yeah, i know that option select was probably summarized in the last 12 pages, but if you could go over your inputs, that’d help me out a bit.
alright ill do them again and get the inputs for u guys. but just to help for now the inputs should look like this starting at your regular jump in attack
-ultra 1 option select
:d::hk:(before u land u input the U1):qcb::qcb::3k: then when u land u would go for your bnb
-ultra 2 os
:d::hk:(before u land u input the U2):qcf::qcf::3k: or:3p: then when u land u would go for your bnb
-Super os
:d::hk:(before u land u input the super):qcb::qcb::hk: then when u land u would go for your bnb
-ex shou
:df::hk:(before u land u input the U1)::df::db::df::2p: then when u land u would go for your bnb
if u dont get the the option select inputed before u land, it will come out upon landing everytime, so doing it with ultras and supers can be a little harder. also for the jump in attack i show a direction with it because i hold my stick there so im ready to input the option select, its faster if u are alread prepared to roll
Hmm… so basically a safe jump buffering. If you make contact with either a clean hit or a block the hit freeze delays your landing enough that the followup doesn’t come out. If it whiffs, you land and follow-up comes out, making use of start-up invincibility to at worst trade with your opponent.
So key question is, does it work vs reversals that aren’t safe-jumpable? (eg. Shotos)
Hi,
Wanna know if at the wakeup of the opponent, the lk tatsu beat a os techtrow (so the c.lk i guess) ?
Because i often get a counter but don’t know if i bet a throw or a c.lk !
Same subject, if a do a j.hp then lk tatsu, does it beat an os techthrow ?
Thanks guys
On the wakeup of the opponent, LK Tatsu will beat lows, throws, and moves that lose to armor-break. If you do it meaty, it should beat everything except reversals and will sometimes cross-up depending on timing and character.
blocked j.HP/HK into LK Tatsu should beat OS Throw as well but will also lose to reversals/dp.
No. You will get DPed before you land so nothing will come out.
If you’re trying to safe jump/option select a DP character and you keep getting hit by a DP, you can empty jump using the same timing and you’ll block the DP. If they have 2 bars, they’ll FADC it but if not you get a punish.
This is pretty common knowledge but some people oddly enough don’t know it.
Against people with fast reversals, stop “safejumping” and stand next to them instead to mix them up.
It’s safer and gives Sakura a stronger situation than relying on a 50/50 with a fake safejump.
Damn you Skatan, say this stuff earlier lol.
Thanks btw
GDLK thread, thank you Destin and others
Faster recovery on fireballs and better normals? Could be very good for sak! I would still like +3 on mk tatsu… A man can dream.
Did they give her pants yet?
no, they gave those to ibuki. bastards
Sigh. So much being done right too. Oh well.
If Sakura’s promised AE-changes turn out to be true she’ll be ROFLcoptering all over most of the cast.
That really depends on how big the changes are, I’m not keeping up too well but they are all nebulous changes no?
One thing I wished they did was fix her sweep. It’s range is shorter than how it looks.
Hopefully it will still take a tremendous amount of skill to win with her at a high level. I guess I just don’t want them to take the fun out of it. I kinda like her being “low-tier”.
These are my opinions on her changes after having had time to think about them since we got to know what they were. Who knows if they’ll turn true or not, but it is definitely a possibility that they turn out close to this.
Sakura
? Decreased recovery on close MP, at least +5 on hit +2 on block.
- This will give her even stronger pressure, her pressure is already high tier in this version due to her damage and lk shunpu pressure, to have top tier pressure in this game you pretty much need a good divekick. With cl.mp she’ll be able to extend that pressure for a longer period and she’ll have an easier time frame trapping characters. She’ll also be able to pressure characters with a good 3f jab/short more easily instead of going for a cl.hp trade after lk shunpu. She’ll also improve her throw game since she’ll be able to mix up her timing of when the opponent gets out of blockstun more.
? Far.mp is cancelable
- This will help her in a bunch of matchups where c.mk doesn’t work it’s magic. It’ll be able to stuff/whiffpunish pokes that hit from the middle to the upper part of her body and it’ll lead into shooken, so the damage potential against those pokes just skyrocketed from 70 to 450.
? Improved hitboxes on far mk
*- The only logical change I can see this move getting is a better anti-air hitbox, which will make it easier to anti-air opponents trying to jump in on her outside of her c.hp range. However the change may also give her a stronger poke in footsies since they said they removed the hitbox on her standing foot if I remember correctly, so this poke seems like it can be thrown out pretty much whenever against characters that rely heavily on low pokes, such as Ryu. In Super st.mk combos into c.mk x hp sho on counter hit, but we can always hope for a frame buff as well.
*
? Recovery time on her Hadoken reduced, the more you charge it the faster it will recover.
(Right now all are all -7 on block, so we can expect the changes on charged hado to be clearly noticable.)
- Faster recovery on her hadoken is great in so many ways. In super c.mk x hado is, by some characters, punishable on block by them jumping after c.mk and punishing hadoken during recovery. With the reduced recovery c.mk x hadoken might become safe against that. That opens up more use of c.mk x charge hado, which in turn will give her stronger pressure/ways to get in from mid range. Faster recovery on charge hado also means more possibilities for applying meaty lv2/lv3 hadokens on knockdown.
? Air Shunpu juggles multiple times in the air
*- The way air shunpu works now is that sometimes when you want to get in the opponent jumps at the same time, which results in them eating air shunpu since the correct timing to get the strongest hitbox against people trying to anti-air you also happens to be the correct timing for beating people out of the air as well. In AE you’ll score more damage during these instances, and maybe even be able to juggle into u2 depending on what hit animation they’ve given it. As long as it doesn’t send them full screen away, which in its own way is good, her okizeme afterwards will be improved either way.
*
? Improved backdash
- Right now backdashing with Sakura is forbidden in 95% of the cases due to it being slow and grounded for a large amount of its frames. So for her this buff does matter, unlike other characters like Chun/Dhalsim/Ibuki who were already airborne for a large period of their backdash frames. For example of you try to backdash out of Rufus divekick pressure now you’ll eat a combo, in AE you will just get air reset.
? Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
- While being the most ambiguous change it’s also the one which has the potential to carry the most weight. Sakura getting improved hitboxes, damage and recovery to moves that weren’t even mentioned above? In my opinion she already has very good hitboxes on most of her moves and specials so if some of them get improved just a bit then they’ll all of a sudden become really strong normals/specials. Her damage is already around top3 in the game with her fadc combos, so getting improved damage at this point is kind of ridiculous, she might become the character with the biggest LOL-factor at landing a hit, kind of how Honda is right now. Getting improved recovery on moves also means you’ll be less negative on block, so aside from cl.mp she might get to work with a bunch of new moves in her pressure, or moves that are very unsafe atm (cl.hp, c.hp, cl.hk) might become more safe. Changing properties on several different moves on Sakura can easily get out of hand quick due to how strong she already is upclose with her damage and pressure, so this change really is the most interesting to me.
I’m just wondering though, with her cl.mp doesn’t it push back further than cl.mk, would it be possible to connect it after cl.mk lk shunpuu or would it just be ideal to just use it as the starter for the shunpuu loops now?
EDIT: Whoops what I was meant to say was, would you do cl.hp x lk shunpuu after a cl.mp x lk shunpuu. I guess we won’t know till AE is out.
In AE I will be using cl.mk x lk shunpu a lot more to be able to use cl.mp afterwards, in case I got blocked.
My guess on far.mk is that we’ll be able to counter Fei’s Chicken Wing and Dictator’ Scissor kick more easily. And yeah, it’ll be used as an AA kind of like Guile own’s far mk(watch Daigo’s Guile vs Mago’s Fei@Canada Cup). This is exactly the range where’s Sakura only answer to a jump was jumping mp on reaction. As it is now you have to guess whether your opponent jump is empty, otherwise it get stuffed.
On air shunpu: I hope it’ll be easier to cross-up with it… at least with the ex version. Actually you can land ONE hit of mp shouoken right after a air shunpu. It adds +15dmg and push the opponent quite far away. Problem is you need really good reaction time. Guess it won’t be a problem anymore(and i’m secretly hoping for U2 just after that <3).
On backdash: I’m not too happy that all the cast get to have the same buff… It’ll be a lot more easier to get off of Sakura’s close pressure me think. Well, i guess we’ll just have to input lot of option select cr.hk.
btw Skatan, who’s the Ryu you’re fighting tomorrow on All Light On Me ? Someone from your country ? For those who don’t know : http://www.hitcombo.com/imagesblog/alllightsonme10.jpg
comments will be in french so please, don’t just come on the chat and troll about the language barrier :).