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{{CvS2 Character Subnav|char=Sakura|short=Sakura}} | {{CvS2 Character Subnav|char=Sakura|short=Sakura}} | ||
<div> | <div> | ||
[[File:CVS2_Sakura_Data.png|right|500px]] | |||
== Story == | == Story == | ||
'''Sakura Kasugano''' is a Japanese high-school student with a fixation on her favorite fighter, Ryu. She lived a fairly normal high-school life, hanging out with her friends Hinata Wakaba and Natsu Ayuhara, until she saw Ryu fighting one day on the way home from school. She immediately became fascinated, and began training to fight like he does, emulating many of his techniques. She used her newfound skill to beat up the older kids who bully her and her friends, but eventually sets her sights on becoming Ryu's student. She frequently skips class to try and hunt him down, and on the way, has her own journey where she makes friends and enemies from around the world. Namely, she makes a rival in Karin Kanzuki. As she grows up from her childhood fixation on fighting and her idolization turned crush on Ryu, she often finds herself asking if fighting forever is truly a worthwhile use of ones life. | '''Sakura Kasugano''' is a Japanese high-school student with a fixation on her favorite fighter, Ryu. She lived a fairly normal high-school life, hanging out with her friends Hinata Wakaba and Natsu Ayuhara, until she saw Ryu fighting one day on the way home from school. She immediately became fascinated, and began training to fight like he does, emulating many of his techniques. She used her newfound skill to beat up the older kids who bully her and her friends, but eventually sets her sights on becoming Ryu's student. She frequently skips class to try and hunt him down, and on the way, has her own journey where she makes friends and enemies from around the world. Namely, she makes a rival in Karin Kanzuki. As she grows up from her childhood fixation on fighting and her idolization turned crush on Ryu, she often finds herself asking if fighting forever is truly a worthwhile use of ones life. | ||
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--------------------------- | --------------------------- | ||
'''Sakura''' is a top-tier powerhouse of a shoto, with some of the best neutral control in the game. She can control space with big buttons, great air mobility with her divekick and air Tatsus, and her incredible roll cancels. Once she gets meter, she can cash it out into big damage. Sakura is best in '''A-Groove'''. | '''Sakura''' is a top-tier powerhouse of a shoto, with some of the best neutral control in the game. She can control space with big buttons, great air mobility with her divekick and air Tatsus, and her incredible roll cancels. Once she gets meter, she can cash it out into big damage. Sakura is best in '''A-Groove'''. | ||
'''Difficulty''': Hard (A-Groove), Medium (Any other Groove)<br>'''Tier''': S | |||
|pros= | |pros= | ||
* '''Neutral:''' Sakura has incredibly powerful neutral options, from a suite of great buttons and pokes to useful mobility for repositioning and damaging anti-air ability | * '''Neutral:''' Sakura has incredibly powerful neutral options, from a suite of great buttons and pokes to useful mobility for repositioning and damaging anti-air ability | ||
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* '''Zoning:''' Without a true fireball or invincible reversal, Sakura struggles to zone opponents out without maintaining the range to utilize her powerful buttons, which is only about midrange | * '''Zoning:''' Without a true fireball or invincible reversal, Sakura struggles to zone opponents out without maintaining the range to utilize her powerful buttons, which is only about midrange | ||
* '''Execution:''' Between her Shoshosho being fast repetitive 623 motions, her 1 frame links from 214HK, fast cancels from her lights, and multiple specials that need roll cancelling, Sakura has to master some difficult execution to really shine | * '''Execution:''' Between her Shoshosho being fast repetitive 623 motions, her 1 frame links from 214HK, fast cancels from her lights, and multiple specials that need roll cancelling, Sakura has to master some difficult execution to really shine | ||
* '''Low Health:''' Very low health and stun means a few good hits can knock out her. | |||
}} | }} | ||
=== Players to Watch === | |||
{| class="wikitable" | |||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| YSK || Japan || A-Groove || Twitter: @yosuke0815 || The point character of YSK's dominant A-Yare (Sakura Bison Blanka) team. Plays with a decent amount of movement and tries to meter build. <br> [https://youtu.be/dyAI1fS32_M?t=92 Sample Match] | |||
|- | |||
| Uma || Japan || A-Groove || Twitter: @umaare || An OG player and an A-Yare team user. <br> [https://youtu.be/MPrMeTBEU5E Sample Match] | |||
|- | |||
| Yane || Japan || S-Groove || Twitter: @yanechudan || Being a skilled S-Groover, Yane is very well versed with making S-Sakura dominate neutral and is especially threatening with desperation mode. <br> [https://youtu.be/PeUNHW8Pu4M?t=11238 Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
== Normal Moves == | == Normal Moves == | ||
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| subtitle = {{Icon-Capcom|LP}} | | subtitle = {{Icon-Capcom|LP}} | ||
| damage = 200 | | damage = 200 | ||
| stun = | | stun = 2 | ||
| cancel = RF,SP,SU | | cancel = RF,SP,SU | ||
| guard = mid | | guard = mid | ||
Line 112: | Line 78: | ||
| invul = none | | invul = none | ||
| description = | | description = | ||
*. | *One of the best jabs in the game with a 2 frame start up and a massive +8 on contact. | ||
*Characters who can't duck Sakura's jab have a very hard time dealing with walk fwd jab similarly to Sagat, however the list of characters who can't crouch Sakura's jab is much shorter. | |||
*Can also be used as a quick emergency anti-air. | |||
}} | }} | ||
}} | }} | ||
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| subtitle = {{Icon-Capcom|MP}} | | subtitle = {{Icon-Capcom|MP}} | ||
| damage = 800 | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = SP,SU | | cancel = SP,SU | ||
| guard = mid | | guard = mid | ||
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| invul =none | | invul =none | ||
| description = | | description = | ||
* | *One of your main meterbuild tools. | ||
*Works as an anti-air in a similar vein to 5LP. | |||
*One of your main links from 5LP from farther away when cl.HP is out of reach. | |||
}} | }} | ||
}} | }} | ||
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| subtitle = {{Icon-Capcom|HP}} | | subtitle = {{Icon-Capcom|HP}} | ||
| damage =1200 | | damage =1200 | ||
| stun = | | stun = 12 | ||
| cancel = SU | | cancel = SU | ||
| guard = mid | | guard = mid | ||
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| invul =none | | invul =none | ||
| description = | | description = | ||
* | *Not super useful in any particular way. Can be used as an anti air similarly to her other stand punches but it does not do much as a poke or anything else. | ||
}} | }} | ||
}} | }} | ||
Line 189: | Line 163: | ||
| subtitle = {{Icon-Capcom|LK}} | | subtitle = {{Icon-Capcom|LK}} | ||
| damage = 300 | | damage = 300 | ||
| stun = | | stun = 3 | ||
| cancel = SP, SU | | cancel = SP, SU | ||
| guard = mid | | guard = mid | ||
Line 201: | Line 175: | ||
| invul = | | invul = | ||
| description = | | description = | ||
* | *Your main cancel into DP in combos. | ||
*The effectiveness of 5LK as a poke is slightly reduced as this is actually her close LK in Alpha 2, her far LK went much farther and acted as a better poke. Here, you can use it to throw out with little risk but the gimped range limits it to up-close interactions. | |||
}} | }} | ||
}} | }} | ||
Line 218: | Line 193: | ||
| subtitle = {{Icon-Capcom|MK}} | | subtitle = {{Icon-Capcom|MK}} | ||
| damage = 800 | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = SU | | cancel = SU | ||
| guard = mid | | guard = mid | ||
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| invul = none | | invul = none | ||
| description = | | description = | ||
*}} | *Useless normal. | ||
}} | |||
}} | }} | ||
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| subtitle = {{Icon-Capcom|HK}} | | subtitle = {{Icon-Capcom|HK}} | ||
| damage = 1000 | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = none | | cancel = none | ||
| guard = mid | | guard = mid | ||
Line 259: | Line 235: | ||
| invul = none | | invul = none | ||
| description = | | description = | ||
*Infamous button. This is your main poke in neutral for any given matchup. It has a ton of range and is safe on block, but more importantly is also safe on JD (it is around -2) so in most cases you're safe from punishment when using this move. | |||
*It is most effectively used at around max range. This way you can check any oncoming pokes without getting outsped by quicker shorter ranged pokes. | |||
}} | }} | ||
}} | }} | ||
Line 277: | Line 255: | ||
| subtitle = Close{{Icon-Capcom|MP}} | | subtitle = Close{{Icon-Capcom|MP}} | ||
| damage = 700 | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = SP,SU | | cancel = SP,SU | ||
| guard = mid | | guard = mid | ||
Line 289: | Line 267: | ||
| invul = none | | invul = none | ||
| description = | | description = | ||
* | * Mainly a meaty tool, does not do much outside of that. | ||
}} | }} | ||
}} | }} | ||
Line 311: | Line 289: | ||
| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|HP}} | | subtitle = Close{{Icon-Capcom|HP}} | ||
| damage = 1100 | | damage = 1100, 900 | ||
| stun = | | stun = 11, 9 | ||
| cancel = SP,SU; SU | | cancel = SP,SU; SU | ||
| guard = mid | | guard = mid | ||
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| invul = none | | invul = none | ||
| description = | | description = | ||
* | *Your much higher damage cancel into DP/super. 5LK is more common to see but cl.HP is the go-to for optimal damage. | ||
*Links from 2LP/5LP easily. | |||
*Also a great anti-crossup move as it hits above and slightly behind, so you can use it later than some other cl.HP anti-crossup type normals. | |||
}} | }} | ||
}} | }} | ||
Line 342: | Line 324: | ||
| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|HK}} | | subtitle = Close{{Icon-Capcom|HK}} | ||
| damage = 1200 | | damage = 1200, 1000 | ||
| stun = | | stun = 12, 10 | ||
| cancel = SP, SU; SU | | cancel = SP, SU; SU | ||
| guard = mid | | guard = mid | ||
Line 355: | Line 337: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
* | * Deals more damage than cl.HP at the cost of an extra startup frame. | ||
* Has a lot shorter range than cl.HP, so cl.HP is generally used for combos over this. | |||
* Can be used as an early up-close anti-air. It can't hit very anti-crossup like cl.HP can but it hits at an angle slightly in front. | |||
}} | }} | ||
Line 374: | Line 360: | ||
| subtitle = | | subtitle = | ||
| damage = 200 | | damage = 200 | ||
| stun = | | stun = 2 | ||
| cancel = RF, SP, SU | | cancel = RF, SP, SU | ||
| guard = mid | | guard = mid | ||
Line 386: | Line 372: | ||
| invul = none | | invul = none | ||
| description = | | description = | ||
* | * Great 2LP, it isn't 2-frame like 5LP but is still +7 on contact. You can link into many optimal cancel options easily. | ||
* Outside of its great frame advantage, 2LK is generally the preferred low button. | |||
}} | }} | ||
}} | }} | ||
Line 405: | Line 393: | ||
| subtitle = | | subtitle = | ||
| damage = 800 | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = SP,SU | | cancel = SP,SU | ||
| guard = mid | | guard = mid | ||
Line 417: | Line 405: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
* | * Decent low-crush normal, but can be tricky to actually stuff low pokes with it at times. | ||
* Sometimes used as a cancel on block into Hadoken or Tatsu. | |||
}} | }} | ||
}} | }} | ||
Line 436: | Line 426: | ||
| subtitle = | | subtitle = | ||
| damage = 1100, 800 | | damage = 1100, 800 | ||
| stun = | | stun = 11, 8 | ||
| cancel = SP,SU; SU | | cancel = SP,SU; SU | ||
| guard = mid | | guard = mid | ||
Line 448: | Line 438: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
* | * Also used as a cancel into DP/super if you are not sure if proximity distance is close enough. | ||
* Mainly used as one of your go-to anti-airs, similarly to other shoto 2HPs. | |||
}} | }} | ||
}} | }} | ||
Line 467: | Line 457: | ||
| subtitle = | | subtitle = | ||
| damage = 200 | | damage = 200 | ||
| stun = | | stun = 2 | ||
| cancel = RF, SP, SU | | cancel = RF, SP, SU | ||
| guard = low | | guard = low | ||
Line 479: | Line 469: | ||
| invul =N/A | | invul =N/A | ||
| description = | | description = | ||
* | * Your go-to combo starter and pressure tool. It is +3 which is not nearly as much as 2LK but it hits low. | ||
* Chains into itself and 5LK for a very easy BnB. | |||
}} | }} | ||
Line 497: | Line 489: | ||
| subtitle = | | subtitle = | ||
| damage = 700 | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = SU | | cancel = SU | ||
| guard = low | | guard = low | ||
Line 509: | Line 501: | ||
| invul =N/A | | invul =N/A | ||
| description = | | description = | ||
* | * A pretty decent poke in the vein of Ryu's iconic 2MK, but it's subtely worse. -8 on contact and no special cancel makes its utility much more limited | ||
* At max range is where this poke is best used, as the pushback makes the fact that it is -8 a nonfactor. 4 frame startup and a lot of range is still very valuable in CvS2 even if the poke is unsafe. | |||
}} | }} | ||
}} | }} | ||
Line 527: | Line 520: | ||
| subtitle = | | subtitle = | ||
| damage = 1000 | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = SU | | cancel = SU | ||
| guard = low | | guard = low | ||
Line 539: | Line 532: | ||
| invul = | | invul = | ||
| description = | | description = | ||
* | * A basic sweep, but has no special cancel so it is limited to long range punishes. | ||
}} | }} | ||
Line 558: | Line 551: | ||
| subtitle = | | subtitle = | ||
| damage = 500 | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = | ||
| guard = | | guard = | ||
Line 570: | Line 563: | ||
| invul = | | invul = | ||
| description = | | description = | ||
* | * Decent air-to-air, but is outclassed by j.LK. | ||
}} | |||
}} | }} | ||
Line 586: | Line 580: | ||
| subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|MP}} | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| damage = 800 | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = | | cancel = | ||
| guard = | | guard = | ||
Line 598: | Line 592: | ||
| invul = | | invul = | ||
| description = | | description = | ||
* | * Good to use as an instant jump anti-air. | ||
}} | }} | ||
}} | }} | ||
Line 614: | Line 608: | ||
| version = | | version = | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = | ||
| guard = | | guard = | ||
Line 627: | Line 621: | ||
| invul = | | invul = | ||
| description = | | description = | ||
* | * One of your main jump-ins. | ||
}} | }} | ||
}} | }} | ||
Line 644: | Line 638: | ||
| subtitle = | | subtitle = | ||
| damage = 400 | | damage = 400 | ||
| stun = | | stun = 4 | ||
| cancel = | | cancel = | ||
| guard = | | guard = | ||
Line 655: | Line 649: | ||
| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = | ||
* The hitbox doesn't do the incredible range of this move justice. this move gives sakura phenominal air to air and as a jump in, as it can let her jump in from 2/3 distance for no good reason. | |||
}} | }} | ||
}} | }} | ||
Line 670: | Line 664: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = | | cancel = | ||
| guard = | | guard = | ||
Line 684: | Line 678: | ||
| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = | ||
* Amazing cross-up normal, can hit extremely deep. Your go-to for left-right mixups. | |||
}} | |||
}} | }} | ||
Line 701: | Line 696: | ||
| subtitle = | | subtitle = | ||
| damage = 1000 | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = | ||
| guard = | | guard = | ||
Line 712: | Line 707: | ||
| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = | ||
* Your other go-to jump-in from close range, at the cost of 100 damage and an extra startup frame. Also your go-to shorthop normal. | |||
}} | }} | ||
}} | }} | ||
Line 731: | Line 726: | ||
| subtitle = | | subtitle = | ||
| damage = 700 | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = none | | cancel = none | ||
| guard = H | | guard = H | ||
Line 743: | Line 738: | ||
| invul = | | invul = | ||
| description = | | description = | ||
* | * Decent overhead, usually used for round closing situations or for resets during a CC. | ||
}} | }} | ||
}} | }} | ||
Line 761: | Line 756: | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | ||
| damage = 1200 | | damage = 1200 | ||
| stun = | | stun = 12 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 780: | Line 775: | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | ||
| damage = 700+700 | | damage = 700+700 | ||
| stun = | | stun = 7+7 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 799: | Line 794: | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | ||
| damage = 500x3 | | damage = 500x3 | ||
| stun = | | stun = 5x3 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 833: | Line 828: | ||
| subtitle = {{Motion|623}} + {{Icon-Capcom|LP}} | | subtitle = {{Motion|623}} + {{Icon-Capcom|LP}} | ||
| damage = 1100 | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 852: | Line 847: | ||
| subtitle = {{Motion|623}} + {{Icon-Capcom|MP}} | | subtitle = {{Motion|623}} + {{Icon-Capcom|MP}} | ||
| damage = 900+300x2 | | damage = 900+300x2 | ||
| stun = | | stun = 9+3x2 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 871: | Line 866: | ||
| subtitle = {{Motion|623}} + {{Icon-Capcom|HP}} | | subtitle = {{Motion|623}} + {{Icon-Capcom|HP}} | ||
| damage = 500+300X4 | | damage = 500+300X4 | ||
| stun = | | stun = 5+3x4 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 905: | Line 900: | ||
| subtitle = {{Motion|214}} + {{Icon-Capcom|LK}} | | subtitle = {{Motion|214}} + {{Icon-Capcom|LK}} | ||
| damage = 700 | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 924: | Line 919: | ||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MK}} | | subtitle = {{Motion|214}} + {{Icon-Capcom|MK}} | ||
| damage = 400+500 | | damage = 400+500 | ||
| stun = | | stun = 4+5 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 943: | Line 938: | ||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HK}} | | subtitle = {{Motion|214}} + {{Icon-Capcom|HK}} | ||
| damage = 300+300+400 | | damage = 300+300+400 | ||
| stun = | | stun = 3+3+4 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 973: | Line 968: | ||
| subtitle = {{Motion|214}} + {{Icon-Capcom|K}} | | subtitle = {{Motion|214}} + {{Icon-Capcom|K}} | ||
| damage = 500 | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 992: | Line 987: | ||
===== <span class="invisible-header">otoishi</span> ===== | ===== <span class="invisible-header">otoishi</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Sakura Otoishi | ||
| input = 623+ | | input = 623+K, Then P or K | ||
| subtitle = | | subtitle = | ||
| image =CVS2_SAKURA_OTO1.png | | image =CVS2_SAKURA_OTO1.png | ||
Line 1,007: | Line 1,002: | ||
| subtitle = {{Motion|623}} + {{Icon-Capcom|LK}} | | subtitle = {{Motion|623}} + {{Icon-Capcom|LK}} | ||
| damage = 600 | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 1,026: | Line 1,021: | ||
| subtitle = {{Motion|623}} + {{Icon-Capcom|MK}} | | subtitle = {{Motion|623}} + {{Icon-Capcom|MK}} | ||
| damage = 600 | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 1,045: | Line 1,040: | ||
| subtitle = {{Motion|623}} + {{Icon-Capcom|HK}} | | subtitle = {{Motion|623}} + {{Icon-Capcom|HK}} | ||
| damage = 600 | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 1,112: | Line 1,107: | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|K}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|K}} | ||
| damage = 800 | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = | | cancel = | ||
| guard = mid | | guard = mid | ||
Line 1,141: | Line 1,136: | ||
| version = LP | | version = LP | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}} | ||
| damage = | | damage = 1900 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 9 | ||
| active = | | active = - | ||
| recovery = | | recovery = 50 | ||
| total = | | total = 59 | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -11 | ||
| invul = | | invul = 8 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,160: | Line 1,155: | ||
| version = MP | | version = MP | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | ||
| damage = | | damage = 2800 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 9 | ||
| active = | | active = - | ||
| recovery = | | recovery = 50 | ||
| total = | | total = 59 | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -8 | ||
| invul = | | invul = 13 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,180: | Line 1,175: | ||
| version = HP | | version = HP | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | ||
| damage = | | damage = 4400 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 9 | ||
| active = | | active = - | ||
| recovery = | | recovery = 50 | ||
| total = | | total = 59 | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -5 | ||
| invul = | | invul = 20 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,209: | Line 1,204: | ||
| version = LK | | version = LK | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}} | ||
| damage = | | damage = 2500 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 8 | ||
| active = | | active = 4+4 (15) 5+16 | ||
| recovery = | | recovery = 38 | ||
| total = | | total = | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -30 | ||
| invul = | | invul = 8 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,228: | Line 1,223: | ||
| version = MK | | version = MK | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | ||
| damage = | | damage = 3600 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 10 | ||
| active = | | active = 4+4 (12) 3+5+20 | ||
| recovery = | | recovery = 38 | ||
| total = | | total = | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -34 | ||
| invul = | | invul = 14 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,247: | Line 1,242: | ||
| version = HK | | version = HK | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | ||
| damage = | | damage = 5400 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 6 | ||
| active = | | active = 1+1+4 (11) 1+1+4 (12) 3+5+26 | ||
| recovery = | | recovery = 35 | ||
| total = | | total = | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -37 | ||
| invul = | | invul = 22 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,276: | Line 1,271: | ||
| version = LK | | version = LK | ||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|LK}} | | subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|LK}} | ||
| damage = | | damage = 2300 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (6) 2 (6) 2 (6) 2 (11) 5 | ||
| recovery = | | recovery = 23 | ||
| total = | | total = | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -4 | ||
| invul = | | invul = 8 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,295: | Line 1,290: | ||
| version = MK | | version = MK | ||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|MK}} | | subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|MK}} | ||
| damage = | | damage = 3300 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (6) 2 (6) 2 (6) 2 (6) 2 (11) 5 | ||
| recovery = | | recovery = 21 | ||
| total = | | total = | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = -2 | ||
| invul = | | invul = 14 (Full) | ||
| description = | | description = | ||
* | * | ||
Line 1,314: | Line 1,309: | ||
| version = HK | | version = HK | ||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|HK}} | | subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|HK}} | ||
| damage = | | damage = 5000 | ||
| stun = | | stun = | ||
| cancel = | | cancel = | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 (11) 5 | ||
| recovery = | | recovery = 19 | ||
| total = | | total = | ||
| advHit = | | advHit = HKND | ||
| advBlock = | | advBlock = 0 | ||
| invul = | | invul = 22 (Full) | ||
| description = | | description = | ||
* | * | ||
}} | }} | ||
}} | }} | ||
= | == Colors == | ||
= | |||
[[File:Sakura_CvS2_colors.PNG|480px]] | |||
Latest revision as of 05:23, 13 March 2025
Introduction
Story
Sakura Kasugano is a Japanese high-school student with a fixation on her favorite fighter, Ryu. She lived a fairly normal high-school life, hanging out with her friends Hinata Wakaba and Natsu Ayuhara, until she saw Ryu fighting one day on the way home from school. She immediately became fascinated, and began training to fight like he does, emulating many of his techniques. She used her newfound skill to beat up the older kids who bully her and her friends, but eventually sets her sights on becoming Ryu's student. She frequently skips class to try and hunt him down, and on the way, has her own journey where she makes friends and enemies from around the world. Namely, she makes a rival in Karin Kanzuki. As she grows up from her childhood fixation on fighting and her idolization turned crush on Ryu, she often finds herself asking if fighting forever is truly a worthwhile use of ones life.
Gameplay
Sakura is part of the big top tiers of CvS2, usually placed somewhere in the top 5 or right outside it at 6th. Like many of the CvS2 top tiers, her ability to control neutral is amazing, with her strong buttons both on the ground and in the air. 5LK, 5MP, 5HK, 2MK, and all of her jump kicks are stellar and versatile buttons that allow her to poke safely at the enemy and get them where she wants them. After she wins neutral, Sakura has very high natural damage, ending combos in her 623P Shouoken uppercuts. She also notably has some of the most annoying roll cancels in the game to fight, with her RC 214K Shunpukyaku tatsus acting as incredibly hard to contest fireball callouts with great reward and her RC 236P Hadosho energy waves being invincible and safe pokes.
Her air mobility is no joke either, sporting the classic shoto air tatsu in j.214K, but also having a powerful divekick in j.236K Oukakyaku. Mixed with her amazing buttons in the air, this makes anti-airing her properly almost as hard as whiff punishing her properly, and when mixed with her amazing RC specials, makes Sakura a neutral nightmare. She also has one of the most powerful Custom Combos in the game, her infamous Shoshosho combo. This is very hard to properly execute, but when done right, makes A-Sakura a terrifying beast of a punish character who can eat your fireball or whiffed poke and spit out 9k or more damage from it. As if contesting her properly wasn't hard enough, the threat of a CC Shoshosho makes it nearly impossible, and Sakura gets to run her game for as long as she wants to.
Groove Selection
Best - A: While Sakura is fairly strong overall, A-Sakura gives her everything she wants to win and more. Having a roll gives her access to RC Tatsu and RC Fireball, making her neutral much more annoying. The real attractive factor is her Custom Combo, Shoshosho. By simply doing repeated 623HP's, Sakura can dish out massive damage and melt through guard bars. The stellar range on this allows her to activate from ridiculously far away and punish whatever the opponent did, whether that was whiff a button or throw a projectile. While her anti-air CC isn't quite as strong, it's still plenty good. A-Sakura is often seen as a point character on plenty of A-Groove teams, thanks to her amazing matchup spread vs other point characters, her strong meter build, and her ability to play without relying on meter while still excelling at using it.
Useful - C/N/K: C-Sakura is likely the second best way to play her. Her level 2 combos, especially using her 214HK Tatsu links, do massive damage and are very flashy to pull off. They are quite difficult however, and in general, C-Sakura is going to be forced to learn Sakura's more difficult links and master the 1 frame link from her 214HK into her 2LP to make her level 2's hurt. C-Sakura plays overall similar enough to A-Sakura, with a different way to use meter. N-Sakura changes the formula a bit, getting much more aggressive potential with run and hop. While she can still roll cancel specials for maximum neutral annoyance, she can also run in or hop over lows, making it even more difficult to directly contest her. She still plays her normal game, similar to A-Sakura, but gets more access to scary mixups with hop crossups and empty hop low/throw, allowing her to vortex opponents very effectively. K-Sakura plays much like N-Sakura, but without rolls. Off of her high damage combos, she often gets enough time to mix the opponent between a hop HK on the same side and a crossup hop MK, or she can always empty hop and go low or throw. Rage gives her a great damage buff, and her level 3 236236K Midare Zakura lets her end Rage combos with huge damage. K-Sakura has to sacrifice rolls however, but she can still play a solid offensive neutral, and her mixups are no joke.
Worst - S/P: While listed here as worst, neither of these Grooves are necessarily bad for her, and Sakura can still shine in them. They just fit her the least. S-Sakura is one of the better S-Groove characters, mostly thanks to her ability to play without meter available. She can still do her normal and solid neutral gameplan, and even gets a run and hop to solidify her offense more. Charging is a pain, but since Sakura is hard to contest, she can charge a bit more safely after instilling the fear of her buttons into the opponent. However, this is much less effective without rolls, and while Sakura doesn't require meter at all times, it does make her quite a lot scarier when she has it. Infinite level 1's do allow her to use her level 1 236236P Shinku Hadouken to zone a bit more effectively however. P-Sakura is a fairly solid P-Groove character, especially because Sakura can punish pretty reliably off of a good parry. Lack of rolls hurts a lot, and having only hop to make up for it instead of both hop and run is a hard trade-off. P-Sakura relies on you having solid parry ability, converting those parries into a knockdown and a blender of hop mixups, and cashing out on the one or maybe even two level 3 supers you get a round.
Sakura is a top-tier powerhouse of a shoto, with some of the best neutral control in the game. She can control space with big buttons, great air mobility with her divekick and air Tatsus, and her incredible roll cancels. Once she gets meter, she can cash it out into big damage. Sakura is best in A-Groove. Difficulty: Hard (A-Groove), Medium (Any other Groove)Tier: S |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
YSK | Japan | A-Groove | Twitter: @yosuke0815 | The point character of YSK's dominant A-Yare (Sakura Bison Blanka) team. Plays with a decent amount of movement and tries to meter build. Sample Match |
Uma | Japan | A-Groove | Twitter: @umaare | An OG player and an A-Yare team user. Sample Match |
Yane | Japan | S-Groove | Twitter: @yanechudan | Being a skilled S-Groover, Yane is very well versed with making S-Sakura dominate neutral and is especially threatening with desperation mode. Sample Match |
Normal Moves
Far Standing Normals
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF,SP,SU | mid | mid | 2 | 4 | 5 | 11 | +8 | +8 | none |
|
5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SP,SU | mid | mid | 5 | 5 | 12 | 22 | +3 | +3 | none |
|
5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200 | 12 | SU | mid | mid | 5 | 3(2)5 | 23 | - | +1 | +1 | none |
|
5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 3 | SP, SU | mid | mid | 3 | 5 | 13 | 21 | -3 | -3 | - |
|
5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SU | mid | mid | 7 | 7 | 21 | 35 | -8 | -8 | none |
|
5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | none | mid | mid | 8 | 5 | 17 | 30 | +2 | +2 | none |
|
Close Standing Normals
cl5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SP,SU | mid | mid | 4 | 5 | 11 | 20 | +4 | +4 | none |
|
cl5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100, 900 | 11, 9 | SP,SU; SU | mid | mid | 3 | 8 | 27 | 38 | -11 | -11 | none |
|
cl5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200, 1000 | 12, 10 | SP, SU; SU | mid | mid | 4 | 7 | 23 | 34 | -6 | -6 | N/A |
|
Crouching Normals
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF, SP, SU | mid | mid | 3 | 4 | 6 | 13 | +7 | +7 | none |
|
2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SP,SU | mid | mid | 4 | 4 | 21 | 29 | -5 | -5 | N/A |
|
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100, 800 | 11, 8 | SP,SU; SU | mid | mid | 3 | 11 | 26 | 40 | -13 | -13 | N/A |
|
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF, SP, SU | low | low | 3 | 4 | 8 | +3 | +3 | - | N/A |
|
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SU | low | low | 4 | 4 | 24 | 32 | -8 | -8 | N/A |
|
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | SU | low | low | 6 | 3 | 35 | 44 | KND | -14 | - |
|
Air Normals
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | - | - | - | 3 | 22 | - | - | - | - | - |
|
8MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | - | - | - | 4 | 8 | - | - | - | - | - |
|
8HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | - | - | - | 7 | 5 | - | - | - | - | - |
|
8LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | - | - | - | 4 | 26 | - | - | - | - | - |
|
8MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | - | - | - | 5 | 8 | - | - | - | - | - |
|
8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | - | - | - | 8 | 12 | - | - | - | - | - |
|
command normals
8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | none | H | H | 23 | 3 | 16 | 42 | +1 | +1 | - |
|
Special Moves
Fireball
DP
tatsu
tatsu follow up
otoishi
Dive kick
Super Moves
Fireball
dps
tatsu s
Colors