Deebs, post: 7192066, member: 21916 wrote:
You just have to play her and get a feel. You can find combos in the forums, or figuring out what works on your own isn't difficult.
As far as a general "how to," that's going to vary depending on the matchup and probably depending on who you ask, just as with any other character.
That being said, my 2 cents that I would give to someone picking up Sak:
IMO Sakura is a footsies character who has great post knockdown offensive potential. Your momentum will start with a footsies victory -most likely a cr. Fwd xx dp, but it could be from a whiff punishing sweep, a throw, a crouch tech that hits and you confirm from, or whatever.
Once you get a knockdown you have the potential do a large amount of damage in a way that will put you in another pos knockdown situation with the same potential. It is quite possible to end the round very quickly after one knockdown, or at least gain a sizable life lead.
If you don't immediately net damage from a post knockdown setup, you're still left in an offensive position with a lot of options. It is scary to press buttons when Sak is in your face, and even from a throw you will be able to continue your offensive pressure.
However, from the start of a round or any neutral situation during a round, you are playing footsies. Get that knockdown if you can, but you also need to play a strong defensive game at the same time. As Sakura, you really don't want to be pushed into the corner, so hold your positioning. This means being on point with anti airs, not being careless with fireballs and slow normals, and not allowing your opponent to bully you into walking backwards ( IMO to play Sakura, you NEED to be able to whiff punish. Don't let your opponent get away with throwing out poke after poke by just walking backwards. You being able to punish their whiffed normals will keep them from being overly aggressive and will help you get knockdowns -I.e with a cr. Fwd xx dp.)
So, given all that...
Anti airs: all dps exuding ex, different strengths for different ranges of jumps
Crouching fierce, for when their jump is coming down on top of you / just a little bit in front of you.
Close standing fierce, for cross ups and other jumps that are right above your head. Good for stuffing non meaty ambiguous jump ins and what not.
St. Hk, st. Mk, st. Mp, st. Lp. Can all have utility as anti airs in certain circumstances as well.
As for footsies:
St. Hk for far range poking. Slow start up but good hit boxes. Isn't going to lead to a combo or knockdown, but good for holding positioning and keeping distance between you and the opponent. Absolutely necessary for Gief matchup.
Cr. Mk is godlike. It has deceptively long range, 5 frame start up, and combos into dp. Buffer dp into cr. Mk done just outside the range that it will hit to catch opponent pressing buttons or walking forward. If it whiffs, dp won't come out obviously. This is kind of the basic Sakura footsie game IMO, but you can't just do it all day because a decent player will sweep you every time you whiff a cr. Mk
You can also buffer dps into st. Lp, st. Lk, and cr. Lk. All have different utility for this purpose and you'll just have to get a feel for it. They're all 3 frame normals and are also good for punishing moves that are unsafe on block (balrog's jab straight can be punished on block with a st. Lk xx dp if it's not spaced well.)
Sweep, along with cr. Mk xx dp, can be used to whiff punish.
That's all I feel like writing at the moment. Hope some of it's useful.
Legend, post: 7195399, member: 40668 wrote:
Cr.MP becomes useful down the line too imo.
Whitney's Miltank, post: 7203952, member: 71977 wrote:
Too bad Uryo's losers matches weren't streamed.
I finally saw the last match of humanbomb vs Poongko on Youtube, which I originally missed due to the stream going down. I can't be the only one who was saying, "blargh why didn't you do the ultra/super?!!"
Drizzle Bubble, post: 7215551, member: 51085 wrote:
HumanBomb was good but not great and I was really surprised he got so far. Like OD Krypton said, counter-hit monster! But still, not as solid as he could have been.
Also, the EX tatsu into Seth as he recovered from the back teleport... was that intentional? Or was that just because HumanBomb missed the LK?
As for Uryo, I'm quite upset he didn't do better.
Leggo, post: 7215687, member: 22479 wrote:
Definitely looked like an OS off his jump in. Won him the round so it was a nice call.
atothex, post: 7221251, member: 63103 wrote:
Not to be overly critical, but that guy really looks like he doesn't have regular access to a PS3 or something. Drops lots of 1-framers and seems scared to attempt dp FADC.
He also seems to prefer tatsu, sLP, sweep as an ender, which I haven't seen before. Pretty cool.
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Wanton, post: 7249253, member: 13931 wrote:
Lately, I feel like I've been getting bopped by players who are stupider than me, and getting decimated by players who are smarter than me. Can't seem to break this middle ground of being average and it feels stressful. :(
Shout outs to Krypton completely wrecking my shit though. I have a lot to learn still.