I barely ever use her low forward as a footsie tool cause most of the time while I’m walking back and forth and throw it out I do a damn otoshi cause I usually input d/f+mk then slide to d/b to d/f to buffer the DP motion. It feels weird for me to do the normal motion. I really gotta work on this …
Think you need to lookup the definition of “easily”, if it was that easy we’d all be doing it Still I don’t really know what they mean by c.MK and c.MP being “confirmable”, does it have more hit stun? More active frames? Longer cancel window? What?
Changes to s.MK means it could work as a good AA for shallow jump-ins.
Far s.MP being cancelable, well it’s already super cancelable so guessing it’s now special though not sure what good that’ll do. Here’s a hint Flowers, try using it against Jaguar Tooth
Less recovery on close s.MP is intriguing, wonder if it’ll work nicely as a meaty hit confirm.
Air Shunpuu sounds like it works like Alpha Shunpuu, I’d be more inclined to use it as AA rather than j.MP.
Less recovery all round on Hadoukens is the best thing from that list obviously but I’m annoyed there’s no mention of Shinkuu getting a damage buff >.<
Which one is that again? Wall jump or the annoying move he can cancel into mid screen that also hops fireballs?
I always use charged or normal hadoken to aa the wall jump or I just neutral jump. Against the other move I try to space myself to lp shou it. I’ll try this s.mp on it now.
Compared to other confirm cancels in this game c.mk x hp sho is easy.
Try doing st.mp x ex legs confirmed with Chun and you’ll notice a clear difference.
Or c.mp x super with Feilong.
c.HP beats Adon’s jaguar tooth (the dive) clean. All of them.
c.HP beats his jaguar kick (the flip) as well. Requires more effort than beating his dive.
s.HK, spaced right, can also knock him out of startup of jaguar kick much how s.HK knocks Abel out of his wheel kick.
I wish capcom would give her the dive kick she had from cvs2 id be so happy lol.
sakura would be broken beyond repair if she had that
sure and yang, yun and rufus don’t have that already
Anyway that’s why I got mad about saks buffs, just look at goukens buffs that’s how you buff a character.
Ummmm yeah I was thinking the same damn thing… Makes our buffs seem ehhhhh… I want the dive kick to!
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im sure they ddnt put ALL of goukens/sakura’s nerfs and buffs into the developer blogs. so im hoping we get some unexpecting stuff from the sakura buff.
Yeah one can hope…
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Seth Killian did say in a recent interview that there were definitely more changes made than what the developer blogs have said so far.
The last line on her blog could mean like ten things… hitbox, recovery and damage changes to make her stronger it said.
They just need to add her choke hold back and I will be happy, oh make it something you can combo into like Ibukis.
I think that she does a lot of dmg. Im cool with the dmg buff as is but her combos are going to do massive dmg now. I was playing a money match last weekend and everyone was surprized at how much she does. I did a simple cross up combo that did more than like 320-350 without the use of anymeter. This bitch is a beast. Plain and simple, and with these buffs I cant see her as low tier again if the said they nothing about any nerfs. I am very pleased with the results. Damn Capcom did you read a niggas wishlist or something?
Yeah, mainly that ^
Buffing damage output on a character that can drop like 400 at will. I’m cool with it.
I’m still hoping for that buffed anti air lp shoryu
buffed how so? more like Ryu’s? more damage overall? or for the last hit to do the most damage since it does multiple hits? im just glad the hitboxes are being adjusted. i lost a great match the other day because i was just far enough away that the shouoken didnt connect all the way. hopefully they’ll announce the DLC for this. i guess the 20th, today, is when we get SFxT and SSFIV news?
Make it trade less and spread out the damage on all of the hits instead of most of the damage on the first hit.
I hope they didnt change Cr.FP. That and her hitboxs getting bigger would make it almost impossible to jump on her. With fireballs having less recovery I can see Cr.fp killing withone that tries to jump. However, my main question remains. How does she get in fighting Guile, Chun Li, and other characters?