Sakura buffs/changes

Overall, I think Sakura’s gonna be one of the most improved characters in the transition between vanilla and Super. I’m really pleased with what I’ve seen so far. High-mid tier, that’s where I think she should be situated when all’s said and done, assuming things don’t turn out totally different from what I’m envisioning.

the argument as i read it is that u1 is not good because the damage sucks.

there’s more to an ultra than damage. while it’s not giving you spd damage, it is relatively easy to set up, especially for the cost (one bar).

But, Abel can’t land his ultra of a 3 frame jab…since he doesn’t have a 3 frame jab. Also can’t initiate a 75% damage reset, off a 3 frame jab.

I guess my point is that both Abel and Sakura’s ultra have their own pros and cons. Sakura’s is easier to land. As a resut Abel’s is stronger and has some other uses.

You can’t talk about ultra damage without discussing how easy that ultra is to land.

shes still gonna be low tier just a better low tier. one thing that will matter a lot is the recovery of ultra2. if u can land it and continue to apply pressure then it will be amazing. ultra 1 as of now just ends your momentum thats my only beef with it.

As for that I would imagine if you can catch them in the air with it you’d recover fast enough to do whatever you would want afterward, unless it had like the slowest recovery of all time.

It’s easy to land on a dummy, sure, not against a decent player. Your link from a 3 frame jab (counter poke) will probably be c.LP > c.LP > c.HP xx EX Shunpuu, that needs to be point blank to land and still doesn’t combo on a few characters. What you’ll see more often is these c.LPs or s.LPs cancelling into a Shou combo because s.LK or c.MK have better range and you don’t need a standing opponent to make sure it combos properly. Otherwise you need to land a deep jump-in on someone and for it to not be blocked, good luck landing that without getting SRK’d out the sky.

I think Abel can make more opportunities to land his Ultra than Sakura, that’s why I think Sakura’s deserves to do more damage.

Whatever, as it stands it will become a useless Ultra unless it’s damage is upped since Shinkuu Hadouken can do everything it does and much more.

I don’t really see Sakura being any higher than a solid mid-tier character in SSF4 but that’s okay, seems like it’ll be enough to make her tough matchups more bearable.

Well, she DOES have to do that cute little, “I did it!” pose after the shinkuu…

another thing that i think would be great is if u could use the srk’s to go through fireballs.

I honestly think that would be too much to ask.

Not only that, but if that were possible, I could imagine the timing being tricky.

why is it too much people can use ultras, people have slides, cody is gonna have move that puts u into juggle in the corner. blanka’s ex goes thru fire balls. head butt goes thru, srk’s go thru. normal tatsu’s go thru. i dont see how it would make her broke. id say with that she would be mid tier.

Yes, and it’s adorable! <3 It’s pretty short recovery compared to Ryu’s, think it’s probably shorter than her current one too. If the Shinkuu Hadouken keeps her opponent in the air for a good moment I think she may even have enough time to recover before they hit the ground.

So it’d be like in MSHvSF and MvC2, that’d be cool but I don’t see it happening sadly :stuck_out_tongue:

How often does someone throw out c.hp x ex tatsu or cl.hp ex shunpu to begin with.
If it doesn’t connect it’s kind of a waste of meter, yes it does chip damage and leaves her at +4, but at the same time she’s outside of mixup range for her throw.
I usualy connect my ultra in the corner if an lk tatsu connects during tatsu pressure then I do st.lk x ex tatsu into ultra after that which does 451 damage if you’ve got full ultra and 371 if you don’t.
By using the ultra you’re also giving up being able to pressure your opponent well, so it’s only used if it’s going to kill them or leave them at chip damage health.
But at the same time it’s not necessary since she can also do lk tatsu, c.hp x mp sho x fadc, cl.hp x lk tatsu, c.hp x hp sho for 474 damage.

From my experience the better you get with Sakura the less you use her ultra, I mostly use to counter stuff on anticipation like Ryu c.mk x hado on block, dictator scissor kicks boxer dash punch etc.
Or when I get a clean chance to land it without much revision such as backdash an srk fadc attempt > punish.
It’s good if you just want to get that raw, low fail-rate damage out there to close a round/match off.
But a lot of the time you can finish them off with cl.hp x lk tatsu, c.hp while also building meter if you need it for the next round.

So while her ultra isn’t esentially completely useless, it’s way to replacable in combos for it to be worth it.
In training mode you can get the ultra to do good damage, but in actual matches you won’t find many chances to land the ultra that way against competent players, big openings seldom present themselves.

I’d say it makes more sense to fix EX Shooken so it doesn’t whiff the second part after hitting a limg, & maybe buff Otoshi/EX Otoshi than it does to give her another move for getting past fireballs.

what are you talking about? Since when is it hard to land Jab > FP > EX hurricane > Ultra? and why can you only combo it after a jump-in? Do you jump into every combo?

i agree with megadeath it really does plenty of damage. the only problem is that it has no other use but in the combo. and it doesnt stop you opponent from playing how ever he feels. i think the new ultra will do like 50 less but its going to put fear in people and will beable to land other ways then the combo, so u might get the full ultra off so in return it will do more damage.

Pretty much…

But you make it sound creepy.

I dont think they buffed her hadouken, [media=youtube]GCVNaCm-pOQ[/media] at 0:35, the Sakura player throws a hadouken which you can clearly see fade out, and it seems to fade out at roughly the same spot as in SF4. Also he only hit the crossup j.mk once, when he attempted it a second time it missed, although I think that was just a spacing issue.

And another thing, everyone is saying that any one of these buffs that people are suggesting would be “broken” on top of the other buffs she’s getting, but besides crossup j.mk, what else is she getting?

Note: She needs more health, not one female character in this game has average health, which is retarded.

Generally your options for comboing into are:

HP xx EX Shunpuu - punish
j.HK > c.LK > c.LP > c.HP xx EX Shunpuu - deep jump in
j.LK > c.LK > c.LP > c.HP xx EX Shunpuu - cross-up
c.LPx2 > c.HP xx EX Shunpuu - point blank counter poke
HP xx LK Shunpuu > s.LK xx EX Shunpuu - off jump in or punish, sometimes off the odd random LK Shunpuu

See what I’m getting at? You have to be in their face to land this shit and that’s not easy to do, how many people are going to let you walk right up to them to try this shit? Getting in is hard enough but getting in and landing is even harder. Certainly not as easy as getting a c.MK xx Shou counter poke. A single c.LP or s.LP generally isn’t enough to confirm into c.HP xx EX Shunpuu so unless you throw it out randomly without confirming you’re not going to land this shit unless you get lucky.

I’m saying “shit” a lot today :stuck_out_tongue:

You can hit confirm into it. If you can’t do that then you need to work on the basics of the game. Sakura’s problem is not in her combos. She no long has good footsies as she did in other games due to her s.HK being a lot worst. Her fireball is also a lot worst than it used to be. There is nothing wrong with her combo’s or damage.

You can hit confirm into it. If you can’t do that then you need to work on the basics of the game. Sakura’s problem is not in her combos. She no long has good footsies as she did in other games due to her s.HK and Fireballs being a lot worst. There is nothing wrong with her combo’s or damage.