Psychoblue (talk | contribs) No edit summary |
Psychoblue (talk | contribs) No edit summary |
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her partner so she can tag in and begin her plethora of frame traps and offensive pressure. | her partner so she can tag in and begin her plethora of frame traps and offensive pressure. | ||
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{{ProConTable | |||
|pros= | |||
+HP DP has a long block stun allowing for safe tag cancels | +HP DP has a long block stun allowing for safe tag cancels | ||
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+Long range on EX DP | +Long range on EX DP | ||
|cons=-Lacking on defense as her best anti-air, cr.HP, can be crossed up easily | |||
-Lacking on defense as her best anti-air, cr.HP, can be crossed up easily | |||
-Fireball has almost no zoning capabilities | -Fireball has almost no zoning capabilities | ||
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-Lacks reliable offensive tools, relying primarily on jabs | -Lacks reliable offensive tools, relying primarily on jabs | ||
{{{6}}} | |||
}} | }} | ||
==== Normal Attacks ==== | ==== Normal Attacks ==== |
Revision as of 16:23, 26 September 2023


{{SFxTCharacterHeader|Sakura|Sakura| Anchor
While her techniques imitate the trademark attacks of Shotos, you should not look at her as one. Her Hadoken is used not for zoning, but for pressure, as throwing her short-range, chargeable Hadoken gives her a wall of ki that she can use to protect herself while walking forward. Her DP is mostly used as a combo extender or for a safe tag option as he does not have the reversal utility that other DPs have. She is also in possession of strong lockdown ability thanks to her aerial Tatsu that starts quickly and has a large hitbox to ensure that she almost always gets a hit if she’s in the proper range. Adding to her aerial assault is the Sakura Otoshi, which is +5 on block and causes a ground bounce on counterhit, forcing the opponent to think carefully about trying to counter the initial animation. Her grounded LK Tatsu is can be oppressive if spaced correctly, and can be linked into normals for additional damage. Her main weakness is that in order to use all of these tools, she has to approach the opponent, and that can be difficult for her thanks to her own lack of defensive options to keep an opponent from doing the same. As such, it’s best to have her as an anchor character where the gap has already been cleared by her partner so she can tag in and begin her plethora of frame traps and offensive pressure. |
Strengths | Weaknesses |
---|---|
+HP DP has a long block stun allowing for safe tag cancels +Aerial Tatsu can act as a quasi-dive kick for further offense. Additionally, it comes out quickly and can win as an air-to-air, giving Sakura more combo opportunities. It is also +13 on block. +Close normals execute quickly, allowing her to take advantage of her frame advantageous moves to press offense + j.MP has high priority and causes a juggle state on regular hit, too for combos. Great air to air normal. +Far HK has great range and is a good tool to beat crouching medium kicks +the P followup to Sakura Otoshi (dp+K) can be +5 on block, and causes ground bounce on hit. +Long range on EX DP |
-Lacking on defense as her best anti-air, cr.HP, can be crossed up easily -Fireball has almost no zoning capabilities -Has trouble keeping opponents out -Main reversal, her EX DP, has a 12-frame startup and is easy to make whiff thanks to a very low hitbox. -Lacks reliable offensive tools, relying primarily on jabs {{{6}}} |
Normal Attacks

















Forces Standing














Forces Standing



























































Unique Attacks


Knockdown on airborne
Throws









Special Moves




can be charged to Lvl 3







Also possible ariborne





Can do 3 follow-up


Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
Combos Into Supers
- N/A