Marvel vs Capcom 2/Sakura: Difference between revisions

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{{MvC2Header}}
{{MVC2 Character Intro|char= Sakura|full=Sakura|short=SAK|content=
= Introduction =
== Introduction ==
[[image:MvC2sakura.png]]
The disciple to Ryu, Sakura has her powerful "Dark Sakura" (aka suntanned Sakura) form return to the franchise, although it takes three bars of meter to change into this form.
The disciple to Ryu, Sakura has her powerful "Dark Sakura" form return to the franchise, although it takes three bars of meter to change into this form.
----
= Colors =
First row: LP, HP, A1. Second row: LK, HK, A2.


[[Image:Mvc2-sakura.png]]
'''TO-DO''': Add frame data, as well as missing sprites
 
== Gameplay ==
= Moves List =
{{2 Column Flex|flex1=6|flex2=4
 
|content1=
== Normal Moves ==
{{Content Box|content='''Sakura''' is a shoto with a powerful alternate transformation in Dark Sakura mode. Her main strengths lies with Dark Sakura but it costs 3 meters just to access.
 
{{ProConTable
=== Command normals ===
|pros=
Flower kick (overhead): f + hk
* '''Good meterless damage:''' Sakura can take advantage of high tatsu damage on air combos.
 
* '''Dark Sakura:''' When playing as Dark Sakura, she is a significant threat capable of dealing high damage via beam super and stays evasive using her teleport.
== Special Moves ==
* '''Tatsu infinite:''' She can do the shoto tatsu infinite.
 
|cons=
=== As Regular Sakura ===
* '''Dark Sakura cost:''' 3 meters is a lot of resources just to access a character.
{{MvC3MoveListHeader}}
* '''Mediocre assists:''' No stand-out assist. Combine this with the cost of Dark Sakura and it can be tricky to fit her on a team.
{{MoveListRow | Shouoken
| {{qcf}} + {{p}}
|
| {{airok}}
}}
}}
{{MoveListRow | Hadouken
| {{qcb}} + {{p}}
|
| {{airok}}
}}
}}
{{MoveListRow | Shunpuu Kyaku
|content2=
| {{qcb}} + {{k}}
{{Content Box|content=
|  
<center><youtube>https://youtu.be/RLRnyIh0ktA?si=j89KE6KEXH5vXsWi</youtube></center>
| {{airok}}
}}
}}
{{MoveListFooter}}
=== As Dark Sakura ===
{{MvC3MoveListHeader}}
{{MoveListRow | Hadouken
| {{qcf}} + {{p}}
|
| {{airok}}
}}
}}
{{MoveListRow | Shunpuu Kyaku
| {{qcb}} + {{k}}
|
| {{airok}}
}}
}}
{{MoveListRow | Shouoken
| {{dp}} + {{p}}
|
| {{airok}}
}}
{{MoveListRow | Ashura Warp
| {{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} + {{hk}}
| N/A
| invincible Instant: can be looped.
}}
{{MoveListFooter}}


== Super Moves ==
== Character Summary ==
 
{{3 Column Flex
=== As Regular Sakura ===
|content1=
{{MvC3MoveListHeader}}
{{Content Box|header=Standard Special Moves |content=
{{MoveListRow | Shinkuu Hadouken
;Shouoken {{airok}}
| {{qcb}} + {{lp}} + {{hp}}
*{{qcf}}+{{p}}
|
;Hadouken {{airok}}
|
*{{qcb}}+{{p}}
;Shunpuu Kyaku {{airok}}
*{{qcb}}+{{k}}
}}
}}
{{MoveListRow | Midare Zakura
|content2=
| {{qcf}} + {{lp}} + {{hp}}
{{Content Box|header=Standard Hyper Combos |content=
|
;Midare Zakura
|
*{{qcf}}+{{lp}}+{{hp}}
;Shunkuu Hadouken
*{{qcb}}+{{lp}}+{{hp}}
;Haru Ichiban
*{{qcb}}+{{lk}}+{{hk}}
;Dark Sakura Transformation (3 meters)
*{{rdp}}+{{lk}}
}}
}}
{{MoveListRow | Haru Ichiban  
|content3=
| {{qcb}} + {{lk}} + {{hk}}
{{Content Box|header=Assist Types |content=
|
;Type α - Dash Type
|
*Assist: {{hp}} Shouoken
*Counter: {{hp}} Shouoken
*Combination: Haru Ichiban
;Type β - Projectile Type
*Assist: {{hp}} Hadouken
*Counter: {{hp}} Hadouken
*Combination: Shinkuu Hadouken
;Type γ - Expansion Type
*Assist: {{mk}} Shunpuu Kyaku
*Counter: {{mk}} Shunpuu Kyaku
*Combination: Midare Zakura
}}
}}
{{MoveListRow | Dark Sakura Transformation
| {{rdp}} + {{lk}}
| N/A
| Level 3.
| level3
}}
}}
{{MoveListFooter}}


=== As Evil Sakura ===
 
{{MvC3MoveListHeader}}
===Dark Sakura Summary===
{{MoveListRow | Shinkuu Hadouken  
{{3 Column Flex
| {{qcf}} + {{lp}} + {{hp}}
|content1=
|
{{Content Box|header=Dark Sakura Special Moves |content=
| [[file:mash.png]] Mash buttons for more damage.
;Shouoken{{airok}}
*{{dp}}+{{p}}
;Hadouken {{airok}}
*{{qcf}}+{{p}}
;Shunpuu Kyaku {{airok}}
*{{qcb}}+{{k}}
;Ashura Warp
*{{dp}}/{{rdp}}+{{lp}}{{hp}}/{{lk}}{{hk}}
}}
}}
{{MoveListRow | Midare Zakura
|content2=
| {{qcf}} + {{lk}} + {{hk}}
{{Content Box|header=Dark Sakura Hyper Combos |content=
|
;Shinkuu Hadouken
|
*{{qcf}}+{{lp}}+{{hp}}
;Midare Zakura
*{{qcf}}+{{lk}}+{{hk}}  
;Haru Ichiban
*{{qcb}}+{{lk}}+{{hk}}
;Shun Goku Satsu
*{{lp}}>{{lp}}>{{f}}>{{lk}}>{{hp}} {{throw}} (3 meters)
;Revert to Sakura (3 meters)
*{{rdp}}+{{lk}}
}}
}}
{{MoveListRow | Haru Ichiban
| {{qcb}} + {{lk}} + {{hk}}
|
|
}}
}}
{{MoveListRow | Raging Demon
| {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}}
|
| Unblockable. Level 3.
| level3
}}
{{MoveListRow | Transform to regular Sakura
| {{rdp}} + {{lk}}
| N/A
|
| level3
}}
{{MoveListFooter}}


== Assist Moves ==
== Moves List ==
{{MvC2CharacterAssists
  | [[file:hp.png]] Shouoken || Haru Ichiban| [[file:hp.png]] Shouoken | Preferred Assist. Can travel through projectiles. Don't call it after you transform to dark Sakura, you wont have the projectile shield anymore.
  | [[file:hp.png]] Hadouken || Shinkuu Hadouken | [[file:hp.png]] Hadouken |
  | [[file:mk.png]] Shunpuu Kyaku || Midare Zakura | [[file:mk.png]] Shunpuu Kyaku |
}}


= The Basics =
=== Assists ===
== Combos ==
{{MoveData
=== Sakura ===
|image=MVC2_Sakura_236p.png
|caption={{hp}} Shouoken
|name=Dash
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Shouoken
|TeamHyperCombo=Haru Ichiban
|description= Starts from the back of the screen. Can travel through projectiles, loses the projectile shield as Dark Sakura.
}}
}}<br>


-Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP/qcb + P
{{MoveData
|image=MVC2_Sakura_214p.png
|caption={{hp}} Hadouken
|name=Projectile
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Hadouken
|TeamHyperCombo=Shinkuu Hadouken
|description= Hadouken as an assist. Standard can function as an anti-air assist, Dark Sakura is a standard fireball assist.
}}
}}<br>


-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
{{MoveData
|image=MVC2_Sakura_214k.png
|caption={{mk}} Shunpuu Kyaku
|name=Expansion
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{mk}} Shunpuu Kyaku
|TeamHyperCombo=Midare Zakura
|description= Tatsu as an assist. A way to extend blockstrings for pressure.
}}
}}<br>


-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
=== Normal Moves ===
-When grounded, Sakura has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


-c.HK, c.LK (OTG) > c.HP /\ qcb + HK


Her main air combos. You may have to adjust timing and buttons depending on the height of the character to get the hurricane kick to connect.
==== Ground Normals ====


{{MoveData
|image= MVC2_Sakura_5LP.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.c.LK > c.LK XX qcf + LP XX qcb + KK
{{MoveData
|image= MVC2_Sakura_5MP.png
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.c.LK > c.LK XX qcf + LP XX qcb + PP
{{MoveData
|image= MVC2_Sakura_5HP.png
|image2= MVC2_Sakura_5HP_2.png
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Sakura_5LK.png
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + KK
{{MoveData
|image= MVC2_Sakura_5MK.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{launch}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HK \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + PP
{{MoveData
|image= MVC2_Sakura_5HK.png
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.s.HP XX qcf + PP
{{MoveData
|image= MVC2_Sakura_2LP.png
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-(Corner) Jump HK > qcb + HK \/ c.LP XX qcb + LP XX qcf + PP
{{MoveData
|image= MVC2_Sakura_2MP.png
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-(Corner) Jump HK > qcb + HK \/ c.LK > c.HP XX qcb + KK
{{MoveData
|image= MVC2_Sakura_2HP.png
|image2= MVC2_Sakura_2HP_2.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{launch}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Sakura_2LK.png
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Her main ways to land super.
{{MoveData
|image= MVC2_Sakura_2MK.png
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
|image= MVC2_Sakura_2HK.png
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP XX b,d,db + LK, (f,f, uf) /\ Jump LK > HK \/ d.s.LK > s.HK XX qcf + P XX qcf + PP
==== Air Normals ====
-When in the Normal Jump state, Sakura has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


Combo incorporating her transformation. Many capture and projectile assists will work for this combo.
{{MoveData
|image= MVC2_Sakura_J.LP.png
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


=== Dark Sakura ===
{{MoveData
|image= MVC2_Sakura_J.MP.png
|caption=  
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.s.HP XX qcf + KK
{{MoveData
|image= MVC2_Sakura_J.HP.png
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-On medium/large opponent Jump LK > LK \/ /\ Jump LP > LK XX f,d,df + LP
{{MoveData
|image= MVC2_Sakura_J.LK.png
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > LK \/ d.s.LP > Hold LK, press Start
{{MoveData
|image= MVC2_Sakura_J.MK.png
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP
{{MoveData
|image= MVC2_Sakura_J.HK.png
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
==== Command Normals ====


-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
{{MoveData
|image= MVC2_Sakura_6HK.png
|image2= MVC2_Storm_6HK_2.png
|caption=
|name=Flower Kick
|linkname=Flower Kick
|input={{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{high}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP
=== Universal Mechanics ===


-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Corner Jump LK > HK \/ d.s.LK > s.LP > s.HK XX qcf + P XX qcf + KK
{{MoveData
|image=
|caption=
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Mash throw.
}}
}}<br>


-Jump HP \/ d.c.LK > LK XX f,d,df + LP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.c.LK > c.LK XX qcf + HP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


== Strategies ==
{{MoveData
Learn how to use the "Shouoken".  
|image=
This attack can block most projectile moves, and can be used in the air.
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=  
|Special Property=  
|Cancel=  
|Adv. Hit=  
|Adv. Guard=
|Adv. Pushblock=
|description= {{hk}}
}}
}}


=== Special Moves ===
====Sakura Specials====
{{MoveData
|image= MVC2_Sakura_236p.png
|image2= MVC2_Sakura_j236p.png
|image3= MVC2_Sakura_236p_proj.png
|caption= Ground version
|caption2= Air version
|caption3= Projectile Shield
|name= Shouoken
|linkname= Shouoken
|input= {{qcf}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=Rushes forward before hitting the opponent multiple times. Has a projectile shield. {{lp}} goes half screen and has a quick bounce back on block, {{hp}} goes full screen and is more unsafe.
}}
}}<br>


Her air hurricane kick does lots of damage (15 pts per hit), similar to the other shotos, and changes her jump arc. Incorporate it in her air combos and jump ins whenever you can.
{{MoveData
|image= MVC2_Sakura_214p.png
|image2= MVC2_Sakura_214p_proj.png
|image3= MVC2_Sakura_j214p.png
|image4= MVC2_Sakura_j214p_proj.png
|caption= Ground Version
|caption2= Ground Fireball
|caption3= Air Version
|caption4= Air Fireball
|name= Hadouken
|linkname= Hadouken
|input= {{qcb}}+{{p}} {{airok}}
|input2=
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Big, chunky fireball shot at 45 degree angle. Upwards on the ground, downwards on the ground. Heavy version goes much further than light version.
}}
}}<br>


{{MoveData
|image= MVC2 Sakura 214k.png
|caption=
|name= Shunpuu Kyaku
|linkname= Shunpuu Kyaku
|input= {{qcb}}+{{k}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Shoto tatsu that goes in a rainbow arc. Heavy does more hits.
}}
}}<br>


Her supers in normal form are solid. The hadoken super is a good anti air as it has a fast startup. You can pair it with a good DHC to get around 50% damage off of an anti air. It's safe on block if the opponent blocks it in the air. A strange property of this super is that if another super flash occurs while she is performing the super, whether it be from your own DHC or the opponent's super, she will throw the remaining fireballs all at once. This means you cannot escape punishment by DHC if the opponent punishes the hadoken super with their own super.
====Dark Sakura Specials====
{{MoveData
|image= MVC2_Sakura_236p.png
|caption=
|name= Shouoken
|linkname= Shouoken
|input= {{qcf}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock=
|description=Same attack as regular Sak but loses projectile shield on the ground.
}}
}}<br>


{{MoveData
|image= MVC2_Sakura_Dark236p.png
|image2= MVC2_Sakura_j214p.png
|caption= Ground Version
|caption2= Air Version
|name= Hadouken
|linkname= Hadouken
|input= {{qcb}}+{{p}} {{airok}}
|input2=
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Fireball is horizontal on ground and more of a 30 degree angle in the air, quite useful.
}}
}}<br>


After her kick super connects fully, you can block or attack on the way down and the opponent cannot roll out of the way. A well timed j.HK can meaty their anti air attempt, but be wary of anti air assists. The last hit of the super does a lot of damage when unscaled by the rest of the super, so finding DHCs that allow the super to connect as high up as possible can give the super a damage boost.
{{MoveData
|image= MVC2 Sakura 214k.png
|caption=
|name= Shunpuu Kyaku
|linkname= Shunpuu Kyaku
|input= {{qcb}}+{{k}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock=
|description=Same as regular Sak.
}}
}}<br>


{{MoveData
|image=
|caption=
|name= Ashura Warp
|linkname= Ashura Warp
|input= {{dp}} or {{rdp}} + {{lp}}{{hp}} or {{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock=
|description=Instant teleport, completely invincible. {{p}} version goes further.
}}
}}<br>


Her autocombo super is pretty bad, as it has long startup and is hard to combo into. If you manage to land it, DHCing out of it during the autocombo will leave the opponent in an extended amount of hitstun, allowing any DHC you can think of to hit.
=== Hyper Combos ===
   
====Sakura Hypers====
{{MoveData
|image=
|caption=
|name= Midare Zakura
|linkname= Midare Zakura
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Autocombo super.
  }}
}}<br>


Dark Sakura is very good and can do tons of damage with her Hadouken superHowever, getting three levels without dying is a problem for her. If you want to build levels to become Evil, sj rh xx Shunpuu Kyaku works pretty well and is hard to catch. Dark Sakura and normal Sakura have the same normals, walk speed, damage, and health, but there are a few differences in her special moves.
{{MoveData
|image=
|caption=
|name= Shinkuu Hadouken
|linkname= Shinkuu Hadouken
|input= {{qcb}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit=  
|Adv. Guard= 
|Adv. Pushblock= 
|description= Several Fireballs at once.
}}
}}<br>


-Her dashes become more like Akuma's dashes, and are faster than her normal form's dashes.


-Shouoken has its input changed to f,d,df+P and loses its projectile shield on the ground. Sakura will always perform the uppercut at the end on hit or whiff, making it very unsafe. Overall, its inferior to normal Sakura's.
{{MoveData
|image=
|caption=
|name= Haru Ichiban
|linkname= Haru Ichiban
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Hadoken has its input changed to qcf+P and now travels straight on the ground. In the air, both versions travel faster and further than normal Sakura's, and cause flying screen when used in an air combo.


-She gets a better version of Akuma's teleport, as it has no startup or recovery. You can loop it to run away.
{{MoveData
|image= MVC2_Sakura_421LK.png
|caption=
|name= Dark Sakura Transformation
|linkname= Dark Sakura Transformation
|input= {{rdp}}+{{lk}} (3 meters)
|data=
{{AttackData-MVSC2
|Damage= 79
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= An unusual input for a super. Costs 3 bars but unlocks a very powerful version of Sakura. Can be done mid combo and even seems to have a little invincibility.
}}
}}<br>


-She loses her upwards hadoken super and gains a new horizontal hadoken super. This super does lots of damage, especially to assists, is mashable, and can OTG.  
====Dark Sakura Hypers====
{{MoveData
|image=
|caption=
|name= Shinkuu Hadouken
|linkname= Shinkuu Hadouken
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Her fireball super becomes a very strong horizontal beam super. Mash attack buttons to increase damage. Does good chip damage and destroys assists.
}}
}}<br>


-Her old qcf+PP super is now qcf+KK
{{MoveData
|image=
|caption=
|name= Midare Zakura
|linkname= Midare Zakura
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Autocombo super but the input has changed.
}}
}}<br>


-She gets raging demon, but you'd much rather spend the bar on her hadoken super as comboing into that super does about the same damage as a raging demon, except it costs only one bar.


= Advanced Strategy =
{{MoveData
|image=  
|caption=  
|name= Haru Ichiban
|linkname= Haru Ichiban
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


===Infinite and Juggles===
{{MoveData
Infinite: (corner only)
|image= MVC2_Sakura_Demon.png
|caption=
|name= Shun Goku Satsu
|linkname= Shun Goku Satsu
|input= {{lp}}>{{lp}}>{{f}}>{{lk}}>{{hp}} (3 meters)
|data=
{{AttackData-MVSC2
|Damage= 79
|Startup=
|Active=
|Recovery=
|Guard=  
|Special Property= {{throw}}
|Cancel=
|Adv. Hit=
|Adv. Guard= 
|Adv. Pushblock= 
|description= Raging demon.
}}
}}<br>


You need an assist to set this infinite up in most cases. Some good assists to set it up include: Gambit-A, Rouge-Y, Akuma-Y, Ken-Y, Zangief-A, Psylocke-A, and other assists that juggle at a low height. Having an assist that sets up low juggles with Sakura will greatly increase her combo options and damage.
{{MoveData
|image= MVC2_Sakura_421LK.png
|caption=
|name= Dark Sakura Transformation
|linkname= Dark Sakura Transformation
|input= {{rdp}}+{{lk}} (3 meters)
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Reverts back to Sakura. You probably don't want to do this.
}}
}}<br>


== Other ==


[j.lp > j.mk > j.hp xx qcb hk] xN
=== Colors ===
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


[[Image:Mvc2-sakura.png]]


You can end this infinite with qcb pp or launch. This infinite is similar to Ken's infinite, but is kind of tricky to keep up. You can do different variations to adjust height and spacing. They will be numbered for future reference.
[1]    j.lk xx qcb lk (2 hits)
[2]    j.lk > j.mk xx qcb lk (2 hits)
[3]    j.lp > j.hp xx qcb hk
[4]    j.lp > j.mp > j.hp xx qcb hk
[5]    j.lk > j.hk > qcb lk (2 hits)
[6]    j.lk > j.mk > j.hp xx qcb lk
[7]    j. qcb lk (2 hits)
[1] is useful for bringing them up from a low height to a higher one. [2] can be done to bring them up from an even lower height. Conversely, [3] brings them lower. [4] can be looped when they are at a high height, but whiffs if they are too low.
You can use variations of the infinite to do extended juggles and even infinites midscreen. How long you can combo depends heavily on the character size and weight, but you can usually end in launch or super regardless. Figuring out how long you can juggle each character is important because if you carry them to the corner you can continue with the corner infinite.
[5] or [6] can loop giant characters (Sentinel, Blackheart, Juggernaut, Hulk) mid screen with the option to launch with dash df.hk or super with qcb pp. [1] can usually be looped two times on midsize to large characters before ending in qcb pp. Smaller mid size characters you can only do [1] on once before you have to continue to [6] or launch. Certain characters require [7] in order to adjust them to the proper height before you can continue with [1] or [6]. Smaller characters are the most difficult to juggle, and you are best off launching in most cases.
It cannot be understated how good the infinite and juggle combos are for Sakura. Since they use her air tatsu these combos will do lots of damage, easily more than 60% on average defense characters. therefore, playing her with assists that help her set it up is key.
===Dark Sakura Transformation===
There is one way you can set up Sakura's infinite solo: Spend 3 bars and transform to dark Sakura mid combo!
cr.lp xx qcb lp xx rdp lk, j.lk > j.mk xx qcb lk [j.lp > j.mk > j.hp xx qcb hk] xN
This combo has very tight timing and is unlikely to be performed in a match situation. The key is to cancel the hadoken before she shouts out the move's name. You can also combo after the transform with a df.hk. Some other things you can do with the transformation is dhc out of it or even use it as a guard break in the corner with qcb hp xx rdp lk.


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]
[[Category:Sakura]]

Latest revision as of 12:38, 12 September 2024

Introduction

The disciple to Ryu, Sakura has her powerful "Dark Sakura" (aka suntanned Sakura) form return to the franchise, although it takes three bars of meter to change into this form.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Sakura is a shoto with a powerful alternate transformation in Dark Sakura mode. Her main strengths lies with Dark Sakura but it costs 3 meters just to access.

Strengths Weaknesses
  • Good meterless damage: Sakura can take advantage of high tatsu damage on air combos.
  • Dark Sakura: When playing as Dark Sakura, she is a significant threat capable of dealing high damage via beam super and stays evasive using her teleport.
  • Tatsu infinite: She can do the shoto tatsu infinite.
  • Dark Sakura cost: 3 meters is a lot of resources just to access a character.
  • Mediocre assists: No stand-out assist. Combine this with the cost of Dark Sakura and it can be tricky to fit her on a team.
MVC2 Sakura art.png

Character Summary

Standard Special Moves

Shouoken Airok.png
  • Qcf.png+P.png
Hadouken Airok.png
  • Qcb.png+P.png
Shunpuu Kyaku Airok.png
  • Qcb.png+K.png
Standard Hyper Combos

Midare Zakura
  • Qcf.png+Lp.png+Hp.png
Shunkuu Hadouken
  • Qcb.png+Lp.png+Hp.png
Haru Ichiban
  • Qcb.png+Lk.png+Hk.png
Dark Sakura Transformation (3 meters)
  • Rdp.png+Lk.png
Assist Types

Type α - Dash Type
  • Assist: Hp.png Shouoken
  • Counter: Hp.png Shouoken
  • Combination: Haru Ichiban
Type β - Projectile Type
  • Assist: Hp.png Hadouken
  • Counter: Hp.png Hadouken
  • Combination: Shinkuu Hadouken
Type γ - Expansion Type
  • Assist: Mk.png Shunpuu Kyaku
  • Counter: Mk.png Shunpuu Kyaku
  • Combination: Midare Zakura


Dark Sakura Summary

Dark Sakura Special Moves

ShouokenAirok.png
  • Dp.png+P.png
Hadouken Airok.png
  • Qcf.png+P.png
Shunpuu Kyaku Airok.png
  • Qcb.png+K.png
Ashura Warp
  • Dp.png/Rdp.png+Lp.pngHp.png/Lk.pngHk.png
Dark Sakura Hyper Combos

Shinkuu Hadouken
  • Qcf.png+Lp.png+Hp.png
Midare Zakura
  • Qcf.png+Lk.png+Hk.png
Haru Ichiban
  • Qcb.png+Lk.png+Hk.png
Shun Goku Satsu
  • Lp.png>Lp.png>F.png>Lk.png>Hp.png Throw.png (3 meters)
Revert to Sakura (3 meters)
  • Rdp.png+Lk.png

Moves List

Assists

Dash
Alpha.png
A1.png // A2.png
MVC2 Sakura 236p.png
Hp.png Shouoken
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Shouoken Haru Ichiban

Starts from the back of the screen. Can travel through projectiles, loses the projectile shield as Dark Sakura.


Projectile
Beta.png
A1.png // A2.png
MVC2 Sakura 214p.png
Hp.png Hadouken
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Hadouken Shinkuu Hadouken

Hadouken as an assist. Standard can function as an anti-air assist, Dark Sakura is a standard fireball assist.


Expansion
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Mk.png Shunpuu Kyaku Midare Zakura

Tatsu as an assist. A way to extend blockstrings for pressure.


Normal Moves

-When grounded, Sakura has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Sakura 5LP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Sakura 5MP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
MVC2 Sakura 5HP.png
MVC2 Sakura 5HP 2.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
MVC2 Sakura 5LK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Sakura 5MK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Heavy Kick
5Hk.png
MVC2 Sakura 5HK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
MVC2 Sakura 2LP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Sakura 2MP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
MVC2 Sakura 2HP.png
MVC2 Sakura 2HP 2.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Crouching Light Kick
2Lk.png
MVC2 Sakura 2LK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Sakura 2MK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
MVC2 Sakura 2HK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Normals

-When in the Normal Jump state, Sakura has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Air Light Punch
j.Lp.png
MVC2 Sakura J.LP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 Sakura J.MP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
MVC2 Sakura J.HP.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
MVC2 Sakura J.LK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 Sakura J.MK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
MVC2 Sakura J.HK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Flower Kick
F.png+Hk.png
MVC2 Sakura 6HK.png
MVC2 Storm 6HK 2.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
High.png - - - -


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash throw.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hk.png

Special Moves

Sakura Specials

Shouoken
Qcf.png+P.png Airok.png
MVC2 Sakura 236p.png
Ground version
MVC2 Sakura j236p.png
Air version
MVC2 Sakura 236p proj.png
Projectile Shield
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Rushes forward before hitting the opponent multiple times. Has a projectile shield. Lp.png goes half screen and has a quick bounce back on block, Hp.png goes full screen and is more unsafe.


Hadouken
Qcb.png+P.png Airok.png
MVC2 Sakura 214p.png
Ground Version
MVC2 Sakura 214p proj.png
Ground Fireball
MVC2 Sakura j214p.png
Air Version
MVC2 Sakura j214p proj.png
Air Fireball
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Big, chunky fireball shot at 45 degree angle. Upwards on the ground, downwards on the ground. Heavy version goes much further than light version.


Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shoto tatsu that goes in a rainbow arc. Heavy does more hits.


Dark Sakura Specials

Shouoken
Qcf.png+P.png Airok.png
MVC2 Sakura 236p.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Same attack as regular Sak but loses projectile shield on the ground.


Hadouken
Qcb.png+P.png Airok.png
MVC2 Sakura Dark236p.png
Ground Version
MVC2 Sakura j214p.png
Air Version
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Fireball is horizontal on ground and more of a 30 degree angle in the air, quite useful.


Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Same as regular Sak.


Ashura Warp
Dp.png or Rdp.png + Lp.pngHp.png or Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Instant teleport, completely invincible. P.png version goes further.


Hyper Combos

Sakura Hypers

Midare Zakura
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Autocombo super.


Shinkuu Hadouken
Qcb.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Several Fireballs at once.



Haru Ichiban
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Dark Sakura Transformation
Rdp.png+Lk.png (3 meters)
MVC2 Sakura 421LK.png
Damage Startup Active Recovery Guard
79 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

An unusual input for a super. Costs 3 bars but unlocks a very powerful version of Sakura. Can be done mid combo and even seems to have a little invincibility.


Dark Sakura Hypers

Shinkuu Hadouken
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Her fireball super becomes a very strong horizontal beam super. Mash attack buttons to increase damage. Does good chip damage and destroys assists.


Midare Zakura
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Autocombo super but the input has changed.



Haru Ichiban
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Shun Goku Satsu
Lp.png>Lp.png>F.png>Lk.png>Hp.png (3 meters)
MVC2 Sakura Demon.png
Damage Startup Active Recovery Guard
79 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw.png - - - -

Raging demon.


Dark Sakura Transformation
Rdp.png+Lk.png (3 meters)
MVC2 Sakura 421LK.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Reverts back to Sakura. You probably don't want to do this.


Other

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-sakura.png



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