| 7 months ago :: May 27, 2009 - 3:11AM #11 | |
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Thanks for devoting time for strategies. I'm still getting used to using Sak in SF4. I'm in the 2000+ BP and GP range at the moment. I'd really appreciate match-ups per character, especially Blanka!!!, Boxer, Zangief, and Akuma, who give Sakura a really hard problem. Thanks! |
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| 6 months ago :: Jun 07, 2009 - 11:26AM #12 | |
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Thanks for the response. Well, here's some more tips. Here's another stupid training game I came up with while practicing with my new joystick. Set the CPU to make the opponent jump. Then do a jab shouken underneath and without hitting the opponet, which incidently will cross to their other side. learn to rapidly do this from side to side of the opponent (to do it real quick you must be able to do a DP motion without hesitation). Another combo - good link up combo is jab, jab, jab, hard shouken. This combo is an excellent wake up game since if the opponent is blocking the jabs you can realise this and not do a shouken. Do a hadoken instead for the safest chip, or if your feeling moxie hop in with a shunpyakyu (and if you're feeling reckless hop up with a med Otoshi). Once you get that string down graduate to this harder string - CLK, CLP, CMP -> Jab Shouken, Medium shouken. This does slightly more damage but it's hard to avoid throwing the dragon if the opponent is blocking. If you can reliably do so practice using a hard or ex shouken for more damage. Now some shorter startegies than the one I gave with cammy to tide over until I can really study the matchups. Blanka This match is odd whoever chooses to play turtle has a lopsided advantage in this fight. Blanka's standing normals break pretty much all Sakura's attacks and her crouching HP returns the favor. So it's a pokes and focuses. Blanka's crouch HP has a huge range and it makes it hard to get close enough with Sakura to use her usual medium kick link to shunpyakyu. If you do decide to jump on blanka the roundhouse is the best bet. Don't throw fireballs from half a screen away. The best range for them is 3/4 screen - If you start a fireball at range hold the button until blanka jumps then release it - hit short hoping jump becomes a liability here where it is usually an asset against the fireball. Thing is, the range of the full charge ball can't hit him full screen so, eventually if the player is smart he'll stop jumping at you when you show fireball and just walk. It's for this reason I think giving Sakura the ability to dash cancel her fireballs would even this (and more than a few other) matches out. The normal roll can be stopped with sakura's jab. With practice you can jab 2-1 to jab shouken then med shouken. Either Blanka will stop unprovoked rolls or he'll lose. Blanka's backstep roll is useless against Sakura (and nearly all the other Shotos) since it's so badly telegraphed you can Shouken him out of it. Balrog (Boxer) I'm guessing you're throwing too many fireballs here. Boxer is one of Sakura's easier matchups since he can't win a poke war with her but has the hyper armor attacks to punish fireball abuse. Balrog also has trouble dealing with Sakura's crossup jumping HK. LK Shunpyakyu can stop most rush punches if timed - and indeed Balrog usually goes down from poke / Shunpyakyu ruses. As with Cammy, Sakura's Ultra beats out Balrog's, unlike Cammy the reverse is not true (or at least I've not seen it occur) Zangief And Abel are Sakura's worst matchups since she has no 'wakeup' to punish them hovering for the grab. About the only think you can do is jump away with a roundhouse - but even that is chancy. To win against Zangief you must be absolutely perfect with your link combos when you do go to the attack. Zangief's piledriver also takes Sakura's shunpyakyu away - against him the move is unsafe on hit since he can (and will) throw you after hitting him with it (which is grossly unfair. No move in the game for any character should be unsafe on HIT Capcom). There's not much more to add to this - Zangief / Sakura is an 8/2 split, maybe the worst match in the game and more lopsided than Zangief / Dan (which is 7 / 3 ) Akuma You can beat Akuma in the poke game (Sakura is the best Shoto at poking but her specials are the worst aside from Dan, and heck Dan has a better dragon punch). Keep your feet on the ground (unless he goes raging demon of course). If Akuma plays fireball games use the EX Otoshi at full screen or EX Shouken at midscreen to punish him. Once you get in close STAY in close with jab strings interspersed with LK Shunpyakyus. Don't use your super - more than most fights you'll need your ex moves. |
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| 6 months ago :: Jun 13, 2009 - 12:31AM #13 | |
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Ok, been a while since I've done an intense strategy session, and this one was basically me sitting down and playing the CPU vs. Abel for 3 hours. Because I hate to lose AbelBeating Abel with Sakura is about mastering your poke game. His special moves snuff pretty much all of your specials, but your normals do the same more or less. Your faster, but he deals a lot more damage. Your Moves Hadoken Abel is fairly adapt at avoiding fireballs. His Marsailles roll makes them inneffective at short range, his ultra makes them chancy even at a full screen. If he does have an ultra charged you can sometimes get a cheap clean hit on him by showing fireball and if he rolls charge to a slowball and let it go to hit him as he comes out of the roll. Overall though the fireball won't see much action in this fight except in the wakeup game and combo tails. Don't use it at all when he has revenge meter. Shunpyakyu From just outside your roundhouse kick's range the shupyakyu can be used to reclose and keep a poke cycle up. Don't get predictable or he can use his air throw to pluck you out, roll past it and clobber you after standup. Shouken The angle of most attacks makes this move almost useless except as a combo tail in this fight. Otoshi As usual, this is useless unless used after the EX Shunpyakyu His Moves Change of Direction. Depending on where Abel ends up after the last missed move of this attack you can sweep him or use standing roundhouse. If he tries to come in with this move without a 2-in-1 you can usually snuff it with a standing hp, and if you're real good 2-in-1 that move to a shouken or ex-shunpyakyu. If you block the first hit of the change you can still snuff strike 2 with a standing HP. Falling Sky Don't be predictable with the shunpyakyu and don't use the Otoshi and you don't need to worry about this. Falling Sky also has a very difficult time beating out the jumping HK if your positioning is right. Marseilles Roll Sakura's best answer is to either throw him (particularly if he's trying a crossup), smack him with a HP or HK (depending on distance), stick out a MK or use a flower kick. Wheel Kick The Shouken can't stop this, either the standing HK or HP will stop it cold every time. Heartless / Souless Abel can be pegged with a well timed sweep or crouching MK, but the best response is your own super or ultra if available. If you aren't comfortable squeezing the motion out that fast you can take the safe route and simply block then sweep. Tornado Throw As Sakura lacks a strong wake up attack this is a real pain to deal with. You're best hope is to throw a standing HP on standing, or jump back with a kick. Try not to get knocked down in the first place. General Strategy You must win the ground here. Abel's normals are slower than Sakura's. He can't beat you in a poke game. Once you get him to back off and turtle only then can you bring out the fireballs, and even then use them sparingly. Timed right a standing fierce stops all Abel's primary approach specials. Once he stops sticking them out you can approach with your own poke series - a MK to shunpyakyu, couple jabs, then focus to see if you can catch a reaction. Throw him out of attempts to do cross up rolls. Don't get all jabby in the wakeup game or you'll get thrown, instead use the MK or a back of the head slowball. Also, Sakura's flower kick seems to be more useful against Abel than most characters. Use it to frustrate his attempts at turtling up. |
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| 6 months ago :: Jun 13, 2009 - 11:21AM #14 | |
i would say you try if you are close enough: cr LK, cr LP, (cr) HP -> HP Shououken or EX Shunpuu for the air launcher. With a little distance and afraid to miss the HP try MP instead; That's pretty much your combo above. :P
Sakura Kasugano fansite:
http://home.planet.nl/~avoir037/haru-ichiban |
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| 6 months ago :: Jun 13, 2009 - 12:03PM #15 | |
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I've been trying to step up my Sakura game and I can honestly say, this thread is the nicest. I'm not that great at finding combos and your annalysis of her more difficult matchups is a big help.
XBL GT: CanadianDstryr
Main: Sakura Kasugano. Guard your grill, them Chuck Ts will be flying fast and hard. I thought I was a Sakura fanboy, but ****, ya'll crazy! Packers 5-4 (Preseason: 3-1). Go! Pack! GO! |
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| 6 months ago :: Jun 24, 2009 - 7:56AM #16 | |
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Thanks Ryoga for the tips you gave on my weakest match-ups! Thankfully, I began winning against Blankas and Balrogs! Zangief is always hard, but at least I win sometimes. I have a question regarding certain jumpy characters: Vega and El Fuerte. I seldom fight them so I don't have any idea how to face them! And they have moves I don't know how to block! Any suggestions? |
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| 6 months ago :: Jun 24, 2009 - 11:45AM #17 | |
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As far as I can remember, you can focus everything Vega can do off the wall (her stance puts her under most flying attacks, and you can still eat one and dash away if he dropps in on you with the Barcelona. That neutralises his air game, the rest is up to you. Shame I didn't know all that when I fought Ken in the 360 tourney...
XBL GT: CanadianDstryr
Main: Sakura Kasugano. Guard your grill, them Chuck Ts will be flying fast and hard. I thought I was a Sakura fanboy, but ****, ya'll crazy! Packers 5-4 (Preseason: 3-1). Go! Pack! GO! |
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| 6 months ago :: Jun 24, 2009 - 6:43PM #18 | |
Sakura's crouching fierce is among the best anti-air normals in the game, if not the best, so it should come out against any player that loves jumping too much. Jab Shouken stops Vega's wall springs since they are so badly telegraphed. Any time you connect it follow with the medium shouken. Sakura's ability to vary her fireball releases plays with the head of both Vega and Fuerte from more than a half screen away. Other than those notes I haven't studied either of these characters in detail but I will and see what I find. |
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