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HeartNana
02-05-2009, 10:30 PM
Normals:

Standing Normals:
:lp: - (25 damage, 50 stun damage) Sakura throws out her close hand for a quick jab. Range is slightly in front of her forward foot.
:mp: - (75 damage, 100 stun damage) Sakura throws out her far hand. Has slightly more range than her :lp:, which is roughly a half character length.
:hp: - (110 damage, 200 stun damage) Sakura throws out a long range punch with her far hand with 3/4 character's range. Good stun damage and overall damage.
close :hp: - (100 damage, 120 stun damage) Sakura takes both of her hands and swings them up hitting the opponent in the chin.
:lk: - (30 damage, 50 stun damage) Sakura does a quick kick at about shin height with her far foot for 2/3 character range.
:mk: - (75 damage, 100 stun damage) Sakura throws out her close foot at about chest height for almost a full character length.
:hk: - (110 damage, 200 stun damage) Sakura throws out her far foot for a little over a character length at about chest height.
close :hk: - (120 damage, 200 stun damage) Sakura kicks her close foot up as high as it goes

Crouching Normals:
:d::lp: (20 damage, 50 stun damage) - Sakura throws out her close arm in a crouching animation similar to her standing :lp:
:d::mp: (65 damage, 80 stun damage) - Sakura makes a fist and does a quick downward arc punch to the ground. About the same range as her standing MP.
:d::hp: (100 damage, 120 stun damage) - Sakura takes her close arm and punches straight up. Very short horizontal range, but excellent vertical range, and your standard anti-air move.
:d::lk: (20 damage, 50 stun damage) - Sakura takes her outward leg and extends it a bit. Slightly less range than her standing :lk:
:d::mk: (60 damage, 100 stun damage) - Sakura sticks her outward leg out even farther for about 3/4 character length.
:d::hk: (90 damage, 150 stun damage) - Sakura does a sweeping roundhouse kick with her far away foot. Has a full character length of range.

Jumping Normals:
:u::lp:: - (50 damage, 50 stun damage) Sakura sticks her outward arm straight in front of her with slight range.
:uf:/:ub::lp: - Same as above (damage, too), but at about a 45 degree angle downward.
:u::mp: - (80 damage, 100 stun damage) Sakura throws out a punch with her outward arm angling slightly downward.
:uf:/:ub::mp: - (80 damage, 100 stun damage) Sakura takes her far arm and throws a straight punch.
:u::hp: - (100 damage, 200 stun damage) Sakura does an air version of what looks like her :d::hp:
:uf:/:ub::mp: - (100 damage, 200 stun damage) Sakura takes her fists and punches straight down between her legs
:u::lk: - (30 damage, 50 stun damage) Sakura sticks her far away foot up in front of her higher than her head
:uf:/:ub::lk: - (30 damage, 50 stun damage) Sakura jumps with her close foot and kicks at a slightly downward angle. Can cross up.
:u::mk: - (70 damage, 100 stun damage) Sakura kicks with her close foot forward. Longest range of all her :u: moves.
:uf:/:ub::mk: - (70 damage, 100 stun damage) Sakura kicks down at about a 45 degree angle
:u::hk: - (100 damage, 200 stun damage) Sakura kicks with both of her feet down extended.
:uf:/:ub::hk: - (100 damage, 200 stun damage) Sakura puts one leg up, and kicks down with her other leg fully extended.

command normals:
:f::mk: - Flower Kick - (80 damage, 100 stun damage) Panty Shot overhead.

Focus attack:
:mp:+:mk: (uncharged) - (60 damage, 100 stun damage) Sakura jumps forward for a little less than character length and hits the opponent with her knees. She can jump over lows with this move, but when the move hits, she is considered to be grounded, even tho she looks like she's in the air. She can be thrown out of it like other focus attacks.
(charged) - (130 damage, 200 stun damage) Sakura crouches down on her hands and knees and then performs the same attack as above. Like all focus attacks, when fully charged, it becomes unblockable and stuns the opponent.

Specials:
:qcf:+:p: - Hadoken - (60 damage, 75 stun) Fireball, doesn't travel full screen. All versions goes about 4 character lengths and travel the same speed.
:qcf:+:p: (charge :p: (level 2) - Hadoken - (80 dmg, 100 stun dmg) - The fireball becomes a bit bigger, but travels slower and goes about 2.5 character lengths away.
:qcf:+:p: (charge :p: (level 3) - Hadoken - (120 damage, 150 stun) - The fireball becomes really slow moving and goes a little under 1 and a half character lengths.
:dp:+:p: - Shou'ou ken (Sho) - (:lp: ver - 2 hits, 105 damage, 100 stun damage, :mp: ver - 4 hits, 135 damage, 155 stun damage, :hp: ver - 6 hits, 155 damage, 200 stun damage) Sakura runs forward a bit before doing the uppercut portion of the move. :lp: version the uppercut comes out almost immediatly, :mp:, she runs forward a bit before the uppercut comes out, and :hp: version, she runs forward a bit further before the uppercut comes out.
:qcb:+:k: - Shunpuukyaku (Tatsu) - Hurricane kick.(:lp: ver - 1 hit, 60 damage, 100 stun damage, :mp: ver - 2 hits, 120 damage, 100 stun damage, :hp: ver - 3 hits, 180 damage, 150 stun damage) Generally pretty safe. The stronger the button, the higher she jumps, the further she goes horizontally, and the more hits she does.
(in air) :qcb:+:k: - Airborne Shunpuukyaku (Air Tatsu) - Air Hurricane Kick (50 damage, 50 stun) - She does her air hurricane kick, and depending where in her jump she is when you execute the move, her velocity changes.
:dp:+:k: (press :p: up to 3 times after hit for followup)- Sakura Otoshi (Spike) - (3 hits, 168 damage, 280 stun damage) Sakura jumps forward about 2 character lengths, and then you can push any :p: button while she's in the air, and she'll do an attack that spikes the opponent after the third hit. If you don't push any buttons when she does the move, she lands and has a really long recovery, but if you push a button, and even whiff the air attack, she lands without any recovery.

EX specials:
:qcf:+:2p: - Hadoken - (2 hits, 100 damage, 100 stun damage) does 2 hits and travels far, doesn't disappear.
:qcf:+:p: (charge :p: (level 2) - Hadoken - (2 hits, 120 dmg, 120 stun dmg) - The fireball travels the same speed as her EX fireball, but has higher damage.
:qcf:+:2p: (charge :p: (level 3)- Hadoken (2 hits, 140 damage, 150 stun damage) travels the same speed as her EX fireball, but has higher damage.
:dp:+:2p: - Shou'ou ken (Sho) - (8 hits, 200 damage, 280 stun) Sakura does 2 uppercuts instead of just one, a small one, followed by a larger one.
:qcb:+:2k: -Shunpuu Renkyaku (Tatsu) - (4 hits, 125 damage, 200 stun damage) Hurricane kick. The EX version can be comboed after quite a few normals (such as close :hp: and :d::mk:, and can combo into a a :dp::hp: , or her :qcb::qcb::3k: Ultra if you have meter.
:dp:+:2k: (press :p: up to 3 times after hit for followup)- Sakura Otoshi (Spike) - (3 hits, 168 damage, 280 stun damage) Sakura jumps to wherever the opponent is, great for punishing fireballs and other far away attacks.

Super - :qcb::qcb:+:k: - Haru Ichiban - (7 hits, 380 damage, 0 stun damage) Sakura does 6 low sweeping hits and advances forward before ending with her :hk:, which knocks down. Does good damage, main combo usage seems to be from her :dp::hp:.

Ultra - :qcb::qcb:+:3k: - Haru Ranman - (full revenge meter) (5 hits, 435 damage, 0 stun damage) Sakura does 2 sweeps that look like the start of her Haru Ichiban, and then a move that kicks up which looks like her close :hk:. If at least one sweep and the kick up hits the opponent, the kick up sends the opponent flying in the air, she jumps up, punches them down, and then stomps on them. If just the kick up hits, it does not continue into the cutscene and ends there.

Ok guys, if there's any problems, or anything else I should add, lemme know.

Sephiroth73003
02-06-2009, 08:04 AM
j. lk crossed up in a vid i watched recently at work try and find it later.

dumpsterdiver
02-06-2009, 10:01 AM
Hate to be picky, but can we include official names? Shoryuken should be Shou'ou ken, tatsu should be Shunpuu Renkyaku, and spike should be Sakura Otoshi (although still include the common name).

HeartNana
02-06-2009, 02:34 PM
Thank you, I didn't know them off the top of my head, so I just kinda threw whatever there, thanks for finding them for me.

Seph73003 - I saw that vid, too, i wasn't sure if it was j.lk or j.mk, so thanks for clearing that up!

Widget
02-07-2009, 12:27 AM
What does she generally use as anti-air?

HeartNana
02-07-2009, 07:01 AM
c.HP

Akiba
02-11-2009, 11:18 AM
Japanese guy Beating Sakura's Challenge Mode:

http://www.youtube.com/watch?v=yeDM-E8cufM

Sakura's Combos don't seem too hard...

UltraDavid
02-11-2009, 03:05 PM
Any idea if her focus attack is considered off the ground when she hits?

AlterGenesis
02-11-2009, 06:57 PM
Sakura can Tatsu in the air.

Akiba
02-11-2009, 11:59 PM
Any idea if her focus attack is considered off the ground when she hits?

hmm... not sure, I will make sure to check once i get the game

HeartNana
02-12-2009, 01:15 AM
Hey guys, updated the first post (took forever). Lemme know if there's anything else I should add. Thanks.

Ultradavid - I answered your Q in the first post. Yes, she is considered on the ground when it hits.

UltraDavid
02-12-2009, 09:37 AM
"she is considered to be grounded, even tho she's technically in the air"

You should probably change this to something like, "she is considered grounded even though it looks like she's in the air." The "technically" thing makes it a little confusing. Thanks, though!

Do you know you can hit her with far low attacks like Dhalsim's far crouching strong? After all, sometimes in fighting games characters get moves that make them look off the ground that they can use to get over low attacks even though they're still throwable.

Windsagio
02-12-2009, 10:42 PM
how'd you get the damage/stun numbers?

HeartNana
02-13-2009, 12:30 AM
windsagio - I used a wonderful thing called training mode.

Ultradavid - I fixed it up, lemme know if there's any other mistakes, thanks!

mynameisob3l
02-16-2009, 11:57 PM
awesome compilation nana, thanks

j0ns
02-17-2009, 11:41 AM
How good is her j. mk for crossups? It was godlike in A3 but I've been hearing stuff about her lk being the only one that works now?

GoDSh0t
02-17-2009, 01:30 PM
How good is her j. mk for crossups? It was godlike in A3 but I've been hearing stuff about her lk being the only one that works now?

doesn't cross up whatsoever

saetzero
02-18-2009, 12:04 PM
edited:

there is a middle fireball charge level

80 dmg, 100 stun dmg, goes about 2.5 characters in length, middle speed between the small one and the big ass one


theres also a middle charge level for ex fireball

120 dmg, 120 stun

crystalalien87
02-18-2009, 06:32 PM
not sure if this goes here but anyways...im doing the challenge mode where you have to do the combos....and i cant get the timing for the...
Focus attack-->c.mk-->ex shupukyaku-->ultra special
i can do the comob easily without the focus hit but once i try and add it in i can t get the ex shupukyaku to land.... between the focus punch and c.mk do i need to space the attack more or do it instantly?

maeda
02-18-2009, 06:41 PM
not sure if this goes here but anyways...im doing the challenge mode where you have to do the combos....and i cant get the timing for the...
Focus attack-->c.mk-->ex shupukyaku-->ultra special
i can do the comob easily without the focus hit but once i try and add it in i can t get the ex shupukyaku to land.... between the focus punch and c.mk do i need to space the attack more or do it instantly?

It kind of doesn't go here, but, since thats about the only thing I can do right so far in this game.. i'll field it. :D

Have you tried holding down-forward during the focus attack and then into the cr. MK? I found this makes it much easier to follow up with the EX Shunpuukyaku...

Timing the ultra.. now thats something I don't really have anything specific to say that would be of any help.

ZeroMH
02-18-2009, 07:13 PM
not sure if this goes here but anyways...im doing the challenge mode where you have to do the combos....and i cant get the timing for the...
Focus attack-->c.mk-->ex shupukyaku-->ultra special
i can do the comob easily without the focus hit but once i try and add it in i can t get the ex shupukyaku to land.... between the focus punch and c.mk do i need to space the attack more or do it instantly?

Are you dashing out of the focus attack? That's what I have to do to make it work right for me.

metrocitypizzaman
02-20-2009, 04:45 AM
Anybody know about some invincibility frames for Sakura? I think a few times I have ducked or gone through a hadouken with a EX Shou'ou ken.

Shin Akuma
02-20-2009, 05:44 AM
Is it just me or does Ryu & Ken's Hurricane Kick go through Sakura's uncharged Fireball? The same way that Ryu's Hurricane Kick can go through Guile's Sonic Boom in ST....

magus704
02-20-2009, 06:04 AM
Is there any move that Sakura can link after her overhead kick (f+MK)? I've been experimenting around in hopes I can find something that can follow up after it that's special cancellable so you can set-up a pretty decent high/low mixup game that will end in a combo if your opponent blocks the wrong way.

Dentron
02-20-2009, 08:18 AM
freakin heart nana is the research king.

tsukihimeblood
02-20-2009, 09:39 AM
Anybody know about some invincibility frames for Sakura? I think a few times I have ducked or gone through a hadouken with a EX Shou'ou ken.

I've definitely had the same thing happen. Don't know the specifics though :/

maeda
02-20-2009, 11:51 AM
EX SHOUOUKEN RULES!

If you even so much as see the Ryu Ultra animation just MASH EX Shouou, and it'll pass right through and nail him. o.O

Works for tiger shots, and regular fireballs as well.

Syxx573
02-23-2009, 01:17 AM
What moves have invicibility on startup? Anything other than ex dp?

HeartNana
02-23-2009, 02:50 AM
Ultra and EX DP as far as i know. Some of the hurricane kicks have invincibility, but I'm not sure if it's at startup or during it.

stryder37
02-23-2009, 07:06 AM
I have also gone through C viper's ultra with EX Shouoken as well.

Dentron
02-23-2009, 07:08 AM
i know you can hurricane through fireballs but after that im not sure.

pennylane
02-23-2009, 08:12 AM
Which tatsus can she use to go over fireballs? Does she just jump over them or actually go through them?

Dentron
02-23-2009, 08:21 AM
^they go through them, id have to test it when i get home but i know lk vers does...

ahkeentayway
03-01-2009, 06:23 PM
Hi, I picked up Sakura cause (with the exception of Otoshi) I found her moveset to be quite forgiving if you mess up on timing (Yeah, I'm not real good at SF4).

Anyway, I haven't come across anything anywhere about incorporating EX dash cancels into play.

Is there no use for them while playing Sakura? Cause the rest of the cast (Ryu especially) relies on them quite a bit.

TripleAgent
03-02-2009, 03:16 PM
Hi, I picked up Sakura cause (with the exception of Otoshi) I found her moveset to be quite forgiving if you mess up on timing (Yeah, I'm not real good at SF4).

Anyway, I haven't come across anything anywhere about incorporating EX dash cancels into play.

Is there no use for them while playing Sakura? Cause the rest of the cast (Ryu especially) relies on them quite a bit.

I'm no expert, but IMO, no. I rely on c. MK into X most of the time and her easy combo options. I just wish she had her dive kick and crossup c. MK, I think she'd go up a tier automatically...

silentoceanIV
03-02-2009, 04:30 PM
wow i definately have to put ex otoshi into action. No more hadoken war battles. but uh cant sakura's ex otoshi be knocked back by shoryukens?

AnarchoElk
03-02-2009, 06:14 PM
It's very fast, if you're in a hadoken war, you can EX otoshi as they hadouken, and you should catch them before they recover.

Xx Desperado
03-05-2009, 05:21 PM
Bump

cptrugged
03-16-2009, 12:46 PM
EX Shouken is definetly a solid move for her. One of the few things I've found to use on wakeup jumpins. It has solid inv frames.

GoDSh0t
03-16-2009, 01:25 PM
wow i definately have to put ex otoshi into action. No more hadoken war battles. but uh cant sakura's ex otoshi be knocked back by shoryukens?

When used around full screen the momentum of you traveling in the air is faster than their recovery. You have to have anticipated the hadouken if you want it to absolutely punish, too late and yes you run the risk of getting hit by a shoryuken. One setup I've used for ex otoshi is to ex hadouken full screen, follow up behind the hadouken 2-3 steps and when they jump, ex otoshi. Instant momentum.

tech master
03-20-2009, 09:20 PM
does anyone else jump in with a HP? it crosses up in weird ways sometimes. also if you jump and it looks like you're going for a typical cross up, hit the hp before a cross up and it works pretty well.

sandwichcookie
03-25-2009, 04:23 PM
Is it just me or does Ryu & Ken's Hurricane Kick go through Sakura's uncharged Fireball? The same way that Ryu's Hurricane Kick can go through Guile's Sonic Boom in ST....

yea, my fireballs all go straight trough hurricane kicks, even when fully charged, though that might've just been out of range.


edit: Oh yea, what do you do after the otoshi? I've gotten pretty good at baiting/anticipating projectiles, but what do I do next :) So far my standard after knocking someone down is to charge a fireball so they have to block when standing while I back the fuck up and go back to playing keep away.

Tuigi
03-26-2009, 02:25 PM
has anyone found a use for EX-Otoshi exept for the damage? it does not seem to have any other propreties that would make it different

Tresjin
03-26-2009, 02:30 PM
has anyone found a use for EX-Otoshi exept for the damage? it does not seem to have any other propreties that would make it differentThe fact that it automatically targets the opponent's current position, and takes the same amount of time to hit from anywhere on the screen, means using it to break up fireball wars makes her fly across the stage really fast.

kainzero
03-26-2009, 03:58 PM
edit: Oh yea, what do you do after the otoshi? I've gotten pretty good at baiting/anticipating projectiles, but what do I do next :) So far my standard after knocking someone down is to charge a fireball so they have to block when standing while I back the fuck up and go back to playing keep away.
j.lk crossup games, or overhead, or walk forward nj.hk

QxN
03-26-2009, 04:47 PM
has anyone found a use for EX-Otoshi exept for the damage? it does not seem to have any other propreties that would make it different

Damage on EX otoshi is the same as normal otoshi. And as DannyCat said, it has homing properties.

obey562
03-26-2009, 04:58 PM
has anyone found a use for EX-Otoshi exept for the damage? it does not seem to have any other propreties that would make it different

as said above, ex otoshi is great for fire ball wars. try to do it as soon as they throw a fireball and it usually catches them off guard. And it's pretty funny to see sakura fly across the screen so quickly haha

Tuigi
03-29-2009, 06:33 PM
i never realized it was homing since i always used it at the same range i would use a regular otoshi...nice find i ll definetly try it out

Murphy
04-07-2009, 08:53 AM
For the EX Sakura Otoshi (Spike) are you sure its + two kicks? When I try it I have to use the 3 kick button.

tech master
04-07-2009, 01:05 PM
all ex-moves are 2 buttons

shytzoo
04-07-2009, 01:09 PM
yea, my fireballs all go straight trough hurricane kicks, even when fully charged, though that might've just been out of range.


edit: Oh yea, what do you do after the otoshi? I've gotten pretty good at baiting/anticipating projectiles, but what do I do next :) So far my standard after knocking someone down is to charge a fireball so they have to block when standing while I back the fuck up and go back to playing keep away.

if EX otoshi-ing from the left i usually find myself ending up on their right after the otoshi. then i just jump over their body and immediately EX shouoken. this usually confuses people i play cause theyll be blocking expecting the attack from the right, but they end up getting nailed by the shouoken from the left. also i use the EX in case they anticipate it and/or try to throw, cause the invincible frames let me escape that and punish

Iduno
04-12-2009, 03:11 PM
Well dunno how useful this is, did a quick search of "sakura focus attack" and didn't come up with this so I'll just throw it out there.

While Sakura is charging the focus attack tatsumakis (hope I spelt that right, huricane kick if I didn't) actualy go over her, dunno if this happens with any other attacks though.

ZeroMH
04-12-2009, 04:11 PM
Yeah, you can go under a couple of attacks with it, most notably fireballs. I've been meaning to play around with it, actually, and see if I could get the timing down well enough to use it as a neverending fireball evasion technique (against certain characters, anyway). It might not be any better than a simple neutral jump for that purpose, but it's worth testing.

Capt FacePirate
04-16-2009, 01:10 PM
I know i saw it somewhere in the Sakura forum, but i can't find it so i'll just ask it here. What was her shortcut for the DP? I know you don't have to do the full f, d, df motion in SF4.... Was it df,df like Ken's? ...sorry if this is a stupid question :amazed:

obey562
04-16-2009, 08:11 PM
I know i saw it somewhere in the Sakura forum, but i can't find it so i'll just ask it here. What was her shortcut for the DP? I know you don't have to do the full f, d, df motion in SF4.... Was it df,df like Ken's? ...sorry if this is a stupid question :amazed:

:df::d::df:

great for linking c.hp -> DP

tpk tabris
04-17-2009, 11:09 AM
I kinda hate that it's that easy. Dummy input ftl.

QxN
04-17-2009, 05:01 PM
Yea really, I went to go play HD remix and man my shoryus just weren't coming out when I needed them.

pennylane
04-24-2009, 10:15 AM
There apparently are gameplay changes! In the main forum, people have found a few (Fei Long's chicken wing starts up slower or something, Zangief's lariat no longer hits low after the first rotation or something). Mr Wizard listed Gief's nerf, and he can't possibly make that stuff up (though it's possible he's wrong). I hope Sakura got some buffs. Keep an eye out!

Referring to this thread (http://forums.shoryuken.com/showthread.php?t=187326)

sandwichcookie
04-24-2009, 04:28 PM
someone mentioned the hitbox for j.lk was different. Can anyone confirm/deny?

Zaotsu
04-24-2009, 05:59 PM
Might just be the placebo effect, but it seems to be different. No actual data of course though. Its a bit easier IMO.

Was the hitbox changed to allow c.hp xx l.tatsu c.hp xx ex tatsu on Ken and Ryu?

Might just be odd for me since I can't perform it reliably on other characters anyways, but I remember the hit completely missing before, but that might just be my faulty memory.

BlueFlamingo
04-24-2009, 06:34 PM
I'm going to have to play with it more, but it does indeed seem a little easier.

Nitrocidal
04-24-2009, 09:10 PM
Online, against Ryu's and Kens I have been able to more reliably use the j.lk to cross up. However, as someone said earlier, I'm not sure if it's just my mind playing tricks on me. If this got better then that's great news.

I'll try the crossup from a few positions, stand and crouch, then delete the CE update and see if they still work.

On a different note, messing around in training mode, if you hit them into the EX tatsu in the corner, you can follow it up with j.HK instead of j.LK and still to the mixup. While it is a bit more noticeable, it does do a bit more damage and stun, and you can still control where you end up after. However, it does make it a lot more noticeable that you did reset them.

Hoeboe2k
04-24-2009, 09:25 PM
it'd be awesome if the j. lk had a larger hit box. It was soooo clunky before. Better yet, it'd be awesome if they just gave her back her mk cross up. I still am bitter over this.

Nitrocidal
04-24-2009, 09:34 PM
mk still doesn't cross, in like, any situation I've tried.

tovu
04-26-2009, 12:56 PM
have any of you guys whiffed a c.hp after a Neutral jump j.hk? I've had it whiff on me several times on different char's (Ryu, Blanka, Zangief)

AnarchoElk
04-27-2009, 08:40 AM
the problem is theres a lot of range on nj.HK, and not as much on c.H, so it can whiff if you connect if you aren't right next to the person. I dont know if it would whiff next to the person on the peoleyou indicated.

Nitrocidal
04-27-2009, 05:54 PM
I posted this in the 'Ultra' thread. But it seems relevant here as well.

I learned that if you trade hits with her cr.HP with a jump in (Or at least, some of Balrog's and Bison's), you can ultra immediately after and it will land.

Only tested on Balrog and Bison, however. The players weren't' able to block so I'm assuming they can't, but I'm not entirely sure on that.

If someone could check this and see if it actually works or if they can block it that'd be great.

Zaotsu
04-27-2009, 06:10 PM
Maybe they blocked high?

I just tried doing it against a training Ryu dummy who did j.HP followed by crouch block and it doesn't land.

slangus_wangus
04-27-2009, 10:41 PM
hey, can anyone try this?
can you juggle Anti air lp srk with with ultra?
i don't know...apparently you can juggle lp srk with an mp srk (or two if its AA)

i don;t have this game till it comes out on pc, and i can't try it at the arcades :(

Hidamarii
04-29-2009, 04:29 AM
I just did an EX Shouoken so I'd hit a Ken on Wakeup.

He decided to do his Ultra.

The EX Shou went through him and KO'd the Ken.

A lot of luck with the timing, normally I'd be toast.

Rabbit2k7
04-30-2009, 12:03 AM
So does Sakura have a crossup at all? I mean... sometimes I can get the j.lk to do it but for the most part I will get smashed if I try to pull it off. Sometimes j.hk, j.mk will do it but its not happening often enough.

shytzoo
04-30-2009, 06:40 AM
if youre able to get an EX tatsu off, instead of otoshi-ing or double shouokening do a j.lk, dash under and c.HP->(EX) tatsu and repeat... EX is in parentheses cause just in case you have no EX.

as for slangus... i honestly dont think so. i know the shouoken juggle is legit, but i dont think the ultra combos with the lp shouoken because of her recovery time (doesnt compare to ryu/kens shoryuken recovery time). but this is something ill have to test out for shnitzengiggle
(10 points who ever gets that movie reference)

HeartNana
04-30-2009, 06:43 AM
If you don't have EX, just do c.HP LK tatsu, standing LK, HK tatsu.

And Ultra doesn't combo against a falling opponent except after EX tatsu, I'm pretty sure. Maybe if a lvl 2/3 focus attack hits the opponent in the air in the corner, you can prolly do it, but i'm not even sure about that...

dark ballinjin2k
05-03-2009, 09:24 AM
not sure if this was mentioned already, but does the the :r: :mk: hit as an overhead, or do they have overhead hitting moves other than jump kicks for crouch opponents?

yellowperil
05-03-2009, 09:35 AM
not sure if this was mentioned already, but does the the :r: :mk: hit as an overhead, or do they have overhead hitting moves other than jump kicks for crouch opponents?

hits as an overhead, and if its a counterhit, you get a free c.lk

Nitrocidal
05-03-2009, 10:23 PM
standing lk doesn't cancel or link into EX Tatsu, does it?

I can get cr.HP xx LK tatsu, s.lk HK Tatsu easily., but is the timing for s.lk into EX different? Or is it not possible?

And, does anyone know where I can get Frame Data?

jdm714
05-03-2009, 10:30 PM
s.LK does link to EX Shunpukyaku.

Here is Frame Data for Sakura:
http://www.eventhubs.com/guides/2009/apr/18/sakuras-frame-data-street-fighter-4/
http://shoryuken.com/wiki/index.php/Sakura_(SFIV)#Frame_Data

beefchips
05-14-2009, 07:19 PM
What is the use of the move where you do a dp.k and she jumps up in the air and you mash the punch button? I can't figure out where to use it. It doesn't seem to have priority over anything and is hard as hell to land in the air let alone on the ground. Is there a use that I'm not seeing?

obey562
05-14-2009, 07:33 PM
What is the use of the move where you do a dp.k and she jumps up in the air and you mash the punch button? I can't figure out where to use it. It doesn't seem to have priority over anything and is hard as hell to land in the air let alone on the ground. Is there a use that I'm not seeing?

The EX version of this movie (Otoshi) is very effective at full screen. She jumps straight to her opponent which is useful in fireball wars :tup:

TheRetroKid
05-14-2009, 08:59 PM
What is the use of the move where you do a dp.k and she jumps up in the air and you mash the punch button? I can't figure out where to use it. It doesn't seem to have priority over anything and is hard as hell to land in the air let alone on the ground. Is there a use that I'm not seeing?

On reaction, it also beats out rufus' messiah kick, along with a few other special moves.

smashingme
05-16-2009, 07:01 AM
here's a damaging combo: light tatsu, mk , light tatsu, mk, light tatsu, c.hp, light tatsu, c.lk, ex tatsu, ultra

Zaotsu
05-16-2009, 04:35 PM
The ultra at the end of that combo is pointless. It's a complete waste to tack it on at the end.

Nitrocidal
05-17-2009, 02:41 AM
On reaction, it also beats out rufus' messiah kick, along with a few other special moves.

Normal Messiah Kick? If EX then awesome.

TheRetroKid
05-17-2009, 03:10 AM
Haven't tried it with the ex version, but it should work cuz when the fat man starts up the move, he spins harmelssly through the air. That's when you can get him wtb the otoshi.

Nitrocidal
05-17-2009, 03:45 AM
Ah, EX shouldn't work. It hits during that spin.

Still, I'm going to mess aroudn with this. I'll try it in matches vs my Rufus main friend.

dark ballinjin2k
05-18-2009, 06:02 PM
basically what i've gotten thus far w/questions in there.

> cross up
j.lk does cross up on crouch
three c.lk puts opponent in cross up range!
i don't believe j.f. hp crosses up, ever. tried it in training and it didn't fly.

>anti air
c.hp seems like an ineffective anti air? doesn't it seem to have low priority?
What is the use of j. hp? has anyone used it as an anti air 'fake' dp?

>fire ball war
what's the best recovery of a failed otoshi (spike)?
EX DP does a good job of going through fireballs (and hell) on start up
mk, hk, and EX k tatsus goes through (hops over) fireball but not lk

>focus man!
focus does duck under hurricane kick for a very small frame window, it has to be perfect. she has to be all the way down and he has to be in the middle of the kick
for a whiffed ex DP, focus dash on the second "up" of the DP works good into a throw and reduces the rape you'd get after they block your DP

>other
df,df,f +P will give you the DP shortcut, NOT df,df +P

"if youre able to get an EX tatsu off, instead of otoshi-ing or double shouokening do a j.lk, dash under and c.HP->(EX) tatsu and repeat... EX is in parentheses cause just in case you have no EX."
i've notice most ppl cop out of this with a throw or a honing dp. technically if you j.lp, you can hit the ground in time to focus and guard break when they land, but they never -not- throw or DP out of this :(

"here's a damaging combo: light tatsu, mk , light tatsu, mk, light tatsu, c.hp, light tatsu, c.lk, ex tatsu, ultra"
are those standing mk? i can't get that to work in training.

shytzoo
05-18-2009, 06:11 PM
ummm... c.HP is probably her best anti air... you can completely shut down jumpers with it... if youre not hitting, youre just not timing it right.

as for whiffed otoshis, i tend to mix between throwing and lp shouoken.

and for the EX tatsu cross under thing, i tend to avoid doing that to any character with dp style moves, or gief. cause theyll always win if they know what theyre doing. it seems a lot of people have caught onto sakuras mix up thing, so i only use that sparingly. id rather be safe and go for the otoshi, the double shouoken, or the ultra

Zaotsu
05-18-2009, 06:37 PM
I'm fairly certain that j. hp can cross up. It's very rare for it to happen, but I know I've seen it at least once or twice just messing around in arcade mode.

dark ballinjin2k
05-18-2009, 06:39 PM
It kind of doesn't go here, but, since thats about the only thing I can do right so far in this game.. i'll field it. :D

Have you tried holding down-forward during the focus attack and then into the cr. MK? I found this makes it much easier to follow up with the EX Shunpuukyaku...

Timing the ultra.. now thats something I don't really have anything specific to say that would be of any help.

On the ultra, resist the urge to move forward. Wait until they just over eye level before doing the ultra. When the animation pauses, they should be above head level.

shytzoo
05-18-2009, 06:59 PM
for those that dont wanna do the dash to ultra... heres the easiest way. if youre midscreen, just look... as soon as the opponents feet go up in the air, bust it... youll hit every time.... if its in the corner, wait till theyre at sakuras eye level

tovu
05-18-2009, 08:39 PM
http://forums.shoryuken.com/showthread.php?t=188786&highlight=damage+scale


If you guys havent read that its about the damage scaling in combos. I see a lot of ppl who FA when they Dizzy someone, and if you read that FA's count as two hits. Wouldn't it be better to not FA after a dizzy, whereas maybe you can do j.hk c.hp xx f.dp or ex tatsu instead?

Tresjin
05-18-2009, 08:54 PM
Possibly, except sometimes the extra damage provided by the FA outweighs the damage reduction of the rest of the combo.

shytzoo
05-18-2009, 09:08 PM
dont add the j.HK on a dizzied gief or any shoto... if they have any competency, theyll bust a reversal PD or shoryuken.

i just c.HP->ex tatsu dizzied targets... or i taunt them and let them recover, then beat them afterwards.. add insult to injury

ZeroMH
05-18-2009, 10:15 PM
Considering j.hk -> HP or c.HP is a combo, I don't think you'll have to worry about reversals....

codallenschmidt
05-18-2009, 10:49 PM
yeah u should be punished for it cause as said it is a combo but i will say id take out the j. hk because of the damage scaling can get really bad

dark ballinjin2k
05-19-2009, 07:21 AM
s.LK does link to EX Shunpukyaku.

Here is Frame Data for Sakura:
http://www.eventhubs.com/guides/2009/apr/18/sakuras-frame-data-street-fighter-4/
http://shoryuken.com/wiki/index.php/Sakura_(SFIV)#Frame_Data

this should be added to the first post imo

Edit: it says all fireballs have the same properties? i thought the l.p. fireball came out faster?

Hidamarii
05-19-2009, 05:01 PM
Considering j.hk -> HP or c.HP is a combo, I don't think you'll have to worry about reversals....
It's weird.

There's been a few times where I'll j.hk someone who's dizzy, and they'll recover and block before the c.hp. And I'm pretty certain it's not because I'm slow, because its a very easy link to make.

I don't know how or why it happens, but it's happened to me a few times now.

shytzoo
05-19-2009, 05:33 PM
i never have a problem with them blocking after the j.hk.... i just eat gief ultras... or shoryukens.... no other move does anything to me, and i KNOW im not slow on it cause i bust that combo all the time without fail.... so if EVERYtime i do it i eat a gief ultra, somethings wrong..... and even though its considered a combo, that ultra has priority

Destin
05-19-2009, 10:42 PM
You guys are doing it wrong, that shit is not only a natural combo, but almost always worth going for. FA on the other hands is rarely worth going for. Its just the nature of sakura.

Tresjin
05-19-2009, 11:09 PM
Maybe if you're hitting them too high with the jumping attack, the ground hits get blocked. Deep enough and it's a full combo every time.

shytzoo
05-20-2009, 01:22 AM
Maybe if you're hitting them too high with the jumping attack, the ground hits get blocked. Deep enough and it's a full combo every time.

this may be the answer... i just dont know why i eat gief ultras when i do this on dizzy giefs.... yet if i neutral jump fallen giefs, the combo works...

j0ns
06-23-2009, 03:17 AM
Nothing amazing but if you air ex tastu after a reg ex tatsu, depending on whether they quick stand or not you can start a mix up with low short after they rise. If you're near the corner it crosses up aswell. It's quite risky though, spesh if they have good reversals.

tovu
07-07-2009, 03:36 PM
are there any benefits to using an ex air tatsu instead of a reg air tatsu

Sugami
07-08-2009, 03:11 AM
EX Air Shunpuu looks funny :) I'm not sure about priority/invulnerability but the spin will not stop until she lands so you can do it from launch and she'll keep spinning those sexy legs of hers all the way up and back down :)

devilnem
07-08-2009, 04:03 AM
EX air tatsus travel farther and has more air time than regular air tatsus. It saved me from a few ultras.

rainscape
07-22-2009, 11:44 PM
I just noticed something strange. Not sure how useful it's going to be though. Sorry if it's been posted already.

You can use lk shunpu to "hop" over crouching enemies. It has to be done point blank, and it only works on certain characters. Basically you walk into your opponent's hit box and do an LK shunpu. The attack will hit as normal, but Sakura gets bumped over to the other side during the recovery frames. I haven't really tried it out in an actual match, but it might lead to a free combo if you can somehow pull it off on an unsuspecting opponent.

An ordinary lk shunpu input is sufficient, but you have to be careful to do it as close as possible to your target, and not to accidentally walk backward while doing the input, otherwise you won't cross over.

Works on (incomplete list):

Ryu,
Ken,
Akuma,
Vega (Claw)

Hidamarii
07-23-2009, 08:25 AM
I really don't know why

But I've used c.mp as anti-air a few times recently.

Crazykat
07-23-2009, 08:37 AM
I really don't know why

But I've used c.mp as anti-air a few times recently.

Against what kind of jump in? It would seem that it would result in a trade or kick to head against most people.

Hidamarii
07-23-2009, 08:53 AM
I really don't know, I've just pressed it without thinking a few times.

But it has stuffed a few of Ryu's j.rh and j.mk.

I wouldn't suggest it, I was just saying :3

Twist
07-30-2009, 07:21 PM
Sorry if it's already been posted around here, but I thought I'd point out this thread from the Ryu forum as it's a technique that also works for Sak: Jump-in Option Select (http://forums.shoryuken.com/showthread.php?t=194626).

1nce again
07-31-2009, 07:34 PM
Sorry if it's already been posted around here, but I thought I'd point out this thread from the Ryu forum as it's a technique that also works for Sak: Jump-in Option Select (http://forums.shoryuken.com/showthread.php?t=194626).

Yes, this is sweet. I'm still experimenting with the most beneficial characters and times to use this with Sak but it seems to definitely be another tool to add to Sakura's head fuck game.

BlueFlamingo
08-06-2009, 04:28 PM
Just FYI, I spent about an hour in training mode practicing a few things, and one of the few things I've found is that when your opponent is cornered, j.HP will cross up 100% if you if space it correctly.

It works on single every character, although some it feels a bit easier than others. I also seem to be able to hit those ambigous j.HP crossups midscreen against shotos than other characters.

There are also a few other things I have discovered character specific, but I'm just going to make one big post with pretty much everything I've figured out.

LunaKage
08-06-2009, 06:02 PM
Just FYI, I spent about an hour in training mode practicing a few things, and one of the few things I've found is that when your opponent is cornered, j.HP will cross up 100% if you if space it correctly.

It works on single every character, although some it feels a bit easier than others. I also seem to be able to hit those ambigous j.HP crossups midscreen against shotos than other characters.

There are also a few other things I have discovered character specific, but I'm just going to make one big post with pretty much everything I've figured out.

Good stuff blue, but I thought you gave up on Sakura.

BlueFlamingo
08-06-2009, 08:24 PM
im taking a different approach, I no longer feel guilty about using 2 characters.

Sugami
08-07-2009, 08:52 AM
Just FYI, I spent about an hour in training mode practicing a few things, and one of the few things I've found is that when your opponent is cornered, j.HP will cross up 100% if you if space it correctly.

It works on single every character, although some it feels a bit easier than others. I also seem to be able to hit those ambigous j.HP crossups midscreen against shotos than other characters.

You sure about that? It's not just hitting in front of them and landing behind them?

BlueFlamingo
08-07-2009, 09:39 AM
yes, i'm 100% sure. I got it to hit on every single character in the corner. You still have to use spacing however.

Sugami
08-07-2009, 11:17 AM
What's the required spacing? If they move forwards to block the cross-up will they block it or will the attack miss altogether?

That makes it even trickier to block then, since you can cross-up with two attacks, j.HP being ambiguous whether it does or doesn't and can also land behind regardless. Seems like a real mind-fuck :)

BlueFlamingo
08-07-2009, 04:32 PM
See, now you're starting to think outside the box :D

tech master
08-07-2009, 04:46 PM
hehe, i think i actually posted in this thread when the game first came out asking if anyone "crosses up with HP cuz it does in funky ass ways." i don't think anyone believed me and everyone said you can only cross up with lk or somethin.

edit: yup i did, post #41 lol

BlueFlamingo
08-07-2009, 05:37 PM
It has happened to everyone ambigiously since day one.... Just like randomly J.HK has as well. However when you actually test it everywhere the only place it is consistant is j.HP in the corner. I didn't see you post that, just that you had a random occurrence which is what anyone who has played her for more than an hour has had at least once.

tech master
08-07-2009, 06:24 PM
You're talking as if I was trying to steal your thunder or somethin? I just thought it was funny that nobody listened to me when i posted it.

It wasn't a random occurrence. I was probably the first person to even mention you can cross up with a j.hp. I didn't post that because i did it once. I posted it up because i did it several times in ONE training mode session. Maybe not in a row, but thats just a execution problem. Of course if you do it once, you can get it consistently as long as your knowledgeable of the spacing, timing, and situation. Its just common sense. I've dropped sakura and don't frequent SF4 forums at all, so im not trying to argue or anything.

I just found it funny that nobody took it seriously when i posted it like half a year ago, then you come in here talking about you can do it consistently. Of course if y ou practice you can do it consistently. Its a programmed game, I don't think it would ever just be something random. So clarifying that you can hit it 100% is just kinda pointless. Just about anything can be hit 100% if you put enough time practicing it.

edit: i admit though, i never mentioned it can be hit on every character frankly because i didnt know. So good job on that.

obey562
08-08-2009, 12:42 AM
You're talking as if I was trying to steal your thunder or somethin? I just thought it was funny that nobody listened to me when i posted it.

It wasn't a random occurrence. I was probably the first person to even mention you can cross up with a j.hp. I didn't post that because i did it once. I posted it up because i did it several times in ONE training mode session. Maybe not in a row, but thats just a execution problem. Of course if you do it once, you can get it consistently as long as your knowledgeable of the spacing, timing, and situation. Its just common sense. I've dropped sakura and don't frequent SF4 forums at all, so im not trying to argue or anything.

I just found it funny that nobody took it seriously when i posted it like half a year ago, then you come in here talking about you can do it consistently. Of course if y ou practice you can do it consistently. Its a programmed game, I don't think it would ever just be something random. So clarifying that you can hit it 100% is just kinda pointless. Just about anything can be hit 100% if you put enough time practicing it.

edit: i admit though, i never mentioned it can be hit on every character frankly because i didnt know. So good job on that.

i took it seriously. ive been using it ever since i read your post :)

Divinus
08-08-2009, 01:10 AM
I thought the crossup j.HP was common Sak knowledge...seriously. <.<

Same as the EX tatsu > HP SRK I posted awhile back. >.> (Though otoshi/reset/ultra is a way more viable option)

But thanks for the confirmation anyways. :D

Sugami
08-08-2009, 09:14 AM
I wonder if j.MK does the same since it has a knack for landing behind opponents in the corner.

Anyways j.HP seems to be the way to go for corner jump-ins, whether it crosses up or not isn't really any concern to us since a simple hit-confirm combo will point us in the right direction afterwards :) The other guy won't know which way to block due to the randomness.

EX Shunpuu > HP Shou was shown in the Sakura demo vid and later demonstrated by Justin Wong before the game was released :P

BlueFlamingo
08-08-2009, 03:07 PM
Nah it's not my thunder, and i'm not actually mad. But it's the corner confirmation that's the only "new" thing.

j.MK does not work, I tried that out while I was testing the j.HP.

ex shunpuu > HP shou is a waste :(

Twist
08-08-2009, 08:08 PM
This is probably old news to you guys but if you anticipate Akuma doing his far st.HK you can focus absorb the first hit then Sakura will duck underneath the second hit, and you can release to crumple him before his follow-up attack.

The timing is pretty tight, but I just thought I'd throw that out there in case someone finds it useful. I'd imagine that if he follows his st.HK with a throw then it'll get you before the FA hits :( ...

LunaKage
08-10-2009, 05:00 PM
im taking a different approach, I no longer feel guilty about using 2 characters.

I hear ya, I feel the same way

tovu
08-24-2009, 02:58 PM
i found a good tip for ppl who don't know the spacing for s.hk. the range is about a full life bar distance. So say opponent is standing at tip of his life bar, you wanna be at the other tip for max distance.

j0ns
08-26-2009, 01:07 AM
Idk if u guys knew but I was messin aroundin training and I found ex hado apparently has juggle properties. Not absolute (can't connect to ultra) but you can juggle the last 2 hits of hp shouken and reset them with tatsu. Not sure if there's much else unfortunatey..

yimon
08-26-2009, 02:20 AM
Oh thanks, I'll have to try that until I get home from work -.-

Sugami
08-26-2009, 03:21 AM
Huh? Not sure I understand what you're saying.

You can FADC an EX Hadouken then catch them with the end of a HP Shou if you're quick enough. Think the last 3 hits can juggle, first 3 can't.

If you try to EX Hadouken across the screen and catch them with an EX Otoshi as the Hadouken hits you'll only get one of the hits from the EX Hadouken (not really sure why). Obviously the Otoshi is hitting before the second hit, I'm also positive Otoshi has juggle properties so theoretically if timed right you should be able to get both hits from the EX Hadouken unless the last one leaves them unhittable/unjugglable.

j0ns
08-26-2009, 07:17 AM
Nah, both hits from ex hado have juggle properties. Like you said if you go full screen and fire an ex hado and then throw an ex otoshi you can otoshi them after the first hit. And from my other post you can also do ex hado fadc hp shouken where you can get both hits from the hado and the last few from the shouken (doesn't need an fadc after an ex otoshi btw).

I'm not too sure if otoshi leaves them in a juggle state. I tried ex otoshi in between the ex hado and got the first fireball to hit so I could let the other one keep going. Then I hit the first punch of otoshi and let the opp float but the fireball would never hit them. Even after 2 hits and the the dummy I was using was Sagat. Looks like another dead end :shake:

Sugami
08-26-2009, 11:19 AM
Seems like after the first hit of the Otoshi the only thing that can hit is the follow-up from Otoshi, huh.

Both hits of EX Hadouken can juggle, I wonder if you can follow up a Light Shou (that hits them out of the air) with an EX Hadouken.

Twist
09-13-2009, 07:42 AM
Hey guys, help me out with some maths :confused:

I was playing a Gief yeserday and I had great success using cr.LK, cr.LP, cr.HP xx LK shunpu as a block string after j.HK. Today I've looked at the frame data and cr.LP leaves you at +3 on block and cr.HP hits on the 4th frame. To me that looks like there's on a 1 frame window between the two so it really is unpunishable by SPD.

After using that block string if you immediately jump forward with j.LK you'll cross him up, so it puts you in a great position to make Gief guess what you're going to do afterwards. And of course if your jumpin hits then you can just do EX shunpu instead of LK.

I'm sure that j.HK, cl.HP xx LK shunpu would be safer if I could reliably link after it on hit - but sadly I can't :sad:

eiSH
09-13-2009, 10:05 AM
Hey guys, help me out with some maths :confused:

I was playing a Gief yeserday and I had great success using cr.LK, cr.LP, cr.HP xx LK shunpu as a block string after j.HK. Today I've looked at the frame data and cr.LP leaves you at +3 on block and cr.HP hits on the 4th frame. To me that looks like there's on a 1 frame window between the two so it really is unpunishable by SPD.

After using that block string if you immediately jump forward with j.LK you'll cross him up, so it puts you in a great position to make Gief guess what you're going to do afterwards. And of course if your jumpin hits then you can just do EX shunpu instead of LK.

I'm sure that j.HK, cl.HP xx LK shunpu would be safer if I could reliably link after it on hit - but sadly I can't :sad:...What's the problem? =\

Twist
09-13-2009, 05:15 PM
No problem - I just wanted to see if someone could point out some gaping hole in my logic. I know how unsafe blockstrings are in this game and to be honest it seems a little too good to be true.

It does seem to be character specific though as the LK shunpu will whiff on smaller characters unless you drop the cr.LK at the beginning.

eiSH
09-13-2009, 08:19 PM
No problem - I just wanted to see if someone could point out some gaping hole in my logic. I know how unsafe blockstrings are in this game and to be honest it seems a little too good to be true.

It does seem to be character specific though as the LK shunpu will whiff on smaller characters unless you drop the cr.LK at the beginning.Yes blockstrings are unsafe if there is a gap, but this one is completely fine. I haven't had any problems with short.Hurricane whiffing on any character =\ It should work on everyone.

Sugami
09-18-2009, 09:54 AM
Nah, both hits from ex hado have juggle properties.

Bringing this back from the dead to disprove this theory. EX Hadouken can only juggle with one of the two hits. Confirmed on hitting after a Light Shou (very top) and Air Shunpuu (in corner if done "right").

As it stands those are the only two ways of juggling with EX Hadouken and both are very iffy and it's not really worth it :P

(After EX Shunpuu doesn't count as a "juggle" since anything can hit and still not worth it anyways :P)

j0ns
09-18-2009, 10:43 AM
I don't get what you mean?

Like you said if you go full screen and fire an ex hado and then throw an ex otoshi you can otoshi them after the first hit (of the fb). And from my other post you can also do ex hado fadc hp shouken where you can get both hits from the hado and the last few from the shouken (doesn't need an fadc after an ex otoshi btw).I tested them and they both work. The hit of the fb is dependant on which move you do next, whether it's interrupting in between the fb or attacking straight after.

Sugami
09-18-2009, 02:06 PM
Well when you say something has juggle properties you mean it can hit as a juggle, not that it puts someone into a juggle because pretty much everything that knocks someone over does that :P

Getting an EX Hadouken to combo after an Air Shunpuu (corner) or Light Shou (if it's possible) will only have one of the hits land with the other going straight past.

j0ns
09-19-2009, 04:26 AM
ooooooooo I get you now, I guess my wording was wrong. What I meant was ex hado acts as a "launcher" :china:

Sugami
09-19-2009, 06:06 AM
Yeah, not a great one at that hehe :P

Kinda annoying as I thought it might make a good move to use after catching someone with a LP Shou in the air, much the same way Ryu does. Sadly you only get an extra 15 damage (over using HP Shou) for your troubles and EX bar, might as well use HP Shou since it's easier to land in those situations (other situations MP Shou is the only option).

Mr. Flowers
10-07-2009, 05:58 AM
Perhaps this has been discussed long before I joined but I want to talk about a particular move.

Sakura's J.hk overhead. Incase someone new doesn't know it this is when you are close to your opponent and you hit Rounhouse early as you jump forwards. This hits high and gets them because they are usually in crouching block (if they are not mashing srk).

Want I'm asking is what setups are there to use this. I love the move (especially on Boxer) but I can never spam it more than twice in a row on any person (I never try it more than once on a shoto).
The best option I have found so far is to do c.lk>c.lp>J.hk overhead instead of the usual c.lk>c.lp>throw mixup.

Twist
10-07-2009, 06:05 AM
Using j.HK as an instant overhead can be really good, but usually you want to jump backwards when you do it. If you do it jumping forwards then there's a good chance that even if it hits they'll have recovered in time to punish you as you land.

I like to use backward instant overhead j.HK on grabby guys like Gief and Abel if I think they're going to do a wakeup command grab - but as you say - not too often or they can punish you.

Mr. Flowers
10-08-2009, 12:08 PM
Does J.RH stuff flash kicks?
http://www.youtube.com/watch?v=_YKMedmTTUI

Skatan Milla
10-08-2009, 12:37 PM
Does J.RH stuff flash kicks?
http://www.youtube.com/watch?v=_YKMedmTTUI

I wouldn't be too surprised, it has a similar hitbox to Chun's j.RH which DOES stuff flashkicks = very nice!

shiori azuna
10-08-2009, 08:13 PM
Using j.HK as an instant overhead can be really good, but usually you want to jump backwards when you do it. If you do it jumping forwards then there's a good chance that even if it hits they'll have recovered in time to punish you as you land.

I like to use backward instant overhead j.HK on grabby guys like Gief and Abel if I think they're going to do a wakeup command grab - but as you say - not too often or they can punish you.

true sometimes i forget about sakura's jump backwards HK need to use that more thanks for the tip

Skatan Milla
10-11-2009, 07:24 AM
Has anyone tried using her lp sho and mp sho for whiffpunishment, they're 6f and 7f respectively.
I was playing around some with it at fridays gathering and it was working well for me, sometimes c.mk just won't reach but mp sho will, so that's where you want to use it.
Anyway, just wanted to throw that out there and see what people do with it!

Draykaden
10-29-2009, 08:45 AM
Does sakura have a safe jump? I've been in training mode trying to find the timing + an attack that will still connect when they stand and block but will allow me to land and block if they DP, but so far i can't do it. I thought i'd ask here as im somewhat... newer to using her.. Thx in advance~
~Latas~

Twist
10-29-2009, 02:47 PM
My understanding is that all characters have the same recovery on landing (4 frames) after attacking in the air. DPs hit on the 3rd frame so it's not that Sakura can't safe jump - it's just that DPs can't be safe jumped.

You should check out this thread: http://forums.shoryuken.com/showthread.php?t=180482

Draykaden
11-01-2009, 05:29 PM
well DP's can be safe jumped, I main cammy and play a really good balrog locally that can safe jump my Cannon spike on wakeup. As an update what i have found is that there is a timing, for jumping HP that will stuff lp DP from ryu and if he uses MP, FP, or Ex DP he whiffs and i land first and can cr.mk to DP. the timing is different per character, the only person i havent been able to land this on is cammy. But everyone else seems to have a timing to stuff or whiff the DP's I will due further testing to confirm every DP character with more specifics.

eiSH
11-01-2009, 05:41 PM
well DP's can be safe jumped, I main cammy and play a really good balrog locally that can safe jump my Cannon spike on wakeup. As an update what i have found is that there is a timing, for jumping HP that will stuff lp DP from ryu and if he uses MP, FP, or Ex DP he whiffs and i land first and can cr.mk to DP. the timing is different per character, the only person i havent been able to land this on is cammy. But everyone else seems to have a timing to stuff or whiff the DP's I will due further testing to confirm every DP character with more specifics.You might want to look into DPs a little closer =\ Ryu's is 3 Frames, Ken is 3 (Fierce), Akuma is 3, and I think Sagat's is 5. Cammy's is 5. Don't take my word on this as I've looked at the data a while ago, but not all DPs were created equal.

Sugami
11-02-2009, 03:42 AM
I've seen Cammy get SPD'd out of hers it's ridiculous x_x;;

Twist
12-14-2009, 04:28 AM
...Don't mind all the s.Shorts though; I dunno if I already explained, but I'm trying to come up with a comfortable way to confirm those into combos (and they work well for half assed block strings)...
So eiSH, did you ever come up with anything you're happy with? I've found that st.LK beats out a whole bunch of other character's pokes (blanka's cr.HP, gen's st.MK? ....) and sure you can buffer shouoken behind it but there's no chance of hit confirming.

And on an unrelated note I remember somewhere seeing someone do an EX shunpuu and then walking forward underneath the opp, resetting with cr.LK, then dashing back under to the original side for the next combo. I can't remember where I saw it and I finally got around to trying it out in training and I just can't get it to work. Does anyone know if there's a trick to it or if it's character specific etc...?

Sugami
12-14-2009, 06:29 AM
I can't buffer specials into light attacks, they come out regardless :( I blame stupid negative edge and super sensitive sanwa buttons...

Twist
12-14-2009, 06:54 AM
It's quite doable although you have to do it much quicker than a cancel from a medium or heavy attack. It's more of a shenanigan than anything else though since the risk:reward is stacked against you - on block you'll eat a full punish combo and on trade you're going to be eating more than the measly 30 damage you're dishing out :razzy:

Destin
12-14-2009, 07:42 AM
I can't buffer specials into light attacks, they come out regardless :( I blame stupid negative edge and super sensitive sanwa buttons...

I think I actually covered this in my thready thingy, but hold the button down to avoid the negative edge, changes it from impossible to totally doable.

eiSH
12-14-2009, 09:50 AM
So eiSH, did you ever come up with anything you're happy with?I pretty much just switched to c.Short s.Jab s.Short c.Jab link spams if I hit with anything I'll force a link into s.Jab -> c.Forward -> Shoryu. I think it's in the 3rd Strike section of my video -- similar to Genei Jin frame trap.

Sugami
12-14-2009, 10:19 AM
I think I actually covered this in my thready thingy, but hold the button down to avoid the negative edge, changes it from impossible to totally doable.

Yeah I need to do that with Seth's Sonic Boom > Teleport to stop the EX SRK from negative edge but I can never remember. Too many things to think about already, I'm not that street fighter-smart to do it :P

Seriously Negative Edge causes way more problems then it solves, always comes out when I don't want it and never when I do, wish they'd just give us the option to turn it off.

codallenschmidt
12-16-2009, 12:15 AM
i just found that sakura's overhead works as a meaty that will stuff srk's. thats amazing lol. im not sure if u guys already knew this but yeah it works, well at least against ryus im assuming that it works against the others as well. that means that u get to attack for free no matter what. oh and im not sure about ex srk's.

Twist
12-16-2009, 01:11 AM
All of Ryu's SRKs are invincible until they become active. There's no way you can stuff it from the front. Did you see the reversal indicator turn up on their side? I'd say they probably stuffed up their srk....

codallenschmidt
12-16-2009, 01:59 AM
but its not invincible on top. if your right next to him it should stuff it. go to training record ryu spamming uppercuts so u know he will do it on wake up and try it. i did the lp srk

Twist
12-16-2009, 02:05 PM
I gave it a go and couldn't get it to work. The best I could get was a trade from his LP srk. Perhaps I'm missing something - you should make a little video if you can. :tup:

My understanding is that he's completely invincible on startup (2 frames for LP, 4 frames for MP/HP, 16 frames for EX). The reason that we can stuff srk with crossup j.LK is because you're actually hitting him after the invincibility has worn off and because of your positioning you're avoiding his attacking hitbox but getting his hittable hitbox.

I'd be quite happy to be proven wrong though. :bgrin:

codallenschmidt
12-17-2009, 03:42 AM
yeah ill record it, its really hard timing i didnt get it to work often but i was happy when i did lol. its like how her jump in roundhouse stuffs srk's i think its hitting in the back of his head which isnt invincible. ill have it up tomorrow probably

codallenschmidt
12-17-2009, 12:31 PM
false alarm it doesnt work. what happened was that i didnt spam the srk enough with ryu so on wakeup there would be some time before he did the srk. well j hk still works lol

sandwichcookie
12-28-2009, 08:09 AM
When you cross up reset with j.hp after ex tatsu, is it character dependent? I was all excited when I figured out how to do it a few days ago, but then last night I was trying it on honda and I couldn't get sakura to land on the other side. I hopped into training mode and after a few dozen tries, I came to the conclusion that it only worked in corners and even then it wasn't as easy as it was to pull off on a shoto.

first of all, everyone knows what I'm talkin about right? after the ex shunpu launcher, walk forward until they've fallen to just about head height, then jump forward and hit fierce as soon as you can to catch them on the way down and when sakura lands, she's on the other side. Not the crazy, backwards jumping business from eish's video, its just a regular jump.

eiSH
12-28-2009, 09:15 AM
When you cross up reset with j.hp after ex tatsu, is it character dependent? I was all excited when I figured out how to do it a few days ago, but then last night I was trying it on honda and I couldn't get sakura to land on the other side. I hopped into training mode and after a few dozen tries, I came to the conclusion that it only worked in corners and even then it wasn't as easy as it was to pull off on a shoto.

first of all, everyone knows what I'm talkin about right? after the ex shunpu launcher, walk forward until they've fallen to just about head height, then jump forward and hit fierce as soon as you can to catch them on the way down and when sakura lands, she's on the other side. Not the crazy, backwards jumping business from eish's video, its just a regular jump.Won't the other guy land before you? o.O;

freetgy
12-28-2009, 09:58 AM
i think it easier/safer to jump forward lk reset + cross up with jump forward lk immediately afterwards.+ link into another cr.lk cr.lp.cr.hp + Special.

Range is optimal,works pretty well as far as i tried today with a bot.

HP is more a guess thing, but amidala used it today against me.

eiSH
12-28-2009, 10:26 AM
Would appreciate some help on the Capcom Unity boards =)

http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/22042793?sdb=1&post_num=1#382090457

Trying to get them to nerf the bigger character's mobility/speed in SSF4 or buff our speed :tup:

sandwichcookie
12-28-2009, 10:33 AM
Won't the other guy land before you? o.O;

nah, you pop them up and sakura lands first. even if you do it too soon and she lands on the frontside, she still lands first... I think so anyway..

Sugami
12-28-2009, 03:25 PM
When you cross up reset with j.hp after ex tatsu, is it character dependent? I was all excited when I figured out how to do it a few days ago, but then last night I was trying it on honda and I couldn't get sakura to land on the other side. I hopped into training mode and after a few dozen tries, I came to the conclusion that it only worked in corners and even then it wasn't as easy as it was to pull off on a shoto.

first of all, everyone knows what I'm talkin about right? after the ex shunpu launcher, walk forward until they've fallen to just about head height, then jump forward and hit fierce as soon as you can to catch them on the way down and when sakura lands, she's on the other side. Not the crazy, backwards jumping business from eish's video, its just a regular jump.

Hmm can't say I've tried it but doubt it works outside of corners. j.HK reset doesn't allow you to dash under bigger characters so it might suffer from the same fate.


Would appreciate some help on the Capcom Unity boards =)

http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/22042793?sdb=1&post_num=1#382090457

Trying to get them to nerf the bigger character's mobility/speed in SSF4 or buff our speed :tup:

Think that's a bit pointless sadly :(

1) Seems like Sakura (and possibly all old chars) have already been rebalanced
2) Capcom-unity is stupid :P

eiSH
12-29-2009, 04:36 PM
Working on a new video. Get hype =)

Kanta-Kun
12-29-2009, 05:12 PM
*gets hype*

Dogysamich
12-30-2009, 07:56 PM
Na see, what you need to do is MOVE your ass to the front page and vote for valle gettin his ass did in by sabre as the best match of the year.

Sugami
12-31-2009, 03:26 AM
Hehe I was going to mention that in the general discussion thread, pretty cool Sabre's match was nominated :)

Twist
01-07-2010, 09:53 PM
From the SSF4 new info thread:


sakuras 2nd ultra is called "shinku hadouken"

uh oh

codallenschmidt
01-07-2010, 10:05 PM
YEAH THE SHINKU HADOUKEN!!!!! I was watchin the live feed and someone almost picked her and then he didnt : ( but i did see shinku hadouken. just bait a jump in with some crapy fire ball lol.

codallenschmidt
01-07-2010, 10:07 PM
double post oops lol

Twist
01-07-2010, 10:18 PM
My guess would be that we'll never see ultra 1 ever again. :razzy:

I'm sure you'll be able to juggle with ultra 2 after EX shunpu and there might be other uses for it as well (like yeah anti-air). RIP old useless ultra.

codallenschmidt
01-07-2010, 10:22 PM
oh yeah im sure it will juggle right outa ex tatsu like the old one

Durxom
01-07-2010, 10:26 PM
Ok, this is probably my third day with SF4, and just trying to get the hang of everything, and I'm really having a fun time with Sakura, but for some reason I can't do her one move.

That being the Aerial Hurricane Kick, no matter what I do, I can never get the buttons to connect or something =/ because I can always get it when I land, but the input does go through when I'm in the air....

I can seem to do all the other specials, supers, and ultras and such. And not being able to do this one move is stopping me from advancing in her trials.

Is there some specific timing or something for it?..or am I somehow doing it wrong???
(I'm paying the PC version, so would it all be easier if I just bought a pad??)

codallenschmidt
01-07-2010, 10:35 PM
what do u mean by aerial hurrican kick. like jump up and do it? from what i can remember none of her challenges have u do that. but there is no real secret u just jump and do :qcb: :hk:

Twist
01-07-2010, 10:36 PM
There's no special timing or anything really, just jump and then do a normal hurricane kick while she's in the air.

Keep in mind that to pass the trial it's going to have to hit Dan, so jump forward and do the hurricane kick while she's on the way down.

Durxom
01-07-2010, 10:54 PM
That's exactly what I've been trying to do, on the ground, I can do the hurricane kick like theres no tomorrow, try and jump in the air and do it, and it never seems to read the input, and just ends up being a normal kick. =/ I just went and tried it again and still no luck.

codallenschmidt
01-07-2010, 11:11 PM
what kind of controller are u using

Durxom
01-07-2010, 11:39 PM
none, I have the PC version, using the keyboard =o

codallenschmidt
01-07-2010, 11:48 PM
and there is your problem lol. that just sounds so difficult. go buy a wired 360 controller or an arcade stick for either ps3 or 360 they both wil work

Twist
01-07-2010, 11:48 PM
Your best bet is probably to go into training mode and turn on input display and see what you're doing.

Random guess: Make sure that you're taking your finger off the down arrow before you press kick

Sugami
01-08-2010, 04:52 AM
My guess would be that we'll never see ultra 1 ever again. :razzy:

I'm sure you'll be able to juggle with ultra 2 after EX shunpu and there might be other uses for it as well (like yeah anti-air). RIP old useless ultra.

Well that's hardly fair, wasn't useless by any stretch of the imagination since you could easily combo off it off an EX Shunpuu. You want to talk about useless Ultra then look at Honda's and to a lesser extent Vega and Guile's.

Everything combos off an EX Shunpuu, the only reason it wouldn't is if it's so God damn slow it doesn't make it to them in time but then you could probably dash and do it anyways. I'm disappointed, we get Ryu's Super hand-me-down as an Ultra, as Cammy would say "How incredibly dull." It better be as epic looking as Dan's new Ultra with a touch of cuteness. Hopefully we'll see it soon.

eiSH
01-08-2010, 09:06 AM
Some computers/keyboards can only read a certain amount of inputs at a time. I think on my laptop that reaches 3-4 keys being pressed simultaneously. Do yourself a favor and buy a pelican adapter for PS2 or just plug your TE/SE stick in and try it. (PS3 TE/SE sticks need a driver to install, find it somewhere =\

Destin
01-08-2010, 01:09 PM
Vega's ultra is better than sakura's imho. I posted in the guide why in general you do not use Sakura's ultra that much, except after psychic tatsu for the most part, basically the damage isn't worth it. But vega's ultra IS useful. You don't see it hit much, but it mostly prevents fireballs, and punishes interesting things.. Think about if sakura had vega's ultra. She would be better, she could punish blanka ball easily for starters! Hell, sakura would be way better with guiles ultra too! And vega would be much better with sakura's ultra, so he could have SOMETHING with invul.

Still, I posted in the other section, having a powerful anti air will be helpful for her. Maybe you will be able to ex shunpu, no dash upwards ultra, then move in for a crossup on their wakeup. With pants.

Edit: I would much rather have sho sho sho though.

Sugami
01-08-2010, 02:28 PM
Vega can barely connect his off a Focus Attack and smart people will just be more careful with using projectiles and such but Sakura's is much easier to land. Vega's would probably be better if it was easier to do... It's not so much the Ultra itself but the Ultra paired with ways to land it, that's why Vega rarely gets to use his. I don't really see Guile's Ultra being any different to Haru Ranman in terms of application (assuming it was performed the same way), maybe just for the juggle properties but we don't have much to juggle with atm anyways :(

Best case scenario with Haru Ranman would be a c.HP xx EX Shunpuu > Haru Ranman punish, this suffers the same scaling (roughly) as Ryu's F+HP > SRK FADC > Metsu Hadouken and our Ultra does more damage than his.

Shinkuu Hadouken won't look very epic :( I'll be pissed if it doesn't look more epic than Ryu's Metsu Hadouken and she has to be cute when doing it! Can't stress the cuteness enough! :P

codallenschmidt
01-08-2010, 03:59 PM
i just want to see the shinkuu hadouken so bad lol.

Destin
01-08-2010, 04:01 PM
Vega can barely connect his off a Focus Attack and smart people will just be more careful with using projectiles and such but Sakura's is much easier to land. Vega's would probably be better if it was easier to do... It's not so much the Ultra itself but the Ultra paired with ways to land it, that's why Vega rarely gets to use his. I don't really see Guile's Ultra being any different to Haru Ranman in terms of application (assuming it was performed the same way), maybe just for the juggle properties but we don't have much to juggle with atm anyways :(

Best case scenario with Haru Ranman would be a c.HP xx EX Shunpuu > Haru Ranman punish, this suffers the same scaling (roughly) as Ryu's F+HP > SRK FADC > Metsu Hadouken and our Ultra does more damage than his.

Shinkuu Hadouken won't look very epic :( I'll be pissed if it doesn't look more epic than Ryu's Metsu Hadouken and she has to be cute when doing it! Can't stress the cuteness enough! :P

Best case senario is random ex hurricane into ultra, which is usually the only situation I found myself actually using sakura's ultra. The problem with it was, me having it didn't scare the opponent into doing anything differently. With vega's ultra, fireballs happen alot less often, which matters ALOT in some matches. What is sim going to do without fireballs? Once you get to 50% ultra that match gets alot easier.

Ryu's situation, f hp, cr.hp, srk ultra is more useful because he only gives up 2 meter. He gets roughly the same post combo rushdown. We have to give up stun and mixup to do ours.

Twist
01-08-2010, 04:10 PM
i just want to see the shinkuu hadouken so bad lol.

Just watch chun doing her 2nd ultra and imagine a school uniform :rofl:

codallenschmidt
01-08-2010, 04:35 PM
i think its gonna be better and cooler than that. oh and cody's second ultra is freakin amazing lol. cant wait to pick him up. all u gotta do is ex hurricane punch to ultra lol. freakin awesome!!!!

codallenschmidt
01-08-2010, 04:37 PM
and i agree with destin kinda. her ultra puts no fear to do anything in people. on ryu u stop jumping and and attacking as much on their wake up. although i would still say vegas is terrible and worse than saks

Takari
01-08-2010, 06:29 PM
http://www.youtube.com/watch?v=sWLXHbLc8DU&feature=channel

Shinkuu Hadoken @ :36. WATCH IT.

Twist
01-08-2010, 07:24 PM
That's cool that you can control the angle on it :Bgrin: I'm impressed that seems to go full screen too - I wasn't expecting that. Hooray for j.MK crossing up again!

codallenschmidt
01-08-2010, 10:42 PM
GET HYPE!!!!!! looks like we've got some of our wishes lol. the hadouken looks faster too. and if u cant control the angle of the shinkuu hadou that would just be sexy. oh im excited. it was great to see j mk cross over.

kay0ss
01-09-2010, 02:50 AM
Lookin' good. :>

Ultra II having different options = instantly dropping Haru Ranman. Haha

Crossover j.MK is sexy, too.

Sugami
01-09-2010, 04:20 AM
Best case senario is random ex hurricane into ultra, which is usually the only situation I found myself actually using sakura's ultra. The problem with it was, me having it didn't scare the opponent into doing anything differently. With vega's ultra, fireballs happen alot less often, which matters ALOT in some matches. What is sim going to do without fireballs? Once you get to 50% ultra that match gets alot easier.

Ryu's situation, f hp, cr.hp, srk ultra is more useful because he only gives up 2 meter. He gets roughly the same post combo rushdown. We have to give up stun and mixup to do ours.

I don't really consider that a scenario as we rarely (if ever) throw out random EX Shunpuu :rofl:

You have a point though, Sakura's Ultra mainly serves as a bigger damage boost to EX Shunpuu combos where Vega's will make certain characters stop doing shit. Still 1 EX bar for easy Ultra does not make a useless one in my opinion :P

Now we just need to know what kind of damage her Shinkuu Hadouken has and it best not be any less than Ryu's Metsu Hadouken, ideally shouldn't be any less than Haru Ranman with that being boosted in damage and given juggle properties.

freetgy
01-09-2010, 05:28 AM
well i hope j.mk cross up is more reliable than in SF4

j.mk cross up can be linked directly to cr.hp, there for it would make it much easier to keep them im mixup, and better DMG Scaling (because we don't need anymore to use cr.lp/lk for that)

Sugami
01-09-2010, 06:39 AM
Well j.LK could link into s.HP and c.HP, s.HP was easier being a frame quicker and I still found it easier than c.LK even though they come out the same speed. The hit boxes didn't look that great compared to say Ryu and Akuma's j.MK but it can't be any worse than j.LK.

Calling it, silliest FADC combo: FA2/3 back dash > HP Shou (late) FADC first hit > Upwards Shinkuu Hadouken :rofl:

Kanta-Kun
01-09-2010, 06:48 AM
Sugami, That combo was the first thing I thought of when i saw the Ultra xD

This is great, the mk cross-up makes me feel good.

Dogysamich
01-09-2010, 07:30 AM
so j.mk crossup is legit! Somebody needs to check and see if f.mk links into c.lk free again.

Cause if we get that back... ^_^

Sugami
01-09-2010, 08:10 AM
They best not shaft us with the damage on the Shinkuu Hadouken *shakes fist*. Ironically has two separate functions and will still have less uses than Ryu's Metsu Hadouken. Here's what I think we could use it for:

EX Shunpuu > Ultra
FA > Ultra
(where the similarities with Haru Ranman end)
AA (vertical)
Fireball trap
EX Hadouken FADC
Through a predicted fireball
EX Hadouken in corner (depends if recovery changed)
Air Shunpuu in corner (not consistant)

Left out the pointless FADC combos :P

freetgy
01-09-2010, 12:00 PM
well i really appreciate that ultra, it will keeps those nasty jump in spammers in bay.

cr.hp does this already pretty good, but an ultra with more dmg capability is always handy.

Sugami
01-09-2010, 12:38 PM
Another cool thing about Shinkuu Hadouken is you probably don't know what version she's doing until it comes out, so from mid range people can't really risk trying to jump over it incase you're firing it off at an angle. By the time they've seen it's regular horizontal version it'd be too late for them to jump and they'll have to take the chip. Only characters with moves that pass through fireballs for whatever reason will safely be able to avoid taking the risk (recovery seems pretty good too).

This might be quite handy against cross-up spammers, the type to try j.MK > c.LP x2, rinse repeat. After the c.LP x2 diagonal Shinkuu Hadouken to hopefully catch them, depends on how fast it comes out though, have a feeling you could probably jump over it at point blank.

freetgy
01-09-2010, 01:12 PM
what is the release date for SSF4 ?
Is a PC Version going to Come?

(Might have to buy a Xbox else 8/)

Well at least the Fightstick and Pads for PC also work on Xbox =)

codallenschmidt
01-09-2010, 02:45 PM
its supposed to come out in april now instead of march, and there will probably be no pc version or at least not yet. and next time for a question like this one put it in the red pantie addticts one.

Destin
01-10-2010, 04:51 AM
Actually I do throw out ex tatsus sometimes when expecting fireballs or occasionally cr mk's.

Anyhow, if the move combos better, it will likely be less damage. So either they will increase the damage on haru, or it will combo from less things. Otherwise, the only point of haru would be for the invul.

The thing for me is, if the position post ultra is better, especially if you can hit it high after ex tatsu, then it will be much more usable, setting up a decent crossup with jump mk afterwards. If sakura recovers at roughly the same time as the opponent, then it isn't as good. But still likely to be much better than haru.

Sugami
01-10-2010, 05:05 AM
If they don't increase the damage on Haru Ranman then it will probably become a useless Ultra unless Shinkuu Hadouken has completely pathetic damage. Shinkuu Hadouken does seem to have reasonably fast recovery too, being an Ultra it'll cause hard knockdown and she might have already recovered by the time they've hit the ground.

eiSH
01-10-2010, 07:18 AM
I'm quite pleased that Sakura's Hadou travels a lot faster now :tup: This coupled with her AA/Regular Shinkuu will help her out in a lot of matchups (i.e. Gief and Honda). I think Sakura could actually be a contending character now XD

As for Ultra damage, I'd rather have that they nerf all Ultra damage TBQH. Eating 60% Bar Damage just for getting hit by a random Ultra is not hype, it's horseshit -- and though rarely were the meters full when we watched the stream and new videos of new Ultras -- I hope the damage is similar for the sake of losing the stigma: It's ok to be losing the round as long as I have an Ultra that will win the game for me. (Win for Losing Tactic.)

I think this will be the hardest thing to accept (if true) especially for the Sakura board since we all wanted her to deal more damage =\ Nerfs are never welcomed by the masses, but I think this one if justly spread across the board is a well deserved one (think comparatively to when Sagat hit his Tiger Cannon and Rufus hitting his.. Gay Ultra which all did relatively shite damage compared to their SF4 Ultras XD

freetgy
01-10-2010, 07:51 AM
well i wouldn't mind if supers were stronger than ultra's, could be even more balanced since saving meter should be rewarded i think.
(while Ultra are often random and needs no real tactic.)

Sugami
01-10-2010, 08:03 AM
Rufus doesn't really need a new Ultra, it doesn't even juggle properly :rofl: Who'll use that crappy thing over Space Opera Symphony? Fa... Sagat is in the same boat as fatso, he doesn't need a new Ultra his does everything he could want pretty much. I think I read somewhere that it does more damage if it's charged longer *shrug*

I think it's fair to say some Ultras still do big damage, in which case Shinkuu Hadouken's damage should be comparitive to them and not do EX Shou damage >.> Shinkuu Hadouken should do Metsu Hadouken to Haru Ranman damage (hoping for higher end of that scale) with Haru Ranman being upped to Dan's Shissou Buraiken to Ken's Shinryuken damage (again hoping higher end of the scale :P).

codallenschmidt
01-15-2010, 08:54 PM
so did you guys know she is also gonna have a shinku hadouken super as well as the ultra. which means she will have 2 supers. one more thing to make her a little more dangerous. good stuff

Sugami
01-16-2010, 05:04 AM
What? Has that actually been confirmed? Just sounds silly to me :P

codallenschmidt
01-16-2010, 08:17 PM
i read it on eventhubs.com which is pretty reliable so it is probably be true

Kanta-Kun
01-17-2010, 04:48 AM
It's not true I think.

The original rumor said she had two supers and that the new one was Shinku hadoken, this might have just been a miswording from the original posting, since Shinku Hadoken turned out to be her Ultra after all.

sandwichcookie
01-17-2010, 07:35 AM
how is the angle controlled on her shinku hadoken? It can't be the button you press, since it's all 3..

Sugami
01-17-2010, 08:17 AM
No idea, only people who looked at her move list would know :( Might need an additional directional input during the Ultra flash, or maybe you do a different rotation, e.g. QCFx2 = diagonally upwards, QCBx2 = horizontal.

Blanka has something similar with his "Cry of the Earth", any idea how he does his different versions?

It's a possibility they were thinking of giving her the Shinkuu Hadouken for an extra Super but some way along the line changed their minds and turned it into an Ultra. That or the guy just caught a glimpse of it and from prior knowledge of SF knows it's originally a Super and made the assumption.

codallenschmidt
01-17-2010, 08:46 AM
im still hopin we got it as a super too lol. just another way to make her better

Kanta-Kun
01-17-2010, 10:39 AM
I'm Imagining qcf x 2 + PPP is angled and KKK is straight.

Sugami
01-17-2010, 11:10 AM
That would make more sense but Capcom is above that :P

codallenschmidt
01-18-2010, 01:39 AM
at the tourney i went to today i talked to filipino champ and i guess justin wong, him, and some others got to play ssf4 for like 13 hours but he said that both the angled shinku and straight shinku will hit after ex tatsu so thats good to hear

Sugami
01-18-2010, 02:54 AM
Sweet, hehe, can choose how you want to hit them with it. Did they say how to do the different versions?

Kanta-Kun
01-18-2010, 11:13 AM
Allen, were you that guy that played against Eric Choi's Rufus?

codallenschmidt
01-18-2010, 06:28 PM
yes i was the guy who fought eric choi. and it hurt lol. and no he didnt say how u do the different ones. but im guessing its not gonna be a big difference so i dont really worry about it

Kanta-Kun
01-19-2010, 09:05 AM
GG man, I was getting frustrated on the other end of the internet -_-;

At least you went there and repped Sakura!

codallenschmidt
01-19-2010, 10:22 AM
lol thanks man. in that last round i started to get things together and then he busted out a combo i've never seen before. he poped me up with st hk, then he hit me with lv 1 focus dashed forward to ultra. i also played like 20 rounds against lilsicx66 who was the ken player and i took like 3 rounds on him. but man if someone knows the right distance and timing its impossible to see if they are gonna do a cross over tatsu or normal jump in. also he new the exact range for his cr. forward. but playing him made me learn some footsies so that was good

codallenschmidt
01-19-2010, 11:03 AM
also if you go to iplaywinner.com im also on the haunts vs the world stream about 2/3 of the way thru. its on the main page. in those matches he went 3-0 then 3-1 and then 3-2. i learned more and more each round lol

Sugami
01-19-2010, 11:40 AM
Haunts is a great player, you did well to take a few matches from him :tup:

Kanta-Kun
01-19-2010, 12:42 PM
yes, I saw that combo he pulled. Whoever was commentating (not FreelipinoChump) was going crazy because apparently that's his combo.

codallenschmidt
01-19-2010, 07:13 PM
what do u guys think about having the ex shou's start up decreased from 12 to 6. i dont see why it would over power anything. all it would do is make her have a more reliable reversal. as of now with 12 frames your opponent can pretty much do what he wants and not have to worry cause he will be able to block before u hit. also we already need to have 3 frames to make it remotely safe while all ryu has to do is his lp dp which is 3 frames. we need someway to keep our opponents honest. in other words they cant just jab us to death cause we cant do anything about it.

codallenschmidt
01-19-2010, 07:55 PM
oh another thing that i really havent seen is that on bigger characters if they jump in and u catch them with a lp shou u can actually mk otoshi to catch them in the air

Sugami
01-20-2010, 03:02 AM
I guess they gave it a slow startup to "compensate" for the invulnerability. It's essentially LP Shou + HP Shou so don't really see why the LP Shou part is slower than a regular LP Shou.

EX Jesus Kick seems to come out in 3 frames, so yeah, EX Shou should at least be as fast as LP Shou.

Skatan Milla
02-07-2010, 01:22 PM
Sakura's air tatsu can crossup against any character, that is all.