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==Advanced Combos== | ==Advanced Combos== | ||
<youtube>https://youtu.be/cBIumBNYRD0?si=8dVE09EYbx93PSwc</youtube> | |||
===Infinite: (corner only) === | ===Infinite: (corner only) === | ||
Revision as of 14:44, 4 September 2024
Combos
Sakura
-Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP/qcb + P
-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
-c.HK, c.LK (OTG) > c.HP /\ qcb + HK
Her main air combos. You may have to adjust timing and buttons depending on the height of the character to get the hurricane kick to connect.
-d.c.LK > c.LK XX qcf + LP XX qcb + KK
-d.c.LK > c.LK XX qcf + LP XX qcb + PP
-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + KK
-Jump HK \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + PP
-d.s.HP XX qcf + PP
-(Corner) Jump HK > qcb + HK \/ c.LP XX qcb + LP XX qcf + PP
-(Corner) Jump HK > qcb + HK \/ c.LK > c.HP XX qcb + KK
Her main ways to land super.
-Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP XX b,d,db + LK, (f,f, uf) /\ Jump LK > HK \/ d.s.LK > s.HK XX qcf + P XX qcf + PP
Combo incorporating her transformation. Many capture and projectile assists will work for this combo.
Dark Sakura
-d.s.HP XX qcf + KK
-On medium/large opponent Jump LK > LK \/ /\ Jump LP > LK XX f,d,df + LP
-Jump LK > LK \/ d.s.LP > Hold LK, press Start
-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP
-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
-Jump HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP
-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcf + PP
-Corner Jump LK > HK \/ d.s.LK > s.LP > s.HK XX qcf + P XX qcf + KK
-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcb + KK
-Jump HP \/ d.c.LK > LK XX f,d,df + LP XX qcf + PP
-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
-d.c.LK > c.LK XX qcf + HP XX qcb + KK
Advanced Combos
Infinite: (corner only)
You need an assist to set this infinite up in most cases. Some good assists to set it up include: Gambit-A, Rouge-Y, Akuma-Y, Ken-Y, Zangief-A, Psylocke-A, and other assists that juggle at a low height. Having an assist that sets up low juggles with Sakura will greatly increase her combo options and damage.
[j.lp > j.mk > j.hp xx qcb hk] xN
You can end this infinite with qcb pp or launch. This infinite is similar to Ken's infinite, but is kind of tricky to keep up. You can do different variations to adjust height and spacing. They will be numbered for future reference.
[1] j.lk xx qcb lk (2 hits)
[2] j.lk > j.mk xx qcb lk (2 hits)
[3] j.lp > j.hp xx qcb hk
[4] j.lp > j.mp > j.hp xx qcb hk
[5] j.lk > j.hk > qcb lk (2 hits)
[6] j.lk > j.mk > j.hp xx qcb lk
[7] j. qcb lk (2 hits)
[1] is useful for bringing them up from a low height to a higher one. [2] can be done to bring them up from an even lower height. Conversely, [3] brings them lower. [4] can be looped when they are at a high height, but whiffs if they are too low.
You can use variations of the infinite to do extended juggles and even infinites midscreen. How long you can combo depends heavily on the character size and weight, but you can usually end in launch or super regardless. Figuring out how long you can juggle each character is important because if you carry them to the corner you can continue with the corner infinite.
[5] or [6] can loop giant characters (Sentinel, Blackheart, Juggernaut, Hulk) mid screen with the option to launch with dash df.hk or super with qcb pp. [1] can usually be looped two times on midsize to large characters before ending in qcb pp. Smaller mid size characters you can only do [1] on once before you have to continue to [6] or launch. Certain characters require [7] in order to adjust them to the proper height before you can continue with [1] or [6]. Smaller characters are the most difficult to juggle, and you are best off launching in most cases.
It cannot be understated how good the infinite and juggle combos are for Sakura. Since they use her air tatsu these combos will do lots of damage, easily more than 60% on average defense characters. therefore, playing her with assists that help her set it up is key.
Dark Sakura Transformation
There is one way you can set up Sakura's infinite solo: Spend 3 bars and transform to dark Sakura mid combo!
cr.lp xx qcb lp xx rdp lk, j.lk > j.mk xx qcb lk [j.lp > j.mk > j.hp xx qcb hk] xN
This combo has very tight timing and is unlikely to be performed in a match situation. The key is to cancel the hadoken before she shouts out the move's name. You can also combo after the transform with a df.hk. Some other things you can do with the transformation is dhc out of it or even use it as a guard break in the corner with qcb hp xx rdp lk.