I put Karin’s colours on Sakura
Derpy Hooves and Rarity for me. Gave Xiaoyu a Pinkie Pie color which fits more than it should.
Aww damn Karin colours would be bitching, now I wish I had more than 3 custom slots
Double post but on different days so it’s okay, right?
I ditched my blue uniform for Karin colours and I’ve colour coordinated Ailsa to match Sakura’s as well Gotta giggle at Sakura’s ending; thinking she wasted her wish getting Dan back when what she really wished for was to have Karin as a partner again (fuck Blanka)
Been a while since I went into the training room and actually looked at numbers. Thought Sakura’s damage wasn’t bad then compared it to Asuka’s & Lili’s and it pales in comparison It seems like more work for less returns, the only real reason to pick Sakura over those two is just because she’s Sakura…
Sakura is probably a better character overall over Asuka though.
Anything decent for coming in after a launch so far? CADC gives me some trouble so avoiding that for now, is cr.hp > h.shou the best I’m going to do without it?
Midscreen, you can do cl.mp > cr.mk xx hp shouken, you’re sacrificing about 60 damage though.
Corner, you can do cl.mp cl.mp cl.mp cl.hp xx hp shouken which is the best corner combo I’ve seen so far (credits to Sugami)
Is the -60 relative to cl.hp xx CADC > cl.hp xx h.shou?
This is going by pure memory, cl.mp xx cr.mk xx hp shouken does 280ish
Cl.hp cadc cl.hp xx hp shouken does about 330-340ish
This is off a raw launcher.
What is a CADC? I assume a charge attack dash cancel?
yes
After a hp shouken in the corner, if you tatsu over their body, and then tatsu back over out of the corner, they remain in the corner, even if they roll or remain lying there.
Do you recover in time to punish the roll?
You can’t punish rolls, but Sakura has advantage so you can meaty.
Really? Maybe it’s just that Asuka can pone newbs quite easily but the only think Sakura really has over Asuka is that she can handle zoning better (Hadouken, EX Otoshi). Asuka’s meterless damage is almost double of what Sakura can do, hit-confirms are super easy, can make more out of overheads and heck probably better rush down as well. Worse reversal but she has that awesome counter that I love so much
Still I’m starting to enjoy Sakura again, beating up the AI as a training dummy, will just have to make do with the lower damage. I’ll see how I fare with her against humans around my nubby level.
You got to keep in mind, you can tag cancel all of Sakura’s combos to add on 100-200 damage.
So you’re spending meter to get near the damage another character can solo without it, still kinda lame
Getting tired of c.HP flat out losing to jumping attacks, I can handle trades but plain losing sucks a big ol’ back o’ dicks >.>
Yep, it is a really nifty roll reset, which negates their roll, which is a great tool to have. It only looks like they roll in training mode, for a player to roll into the corner they would have to hold the roll button that way, which they would not.
Unfortunately, she does not seem to be capable of one outside of the corner on her own except grounded Sakura, and why would you not want to combo after the groundbounce? That being said, how common can you hit with grounded Sakura, since it nets a safe raw tag. Can it ever be meaty?
Even so it makes her quite dangerous in the corner if one can develop her oki game. Has anyone gotten her projectile to work on their wakeup like you can do with Poison? It hits sure, but the pushback is so bad you cannot follow it up with anything.
the heck is up with only 100 dmg on throws?
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I dunno if you can compare Sakura and Asuka except in adorablenness, and that is too close to call. One seems to have good movement and fast, if not long range, pokes, and is designed to tag into others. The other deals huge damage, has bad neutral/pokes, and is meant to be tagged into.
I see players (wolfkrone) using ex shokan/switch, is there any reason to use 2 bars, like invincibility on the startup?
This is my first time using a character with such speed and short, fast pokes in a 2D fighter, so how should I be approach handling Sakura? Edge in closer with my fast stuff then punish their blocked stuff with cl.hp combos?
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Sakura’s ex shouken (if it’s the same as AE) has 12f startup with 13f invinciblity, so it’s an ok reversal, fully invincible but slow, but it gets you a good safe tag cancel, combo on hit and mixup on block.
Sakura is a lot different from SFIV so she’s like a new character to me lol.
In SFIV, she was a up close character with a solid mid range game, her lk tatsu was 0 on block and she was frame trap heavy, with her super fast cl.hp (3f) and 3f on all of her lights and fantastic damage to boot, she was a really solid character up close.
Now it doesn’t really feel liek that anymore, her lk tatsu is unsafe on block (at least -3) so you can’t use it to frame trap, she still retains her fast normals though which is pretty good in this game, her st.hk and cr.mk feels worse than SFIV though but that could just be a placebo effect.
She isn’t as strong as her SFIV incarnation, that’s for sure, but I think she’s just a different character here, more centered on the mid range game more than ever, she’s a solid point character, provides many opportunities to tag via cr.mk st.hk (safe against most of cast), hp shouken on block and mk/hk tatsus.