The AE Sakura Changes Wild Speculation Thread

I hope they make Otoshi in the corner not put her in the corner when done with 3-hits. The 2-hit Otoshi into fully charged fireball oki setup that Uryo was using is pretty cool, until your opponent realizes they can ground tech. Making that legit wouldn’t break Sakura, just give her some different kind of corner oki, and an actual use for fully charge fireball.

Her charged fireballs in general are an interesting mechanic that differentiates her from normal shotos in another way, but they really have no applications in her gameplay. It’s not a huge problem, but it would be nice to see some connection between the situations Sakura gets herself in (particularly oki) and the mechanics that make her unique and interesting.

I’d like to see what a slightly faster backwards walk speed does for her game too, since she has so few pressure options for a rushdown character. Barring that, some d.MP-range pressure options would be nice. A fireball-charge cancel would be nifty (press any K to cancel charging fireball) by giving her mid-range fireball/fireballcancel/jump options and close-range normal-into-fireball-cancel for ghetto pressure/tick throws.

Otoshi is untechable on all hits fyi

This.

So your statement should actually read “The 2-hit Otoshi into fully charged fireball oki setup that Uryo was using is pretty cool, until your opponent realizes they can’t do shit about it. Then it becomes very cool.”

Ah, scrubbed out, thanks for the correction.

haha best comment ever. i actually laughed out loud when i read it. this man wins at teh interwebz.

Fireball feints sounds really cool!

Didn’t they do something to make Sakura’s fireball better last time though? Whatever they did I didn’t notice any change anyway but if we can feint a fireball like Viper or Makoto for more combo options that would be gdlk!

If its too slow to combo with then at least we can bait things that punish fireballs and jump ins. I like that idea alot. Add it to my wish list too.

Yeah they did faster recover.

From Azrael in AE changes thread:

Sakura
Close strong has less recovery, crouch strong and crouch forward can combo from hit confirm. Far strong can be cancelled same as Ryu. Vulnerable hitbox on far forward reduced, making it harder to hit her out of it.

Air Tatsu can get more airborne hits. Some reduction of recovery on Hadoken. Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.

Looks like buffs across the board, time to break out the moonshine and start callin’ up the women because this warrents a party.

Hmm, more hits on air tatsu…

Wonder what this fully entails. Could cross-up be possible/easier (since it technically is possible now just stupid difficult to pull off.)
Also did our tatsu escape from the corner stay? Was this more hits in the air our trade off for the possible removal?

Is it still in, because that would be hilarious.

Get Hyped!!!

Seems that they are buffing s.Roundhouse more. Yay! From the sounds of it, they are making s.Roundhouse more like her s.Roundhouse in SFA2/3/Cvs2 … The most gdlk poke eva!

They added a correction in there. haduken recover faster too.

So someone tell Skatan to drop Chun for Sak really quick.

I’m expecting her to be Ken level or better in AE with these changes. Really nice.

Copypasta from the ae changes thread

Sakura is going to become an even stronger frame trapping character, if we look at the changes they gave her. Cl.mp as it is now is 0 on block, +3 on hit.
If c.mp and c.mk can combo from it now then it’s going to be at least +2, +5 on hit, which is great since it allows her to get more attempts of punishing someone trying to crouchtech, and it allows her to get a bit more creative in the department too. It’ll work very similar to how Cammy’s cl.mp works (+2, +6).

Far strong being able to cancel into specials was a change I called when I saw Ryu got it, and it’s a really good change too. It will help her in the Honda matchup to deal with his st.hp for example, and it’ll make it easier for her to counterpoke characters like Abel or Dictator as well.

The st.mk change is a bit of a mystery, but I’m hoping they have changed it so that it works better for anti-air purposes, especially against divekicks. Because in footsies st.mk doesn’t serve a purpose that st.hk and st.mp doesn’t cover already. And since they seemingly aren’t giving it different recovery frames it will remain unused UNLESS it’s stronger as an anti-air, probably.

Air tatsu getting more airborne hits is nice, and I also wonder if it’ll make it possible to combo into u2 from an tatsu air hit. It’s already has one of the best air to air hitboxes (and air to ground when you time it to hit at the very end), so if she can get more damage out of it than just sending them full-screen away then that’d be great.

Her hadoken is probably going to be used remotely in the same way as it is now, depending on how much recovery they removed. I would like it if they removed enough to make c.mk x lv1 hado on block safe against jumps, and give her better frames on the charged versions.

As to what moves are getting changed hitboxes one can only speculate and hope.
I for one would like the hitbox on her shookens changed so that it’s easier to anti air someone with the first hit of it since that’s where 90% of the damage is at.
As it is now her shooken works like this, the first hit is 90dmg, any consecutive hits after that is 15dmg, so lp shooken for example does 105dmg if both hits connect.

They could change it so that instead of having the first hit do the majority of the damage, each hit would be even in damage but making the total the same.
So for mp sho which is 4 hits and does 135dmg, each hit would do around 35dmg.
That would mean that anti-air lp sho, hp sho would do 140dmg instead of 60 like it does now. Of course this is just speculation, but it would be nice if it turned out this way.

This was posted as I wrote my post, looks like I got something I wanted :3

buffs all around. I want to see her new combos.

I came, I saw, I came again.

I was hoping something changed to ground tatsus to be easier to get in.

I’m just really happy the recovery on Hadoukens were lessened.