triangle kick, new ultra (hopefully something that acually does damage) and the angled hadokens would make me love her.
i would love to see her rush combo super come back as her new ultra
any one else agree?
triangle kick, new ultra (hopefully something that acually does damage) and the angled hadokens would make me love her.
i would love to see her rush combo super come back as her new ultra
any one else agree?
Changes I personally would like to see
get rid of landing recovery on a ex otoshi (similar to akuma demon flip)
make fully charge fireball bigger so characters jumping in while you’re charging don’t still jump over the fireball.
add more blockstun on ex shouoken so you can’t be punished in between reps.
not really a sakura specific thing but get rid of the multiple hit animations. It would just make things easier if the combos would consistently work or not work.
not saying that she desperately needs these things but they would be a nice addition.
instead of buffing characters weaknesses - ie. homogenizing
people should buff the strengths of characters so that they revolve more around what makes them unique
ie. make sakura a better comboer/adjust damage scaling, give blanka more tricks, buff vega walldive/pokes
rather than give sakura/gouken/everyone better fireballs/pokes/jump ins
You should go to all of the improvement/ take away my character’s weaknesses thread and spread your message of wisdom.
But really, I think people just want there character to be better at what they think the character was meant to do.
I don’t know too much about Sakura, but she doesn’t really have a good wake up reversal. I think her only invincible move is EX SRK… And if you wanna FADC it for extra safe goodness, you have to burn a lot of meter, which Sak really needs. Kinda blows…
I wish that her Focus Attack was a bit faster after you’ve released it.
I can’t begin to tell you how many times I’ve been hit/thrown out of it after letting go.
Uh, Sakura’s focus attack has an 11 frame startup (after letting go). That’s almost as good they get. Just throwing out focus attacks instead of trying to catch attacks with the armour is unsafe with all characters, and is supposed to be unsafe. This isn’t a problem with the character.
Oh, really? Still, it always seems like someone like Ryu will FA and it’ll connect as soon as they release it, whereas Saks always seems to get caught as she’s taking off. Always seemed really slow to me, even when going through someone elses attack.
That’s just me then
I don’t play Sak or Ryu, and the few Sakuras I’ve played didn’t seem to use much focus attack against me* so I couldn’t tell you from experience, and the focus attack data from the two frame data sites (event hubs and the srk wiki) have the occasional contradiction with each other, but both have Sak as one of the fastest in the game.
So yeah, I think it’s just you (or the people you’re playing…)
*Which they really should have, both my character and I are really bad at dealing with them.
I don’t think I’ve ever tested Gouken’s Dive Kick, but I know one of the 2 of Akuma’s Dive Kicks can be blocked crouching, and I’m pretty sure it’s his Command Dive Kick =\ 'Cause if not then the characters without any solid Anti-Air would be fucked either way (Grab or Blockstun/Hit).
To the people asking for less combo scaling… Wouldn’t they have to put in a whole new system for this? I doubt they’re going to go out of their way to tweak their universal prorate system to buff a single character =\ If anything, they might do a reverse Console Seth.
The problem isn’t with Sakura TBQH, it’s with most of the other characters that give her a hard time. Pixie characters are supposed to be fast, so yeah, maybe her s.Roundhouse should technically be faster, but if you look at the frame data for lets say Gief’s ridiculous s.Strong (4 FRAMES) :wtf: How does someone so big get a poke that fast? :lame:
I have my fingers crossed for a better Ultra, a better fireball would be amazing to have, but really, if they want to make SSF4 more fun than SF4 they need to change a few mechanics =\ Like switching out useless followup moves like Sakura’s Otoshi -_-; And make all Air-Initial Attacks hit overhead =P Would it be too much to ask for comboability off of overheads? =(
Only thing Sakura needs: Her taunt’s attack properties from Alpha/Cvs
It’s just really weird, like how you can get grabbed out of a shouoken and things like that. I dunno, it always seems a lot of things Sak does are slow, like her sweep comes out really slowly too, and unlike certain characters, c.lp doesn’t get you out of everything.
I still think she should still be a little bit faster, or at least recover from certain moves faster like I said earlier though. I don’t really mind about anything else.
I don’t think people here really expect as much as everyone else does
Agreed. A slight modification to her fireball would make her a lot more effective against certain characters. Also, as has been mentioned, speed up the overhead a little.
Hell no. You want huge boobs, use a different character.
My personal suggestion, make her Ultra not suck. The best characters have really useful Ultras. This should apply to everyone. If it’s gonna have shit damage that’s fine, but make it combo-able. If it is hard as hell to land that’s fine too, just make sure in that case that it does mad damage. Sak’s Ultra doesn’t hurt much and has few setups. I’m not even going to mention her super. It’s useless and she can do a lot more damage by using EX moves. Make her super useful (a QUICK fireball maybe?) and I’ll consider using it.
J
God damn, I second this
Actually, they wouldn’t have to make any big changes at all.
Really, all they would have to do is make her EX Tatsu (or other specials) count as less hits in terms of scaling.
They do this with honda already…HHS is like 8 hits but in terms of SCALING its only considered ONE HIT.
Many people don’t even know that, but its a big part of why his damage output is SOOO high.
So, IF they wanted to change the scaling on Sakura’s BnB combos or her launcher, it would be easy to do for any multi hitting special move such as her tatsu kicks or dp.
Her EX.Shunpu is counted as 4 hits towards combo scaling O.o?
I don’t know how its counted, but assuming its counted as anything greater than 1 hit, then there would be room to improve the scaling if they wanted to (without making major changes to the game as a whole).
All of her specials, like almost every other special in the game, is counted as a single hit towards combo scaling. The only one that comes to mind that doesn’t is Gen’s Gekiro kick.
Just confirmed.
Good to know…looks like tweaking the scaling is not an option after all.
I only play Sakura casually but one of my friends plays her at a scary good level…almost Sabre caliber.
In the hands of a master, she is fucking terrifying, but in the hands of a mid level player, her flaws become really apparent.
I think the question is whether or not she needs to be tweaked to be good at the mid level, or if its ok that you have to be really skilled to tap her full potential.
I’ve just started to pick her up today, only really annoying thing is that the EX.Shunpu frequently misses the second kick: not like it does fantastic damage anyways but I mean it’s damage that you’re losing on it…
Well, things to remember:
Her crouch fierce is GOD TIER. No one EVER gets to jump in on you. EVER.
Learn her BnB into EX tatsu launcher…you get so much off of this launcher, including ultra, super, resets, and mindgames.
My favorite dirty trick:
EX tatsu launcher > J.short > {Dash under them as they fall} RESET > c.jab x2 > c.forward > EX tatsu launcher > [Rinse, repeat]
That reset is HARD AS HELL to block.