Plus, SFxT Sakura is so damn peppy. She fights and acts like a kid out there, it’s pretty refreshing.
As for teams, I really, really, really want to make Poison work. Poison as a battery with Sakura as my user and damage dealer, but Poison just doesn’t seem that good.
I might try point Sakura with Juri. They both have a ton of comboability and I am really digging SFxT Juri, she gets busy in this game.
I’m looking to put Sakura with Ryu or Kazuya at the moment. Funny how much my teams have changed within 3 days of having this game. Never saw myself playing as Ryu in any SF game and yet, here I am. Poison is okay but not great. Might come back to her if some stuff is discovered that makes her amazing but right now her anti airs suck unless youu do them really early and her non ex dp is garbage outside of combos and safe tagging.
Sakura/Ryu is probably going tto be my strongestt future team due to my playstyle and familiarity with the characters. Plus they will both have amazing combos and setups. But like I said, things may change a lot by then.
Just got done playing at a buddy’s house.
I got some bad news, Sakura got some major hitbox nerfs between IV and xT.
Remember her cl.Fp? The one that had a hitbox at her back shoulder and a really, really tall hitbox, even behind her? No longer has any active box behind her head.
c.Fp doesn’t control the same lateral space it diid in IV, neither does nj.Mp. Even The Heisman seems to have been trimmed down a bit.
How’s all that for a birthday present (it was the 15th when we were actually playing).
That being said, I was in no way upset with xT Sakura. Everything combos into everything else, on hit HP Sho is great for tag cancels, on block tag canceling it is safe from what I can tell, and Sakura does excellent damage.
A couple funny things we were playing with. From like half screen you can buffer your launcher in your stand roundhouse (which is fast as shit now, not CvS2 fast, but it’s fucking fast) and your launcher will hit.
That may be the case with manually buffering everybody’s launchers, honestly haven’t sat down with the retail release to figure out all the system details, but still, half screen launcher.
Edit: in case you were wondering (and on the off chance it wasn’t posted already), Sakura’s AC is the same as it was in the Alpha series, LP Sho.
I noticed that in one of the online videos too, looks like it has 5-6 start up frames (like SF4 cr.mk) seems like she is quite the zoning character this time round. Nice analysis on her, can’t wait for her to hit consoles:D
I currently play Poison/Nina, so I’ll probably just slide Sak into Poison’s slot. Also is cr.hp at least as fast as SF4? I can deal with hitbox nerfs but Poison’s 9 frame AA is killing me.
Played some Sakura at a friends house last weekend, and I don’t think her normals are as good as SF4. Played only matches and no lab time, but def felt different. Consistent with rest of game, cr. Fierce seemed crappier for AA and def has less horizontal range. Could not land cr lk cr lp cr hp against any of the cast I fought.
Pretty much my experience with c.fp as well.
I won’t get another shot at the game until next week, but hopefully I can get a moment on the station to test some other things out.
I really want to try to try and derive some framedata, see what I can put together in terms of combos and setups and see if we can tag cancel her AC for damage midscreen.
I landed a generic cr. lk, cr. lp, cr. mk xx DP ( I forget what strength) midscreen, I was able to hit another cr. MK xx DP. I was only able to do this once though, not sure if I was using the wrong strength for the first DP or if it’s just a really tight link. I also had alot of problem landing otoshi. They don’t seem to travel as far, might be a tight link also. LK otoshi, doesn’t really move at all and maybe can be used for high low mixups? Like I said, I only did some matches and no lab time. I actually liked how Guy played much more than Sakura, which is the exact opposite of AE. But of course, nothings final until Fall, just adding my own impressions.