She got a damage buff?
No disrespect, but can you be more specific? I’ve already read the buff list. More damage, bigger hitboxes, multi hitting air tatsu etc.
What specifically has changed? What did they do to U2’s hitbox? How much more damage? On which moves? Exactly how many air hits? Can you juggle with ultra after it? Recovery on fireball is how much better? Guile Sonic Boom better? Which level hadou? All of them? Just level 3?
Tokido, Daigo and Mago said this after playing against who? Or after watching which videos/match ups? How much did they play/watch Sakura in vanilla ssf4? What exactly did they say was so much better about her or harder to deal with for their characters?
I’m tired of these vague details on buffs for Sakura. From the videos I’ve seen not much is different. The most notable thing I’ve seen so far is c.mp used as an anti air. Show us some videos or quote some text or something. Where is this info coming from? All I saw was a new tier list ranking her as A up from D.
I know how you feel Flowers, I read all these buffs but I can’t see anything different in videos besides the air tatsu hitting twice.
I guess all we can do is wait until console release so people can test this kinda stuff in training mode and discover new setups with Sakura. I guess you can’t really test much stuff in arcades. Since there’s no damage info, games costs to play, and can’t setup things ect.
I’ve been playing AE almost everyday for months now (they have a machine on campus), and I’ll say that she’s definitely better but I don’t feel like her tier status should have changed. None of her “buffs” affect what’s important for sakura, which is getting close and landing a knockdown.
Also, maybe some matchups got slightly better, but I don’t think her bad matchups got improved enough to make a difference. On the other hand, you now have new bad matchups to worry about (i.e. makoto, yun, deejay) which are VERY BAD matchups IMO
From my experience, the most useful buff is her new backdash, which is helpful because you can actually backdash on wakeup/defense now without getting hit by stuff like ultra grabs or long range throws. That’s not exactly game changing though, you’ll still get hit by OS sweeps
the buffs to her medium attacks are slightly helpful
- cl.mp is useless, I mean honestly if you can land cl.mp then why not just land cl.hp -> BnB
- st.mk is alright I guess, you can use it situationally to anti-air jumps that are dangerously shallow for cr.hp. for example, zangief can jump at a range where he can either do j.hp to hit you, or empty jump to make cr.hp whiff (giving him a punish), but st.mk will stop that
- st.mp is great IMO, although also situational. Being able to cancel it into shouken means you can now buffer it and use it to fight characters like rose/guile in footsies since they use a lot of moves that will go over your cr.mk and make it whiff
everything else is pretty much just useless BS, hope someone proves me wrong though, I’ve been thinking about dropping sak in AE
*brace for 2cents
i don’t know if some of you are expecting her to feel different in AE but she won’t. that’s why she doesn’t look differen’t because they’re minor changes
she will still play almost exactly as she does now in super, only difference being you’ll prolly throw out a few more hadokens.
i’m sorry mr flowers but cr.mp as anti air? dont think so :xeye:
far mk may now be viable as anti air or w/e now but let’s face it, it’s still going to end up being lp srk all day against anyone who isnt rufus/yun/yang
fixed =P
yeah, i’ve been playing AE pretty consistently too, and i’ve been looking at what ‘buffs’ or changes in her character would lead to the slightest difference in how she’s played and i can’t. i play her exactly the same way, which i guess isn’t THAT surprising.
cr.hp kinda goes without saying really but i still disagree
Depends on how much frame advantage it gives on block. If it’s +2 on block now (as opposed to +0 in regular Super), it might be a safe way to fish for counter hits. You can hit confirm into cr.HP, st.LK, etc.
Yeah, you could go for cl.HP > lk tatsu and hit confirm into the same stuff…but unlike cl.mp, that doesn’t give you frame advantage on block.
But, yeah, I agree with most folks. Her changes don’t feel very remarkable.
Still free on wakeup, still fun to use.
I like hadoukens :razzy:
Anyway I know what I saw. Here is the proof [media=youtube]fE54E2PzmiY&feature=player_detailpage#t=77s"[/media]
It happens at 1minute 25seconds when Seth jumps at Sakura.
This is the most notcable thing I have seen so far. I haven’t seen Sakura AE air tatsu or the new hitconfirms or any of that jazz.
My fav anti airs are c.hp, s.hp, s.hk, lp shou, mp shou, hp shou, level 3 hadouken, u2, u1. I look forward to trying c.mp and s.mk out in AE.
My fav jump in escapes are foward dash, lp shou, ex shou.
My fav anti air stuffing attack is j.lp
My fav air to air attacks are nj. mk, j. lp, j. mp
My fav neutral jump air to ground attacks are nj.hk, hk tatsu, nj.mk (beats lariat), nj.mp (beats lariat)
This is all vanilla ssf4 of course. I haven’t played AE once. Its at my local arcades in London but I can’t be asked. I’ll just get the DLC.
oh yeah that was against seths dive kick though, with that spacing you can do that in super
i thought we were talking about standard anti airs (standard jump arc)
and to retrokid reading again you didnt understand me, i mean… you’re not going to use cr.hp in the same situation as a lp.srk/far mk, if you do you might want to work on your spacing or youll get blown up by empty jumps ;DD
yes, this! get your fishing rods out lads, time to net some crouch techs for big damage.
only CH normal i really use is counter hit far.lk ~ cr.mk x HP.SRK (hit confirm)
your favourite anti-air stuffing attack should be j.mp, it’s wild
That seems like a pretty hard hitconfirm. Wouldn’t that be a 1f link too?
the link isnt hard feels like 2f, plus with plink its 100% easy mode,
just do lk ~ cr.mk anyway, buffer DP and confirm with the button press
if it hits regularly and not counter hit or gets blocked try cancel into mk/hk tatsu with something like:
far.lk, :f: :d: + cr.mk :df: hit punch if confirmed, :d: :db: + hk/mk. timings hard to not get otoshi also from damn input leniancy so you must time it: early dp motion, late tatsu button press if you want to get this down
learning effort isn’t really worth the usefulness so if you can’t do it dont bother with tatsu
if you’re even gunna use it, use when you have them in corner cus cr.mk leaves you at -3
Rose and Dhalsim are gonna be “free” = 6-4 Sakura at the very least.
Guile I can’t say, Honda is going to be an easier matchup too.
ch st.lk, c.mk isn’t difficult
im not sure what exactly you meant to say, but rose and dhalsim are definitely not “free” for sakura in AE. rose might be a 5/5 now because she lost U2 but thats far from being free. dhalsims basically the same matchup in ae, sakura has no new tools
YouTube - ?No.10 a-cho SSF4AE 5on5??-kiwami-??? ??? check this video out the sakura matches start at the 20 min mark tell me what you think
sexy!
Does the multi-hit air-to-air tatsu allow for anything more then hit-stun/dmg inc setup wise?
multi hit air tatsu seems to be active longer
FRAME DATA:
playing at Next Level and CF…clMP to crMK is not hard…however what makes this interesting is the frame data (my friend is translating the mook)
close MP is now +3 on block +6 on hit: later today I’m going to try to link clMP to crHP, but I imagine it is range dependent, if anything this gives her a world of new counter hit setups to mess around with as opposed to new hit confirms…at the NYU event I was doing clMP crMK cancel LK shunpu…plenty of time to hit confirm there
Yang is less scary once you get used to his jMK cross up and start to recognize when you can punish slashes…Neutral jump works on him well until he starts to go air to air with you, but this is if you become too obvious…occasionally their dive kick will leave them under you on the other side…causing njHK to miss…njMK sometimes seems to cover this but it is not consistent.
Yun is terrifying right now (not many Yun’s in NYC) and even when I win its hard to tell if I’m actually being outplayed or just bullied…Yun’s exDP on wake up is hard to do anything about (besides block it) as he lands so far away…
If the Yun player is getting to aggressive…save meter to exSho through his constant MP barrage…he may not respect it in the long run, but it only takes one to change the life situation
It is fairly well known now that their throws are weak, so just take the throw instead of guessing against their rush
both can be safe jumped but its tough at times…
One more thing, as far as the hitbox on U2 now, it has missed most noticeably in the corner vs cross ups…as well as cross ups which are deceptive because of how far they are from you on hit (think abel, rose, yang since they can jump wide like its going to whiff but you still end up getting hit/blocking)
That works on most characters. A jump in attack is usually needed.