it hurts my feelings with her cr.hp AA is so wonky with its hitbox. or people just have funky hurt boxes it seems
Is it just me or does cr.hp not have many active frames here? It feels a lot different compared to SF4 cr.hp. It always trades here in 2012 against decent jump-ins. At least it’s still fast (4 frames).
Please tell me that the cr.hp buff in 2013 makes it a good anti-air again…I’m still on 2012 (PC version) so I can’t test any of this stuff.
<blockquote class=“Quote” rel=“LordWilliam1234”>Is it just me or does cr.hp not have many active frames here? It feels a lot different compared to SF4 cr.hp. It always trades here in 2012 against decent jump-ins. At least it’s still fast (4 frames).
Please tell me that the cr.hp buff in 2013 makes it a good anti-air again…I’m still on 2012 (PC version) so I can’t test any of this stuff.</blockquote>
It’s a lot better as an AA now.
Do you guys know really good Sakura SFxT players or video links? Trying to pick up Sakura but there isn’t much out there on youtube.
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<div class=“QuoteAuthor”><a href="/profile/84436/TheTrainWreck_">TheTrainWreck_</a> said:</div>
<div class=“QuoteText”>Do you guys know really good Sakura SFxT players or video links? Trying to pick up Sakura but there isn’t much out there on youtube.</div>
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To be honest, there is isn’t. And it’s not because she isn’t strong, (because she really is a </span><b>really</b> strong character), but the fact that no one wants to play her due to several reasons(some of those reasons being misconceptions). I wish I could point you in the right direction, but the best thing I can tell you is to scout ssfevo’s youtube page, and JR’s page. I remember seeing one decent sakura on ssf4evo’s page who ran a Sakura/Cody team, and one other(can’t remember the name). Either way, she has ton’s of potential so I hope you plan to stick with her.<div><br></div><div>Especially with her frame data coming out, it only confirms how I felt earlier in that she’s very similar to her CvS2, and almost Alpha self(very strong LK’s, and long reaching normal’s for footsies that are only -1 on block). Only thing is pairing her with a strong partner to capitalize on the area’s she suffers in.</div>
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<div class=“QuoteAuthor”><a href="/profile/55776/LordWilliam1234">LordWilliam1234</a> said:</div>
<div class=“QuoteText”>Is it just me or does cr.hp not have many active frames here? It feels a lot different compared to SF4 cr.hp. It always trades here in 2012 against decent jump-ins. At least it’s still fast (4 frames).
Please tell me that the cr.hp buff in 2013 makes it a good anti-air again…I’m still on 2012 (PC version) so I can’t test any of this stuff.</div>
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Trust me when I say this. Expect it to trade and be pleasantly surprised when in doesn’t. Also don’t bother vs King and Nina their jHP destroy sakura’s cr.HP. Expect it to whiff a lot as well…I wish the buffed the hitbox so that it hits slightly in front of her and above her fist as well. Though lp DP seems to have invinci? I’ve been abusing that a lot.<br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/19099/Dodeka”>Dodeka</a> said:</div>
<div class=“QuoteText”><span style=“font-weight: normal;”><div><span style=“font-weight: normal;”>snip<br></span></div><div><span style=“font-weight: normal;”><br></span></div></span><br></div>
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<br>I’m guessing we can expect the frame data as soon as PC players get the DLC and decode the files?<br>
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<div class=“QuoteAuthor”><a href="/profile/77455/KitL19">KitL19</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/55776/LordWilliam1234">LordWilliam1234</a> said:</div>
<div class=“QuoteText”>Is it just me or does cr.hp not have many active frames here? It feels a lot different compared to SF4 cr.hp. It always trades here in 2012 against decent jump-ins. At least it’s still fast (4 frames).
Please tell me that the cr.hp buff in 2013 makes it a good anti-air again…I’m still on 2012 (PC version) so I can’t test any of this stuff.</div>
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Trust me when I say this. Expect it to trade and be pleasantly surprised when in doesn’t. Also don’t bother vs King and Nina their jHP destroy sakura’s cr.HP. Expect it to whiff a lot as well…I wish the buffed the hitbox so that it hits slightly in front of her and above her fist as well. Though lp DP seems to have invinci? I’ve been abusing that a lot.<br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/19099/Dodeka”>Dodeka</a> said:</div>
<div class=“QuoteText”><span style=“font-weight: normal;”><div><span style=“font-weight: normal;”>snip<br></span></div><div><span style=“font-weight: normal;”><br></span></div></span><br></div>
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<br>I’m guessing we can expect the frame data as soon as PC players get the DLC and decode the files?<br></div>
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<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=false&gid=41</span></font><br><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>every characters frame data except for Bryans.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>In terms of what Sakura has going for her is a combination of her Alpha 3, and CvS2 normals. MK Tatsu, or HK Tatsu is your Tatsu’s to use if you want to apply pressure with a Tatsu(which isn’t necessary with how good her normals are, and her decent fireball). Cr.mkxxFar St.HK is a safe chain against a good portion of the cast from max distance, and so is Far st.mkxxFar st.HK. At the same time cr.mkxxHP Sho is either a safe mix-up, or High damage combo with one bar to switch cancel(should be getting over 400 on the switch cancel from it). Cr.Hp is definitely iffy against some of the cast, but Cl. St.Hk is another option for an Anti-air(as well as LP Sho).</span></font></div>
Sakura safe jump.<br><br>EX Shunpukyaku, walk cl.HP xx HK Otoshi xx P, land cl. Hp xx HK Shunpukyaku (2 hits) forward jump mk (safe jump). Sometimes it made Ryu’s dp whiff other times it hit so I’m assuming it’s a 4 frame safe jump and I just put in super jump by mistake. If not it’s most likely 5~6. It shouldn’t be too hard to incorporate in her gameplan. Any moment where you would LP dp > HP dp just substitute for HK shunpukyaku. I’m guessing this is why capcom nerfed her meter gain?<br><br>I’ll try to find more concrete ones though.<br><br>Edit: <strike>It whiffs vs Ryu most of the time actually it’s so iffy</strike>NVM my timing is getting a bit tighter Ryu can’t dp out of it as far as I can tell (He can EX though). But I just tested vs Cammy and Julia who can’t dp out of it. <br>Guile can dp out of it because of Flash kicks hitbox apparently. Although Cody can’t EX criminal upper out of it. <br>Edit# 50 lol. For some reason<strike> Sagat and</strike> guy can cr.LP out of it I retested other characters and it seems to be just them so far… I’ll keep trying.<br><br>Lol ok now that I’ve tightened up the Sakura replay Sagat DEFINITELY can’t it doesn’t even look like it should hit him Jesus that’s nasty. But Guy can I’m guessing because there are different wake up times in this game? At first I thought it was tiny crouching hurt boxes that caused this but Sakura couldn’t sneak a cr.LP in there. Sagat can EX out and Guy can EX tatsu dp out.<br><br>Edit: after talking to Vulcan Hades these set ups are more tricky cross ups less safe jump; still usable however.<br>
Hello there, any tips for a new Sakura player? I’m having a very hard time cracking open turtlers with her. Her tatsu is very odd compared to Ryu’s and Ken’s tatsu, and all of her pokes seem to get outpoked by everything else in the game. Can’t beat Ryu’s jab after tatsu and can’t beat Dudley’s jab after machinegun punch, and it’s really annoying me. I don’t know what to use against Ryu’s heavy tatsu either. I’m playing in ver. 1.06 too, because the PC still hasn’t updated to the most recent version. Should I just score a knockdown and play the “Are you going to roll or not” game? Maybe I should work on spacing and pressure. <br>
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<div class=“QuoteAuthor”><a href="/profile/83684/CryoStatic">CryoStatic</a> said:</div>
<div class=“QuoteText”>Hello there, any tips for a new Sakura player? I’m having a very hard time cracking open turtlers with her. Her tatsu is very odd compared to Ryu’s and Ken’s tatsu, and all of her pokes seem to get outpoked by everything else in the game. Can’t beat Ryu’s jab after tatsu and can’t beat Dudley’s jab after machinegun punch, and it’s really annoying me. I don’t know what to use against Ryu’s heavy tatsu either. I’m playing in ver. 1.06 too, because the PC still hasn’t updated to the most recent version. Should I just score a knockdown and play the “Are you going to roll or not” game? Maybe I should work on spacing and pressure. <br></div>
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Pick a better character.<br><br>Or<br><br> Learn the max range of your normals and pressure from there. Abuse her chains for spacing since it’s pre2k13. Use rapid fire normals and end in st.lk since it has great range and startup<br>
Dead character: The Sakura Forum!<br><br>I’ve done more experiments with Sakura (specifically her crappy wakeup game) and I found some interesting stuff. Not sure if it was mentioned already, but HK Air Tatsu (hereby will be called j214HK) has forward momentum. So on knockdown you can neutral jump j214HK and it crosses up the opponent (at least when done at the height of your jump arc). Sometimes it even looks like it should cross up but doesn’t. If you end a combo with LK tatsu you can forward dash and do this.<br>
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<div class=“QuoteAuthor”><a href="/profile/77455/KitL19">KitL19</a> said:</div>
<div class=“QuoteText”>Dead character: The Sakura Forum!<br></div>
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I’d try to contribute to this thread myself, but at the moment I’m busy trying to find team synergy stuff. And I’m pretty sure most of the stuff that I’m finding is already known by now. (Plus I’m stuck on version 2012 since I play on PC.)<div><br></div><div>Nice find on the HK Air Tatsu. I’ve been trying to find ways to use that myself but it seems kinda hard to use it as a cross-up, or at least when compared to other shoto tatsus like Ken’s. Does the arc of her Air Tatsu change at all with a super jump?<br><div><br></div><div>Also, is it just me or does Sakura have the weirdest run cancel in the game? You mistime it slightly and she does that slide, and either I’m being stupid or you can’t stop that part of her run-in with anything. It’s a small amount of time, so it isn’t really a big deal, but it does seem longer than pretty much everyone in the game.</div></div>
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<div class=“QuoteAuthor”><a href="/profile/55776/LordWilliam1234">LordWilliam1234</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/77455/KitL19">KitL19</a> said:</div>
<div class=“QuoteText”>Dead character: The Sakura Forum!<br></div>
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I’d try to contribute to this thread myself, but at the moment I’m busy trying to find team synergy stuff. And I’m pretty sure most of the stuff that I’m finding is already known by now. (Plus I’m stuck on version 2012 since I play on PC.)<div><br></div><div>Nice find on the HK Air Tatsu. I’ve been trying to find ways to use that myself but it seems kinda hard to use it as a cross-up, or at least when compared to other shoto tatsus like Ken’s. Does the arc of her Air Tatsu change at all with a super jump?<br><div><br></div><div>Also, is it just me or does Sakura have the weirdest run cancel in the game? You mistime it slightly and she does that slide, and either I’m being stupid or you can’t stop that part of her run-in with anything. It’s a small amount of time, so it isn’t really a big deal, but it does seem longer than pretty much everyone in the game.</div></div></div>
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I dunno I think her HK Tatsu might be even with Ken’s. I’m pretty sure his tatsu doesn’t have it’s own momentum, but has better combo potential. Sakura’s has some awkward movement when done from a neutral jump (just do it as so as she is about to fall from max height in front of an opponent it should cross up). Super jump really doesn’t do much for the descent portion but when you’re ascending it makes you fly a little further.<br><br>Never noticed her run from launcher being an issue though. Unless you’re developing some frame perfect tech I don’t think any of her combos require a delayed move from tag. Share please. o.o<br>
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<div class=“QuoteAuthor”><a href="/profile/77455/KitL19">KitL19</a> said:</div><div class=“QuoteText”><br>Never noticed her run from launcher being an issue though. Unless you’re developing some frame perfect tech I don’t think any of her combos require a delayed move from tag. Share please. o.o<br></div>
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It isn’t really an issue, just something weird I’ve noticed; if you don’t cancel her run early, she goes into that short slide animation (similar to the animation when you do DP + K and land without pressing a button), and it doesn’t feel like you can cancel that part of the animation with anything. I think other characters have an animation similar to this during their run-in that has similar properties, but Sakura’s seems to come in a bit sooner than others and lasts longer; you usually cancel the run-in animation before that short “slide.”<br><div><br></div><div>Doesn’t really feel like it affect combos, I think all it really affects is you blocking after, say, a DP tag, since it feels like it makes Sakura’s run-in last the longest out of the cast…but that might just be me.</div>
What’s the start-up on standing lk? Is it 3 frames or 4 frames? I know that cr.lk got nerfed to 4 frames.<div><br></div><div>And what’s LK Tatsu on block? I heard somewhere that it’s -3, but it doesn’t feel like -3. More like -2/-1. I used LK tatsu on a Bryan player, and every time I did standing jab afterwards on block I got a counter-hit on him every time when he tried to go for a crouching jab. (This is version 2012 though)</div><div><br></div><div>…or are Bryan’s pokes really that slow?</div><div><br></div><div>And EX Tatsu feels + on block like in SF4. Not sure if it’s worth burning the meter for that sort of frame-trap though when you have other normals that have good frame advantage…it’s a decent get-in card I guess though.</div>
i play sakura as one of my mains
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<div class=“QuoteAuthor”><a href="/profile/55776/LordWilliam1234">LordWilliam1234</a> said:</div>
<div class=“QuoteText”>What’s the start-up on standing lk? Is it 3 frames or 4 frames? I know that cr.lk got nerfed to 4 frames.<div><br></div><div>And what’s LK Tatsu on block? I heard somewhere that it’s -3, but it doesn’t feel like -3. More like -2/-1. I used LK tatsu on a Bryan player, and every time I did standing jab afterwards on block I got a counter-hit on him every time when he tried to go for a crouching jab. (This is version 2012 though)</div><div><br></div><div>…or are Bryan’s pokes really that slow?</div><div><br></div><div>And EX Tatsu feels + on block like in SF4. Not sure if it’s worth burning the meter for that sort of frame-trap though when you have other normals that have good frame advantage…it’s a decent get-in card I guess though.</div></div>
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St.lk is 4 frames. cr.lk is 3 (in 2013). in 2012 st.lk is 3 frames. But Tatsu LK/MK/HK/EX is -4/-2/-3/+4. <br><br>I think he just had bad timing lol… his cr.lp has a 5 frame startup. Unless he was going for cr.mp I dunno why he would get hit out of it.<br>
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<div class=“QuoteAuthor”><a href="/profile/77455/KitL19">KitL19</a> said:</div><div class=“QuoteText”>
St.lk is 4 frames. cr.lk is 3 (in 2013). in 2012 st.lk is 3 frames. But Tatsu LK/MK/HK/EX is -4/-2/-3/+4. <br><br>I think he just had bad timing lol… his cr.lp has a 5 frame startup. Unless he was going for cr.mp I dunno why he would get hit out of it.<br></div>
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Oh, I thought it was cr.lk that got nerfed. Guess I read the changes wrong. #-o <div><br></div><div>But wow, -4 on block? That’s…horrid. So much for going for cr.hp xx lk tatsu when I mix it up between tick throws. I guess cr.hp xx EX tatsu is the better option then, even if it is a bar…hmm…</div><div><br></div><div>Perhaps doing a meaty tatsu on their wake-up could work then, assuming of course that LK tatsu has a decent amount of active frames (it has 6 in AE). If it has around AE active frames then it could make it at least even or better on guard. Question is if there are any set-ups for it…</div><div><br></div><div>Speaking of set-ups, you mentioned the set-ups for neutral jump cross-up HK tatsu. If you delay it slightly will it end up not crossing up?</div>
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<div class=“QuoteAuthor”><a href="/profile/55776/LordWilliam1234">LordWilliam1234</a> said:</div><div class=“QuoteText”><div>Perhaps doing a meaty tatsu on their wake-up could work then, assuming of course that LK tatsu has a decent amount of active frames (it has 6 in AE). If it has around AE active frames then it could make it at least even or better on guard. Question is if there are any set-ups for it…</div></div>
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Well, apparently if you forward dash, walk forward slightly and then LK tatsu, you can hit it meaty, but mid-screen the only thing you can follow-up with is super since you’re too far away to follow-up with anything else, since the moves that do reach aren’t fast enough and the moves that are fast enough don’t reach. This works well in the corner though.
Tatsu pressure wont come from LK tatsu because it’s really slow, and you can’t get much off of it unless it counter-hit’s, (which is risky), or your doing it during a combo. Your best bet for tatsu pressure is MK, or HK which can’t really be punished without a 3 frame uppercut, or command grab. Not worth the bar for EX tatsu either just to apply pressure which can be saved fro Ex Sho, Tags, or Alpha’s.