SFV: Assorted Sakura Tech 4

SFV: Assorted Sakura Tech 4

I could cut all my Sakura tech videos together and call it the Sakura Bible.

SFV: Assorted Sakura Tech 4

I've got a few new things to talk about with Sakura but they're gonna get more and more specific since I've covered most of the really general scenarios like the other shadows Sakura actually has to cross ups jump short is just a bit wider than jump forward it also has less blocks done which can be helpful if you're trying to take throw a thorough after jump short can be done way earlier while still having a different tech timing than empty jump throw Sakura's coward copter is really bad but it still officers who jump park enough that it can occasionally be useful in escaping a corner even if you get anti-air you'll often escape if you make a really terrible jump it might also mitigate the damage you take when you're punished stand shoulders minus one which is probably its only fault canceling stay in short until light Tatsu isn't a combo let alone a true block string but it will be people going for a lot of reversal stuff it trades with five frame normals and beats anything six frames are slower it has a nice Hirt box so it goes over a lot of attacks anyway and even if you do get hit out of it it's airborne so you probably won't be subjected to much damage or a setup this is an easy way to get counter hit light tattoo which gives you the jab link and it's generally good anyway because it either dissuades people from attacking during your block strings and wait for you to be – – which lets you get more normal pressure or it makes them want to go crazy with faster bristle normals which makes your frame traps better last video I mentioned look forward had a long cancel window and could be canceled on reaction to a successful hit the same is true for staying fierce not only that but Stan fierce will combo into hard tattoo or hard uppercut even if canceled on its latest possible frames it's also quite good in certain matchups as an empty cancel because it's a heavy it'll beat medium pokes clean it's much easier to whiff punished than or other empty cancels namely staying short but the reward is much better Sakura has some really unusually good frame advantage on staying forward and staying fierce if you're closing at a counter hit you can pick up conversions though these scenarios should rarely have ever come up bizarrely staying forward links to crouch job even with no counter hit stand roundhouse activate is plus a and will easily link into back fierce if you're close however if you're far you really don't have time to approach so you generally don't have any combo this is about the max conversion range and it requires a micro walk to get stand roundhouse crush counter activate is plus 11 after forward – so you can easily get close stand strong a block stammering house is minus 4 but hard to punish it range if they try and abuse the – frames to move in our attack you're actually at a very good range in timing to empty cancel a stay in short which will catch them walking in or trying to get counter pressure this has a surprising success rate on my previous video someone noted that crush counter roundhouse sent a hard uppercut losses damage / – light normals but has much better Oh keys MA I feel this is worth considering is entender if you're very close you can do a micro walk and then pick up stand crouch or back fears this is an interesting crush counter punish option down towards roundhouse punishes do more damage and back beers combos build more V meter butts Tamron house is notable because it builds some V meter but still does high damage and it has better meter droughts than back fierce it's also the only crush counter route available if you want to end in a hard Tatsu the Ward's forward is -7 unblock a bit unsafe for an overhead but it's plus one on hit this means if sakura follows it with crotch jab it'll be anything the opponent goes for similar to colleen like crouch job actually combos on counter hit unfortunately it only has two active frames which means even a perfect media still minus six on block and only plus two on hit enabling no links and no interesting new links on counter hit i've often puzzled over the best thing soccer I can do after crush counter sweep the best I can think of is probably three forward dashes into whipped stand strong have done either walk in throw or walk out shimmy the four dashes help you time your fake meaty and also just get some corner push you can also backup envy skill which gives you a pretty safe meaty grab overhead mixup you can taint here this with normals so characters who lack an invincible anti-air option like Vega or bison without super have to hold the 50/50 last video I said that low forward activate was +5 naturally and +7 on counter hit I'm surprised that no one corrected me because it's plus 6 and plus 8 respectively I don't know why I wasn't looking at the screen when I said those numbers this means nothing for counter hit but on normal hit you have a Lincoln to Crouch forward which I didn't know about Crouch forward has just a bit less range than staying short but does a bit more damage so if you're really close you won't stand strong back fierce if your kind of clothes you want low forward and if you're far you want staying short this is an especially big deal if you're using vt1 wear low forward goes into the hard uppercut for improved oaky in addition to improve damage unlike Stan short it allows it route into her vt1 fireball compost though the scaling makes it unappealing speaking of activation combos I talked in assorted sucker a3 about IX fireball activate into – bTW – tattoo but I probably should have mentioned eyx fireball combos into vt1 normally just go into hard uppercut if you're really far away you get more damage out of – light uppercut but hard uppercut still has much better Okies MSO I think it's usually preferred there are a couple of other things that are available based on distance from the opponent and screen position the Xfire belong block activate forward – is always at least plus – for soccer so using a block the ex fireball activate to guarantee a mix-up is still pretty strong a charged fireball always creates a free juggle state this is true even if the opponent lands on it the ex fireball and vt1 fireball do not create a free juggle state so you can only juggle in two things with juggle potential like Tatsu or uppercut a charged vt1 fireball does create a freezer goal state a close-range eyx fireball is +1 on block which is much safer than a x-up fireball and stray DX fireball still allows a mid screen juggle into medium DP while soccer sup fireballs are all double you can force people to block them during the four stayin frame on wakeup and they're very plus on block however this can be avoided with reversal crunching normals and soccer has very few scenarios that allow for it anyway so I think it's gimmick tech and assorted soccer 3 I mentioned DX up fireball during vt2 combos to get a bit of extra damage but I never mentioned your new corner combos if vt2 runs out from your VT tattoo if trigger ran out divekick won't combo 2 meter less DP so I thought optimal meter list image was just doing the otoshi for the record it does build back a little V meter the real optimal meter lysander is no V skill light taught to light DP I thought the optimal one bar ender was divekick into e^x uppercut but the actual optimal 1 bar is EXL fireball light Tatsu light DP additionally you now have a pretty good 2 bar follow-up yeah except fireball yext ought to medium DP the yaks taught to is quite hard to time but if you lose a hit you can juggle into light DP on reaction an alternate to bar route is except fireball medium Tatsu ext P you lose a bit of damage but you do more stun and it's easier for the record v-skill divekick is still optimal if you want to land super it will out damage both light Tatsu super and light tall to light DP super last time when I showed the Twitter meme combo I showed it with hard DP stun in to jump back but it's just as common to stun someone with a medium uppercut after medium DP or left farther away so you do a back dash instead I've covered so much this is probably the last Sakura notes video until the next patch I'm considering doing some soccer I match up videos if anyone's interested in them