Yeah. I think some of it is also attributed to me thinking that SF is so knockdown-setup/unblockable based that... its all I look for. Well, at least what I look for from my opponent, because I don't know any real setups aside from jump in with hp (which works, LOL). From what you've told me about playing Sakura, the only things I kept was 'use st.hk as a poke', 'ex tatsu -> ultra 1', 'uryo knockdown setup' and 'cr.hp if they jump'. I'd say 'don't jump' but LOL, I still do that without even thinking about it, :-). ...and basically, that is all I need to win matches. or its least, to put up a fight. The rest of the stuff I react to as we play. That's why I'm 'twitchy', especially when the game is slow. That's when the random tatsus come out or I start jumping, etc, the game can start picking up again, to the pace I like/used to play at. I will say that dealing with these many hard knockdown's and ambiguity of jump-in moves is probably the biggest challenge I've had to face in SF. In KOF, getting a hard knockdown rather is rather rare and obviously, with CD blow backs and escape rolls, getting a breather is a bit simpler.