Psychoblue (talk | contribs) (Updated frame data for v2013) |
Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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| Cross Art **LC || qcf+MP+MK || H || 150+ || 12 || 2 || 46 || switch || -26 || - || 3 || - || - || 63 frames cinematic freeze before attack begins, Invulnerability frames 1-13 | | Cross Art **LC || qcf+MP+MK || H || 150+ || 12 || 2 || 46 || switch || -26 || - || 3 || - || - || 63 frames cinematic freeze before attack begins, Invulnerability frames 1-13 | ||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || H || 30 || 3 || 2 || 9 || +6 || +2 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Far MP || H || 42 || 7 || 3 || 20 || -2 || -6 || - || - | |||
|- | |||
| Far HP **LC || H || 63 || 8 || 3 || 31 || -9 || -14 || EX,SA,CA || - | |||
|- | |||
| Far LK || H || 30 || 4 || 2 || 11 || +4 || 0 || - || - | |||
|- | |||
| Far MK || H || 42 || 9 || 2 || 21 || -2 || -6 || - || - | |||
|- | |||
| Far HK || H || 63 || 10 || 3 || 27 || -5 || -10 || - || - | |||
|- | |||
| Close LP || H || 30 || 3 || 2 || 9 || +6 || 0 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Close MP **LC || H || 42 || 4 || 2 || 22 || -4 || -7 || EX,SA,CA || - | |||
|- | |||
| Close HP **LC || H || 63 || 3 || 4 || 33 || -11 || -17 || EX,SA,CA || Forces standing | |||
|- | |||
| Close LK **LC || H || 30 || 3 || 2 || 12 || +3 || -1 || - || - | |||
|- | |||
| Close MK || H || 42 || 4 || 3 || 24 || -6 || -10 || EX,SA,CA || - | |||
|- | |||
| Close HK || H || 63 || 6 || 3 || 27 || -4 || -10 || - || Does not float on airborne opponent | |||
|- | |||
| Crouch LP || H || 30 || 3 || 2 || 9 || +6 || +2 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Crouch MP **LC || H || 42 || 5 || 3 || 24 || -6 || -10 || EX,SA,CA || - | |||
|- | |||
| Crouch HP || H || 63 || 4 || 5 || 29 || -11 || -14 || EX,SA,CA || Forces standing | |||
|- | |||
| Crouch LK || L || 30 || 3 || 3 || 10 || +4 || 0 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Crouch MK || L || 42 || 5 || 4 || 22 || -5 || -9 || EX,SA,CA || - | |||
|- | |||
| Crouch HK || L || 63 || 7 || 3 || 33 || hard knockdown || -16 || - || - | |||
|} | |} | ||
Latest revision as of 18:32, 2 October 2023


Sakura
Ideal Team Position: 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 |
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


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 3 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Far MP | H | 60 | 7 | 3 | 15 | +3 | -1 | - | 2 | 1 | 1 | - | |
Far HP | H | 90 | 8 | 3 | 21 | +1 | -4 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Far LK | H | 30 | 4 | 2 | 11 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MK | H | 60 | 9 | 2 | 16 | +3 | -1 | - | 2 | 1 | 1 | - | |
Far HK | H | 90 | 10 | 3 | 18 | +4 | -1 | - | 3 | 1 | 1 | - | |
Close LP | H | 30 | 3 | 2 | 9 | +6 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Close MP **LC | H | 60 | 4 | 2 | 14 | +4 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 3 | 4 | 23 | -1 | -7 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Close LK **LC | H | 30 | 4 | 2 | 12 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close MK | H | 60 | 4 | 3 | 19 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 6 | 3 | 18 | float | -1 | - | 2 | 2 | 1 | Does not float on airborne opponent | |
Crouch LP | H | 30 | 3 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Crouch MP **LC | H | 60 | 5 | 3 | 19 | -1 | -5 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch HP | H | 90 | 4 | 5 | 20 | -2 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 3 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Crouch MK | L | 60 | 5 | 4 | 17 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch HK | L | 90 | 7 | 3 | 24 | hard knockdown | -7 | - | 1 | 1 | - | - | |
Jump Up LP | M | 40 | 3 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 4 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 5 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 4 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 5 | 8 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 6 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 7 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 4 | 5 | until ground+4 | +16 | +5 | SM,EX | 2 | 1 | 1 | Knockdown on airborne opponent | |
Jump Diagonal HP | M | 100 | 5 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 4 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 5 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 6 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 40,70 | 6 | 2,4 | 18+11 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-6, Resembles LP Shouoken |
Sailor Shot | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Choba Throw | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Flower Kick | f+MK | M | 70 | 15 | 2 | 19 | 0 | -4 | - | 2 | 1 | 1 | Knockdown on airborne opponent |
Hadouken | qcf+P | H | 50 | 16-26 | - | 26 | -3 | -7 | - | 3 | 4 | 0 | - |
Hadouken Lvl 2 | qcf+P (hold for 13-21 frames) | H | 70 | 27-35 | - | 26 | +4 | -1 | - | 3 | 4 | 0 | - |
Hadouken Lvl 3 | qcf+P (hold for 22 frames) | H | 90 | 40 | - | 24 | +6 | +1 | - | 3 | 4 | 0 | - |
Hadouken EX | qcf+PP | H | 50,50 | 16-26 | - | 26 | knockdown | 0 | - | 3,3 | 0,1 | 0 | - |
Hadouken EX Lvl 2 | qcf+PP (hold for 13-21 frames) | H | 60,60 | 27-35 | - | 26 | knockdown | 0 | - | 3,3 | 0,1 | 0 | - |
Hadouken EX Lvl 3 | qcf+PP (hold for 22 frames) | H | 70,75 | 40 | - | 27 | knockdown | -1 | - | 3,3 | 0,1 | 0 | - |
Shouoken LP | f,d,df+LP | H | 40,10 | 6 | 2,4 | 18+11 | knockdown | -11 | - | 3,3 | 1,3 | 0 | - |
Shouoken MP | f,d,df+MP | H | 60,10x3 | 7 | 2,2,2,8 | 22+11 | knockdown | -19 | - | 4,4,4,4 | 1,1,1,4 | 0 | - |
Shouoken HP | f,d,df+HP | H | 60,20x2,10x3 | 12 | 2,2,2,2,2,10 | 18+11 | knockdown | -17 | - | 6,6,6,6,6,6 | 1,1,1,1,1,6 | 0 | - |
Shouoken EX | f,d,df+PP | H | 10,20x2,10x5 | 12 | 2,4(19)2,2,2,2,2,10 | 18+11 | knockdown | -17 | - | 1,1,1,1,1,1,1,1 | 0,0,0,0,0,0,0,0 | 0 | Invulnerability frames 1-13 |
Shunpukyaku LK | qcb+LK | H | 40 | 22 | 6 | 15 | +4 | -4 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Shunpukyaku MK | qcb+MK | H | 30x2 | 17 | 3(8)6 | 18 | knockdown | -2 | - | 4,5 | 1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Shunpukyaku HK | qcb+HK | H | 30x3 | 12 | 3(6)3(6)4 | 21 | knockdown | -3 | - | 4,5,6 | 1,1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Shunpukyaku EX | qcb+KK | H | 20x3,30 | 13 | 3(6)3(6)4(12)3 | 14 | float | +5 | - | 4,5,6,0 | 1,1,1,0 | 0 | Chargeable: 51F for Super Art |
Shunpukyaku (Air) **LC | qcb+K (air) | H | 45x2 | 9 | 3(8)3 | until ground+8 | knockdown | +13 | - | 3 | 1 | 0 | - |
Shunpukyaku EX (Air) | qcb+KK (air) | H | 30x5 | 9 | 3(3)2(3)3(3)2(3)3 | until ground+4 | knockdown | -22 | - | 4,5,6,7,4 | 1,1,1,1,1 | 0 | - |
Sakura Otoshi | f,d,df+K | M | - | 16 | - | - | - | - | P | - | - | - | Button strength determines jump arc and distance |
Sakura Otoshi EX | f,d,df+KK | M | - | 16 | - | - | - | - | P | - | - | - | Tracks opponent |
P Follow-Up (vs grounded) | P during Sakura Otoshi | H | 60 | 4 | 3 | - | ground bounce | +5 | - | 4 | 1 | 0 | - |
P Follow-Up (vs airborne) | P during Sakura Otoshi, Up to 3 times | - | 40,20,70 | 4 | 3 | - | knockdown x2,hard knockdown | - | - | 4 | 1 | 0 | - |
P Follow-Up EX (vs grounded) | P during EX Sakura Otoshi | M | 60 | 4 | 3 | - | ground bounce | +5 | - | 4 | 1 | 0 | - |
P Follow-Up EX (vs airborne) | P during EX Sakura Otoshi, Up to 3 times | - | 50,50,100 | 4 | 3 | - | knockdown x2,hard knockdown | - | - | 4 | 1 | 0 | - |
Haru Ranman **LC | qcb+KKK | L,L,H | 30,30,270 | 6 | 4(6)4(10)4 | 31 | hard knockdown | -13 | - | 4,4,4 | 1,1,4 | - | 65 frames cinematic freeze before attack begins, Invulnerability frames 1-7 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 12 | 2 | 46 | switch | -26 | - | 3 | - | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-13 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 3 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable into light normal moves |
Far MP | H | 42 | 7 | 3 | 20 | -2 | -6 | - | - |
Far HP **LC | H | 63 | 8 | 3 | 31 | -9 | -14 | EX,SA,CA | - |
Far LK | H | 30 | 4 | 2 | 11 | +4 | 0 | - | - |
Far MK | H | 42 | 9 | 2 | 21 | -2 | -6 | - | - |
Far HK | H | 63 | 10 | 3 | 27 | -5 | -10 | - | - |
Close LP | H | 30 | 3 | 2 | 9 | +6 | 0 | - | Rapid fire cancelable into light normal moves |
Close MP **LC | H | 42 | 4 | 2 | 22 | -4 | -7 | EX,SA,CA | - |
Close HP **LC | H | 63 | 3 | 4 | 33 | -11 | -17 | EX,SA,CA | Forces standing |
Close LK **LC | H | 30 | 3 | 2 | 12 | +3 | -1 | - | - |
Close MK | H | 42 | 4 | 3 | 24 | -6 | -10 | EX,SA,CA | - |
Close HK | H | 63 | 6 | 3 | 27 | -4 | -10 | - | Does not float on airborne opponent |
Crouch LP | H | 30 | 3 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable into light normal moves |
Crouch MP **LC | H | 42 | 5 | 3 | 24 | -6 | -10 | EX,SA,CA | - |
Crouch HP | H | 63 | 4 | 5 | 29 | -11 | -14 | EX,SA,CA | Forces standing |
Crouch LK | L | 30 | 3 | 3 | 10 | +4 | 0 | - | Rapid fire cancelable into light normal moves |
Crouch MK | L | 42 | 5 | 4 | 22 | -5 | -9 | EX,SA,CA | - |
Crouch HK | L | 63 | 7 | 3 | 33 | hard knockdown | -16 | - | - |
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
- cl.HP xx qcb+LK, cl.HP xx qcb+LK, cr.LK xx dp+HP (313)
(0bar, midscreen, medium)
- cl.HP xx qcb+LK, cl.HP xx dp+LP, cl.HP xx qcb+MK, cr.HP xx dp+HP (387)
(0bar, corner, medium)
- cl.HP xx qcb+LK, cl.HP xx qcb+KK, j.HK, cl.HP xx dp+HK>P, cl.HP xx dp+HP (433)
(1bar, medium)
Hit Confirm Combos
- cr.LK, cr.LP, cr.MK xx dp+HP (199)
(0bar, hitconfirm, medium)
Post-Launch Combos
- cl.HP xx dp+HK>P, cl.HP xx dp+HP
(0bar, medium)
- cl.HP xx dp+HK>P>(delay) P, dp+LP, dp+MP
(0bar, easy)
- cl.MP, cl.HP xx qcb+LK, cr.HP xx dp+HP
(0bar, corner, easy)
Advanced Combos
- cl.HP xx qcb+LK, cl.HP xx qcb+KK, j.HK, cl.HP xx dp+HK>P, cl.HP xx dp+HP (433)
(1bar, medium)
Combos from LP Shououken
- dp+LP, cl.MP, cl.HP xx qcb+LK, cr.HP xx dp+HP
(0bar, corner, easy)
- dp+LP, cl.HP xx qcb+MK, cr.HP xx dp+HP
(0bar, corner, medium)
Combos Into Supers
- N/A