K so as we know, Sak isn’t too good in this game and most of her game is based around resets. So let’s post some buffs that we think Sak needs for whenever Dash drops.
-Standing roundhouse needs quicker startup like from back in the alpha days. Most of her normals have slow start up and have no range whatsoever, so she doesn’t have much to poke or defend herself with. Also, make close st.rh be done by pressing back + rh. It’s just to good of a move to not be used as an anti air; there’s basically no use for it atm.
-RH tatsu needs to knock down because…there’s no reason it shouldn’t. None of the frames are cancellable and it leaves you with basically no frame advantage on hit (you’re not gonna do much with 2 frames). It does more dmg than shouken but shouken has more range, does more stun, links to super and causes knock down.
-EX Shouken should have ALL hits to connect. It’s space dependant but it’s dumb that if I go through a fireball with it, they eat the first 3 hits and can block the rest.
-Air tatsu is good for gettin out the corner like Ryu’s, but other than that it doesn’t have much use. It’s not even her best air to air move, so maybe a crossup hitbox would be nice. But ex tatsu is just completely useless. Make it so that she can get a juggle off it or something.
-Bring back j.mk as a cross up…they probably took it out because of her tatsu resets but it’s not like the jump in would be a free hit everytime. Decrease the hit stun so it has to be hit deep if you have to. I just don’t feel it’s just that she doesn’t have one. It’s hardly gonna be anything worse than Viper’s sjc bk’s or Rufus’ dive kick.
-Would it be too much to make lk otoshi an overhead? Just slightly increase the startup.
-And bring back these win poses! http://file.fcmgame.com/picture0320/sf/sfz/sfz149.gif http://file.fcmgame.com/picture0320/sf/sfz/sfz144.gif