That could actually cripple her ability do any substantial damage. Looks like we’d better get really f’n good at pokes then… (or Capcom makes her roundhouse more rediculous maybe?)
In all seriousness though, I do hope Capcom considers the far-reaching effects of seemingly minor changes such as these.
I also hope Sakura has better closing ability, but that’s another story.
EDIT: As an aside, what’s with this discussion of Wall Bouncing (and obfiously, how might it effect Sakura’s game)? This like some of the EX moves in III (such as Ryu’s EX Mule Kick) that set up juggles?
well i am a sakura player, and perhaps just because i play aganst my firends only, but i beat them up with sakura XD, i have one friend that plays preaty good with ken, and yet i beat the hell out of him, and other use cammy, and, again, i win, i thinks she is preaty fast as character, adn i see ryu very slow, the first time i play with him in story mode, i couldnt belive how slow he was, and sakura is preaty fast, cammy is more, but i could say that at least in my circle of SF4 friends i win very good with sakura, they even say “that character is edited!!” ahhahaha, so if they make it better, i am happy if they dont, i am anyway because i think is preaty good as a character sakura.
^I think the people who really want a few changes are the high level players. I can play a good Sakura but when going up against people who are really solid, I start to see her problems. My 2 biggest being she does little damage and against zoning characters it is very hard to get in with her, where she needs to be to fight. But I am just a ok sak player.
Wanted to reiterate my fear that quicker pre-jump speeds might screw Sakura’s reset options over (since my post might have been missed at the bottom of page 8).
Also forgot to mention, I hope they fix how her EX hurricane kicks whiff people like Honda, Akuma, and Blanka during her BnB combos. She already has a hard enough time dealing with Akuma, she doesn’t need anymore ankle weights.
Fix the wacky hit boxes, please.
Wall bounce after the last hit of her Super might make it worth using. Another chance for a reset mixup! Althought, she wouldn’t have any meter for a EX Hurricane, she could still put a hurting on some folks.
A little bit more damage for her ultra would be great. And would be cool if her light shoryuken was a bit more like ryus and u could fadc into ultra from it
The only change I would do to Sakura in SSFIV is her fireball. Needs to come out faster. And I agree that the Second Ultra should be SHOSHOSHO. That would be epic, other than these, I’d wouldn’t change her.
ive said it once, ill say it again… all i want is to have a fly swatter s. RH (a la dictator) and her hadospark (get rid of that worthless hadoken she has now).
bonus would be to completely get rid of otoshi, or fix the goddamn auto-correct/shortcuts… im sick of doing a lk tatsu only to get crossed up at the last second and instead of tatsuing me the direction i wanted to go it makes me otoshi in front of the dudes crossup.
otoshi is the most worthless move ever (except the EX, but even thats debatable after you see a ryu FADC out of a hadoken to lp shoryuken>ultra me out of my EX otoshi from full screen)
^ That’s either a very skilled and psychic Ryu, or you got too predictable against him… I wouldn’t waste 2 bars to random FADC Hadouken full-screen just to see if a Saks wanted to bait me. But agreed, normal Otoshi is so very useless and I don’t see any way to improve it… Replace it with Dive Kick! Damn Rufus.
I think Otoshi should be made faster across the board, but I don’t ever expect it to be good outside of combos.
I want:
-Faster Hadoken. By that I mean startup and recovery. Also make the uncharged version travel either faster, or slow enough that she can chase it (like Chun/Guile).
-Small damage output increase across the board. Either that or less damage scaling.
-Speed up s.HK.
-Either Shinkuu Hadoken as a super, or Nekketsu Hadoken as a 2nd Ultra. MvC2 style Midare Zakura for 2nd Ultra otherwise.
I do somthing similar to bait Chun’s ultra full screen. Though I’ve got to agree, I don’t see how FADCing against the Otoshi is even possible, at least on reaction.
Regarding the discussion at hand, I don’t see how removing the otoshi would help her game at all. Now fixing it so it’s usefull would be nice. I want the rediculous projectile-hopping ability she had back in the Alpha series. Then I wouldn’t need to burn meter everytime I smelled fire comming. The ability to cancel it wouldn’t be bad either. Or, at the very least, turn up the volume on its speed so it’s a decent mid-screen threat.
Remove EX Otoshi, and she has no good way of dealing with fireball spammers at all.
Besides jumping and Hurricane kicks…both of which aren’t exactly ideal. And, focus attacks. But, she has low stamina, so that sucks, too. And, her own fireball sucks, so fireball wars aren’t a good idea, either.
As a sakura main, my only complaint is that her lp cross up sucks. Her low forward could be better but then you’re just asking for her to be top tier at that point.
Some of her reset mix-ups like EX Hurricane > early jump HK > dash under, aren’t quite as meaty as others, though…those are the ones that might be rendered useless…
Some characters like Sagat can keep her out pretty nicely with uppercuts and standing normals.
And, Ryu with full super meter will destroy a jumping Saukra.
It’s never good when a character has to relying on jumping as a primary anti-fireball strategy. Not in a game with FACD > Ultra, at least…