This Oughta Finish You! - Sakura Kasugano Combo Thread

im trying some of these combos, and they dont seem to work…
best combo after partner’s launcher?

Are you holding forward on the stick between the jabs? Also another hitconfim is:
[LIST]
[*]crLK > sLP > farLK chain into far/clHP xx Launcher/EXwhatever.
[/LIST]

Yeah it seems the juggle points of clHK changed which makes some of the corner combos listed in the op impossible. Also, maybe it’s just me but some of the combos involving “otoshi (1-hit) land > clHP” also dont seem to work. Although I think my execution is just ass since I haven’t played any fighter in over a month.

anyway post-launcher meterless:

Midscreen
Launcher > clHP xx HKotoshi (1-hit) land > clHP xx LPsho > HPsho (this one takes some practice to do, if you drop it’s mostly likely due to the second clHP whiffing. You have to press both HPs pretty early)

Corner
Launcher > clHK > clMP > crHP xx HPsho = 361dmg (Since my old corner post launcher combo doesn’t work anymore here’s a new one I found that does about 20dmg less; I think there might be a more damaging option but I think it might involve a CADC)

Also, more Counter Hit links:
[LIST]
[]CH clMP > far LP
[
]CH clMP > far MP
[*]CH clMP > far HP
[/LIST]

Soooo, not sure if anyone has found this out yet, but you can do Cl.HPxxTatsu > cr.HPxxTatsu>st.LKxxwhatever midscreen now. Not sure what was changed to allow her to do this considering I saw above that you couldn’t get a cr.HP after tatsu before(which is why I checked a bit before posting this). Worked on standing, and crouching opponents(I only tested Ryu, Ken, and Kazuya). Was surprised to see it work really as I was mostly going off what I remembered from Super.

I wasn’t holding forward lol…Definitely going to try out what was found so far in the new patch :smiley:

far standing hp being canceleable is amazing honestly

In the corner and mid screen off a jump in, her stand RH into far fierce xx fierce shou is the go to for tagging. She can get better damage by herself, but if you’re tagging, it scales less. We’re getting mid 5’s off one bar for the tag. Also, with the improved throws, her close stand RH is now too godlike since it will punish the cr. tech.

Try walking forward as you are hitting them. It’s what I do.
But to everyone, on a tag in. The best I’ve come up with so far is stand fierce xx light tatsu, far fierce xx fierce shou. This needs to be done as high as possible or the far fierce will whiff.

This is due to them improving the hitbox as an AA, so I assume they improved the horizontal hitbox on it so this indirectly buffs her hitconfirms.

I don’t have 2013 now :frowning: but can anyone check if Sakura can do cr.lk cr.lp cr.hp xx w/e ala SFIV?

Trying to do it now but it doesn’t seem to work. cr.lp links to cr.hp but when you do the cr.lk before Sakura is pushed too far for it to connect.
I’m giving the character a try because I need a fireball character (might end up with Alisa or Poison but I like Sakura so far), I can’t stand Zangief anymore.

Well now we have a bit of an easier Super confirm with something like c.LK > s.LP > s.LK xx s.MK xx s.HP xx Haru Ichiban, the only real link is s.LP > s.LK and that’s super easy, it’s just a little bit awkward to do LMK to HP rather than all being kicks or punches but I’m sure that isn’t a problem for anyone with good coordination, unlike me :stuck_out_tongue:

I find it hard to do EX Shunpuu > Pandora combos due to the distance it creates but landing a grounded Otoshi is super easy to combo into Pandora.

I can do 313 no meter with Sakura with some practice I don’t drop it anymore

cl.hp xx lk tatsu, cr.hp xx lk tatsu, st.lk xx lp srk

I’d say just do a boost combo from the st. lk. You build a ton of meter and you get your 2nd character’s optimal tag-in. I’d say most teams hit about 380-400 with it.

I prefer to go for a setup after the SRK. I only tag out when I’m gonna kill you or need to get a character out. Boost combos are bad for business most of the time anyways.

You could be getting more damage and building more meter for no real extra effort. If you don’t want your other character in you can always use a meter to extend it back into Sakura (since this builds like a meter anyway) or just hard tag after the combo ends.

Bad for business lol wtf.

Why would I tag out when I want to keep sakura in? Then extend it by using meter to get her BACK in? That’s a waste. Hard tagging after a combo ends gives up the pressure as well.

Wat he is saying is (u get more damage, which is the purpose of the game to bring down the other characters health) unless its a guarantee mix up where ur sure ur going to get the same damage or more when u tagged out ur partner then by all means go for it. If its not then u are wasting time, plus most teams if not all need meter plus the second character in ur team always have some sort of purpose like mixing up better good pressure etc that they will excel at than ur main character. Someone like Nina who does 400 off of a poke dont really need to bring in her partner at the start of the match bec it will be less damage.

Nappy, and bit are both right. You could be getting much more damage with Sakura, and you wouldn’t lose any momentum or advantage if you pick the right partner. To help prove a point, Nina is a good example of turning any footsie based normal from Sakura into a 400 damage combo by going into a launcher(ex. cr.MKxxFar St. HKxxLauncher>into Nina SS loop that can end in launcher and bring Sakura back in at a good range). Not just Nina though, Akuma as well. I like to run Sakura/Akuma, and even though I can’t launcher back to her the damage I get for launching to Akuma is far more worth it reaching close to 400 damage as well(and I retain a strong point character with various other options).

Speaking of Sakura/Akuma, I almost got 500 damage for one bar with them. It’s pretty freaking disgusting to be honest. Also, any cr.MKxxHP Sho turns into 413 damage with a Tag to Akuma. Not to mention building that meter with these two is EXTREMELY easy.

You know, I was thinking. With far fierce being cancellable now, you can technically hit confirm into EX tatsu.

Instead of the old, cr. short, cr. jab, cr. fierce xx tatsu. Just do cr. short, cr. jab <chain> stand fierce xx ex tatsu. It’s literally the same thing.

Yea I just gave this a try, and it’s pretty ballin for that one bar(although I did it from a st.lk boost chain to Far st. Fierce):

Off of a j.MK(cross-up or not):
j.Mk, st.HPxx Lk Tatsu, st.HPxx Lk Tatsu, St. Lk>Far St. Hpxx Ex Tatsu, Cl. St. Hpxx HK Otoshi(1 hit), Cl. St. HpxxLP sho, HP Sho- 391 damage

Off of a j.HK:

J.Hk, st.HPxx Lk Tatsu, st.HPxx Lk Tatsu, St. Lk>Far St. Hpxx Ex Tatsu, Cl. St. Hpxx HK Otoshi(1 hit), Cl. St. HpxxLP sho, HP Sho- 421 damage

Pretty damn good for 1 bar IMO.

Using the hit-confirm combo you had above got me 338 off of a j.HK. All I added as a st. lk after the cr. lp to make the chain to Far st. HP more consistent for me.

Yo, I understand not everyone can hit confirm off of one touch. But the main idea is that, even if you are wrong, it’s safe. Hence why is was so good in AE. I don’t know, I can usually get a hit confirm off of one or two touches, so it’s just a natural reaction for me. But just remember that it’s safe anyhow, so why not?