I think it was me who said that sakura’s ultra was a model ultra, but that is not because it is as good as the good ultras. Given her character design, it isn’t. In the range of how good ultra’s is, it is one of the worst (again, given her character design). But it still gets used now and then and requires alot of thought as to when to use it. In that way, it is perfect. I would go for nerfing most other ultras, but if you can’t, than haru r. needs a significant damage increase. Or not and sakura needs buffs. Or something, I do think shinkuu will be comboable off anti air shouken, this is a very good thing.
Maybe it starts off slow and speeds up? =3
Here, here!
Wishful thinking I suspect
I also doubt that it’s going to be useful as an anti-air. Look how early they throw it out after Cammy jumps: [media=youtube]lyKmEEOG56g&feature=related[/media]
You’re going to have to guess/know that they’re going to jump to make that work I’d say.
Yeah you need lightning fast reflexes or predict it coming to use it as an AA but imagine how much fear it’d put in them if they see you bobbing up and down “buffering” the motion? “Oh shit, better not jump they’re ready for that Ultra!”
And while you’re doing that, seems to me you can lure em into some well placed EX Tatsus and nail the Ultra anyway, lol.
It’s good to see that probably the best Sakura player that exists ATM still gets hit with the same shit I do when facing Sagat, haha. Makes me feel a bit better. Question: why di he do j.fp in the corner? Pretty sure that doesn’t let you cross under them in the corner like j.hk does does it?
Also
Oh dear god… V_V
Now now fadecy, that’s a Youtube comment you’re quoting. You should know that’s the last place to go for insightful commentary.
I didn’t think of that, you could probably catch them with a random EX Shunpuu as they dance around thinking what to do :tup:
That what I’m saying…leave her ultras alone and buff her overall character instead. Buffing her ultra (besides giving her an easy as pie 600+ damage safe, 3 - 4 frame, hit confimable ultra) would take away from that whole thought process of should I use ultra, go for a reset, or otoshi? It takes the decision making process away from US. It would make her one step closer to being just another one-dimensional, “GO FOR ULTRA AS EARLY AND OFTEN AS POSSIBLE!!!” character…and this game doesn’t need more of those.
On the other hand, buffing her fundamental movelist (with things like cross-up mk) will maintain her individuality, AND make her better.
…
Reset, unless it finishes people off. It’s really not that hard. It doesn’t shut fireballs like Abel, Rog, Chun… It’s nothing more than a slight damage booster.
Ultra I really needs a boost if they want to keep people using it as a decent finisher, else Ultra II will be better in every way, considerinv resets and Otoshi.
Sure, Saks needs buffs, and an Ultra buff sounds good to me. Really don’t see her lose personality because you can now do 600 instead of 500.
Not completely true, against say Akuma and they teleport out of your mix-up you now know not to try it again Might get a cocky Ryu that ends up doing SRK FADC Ultra now you’re really thinking against mix-ups…
I’ll also point out that you’re sacrificing anywhere between 115-240ish damage not using the Ultra for the chance of landing that mix-up.
Whoops, missed a point.
I meant to say:
Reset/Otoshi, depending on your confidence. No use to Ultra I unless it finishes it off, which is a quite rare occasion.
Thus, choose Ultra II! AA and prolly more setups.
Akuma is a bitch xD, might want Otoshi there, but I usually jump back/forward to catch him out of hid teleport with j.HK and continue pummeling haha.
Otoshi is even more finicky than landing ultra. The timing is way too character dependent and quirky.
And, doing Otoshi over Ultra can cost you 120+ damage. Against the Sagats and Rufuses of the world, you need all the damage you can get.
And, if you’re fighting against a reversal happy player with meter or a teleporter or Zangief or charge characters who aren’t impressed by cross ups, then resets aren’t going to work as well for you.
For me it always depends on the character/player I’m fighting, the amount of health I have, the amount of health they have, how much ultra/ex meter they have, location on the screen, the number of hits in the combo I used, etc.
It’s definitely not “always use reset/otoshi unless it’ll kill them”. It’s more involved than that.
I whiff Otoshi on Honda after doing 3-hit link combo, definately the spacing 'cause I have no issues with timing unless the lag is that bad (then landing Otoshi is a nightmare) Think Honda’s the only character I have issues with regarding Otoshi but it’s like the “safe” finish compared to Ultra, but really the good Sakura (not me) shouldn’t have issues landing Ultra period :bgrin:
I whiff Otoshi against Guile and Blanka sometimes, too. And, Fuerte’s hitbox is broken or something.
And, Zangief can be weird, too. Man, missed damage opportunities against Zangief are very :sad:.
It’s just a matter of memorizing the Otoshi timing for different characters…but, why risk it when Ultra I is so consistent?
People whiff otoshi? Which version do you do? lk mk or HK?
I always do HK. On certain characters I have to delay it a moment, or take a tiny step forward, or do it early on the rise.
It might be depended on what you combo with or something, I don’t know.
I always use lk or mk and it always works. Unless i was hesitant in making it come out. (sometimes my brain goes into conflict on wether to Ultra, reset or otoshi, so sometimes i do something like dash>whiffed otoshi)
I always use LK version but don’t think it really matters since you’re catching them quite early on, all versions do work normally so the accidental misses are just to slight whoopsies in spacing and hit-boxes
Always the MK version for me. :tup: