOCKABLE
#1 fw.throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and deep J.MK)
#2 Mp.shouoken. UF j.mk (corner)

Character Specific Combo
#1 cl.mk, lk.shunpu, cl.mk, lk.shunpu, c.hp, lk.shunpu, c.hp, lk.shunpu, c.mk xx hp.shouoken

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Zangief

Safe Jump
#1 Hp.shouoken 1mm step fw j.hk
#2 throw walk back 1 step j.hk?

Otoshi Setup
#1 Otoshi x2(whiff 3d), backdash, lk.shunpu, j.hp(hits infront, if he does lariat you land below him and can punish) j.lk (xup, beats lariat) j.hk (xup, but can be hit out with lariat)

-----------------------------------------------------------------------------------------

*UPDATED: 24-02-2014 *

Creds to Michael Galardi for some awsome vids showcasing new tech and Matchups with Sakura.

I made this Notebook to use on my mobilephone so every one is placed in Alphabetic order and can easily be copy / pasted onto a document and throw it into the mobilephone or just use it straight from the web.

But here is some for you guys! if you make NEW finds, post them Tested out! with the info of What beats it and what it dosen’t beat and a description of how its performed and how it works and I will add it when I see it - I will try to update this quite often if I or you make new finds.

I want to Thank Everyone that contributes to make Sakura the beast she is!

// Funkie.

is it safe to post? if it aint you can come slap me with a fish
First of all great notebook you got here!
not sure if this is note worthy but when your knocked down, lp shoryu avoids el feurte’s slam and tortilla but don’t overuse it as they can just do nothing and punish you

I like this. Thanks.

Yeah, I love this stuff. I just copy and pasted it then added my own set ups and knowledge. Thanks for the info and layout.

To Yun for character specific combo, you should add cl.mp > cr.fp xx lk tatsu cr.mk/sweep.

makoto ex tatsu sweep clp jump hp. 50 50 and beats fukiage

I’ll post some of my updates when I get it all more refined. I’ve been adding stuff depending on the situation. full screen, mid, close stuff like that

It only avoids a crossup splash. In reality, it’s a pretty bad option. It loses to same side splash, fake crossup, & the throw from either run.

Couple updates on mine. Not sure if it will help any of you guys. Might find some stuff useful

Abel

Info
-Zone with fireballs and build meter until U1, walk him to the corner, bait roll and punish
-Avoid random COD. There is no safe way out of it, just a guess.
-Master reading step kicks and you will never have to deal with knockdown mix ups
-Most block strings will end with a step kick where you will have to make a decision with his mix up. Avoid this at all costs. Backdash after s.lk.
-Avoid step kick at all cost and try to whiff punish it.
-Watch for LK wheel kick/ex wheel kick at mid range

Blocked Step Kick Options
*** Throw**** (Lowest risk) (+backdash, +invinci reversal, +jump, -block)*

  • -more likely to happen if they are in the lead*
  • -Abel can still follow up with pressure if you jump or backdash this (ex falling sky for jump and another step kick for backdash)*
  • -Abel can delay throw to stop invinci reversal*

S.hp* (Low risk) (+backdash, +perfect 3 frame normal, +invinci reversal, +block, -jump)*

  • -expect this more if they have meter to FADC*
  • -backdash gets hit by the 2nd hit but no combo potential*
  • -Can only lead into COD knockdown when they have no meter and COD has no 50/50 roll set up after. Much better to eat this combo than a TT when abel is working on a comeback with no meter. COD ending leads to a 4 frame safe jump*

***TT ***(high risk) (+backdash, +invinci reversal, +jump, +3 frame normal, -block)

  • -more likely to be used if abel needs a comeback but has no meter*

Sakura’s Wake up
Keep abel guessing. Change your patterns. Jump/backdash/block/reversal

Abel’s Wake up
meaty tatsu beats everything except ultra 1 and allows ex roll to escape.

Counter Poking
-c.mp xx srk beats st.lk
-st.hk beats st.lk

Options Select
-OS throw beats Rolls

Unblockable
Ex.shunpu, dash, sweep, c.lp, j.hp (early)

-----------------------------------------------------------------------------------------

Cody

Info
-keep out with quick normals. Try to find a way in with cr.mk
-watch for ex slide through fireballs
-great frame advantage on stones, be careful of moving after a blocked one sometimes will use ex slide
-His fw.hk whiffs on Sakura Crouching, punish him with c.mk 100% or a BnB or if he is close with cl.st.hp
-Punish his Ruffian kicks on block, Tornadoes and Zonk’s. Tornadoes use cr.mk (except lp tornado, use s.lk??), ruffian and zonk use s.lp -> cr.mk
-C.mk vs his St.hk (crouch in sakuras c.mk range and punish if he throws it out)
-st.lk vs his c.lk (on reaction) (CH) c.mk xx shouoken

  • After getting hit with HP CU, F.throw, or sweep… any instant jump will not hit. Most likely be to bait with an empty jump low short. He must move to get an ambiguous mix up.

Safe Jump
-Hp.srk uf j.hk (safe vs. badspray etc.)

Cody Safe Jumps
f.throw, walk forward a little, j hk (if he walks forward more its an ambiguous xup)

Option Selects
-cr.lp, s.lp ~ dash (makes zonk whiff for punish and no FADC ability)

Character Specific Combos
-cl.fp lk tatsu st.lp cr.fp lk tatsu cr.mk/sweep
-cl.mk lk tatsu cl.mk lk tatsu st.lp cr.fp lk tatsu cr.mk/sweep

Setups
-Otoshi x2, dash, dash, c.lk, c.lk, j.hp(infront lands behind) j.mk (behind lands behind)
-Otoshi x2, dash, dash, c.lp, c.lp, j.hp(infront lands behind) j.mk (behind lands behind)
-Ex tatsu, dash, s.hk, lk tatsu (makes zonk whiff)
-Corner Throw c.lk, j.hp(hits infront lands behind) j.hk(hits infront lands behind) j.mk (hits behind lands behind)
-Throw, UF, lk.shunpu. (makes you go over cody if he blocks and zonk whiffs)
-Sweep, s.lk, j.hp
-j.lp (blocked), lk tatsu (makes zonk whiff)

UNBLOCKABLE

  • fw.throw, hold DB untill tapdown jump fast, j.mk (works but hard to pull off. Fast jump and deep J.MK)

-----------------------------------------------------------------------------------------

Blanka

Info

  • c.hp on blankas u1 when it goes into the air if its going to chip you and your spaced away, otherwise just block and punish (low, high)
  • no safe jump after electricity
  • if moving around at footsies range be ready for hop or slide. No fireballs. If he hops be ready to jab him out of it for a combo
  • bait slide and punish with cr.mk (-11 on block)
  • focus backdash jump ins really keeps blanka on his toes to react

Safe Jump
f.throw, f.dash, f.hop, nj.hk - Works on all 4+ frame reversals
f.throw, f.dash, f.hop, crossup j.mk - Works on all 4+ frame reversals
f.throw, mp ball, j.hk - Works on all 5+ frame reversals

cr.hk, st.jab, j.hk - works on 7+ frame reversals
cr.hk, cr.lk, j.hk - works on 7+ frame reversals

Blanka ~OS his wakeup

  • c.short > c.jab~c.fierce > c.fierce.
    ( Usually best in the corner. It basically prevents him from wake-up rainbow ball and electricity.
    If he does ex rainbow ball, you’ll hit him out with c.fierce. Loses to wake up ultra, ex up ball, and ex horizontal ball.)

punishing ex upball on hit is hard when it knocks down.

yikes! lol

There are other general problems, but if you have notes you need to be more diligent and crosscheck them in training mode, and be more in depth with what you should actually be doing.

Like in regards to Blanka’s slide it’s not always -11 and and punishes you do from different ranges aren’t listed. Sometimes slide is + frames, what do you do then?

Well, these are more like little memory notes. Normally I can just tell if I can punish slide or not based off range. These notes are not my whole game plan but more just something I skim over before I get into the match. Its more a personal thing since there is some really simple stuff I tend to forget about. If i get hit with something really simple in a match that I forgot to take into account, I just write it down. I need more work on Blanka… don’t have many to play around here.

upped small changes.

tetris

[forums.shoryuken.com/discussion/172090/the-notebook-in-depth-character-specifics#latest](The Notebook)

Could someone help me with the timing of otoshi #1 setup with ryu? Even if I watch a clip of it I can never get the timing for it to be consistent :confused:

Is this the one you’re referring to?

Otoshi Setup
#1 Setup - ex.shunup > Otoshi 2 hits > j.UF > Dashx2 > Lk. Tatsu. (crouch blocking, shunpu xup’s. stand block, shunpu hits infront. dp, trades

I actually forgot about this setup so take my tip with a grain of salt, but take your time with the lk tatsu. When I practiced this setup, I always would do the lk tatsu too early and it would whiff. My memory is really foggy but maybe the delay on the lk tatsu is worth a try?

Anyway if anybody would like to help me out with something? I never have been able to successfully stuff Balrog’s reversals with a meaty lk tatsu. I even tried using a meaty setup in training mode and it still doesn’t work. I don’t know what to do.