View Full Version : i am a nub sakura player: need some help
babaji
04-08-2004, 04:39 PM
i need help with sakura, and i am new on the board
i want to know what is and how to do this "shoshosho" combo
if you think this is way too advance for me, can u please suggest some more simpler combos for sakura
i dont use A groove, but i want to learn how to use it with sakura
so please give me some tips
and also are there any other techniques and combos for sakura with n groove?
i play the console version for ps2, and i will practice with sakura until i can at least beat this friend i have, so thanks for the advice in advance
ponti
04-08-2004, 05:28 PM
"shoshosho" is her custom combo. it's repeated running uppercuts, basically cancelling one into another. it's called "shoshosho" cause of the sound she makes :P it's pretty tough to get the timing down but once you do it's pretty easy.
her bread and butter would be c.lk, c.lk, s.lk, hp running uppercut. this is the combo you'll be using the most. her best poke would be her standing hk.
i've never seen anyone use sakura for N groove so i really can't say anything about that.
that's about it for now - i'll post more later if you want
if you want to see an N-Sakura in action, check the vid of Chikyu vs Peachy out... its on the evo2k2 dvd... chikyu is too cruel :0
dp+LP looks like a really slow attack, but it actually hits in four frames (same as Ryu's shoryuken). Sak can easily combo a knockdown after a low jump attack as a result.
What with the nubs? You missing some limbs or something?
Jon Badwolf
05-05-2004, 05:51 AM
It's really simple. Poke game with Sakura, with the Hurricane kick in to mix it up. A flower kick isn't bad either.
Xnine
05-30-2004, 12:57 PM
you can connect Sakura's crouching medium punch to a hurricane kick
epsilon_
05-30-2004, 02:41 PM
I'm feeling nice today, and I was planning to do this some time or another.
Normals. I don't have frame data on these so I'm sorry, maybe kcxj can give you guys that.
s.lp- good for linking after rh hurricane, that's about it, alot of people can crouch it.
s.mp-Good for whiffing to build meter when dive kicks aren't safe or you need it fast. Also slightly useful after a rh hurricane, s.jab, link because after that you can do mp, hp dp for a pretty nice damaging (and not to mention impressive) combo.
s.hp-VERY good anti crossup when used up close because the punch hits behind her head. s.hp far is a surprisingly solid anti-air as well.
s.lk-pretty crappy on its own, usefull in the BNB.
s.mk-I pretty much never use this move because s.hk is 100000x better.
s.hk-One of the best pokes in the game. Long range, +1 on block, and extremely high priority. Close, this is useful off a crossup into the hk hurricane combo.
c.lp-Sak's easiest link into custom.
c.mp- c.lk, c.lp, c.mp, mp fireball is a solid block string, can also sometimes be subsituted for c.mk in the crossup custom (discussed later)
c.hp-Pretty good anti air sometimes.
c.lk-BNB starter, useful for ticks, c.lk, c.lp activate is pretty cool.
c.mk-What you want to do after you link into activate. Otherwise not too useful at all.
c.hk-Sak's sweep sucks, it's very punishable. I'd only use this after a whiffed dp or something.
forward+mk-Sak's overhead, useful during a GC CC.
j.lp-useless
j.mp- Sak's best air to air REALLY high priority
j.hp-Sak's strongest jump-in, but still pretty useless as you can just crossup.
j.lk-pretty useless, you can kara cancel this into a dive kick but I don't really see any use in doing it, as it doesn't build meter or anything.
j.mk-Sak's crossup, this move is VERY good. Can land a bnb or a custom off of it.
j.hk- jump back hk can be ok sometimes, because it hits at a kinda weird angle. I heard something about kara cancelling one of the medium or hard versions of a normal into a dive kick to build more meter, I haven't confirmed this though.
Specials
I'll assume you know what rollcancelling is, if you don't you can check in the articles section to learn.
Fireball(qcf punch)-Roll Canceled this can be a pseudo anti air, good for corner pressure. Also can be used to go through pokes to score a knockdown, but you might as well just use s.hk because fireball is eaisly jumped over.
Hurricane Kick(qcb kick)-Rollcancled this can be a pseudo trap in the corner. The lk version is pretty much useless. Use the mk version vs people who can duck the hk version (anyone shoto-sized and smaller) After the hk version you can link a s.jab potentially into custom which will be discussed later. In air this isn't that useful at all when you can just divekick or s.mp, you also can link a custom if it hits air to air (this is best done in the corner)
Dragon Punch (forward, down, downforward+punch)-Useful in her BNB and her Custom. The lp version has 4 frame startup as kcxj said, AA Custom after the lp version (discussed later)
Dive Kick(qcf+k in the air)-this move has TONS of frame advantage if done deep. Stuffs alot of stuff too. This is great for pressure, and you can do a CC off of it if it's meaty and in the corner. Great for pressure, and also Sak's best meter builder.
Flower Punch (idk the name) dp motion + k. This move sucks.
I'm not gonna talk about her supers because this is about A Sak.
BNB
Basic combos c.lk, c.lk, s.lk hp dp as someone said before. After this do a mk dive kick over their body, and the side you land on is hard to determine, so do c.shorts again. If the c.shorts hit do another BNB, if they're blocked, mixup between c.short tick throws and c.short x2, pause, c.short counter hit combo, or just plain blocking. If you're too far for 2 c.shorts just do one.
Meter
This is very important to A Sak epsically. Build meter by hitting her BNB, whiffing dive kicks from afar, and whiffing s.mp's. Be liberal with your meter because Sak builds it so fast. Although the shoshosho may do alot of damage, when someone jumps at you don't be afraid to use the anti-air custom (Activate, dp lp, dp mp x5, qcf x2 ) You can also start with just a normal dp lp, and activate afterwards. When landing this combo, be sure to let the dp mps and the super hit as deep as possible. You can also do the AA CC off a connected fireball in the corner. Sakura's main CC is hk x2, hp, hk, dp x14 or 13, qcf x2 k. With the dp x14 try to get 4 hits for each dp for maximum damage. The way I do this is to do 1 DP then hold forward and do accurate qcfs. The only way I can suggest doing this, is to practice. It get's alot easier once you get the rhythm. If you can't cancel the last dp into the super consistantly, subsitute a lk hurricane and then cancel THAT into uppercut super. Ways to setup this include a RC hk hurricane linked into a standing jab, activate CC, c.mk, s.hk, dps, super. This is very hard, and hell don't be surprised if you don't get it 1/100 times haha. The hk hurricane, s.lp is a one frame link, and when a game runs at 60 fps, you do the math, that's, 1/60th of a second. Things like this get easier as you play, but don't expect to get it 100%. A Sak can also link to a custom from a c.short, c.jab or c.jab x2, this is used to confirm wether your hitting or not, so you can garuntee the custom damge. Another pretty nice setup is after a knockdown, sj dive kick, activate through their retaliation CC. A Good trick when guardcrushing a P or K groove player for free many just block and don't expect anything else, during this it's a nice trick to insert a mk overhaead (forward+mk) right before the guard crush to reset the damage scaling and get alot more damage. You wan't to wait right before the crush so that after the combo you can crush them for free with shorts or something and hit a bnb to get even MORE damage. When playing an A or C groove player (most N groove players will counter roll as it is safer than alpha countering), most of them will try to AC (alpha counter) the very first hit of the CC. A great method of countering this involves some advanced techniques, by doing hk, Roll Cancelling a lp fireball (I'll get more into that later) If they have a knock back alpha counter(ex. Guile, Chun-li) you can put them in a knockdown state with the fireball, and continue with the AA CC. If they have a DP AC (ex. Sagat) they will pass through you, but you'll recover fast enough to do the ground CC in their recovery. Sak can also do a CC off her great crossup (j.mk). The crossup custom is j.mk, close s.hk, rh hurricane, s.lp, activate, c.mk, 16 hp dp's, uppercut super.
Someone else with more experience can do matchups.
Gwai Lo ½
05-30-2004, 03:36 PM
s.lk is a great move.
wp.dragon will punish blocked scissor kick almost every time on reversal. Even most 1 hit scissor kicks.
Shin Ace
05-30-2004, 04:22 PM
Sakura
CLOSE ---
Jab
2/4/5
200 +8
Strong
4/5/11
700 +4
Fierce
3/8/27
1100,900 –11
Short
3/5/13
300 –3
Forward
7/7/21
800 –8
Roundhouse
4/7/23
1200,1000 –6
FAR ---
lp
2/4/5
200 +8
mp
5/5/12
800 +3
hp
6/8/17
1200 +1
lk
3/5/13
300 –3
mk
7/7/21
800 –8
hk
8/5/17
1000 +2
CROUCHING ---
lp
3/4/6
200 +7
mp
4/4/21
800 –5
hp
3/11/26
1100,800 –13
lk
3/4/8
200 +3
mk
4/4/24
700 –8
hk
6/3/35
1000 –14
Learning the maximum throw range with Sakura is very important. It's only 52 pixels just like everybody else, but when combined with moves that give all sorts of frame advantage (qcb+HK, +3/+3) and her above average walking speed, it becomes a deadly weapon.
You guys know how people always complain about Cammy's crazy "throw range"? Cammy doesn't have the best throw because the range is so far. Cammy has the best throw because she has the best frame advantage giving normals and THE best walking speed in the whole game.
Pick Sak vs Kyo in training mode. Walk to the range where Sak's front foot just barely touches Kyo's front foot. Now practice until you're able to find this range in your sleep. Whether it's after a qcb+HK; walk back, walk forward throw; or whatever. If you play Sak and never thought of about effective throwing in your offense before, you've just become twice as strong.
CrotchMonkey
06-23-2004, 08:14 PM
am i practically forced to use a groove with sakura? how well will she do with any other groove?
epsilon_
06-24-2004, 06:36 AM
C Sakura is pretty good, it's like A Sak w/o the damage, since you still keep RC, and stored meter, and now you can airblock too, but now you lose being able to Guard Crush K/P Groove for free. And being able to be scary with meter. Sak's best level 2 cancels are quite difficult because they involve 1 frame links, which are pretty much impossible to get 100%.
Can someone help me out with the timing for the CC? My friend said to do DP the first time and just do QCF motions for the rest of them, but when I try to do that either a) she just continues with the DP, which means I'm not doing it fast enough (I think) or b) she does a stinking hadouken
So anyone got some tips?
epsilon_
06-29-2004, 01:41 PM
Hold forward, and make sure your qcf's are accurate, and dont go to neutral.
combofied
07-19-2004, 02:34 AM
All i do is crossup then c.lk , c.lk , s.lk , dp works fine for me. With the CC i wait untill they jab (when u activate your gauge its like a roll, their punch goes right through you) then let um have it.:D
REALPLAYER
07-25-2004, 07:00 PM
Sakura doesn't have to be used in A-Groove to be effective. C-Sak is good too. Here are some combos.
cross up j.fwd, low jab, close standing rh XX mp fireball_fp uppercut (also a good guard depleting string)
low jab x 3, sweep XX super fireball
low short, low short XX level 2 Uppercut Super XX rh Hurricane Kick, standing jab, standing short XX fp Uppercut :cool:
And of course, good ole short, short, super fireball XX jab uppercut. :D
As for tactics, Sak's standing jab is good as a pressure tool against characters that can't duck it (Sagat, Blanka, Kyo, Yama, etc.). Do something like cross-up fwd, standing jab, standing jab, standing jab, standing strong XX fwd Hurricane kick to more pressure tactics. Does good guard meter and allows her to control the match.
Sak can also anti-cross up with her level 2 super fireball XX jab DP(a la reverse DP).
epsilon_
07-26-2004, 07:38 AM
With that lv2 uppercut cancel, use s.strong instead of s.short.
epsilon_
07-26-2004, 08:59 AM
Another use for s.lp is against K Groovers who try to jump in and JD. Also the 2 frame startup beats out alot of late moves anyway.
kenryuakuma
08-12-2004, 08:35 AM
I am still seeking the answer to the question that I ask previously. Anyway, it seems to me that linking the s.lp into the rh hurricane is very difficult. Could anybody help me with and tell me how to do it please?:(
epsilon_
08-12-2004, 10:40 AM
It's the other way around. You do rh hurricane, s.lp. Just practice. I get it most of the time though.
kenryuakuma
08-13-2004, 05:22 AM
practice won't really help. Once I finish the hurricane kick and I immediately do the s.lp to connect the combo, it won't work, so I think there must be something that you know when to hit the s.lp. If you do not know when or how to do it, it is hard for you to get used to it.:(
ragnafrak
08-16-2004, 06:46 AM
whenever i am trying to link stuff like this.. i start practicing it by hold down on the stick as the move finishes, soon as sak crouches is when you know you can input the s.LP, its more about timing than double-tapping, etc
snakedizzle209
08-17-2004, 12:45 AM
Flower Punch (idk the name) dp motion + k. This move sucks
Acually this isnt' completely true. You can mixup with it between the three punches or you can cancel it and throw. This is mostly effective after her BnB.
vasAZNion13
08-21-2004, 01:38 PM
Acually this isnt' completely true. You can mixup with it between the three punches or you can cancel it and throw. This is mostly effective after her BnB.
or... they can DP/super/AA normal you out of the air.
snakedizzle209
08-21-2004, 03:03 PM
or... they can DP/super/AA normal you out of the air.
Against characters that dont have fast AAs you can start the 3 punches right when they're getting up. It's works better than you think. And I didnt say that it was the perfect move. I just said that it's not completely useless. PAY ATTENTION DAMN IT!!!!!
vasAZNion13
08-22-2004, 12:57 PM
Against characters that dont have fast AAs you can start the 3 punches right when they're getting up. It's works better than you think. And I didnt say that it was the perfect move. I just said that it's not completely useless. PAY ATTENTION DAMN IT!!!!!
why would you want to do the move as a meaty attack?
it's not safe when blocked, you get your ass tossed if you cancel it. you can do c.strong xx hurricane kick/fireball or actually any OTHER block string cuz it'll work a lot better and is a lot safer, more gaurd crush, more damage. why would you want to risk all that other than to be different and use a move no one uses.
there's pretty much no point in using that move, unless it's a lvl 2 cancel(since it's gauranteed damage), to get fancy points, or your just plain stupid.
seeing how the thread is for "nub sakura players", dont' use that move.
snakedizzle209
08-22-2004, 08:23 PM
Hey!!! I dont use the flower punch personally. I've seen a match vid of somebody who fucked some people up using the flower punch. I just posted that it's not completely useless. Plain and simple. Personally I just do the M.k dive kick technique. I've tried to use the flower punch in a match, but it's really hard to use, but if you know how then it seems to be a really good move. Not one that I myself would use myself, but that doesnt mean it sucks.
TheRealDeal
09-03-2004, 01:48 PM
My biggest problem in doing the shoshosho is that hadokens keep coming out. Any ideas what I'm doing wrong?
snakedizzle209
09-03-2004, 02:42 PM
be precise, acurate and take your time. Hadokens are the problem everyone gets at first. You'll get it. dont trip. :tup:
TheRealDeal
09-03-2004, 04:32 PM
I more meant, is it because I'm pressing punch too early, or too late?
snakedizzle209
09-04-2004, 02:15 AM
exactly what I meant. I was saying that there is a certain timing to when you press fierce and when you do the motion. Just press fierce every time you get to forward on the stick. Take your time too. You'll be pricise and get a LITTLE more damage than if you rush it.
ChainReaction
09-16-2004, 09:01 AM
Sup Snake, can you give me some strat against Sagat? What i usually do is try to built meter, if sagat gets to close I poke him with S. Hk if he spams tiger shots I Rc hurricane kick through it. I always feel like i need to have meter in order to beat him what you think?
epsilon_
09-16-2004, 03:21 PM
Um yeah, s.rh him, RC Hurricane him (try not to do it randomly though, that means straight up jump combo and you lose more than 1/4 life, and your almost stunned. RC Jab fireball is pretty good too in this match imo. Just play it safe, and you pretty much can't beat him without meter, he does WAY more damage than you, and takes ALOT less. Just get your damage opprotunities when you can.
snakedizzle209
09-17-2004, 02:20 AM
Sup Snake, can you give me some strat against Sagat? What i usually do is try to built meter, if sagat gets to close I poke him with S. Hk if he spams tiger shots I Rc hurricane kick through it. I always feel like i need to have meter in order to beat him what you think?
Seems like you got it down, but you should try to take advantage of every time you RC a huricane kick. H.k Huricane kick, jab->F.p DP. And if you have meter then... H.k Huricane kick, jab-> Activate, C.Mk->shoshosho. IMO thats all her huricane kick is good for. Just using it to link shit.
Sagat isnt' too much of a problem without meter, because Sakura builds it so fast so you dont really need to worry about it. Just play it safe and poke the shit outta' him til' you get meter and then Sagat aint' shit.
epsilon_
09-17-2004, 10:05 AM
1st off, its jab, strong xx fierce dp. Second, don't tell him to do freaking on frame links when he's obviously pretty new to Sak. Just do the qcb kick ender. Free knockdown. And LOL if you think her hurricane is only good to link stuff.
snakedizzle209
09-17-2004, 12:28 PM
1st off, its jab, strong xx fierce dp. Second, don't tell him to do freaking on frame links when he's obviously pretty new to Sak. Just do the qcb kick ender. Free knockdown. And LOL if you think her hurricane is only good to link stuff.
He's new to Sak so thats exactly why I didnt throw in the strong. It's not that hard to get the link if you just do a jab. If he cant do it then he can do the regular kick ender, but it's better if he learns that link.
As for her huricane kick all it's good for is if you can RC it. It's a decent move sure, but Sak has alot of oher shit she can do in any situation so why bother with it.
And Epsilon_ quit being so damn bitter about the past and get over it. I coulda have talked shit at first too, but I didnt feel like getting into another big flame war. That shit gets old after a while.
epsilon_
09-17-2004, 01:35 PM
Lol, the hurricane, jab link is a ONE frame window. Jab, strong link is an easy like 3 frame link. Also, I know you were talking about RC Hurricane, but almost no one does the whole jab link afterward, it's too inconsistant. I don't mean to flame you or anything, I'm just wondering why you post erroneous info.
vasAZNion13
09-17-2004, 07:47 PM
good/decent players will mash out supers if they kno you're gonna go for the 1 frame link. or at least DP you out of it.
snakedizzle209
09-18-2004, 03:28 PM
good/decent players will mash out supers if they kno you're gonna go for the 1 frame link. or at least DP you out of it.
I didnt know you can stop a combo. A combo is a combo no matter how hard. It seems unrealistic that you can escape a combo just because it only has one frame to link it. And if it was I doubt you would be able to do it by mashing.
Lol, the hurricane, jab link is a ONE frame window. Jab, strong link is an easy like 3 frame link. Also, I know you were talking about RC Hurricane, but almost no one does the whole jab link afterward, it's too inconsistant. I don't mean to flame you or anything, I'm just wondering why you post erroneous info.
Alot of the time people who are new to Sak are always too focused on getting the one frame link and getting the strong afterwards is a little difficult. It may be easy to pull off a 3 frame link, but for some it could be hard to do it after a 1 link frame. You really should remember that he's new to Sak and cant do as much as someone who hasnt been playing Sak for very long. And there isnt anything wrong with ever using the link just because it's a little inconsistant. I only get it 6 or 7 times outta' ten so I would never even think of using it in a turny, but once again like I have to say in other threads lemme' say that this isnt about tournies, this is about casual play and becoming the best player you possibly can. Your making it seem like just because something is a little bit harder than everything else that it shouldnt be used. If mastered then you CAN use it in a big tourny, but it is really hard to master a 1 frame link, but if you can then whats stopping you from doing it. And me posting wrong info is just your opinion. Sure a little might be sorta false at times, but we all make mistakes.
ChainReaction
09-24-2004, 10:34 AM
Hey guys I'm back for some more strat. I keep on hearing how good Saks corner game is, what some of the stuff that i can do to locked my opponent down in the corner? I know you can hurricane kick xx jab into another hurricane kick but what's some of the easier ones. and yes I am new two Sak so the one frame link is really hard for me. Also Epsilon I read some of your strat in the earlier thread, it helped me out a lot thanks.
Icege
09-24-2004, 05:11 PM
empty low jump, qcbx2+k super in N/K-Groove is the poor man's empty low jump, Tiger Raid
*bored*
Is c.lk, c.lk, s.lk, dp+hk~hp possible as a quick overhead? Granted it's not useful and will rarely work, it'd still be nice to have something to be random with...
What to do against turtle Blanka?
epsilon_
09-24-2004, 11:41 PM
Against turtle Blanka you have the advantage. Build meter with s.mps and dive kicks from across the screen. He may build his own meter, but you're alot more scary to him because he can't escape your CC (I'll assume you're not playing a N Blanka).All you really need to do is get your meter up. Be safe with your dive kicks though, if it's a smart Blanka they'll probably just rc ball you out of the sky, so only whiff 1 or 2 in a row. If he tries to be gay with RC eletricity on wakeup, punch throw him. Sak's throw game is very good, so he'll probably stop doing that on wakeup which will will let you do c.short mixups on him now. S.hk is what you wanna press if you think he's gonna c.fp. It beats it clean if both pressed at the same time or earlier. Don't EVER use dp+k.
Icege
09-25-2004, 12:38 AM
What about cross-up mk and j.hk? What to do vs. straight up jump hp as well?
After a blocked c.hp from Blanka, are you at a disadvantage?
wepeel
09-26-2004, 01:35 PM
I didnt know you can stop a combo. A combo is a combo no matter how hard. It seems unrealistic that you can escape a combo just because it only has one frame to link it. And if it was I doubt you would be able to do it by mashing.
Alot of the time people who are new to Sak are always too focused on getting the one frame link and getting the strong afterwards is a little difficult. It may be easy to pull off a 3 frame link, but for some it could be hard to do it after a 1 link frame. You really should remember that he's new to Sak and cant do as much as someone who hasnt been playing Sak for very long. And there isnt anything wrong with ever using the link just because it's a little inconsistant. I only get it 6 or 7 times outta' ten so I would never even think of using it in a turny, but once again like I have to say in other threads lemme' say that this isnt about tournies, this is about casual play and becoming the best player you possibly can. Your making it seem like just because something is a little bit harder than everything else that it shouldnt be used. If mastered then you CAN use it in a big tourny, but it is really hard to master a 1 frame link, but if you can then whats stopping you from doing it. And me posting wrong info is just your opinion. Sure a little might be sorta false at times, but we all make mistakes.
Dnag man...I've read a lot of your posts, and you seem to make a lot more mistakes than others. It's not very good for people who are "nub"
Anyway, if you couldn't understand vasAZNion13's example...then picture yourself using blanka mindlessly, on autopilot. You might go against a shoto with j. mk, followed by a blockstring of c.lk's. Those need 1 frame link timing in order to be perfectly safe, but many people miss it...giving the shoto you jumped in on a perfect opportunity to capitalize on human error with a DP. It's very realistic...I'm pretty sure we've all seen this before...I hope you have...
Also...please stop the contradictions...do you think the 1 frame link is hard or not? I've seen you say yes AND no several times just in this thread...nigga please.
Have Zangief repeatedly spin the stick wildly and mash on punch. Now try to do your Sakura combo and get it ten times out of ten. I'll wait for you to come back and tell me how unrealistic getting hit when going for that combo is then. :smile:
edit: I stopped using Sakura btw. One of the biggest reasons is against good players, a lot of times a hard hurricane is the ONLY opening you're going to get before somebody gets killed or loses 90% of their life to a huge combo. To me, not taking that first opportunity you get and comboing into a CC off the hurricane kick is a total waste. Seeing as how ridiculously tight the timing is to land a combo of that hurricane (s.LP, CC, s.LK, s.MK, s.HK xx dp+HP...), I was getting frustrated with this character.
How many times has every else here landed a hurricane kick with full CC meter, but decided to go for just the knockdown ender instead of comboing into CC, and then about 5 seconds later get hit by Sagat's level 2 into level 1 and losing all your health? That drove me nuts. Either it was that or Rolento or Vega running away from me for the rest of the match to win by time out. If that doesn't make anybody here angry, I don't know what will.
Magnetic Hail
09-29-2004, 05:03 PM
Yes A-Sak is a beast but I'm trying out P Sak .... anyone have luck with that ?
Anyways, I'm not a big sakura player but I've seen this done and is there a trick to the timing ?
Fierce Hurricane Kick , jab , jab , c.mk XX super puff ball (as i like to call it)
Usually I just mash out the living shit out of jab but knowing tricks to the timing would help :sad: I get the jab to connect like 30% of the time :lame:
chester27
09-30-2004, 06:46 AM
If I were you im not using Sakura as a P-groove character. Try do not do that move since that's a very advance move. try basic like s.lpx2 s.lk shoryuken.
Magnetic Hail
10-01-2004, 06:41 PM
lol ur right, sakura seems extremely hard to use against serious comp in P-groove unless ur god like which I am nowhere near, tried it out today, died a horrible death ^^'
kenryuakuma
10-22-2004, 09:36 PM
damn don't underestimate one frame link. The phrase one fram link can take off your whole life if you really can master it. Let's talk about Tragic vids, the final combo of Sak in his vid really kick Dalsim's ass. The the reason why it is so kick-assed is that he used one frame link to connect his two meter combo uppercut and then link it into another normal uppercut, which dizzied Dalsim and build up another meter, so I think one frame link could be very dangerous if you really can pull it off. If not please re-watch Tragic's vid, which Sak beats Dalsim like shit.
wepeel
10-22-2004, 10:01 PM
damn don't underestimate one frame link. The phrase one fram link can take off your whole life if you really can master it. Let's talk about Tragic vids, the final combo of Sak in his vid really kick Dalsim's ass. The the reason why it is so kick-assed is that he used one frame link to connect his two meter combo uppercut and then link it into another normal uppercut, which dizzied Dalsim and build up another meter, so I think one frame link could be very dangerous if you really can pull it off. If not please re-watch Tragic's vid, which Sak beats Dalsim like shit.
You've been registered at SRK since 2001???
I dun believe
Kokoryuu
11-08-2004, 10:25 PM
Hey guys, sorry if these questions have been asked before but I'm a pretty big newbie, so bear with me if you can.
Now I just picked up playing Sakura about a few weeks ago, and I really like playing with her. The problem is, I have her basics down but I can't do her advanced tricks if my life depended on it. :sad:
1. Her ShoShoSho combo. I've heard many people give tips on how to perform it on a stick, but what do I do with a PS2 pad, as that's all I have. My thumbs feel so big compared to the D-pad that that my moves end up going all out of place. Is it easier to do on a stick? Can it be done on a D-pad or am I just better of buying a stick?
2. How exactly do you Roll Cancel her Hadou-shou and Shunpuu-kyaku? Every time I try to do it she either a) just rolls, or b) performs the lp(lk) version of the move with no Roll Cancel.:mad: It's really frustrating and I would really appreciate some help.
And if these questions already have good answers in previous threads, a link would be appreciated. Thanks. :tup:
epsilon_
11-09-2004, 12:37 PM
Some tips as far as rollcancelling are to hold the buttons down for roll (lp+lk) this way you dont get the lp/lk version. If youre getting a roll you need to work on the cancel timing, remeber it's fast. As far as the shoshosho thing, just get a stick. Most things are easier to do on a stick anyway once you get one, including RC.
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