all she needs is her old j.mk crossup and make standing hk faster in both startup and recovery.
it wont hurt to make her fireball better tho.
all she needs is her old j.mk crossup and make standing hk faster in both startup and recovery.
it wont hurt to make her fireball better tho.
no, she doesn’t. Her jump ins are great as it is. This is the least of her concern. Ive gone over it a few times today, but j.lk crossup is very reliable assuming you don’t suck at spacing. She literally has some of the best jump ins out of all the characters in the game.
Her fireball isn’t useless, her air tatsu isn’t useless and she doesn’t have any shoryukens.
Every one of these character wish threads are the same, “Make so and so more like Ryu”.
Fuck no, we don’t need anymore Ryus. Sak is Sak, if you don’t like Sak, play as someone else.
Thank god someone else fucking gets it.
But Sakura’s fighting style IS to mimic Ryu’s. XD
Exactly, haha. Anyways, I forgot how good her jump ins are, J.RH is lethal, one of her best moves. It’d just be nice if her tatsu didn’t make her spin once and then leave her wide open, but, I suppose it does have pretty killer priority, so never mind >_<
buffed hadouken and rh would be great.
BEST!
I’m glad you posted in this thread. Great Sak players think alike.
One more thing I would want to see added (maybe this is too much) but along with the faster s.rh, make it FADC’able. This would make hitting her BnB without jump-in a dream, if they did that I wouldn’t care if they took her fireball away completely.
True dat, true dat.
I want all her moves to have more priority and her combos do more damage and all the other stuff the OP said.
Sakura needs to be top tiered.
i think sakura should stay how she is
the reason she has her moves, does what she does, and plays how she does is what makes her sakura
I’d settle with just this to be honest, the main reason I moved away from Sakura in SFIV was because I just kept getting outprioritised on stuff.
You’d be surprised which of her moves have some pretty decent priority. EX Srk will always go through ryu’s ultra…
I really like her as she is…the fact that you can juggle ex tatsu into ultra (a pain in the ass to learn, but so useful)
the only thing that would make her better would be if they turned off the damn shortcuts…
that way you don’t accidently do a sakura otoshi, when you want to throw a fireball when someone’s coming down…
her fireballs are usefull, but in a different way…you’ve got to be more careful, and time them to capitalize on others mistakes…
i just really want her a srk ultra, and probably just a small buff in her stats…(stamina, or a little more ex damage to compensate)
totally forgot…make her tatsus less susceptible to making her jump over character. The range in which it will hit or make her jump over is soo broken, and has made me lose so much momentum during a match.
EX SRK sucks though, you need 3 bars for it to be safe.
And ground tatsu never bothered me, it’s pretty safe on hit. Just make sure you always use CR.HP to combo into it.
I posted something like this in the Sakura board but I figured I’d repost it here. Sakura is just about fine the way she is. Granted, what I want changed with her is small, but it shouldn’t take away from her overall play. In fact, most of it has already been said.
S.HK need to be a bit faster on execution. EDIT: Also, she should recover just a BIT faster after using c.HP. If she doesn’t cancel it with a special after hitting with it, she eats a free reversal Shoryuken/Tiger Uppercut with no way to defend against it, despite the fact she scored a hit in the first place. Knocking down a bit of the cooldown should fix that problem.
Slightly faster recovery on her Hadouken and perhaps execute a frame or two faster than what it does. Granted, her Hadouken was never a staple in her offense, but for Pete’s sake I can’t even end block strings with it at close range without getting tagged by a quick reversal counter; no other character has that problem.
Fix some of her special hitboxes (EX Shouoken, Shunpukyaku) so that once they hit they don’t miss when they should go on and hit. She shouldn’t get punished for LANDING a hit, and the fact that many of her BnB combos completely whiff on Akuma is BS.
Not necessary, but make her Otoshi be cancelled like in old games at the apex of her jump with K.
Let ground Shunpukyaku and her Haru Ichiban knock down airborne opponents. Makes no sense that her opponent just gets blown back by being hit by a special move/super instead of scorning knockdown IMO.
Let her gain her Midare Zakura as her second Ultra, but a psuedo-version of her MvC2 Zakura instead of the Shoryu-Reppa ripoff. Let it start differently than Dan’s current ultra with a quick dash/hop forward instead of running, but with slightly less range and slight cooldown on block/miss. Can’t be combo as easily (if at all) like Haru Ranman, but does more damage and has considerable invincibility (should go through a moderately ranged projectile with no effort). Should help her in dealing with zoning characters like Ryu/Sagat/Akuma.
Other than that she’s fine the way she is, but there’s no denying she needs some help so that she can at least hang comfortably against other characters.
I agree. I mained sakura when sf4 first came out but switched. I think she mostly needs a stronger ultra and better srk. There’s apparently rumours of her haveing a shinku(not sure If that’s the correct spelling) Hadoken so that would be cool. From my experence if u whiff a srk your basically fucked so I hope they really work on that.
I agree, it often feels like an up hill struggle with her, she’s very rewarding to play as though. Although, I find her to be the anti geif, she has arials that beat his lariat, but a lot of gief players don’t realise, so you get free jump ins =D
Everybody who wants Sakura changes… POST HERE… Capcom’s Sakura Thread… PLEASE!!!
They need to hear us…
http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/20204529/Sakura_in_SSF4
I like Sak the way she is. Just as long as her EX fireball doesn’t magically go THROUGH people anymore at long range, I would be pleased. That seems more like a glitch to me.
Otherwise, she’s really fun to play as is. Don’t want to jack her up to S-tier levels.
I like how I got neg rep for having an opinion in this thread. What the fuck.
CvS2 Dive kick for SSF:IV. Seriously, that would solve a great many problems created by her complete inability to close distance, plus, the ability to alter your jump on the fly would do her headgames some good.
Also, speed up her Roundhouse, make it just as beast as it was in A3.
Do that and she doesn’t need a “real fireball”
And as previously stated, I’m completely onboard with DeNice’s suggestion of Ultra II. Less comboability trades for more damage + the ability to squash that fullscreen fireball spam that’s always so fun when you’re Sakura = awesome idea.
Oh, and fix EX Sho so it actually hits like it’s supposed to. I don’t want to be punished for anticipating a fireball at mid screen.