No edit summary |
No edit summary |
||
(12 intermediate revisions by 8 users not shown) | |||
Line 3: | Line 3: | ||
On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself. | On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself. | ||
| | | | ||
While many characters in Street Fighter require high dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.}} | While many characters in Street Fighter require {{high}} dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.}} | ||
=== Players to Watch === | |||
HumanBomb, ChrisG, Uryo, Gannon | |||
== Moves == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Flower Kick | f + mk | high }} | {{SSFIVMoveListRow | Flower Kick | {{f}} + {{mk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 17: | Line 20: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sailor Shot | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Sailor Shot | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Choba Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Choba Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 24: | Line 27: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hadoken | qcf + p | Hold p to charge; ex }} | {{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | Hold {{p}} to charge; {{ex}} }} | ||
{{SSFIVMoveListRow | Shouoken | dp + p | ex }} | {{SSFIVMoveListRow | Shouoken | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Shunpukyaku | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Shunpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Shunpukyaku | (in air) qcb + k | ex }} | {{SSFIVMoveListRow | Airborne Shunpukyaku | (in air) {{qcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Sakura Otoshi | dp + k --- p | Can press p up to three times for three attacks; ex }} | {{SSFIVMoveListRow | Sakura Otoshi | {{dp}} + {{k}} {{---}} {{p}} | Can press {{p}} up to three times for three attacks; {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Haru Ichiban | qcb qcb + k | }} | {{SSFIVMoveListRow | Haru Ichiban | {{qcb}} qcb + {{k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Haruy Ranman | qcb qcb + 3k | armorbreak }} | {{SSFIVMoveListRow | Haruy Ranman | {{qcb}} qcb + {{3k}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Shinku Hadoken | qcf qcf + 3p | }} | {{SSFIVMoveListRow | Shinku Hadoken | {{qcf}} qcf + {{3p}} | }} | ||
{{SSFIVMoveListRow | Shinku Tengyo Hadoken | qcf qcf + 3k | }} | {{SSFIVMoveListRow | Shinku Tengyo Hadoken | {{qcf}} qcf + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''EX Hadoken'' | |||
Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). | |||
Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total). | |||
''EX Shunpukyaku'' | |||
Fixed issue whereby opponent could be passed through when hit in standing position after certain combos. | |||
''Sakura Otoshi'' | |||
Increased command input difficulty, and made release-triggering impossible. | |||
== AE Changes == | == AE Changes == | ||
* Close Medium Punch has less recovery. | |||
* Crouching Medium Punch and Kick can combo from a hit confirm. | |||
* Far Standing Medium Punch can be Canceled, just like Ryu. | |||
* Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it. | |||
* Air Arcing Hurricane Kick can get more airborne hits. | |||
* Recovery time on her fireball reduced. | |||
* Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger. | |||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
crouch [[File:lk.png]][[File:---.png]]crouch [[File:lp.png]][[File:---.png]]crouch [[File:hp.png]][[File:---.png]]Shunpukyaku[[File:EX.gif]][[File:---.png]]Shinku Hadoken | |||
==Strategy== | ==Strategy== | ||
Line 124: | Line 154: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |Force stand, [] refers to active frames 3~4 | ||
| | | | | | ||
|- | |- | ||
Line 166: | Line 196: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |Forces stand, [] refers to damage at foot | ||
| | | | | | ||
|- | |- | ||
Line 292: | Line 322: | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" | | | align="center" |Forces stand, [] refers to active frames 3~5 | ||
| | | | | | ||
|- | |- | ||
Line 334: | Line 364: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 516: | Line 546: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |+0 on hit vs crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 525: | Line 555: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 533: | Line 563: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 539: | Line 569: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 547: | Line 577: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |130 | | align="center" |130 | ||
Line 572: | Line 602: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.90 | | align="center" |0.90 | ||
| align="center" |135 | | align="center" |135 | ||
Line 586: | Line 616: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 597: | Line 627: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |71 | | align="center" |71 | ||
| align="center" |48 | | align="center" |Total 48 | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" | | | align="center" |Fireball 14f from button release, (something about canceling) | ||
| | | | | | ||
|- | |- | ||
Line 611: | Line 641: | ||
| align="center" |13+14 | | align="center" |13+14 | ||
| align="center" |71 | | align="center" |71 | ||
| align="center" |56 | | align="center" |Total 56~ | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |Fireball 14f from button release, (something about canceling), charge 13~21f | ||
| | | | | | ||
|- | |- | ||
Line 625: | Line 655: | ||
| align="center" |39 | | align="center" |39 | ||
| align="center" |44 | | align="center" |44 | ||
| align="center" |64 | | align="center" |Total 64 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |Fireball 14f from button release, (something about canceling), charge 22f | ||
| | | | | | ||
|- | |- | ||
| |Hadoken [[File:EX.gif]] (Lv1) | | |Hadoken [[File:EX.gif]] (Lv1) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |60*60 | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
Line 639: | Line 669: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |48 | | align="center" |Total 48 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property, fireball 14f from button release, (something about canceling) | ||
| | | | | | ||
|- | |- | ||
| |Hadoken [[File:EX.gif]] (Lv2) | | |Hadoken [[File:EX.gif]] (Lv2) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |60*70 | ||
| align="center" |60*60 | | align="center" |60*60 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
Line 653: | Line 683: | ||
| align="center" |13+14 | | align="center" |13+14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |60 | | align="center" |Total 60~ | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property, fireball 14f from button release, (something about canceling), charge 13~21f | ||
| | | | | | ||
|- | |- | ||
Line 667: | Line 697: | ||
| align="center" |39 | | align="center" |39 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |72 | | align="center" |Total 72 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property, fireball 14f from button release, (something about canceling), charge 22f~ | ||
| | | | | | ||
|- | |- | ||
Line 678: | Line 708: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |30/10x2 | | align="center" |30/10x2 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2*4 | | align="center" |2*4 | ||
| align="center" |18+11 | | align="center" |18 + After landing 11 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |8f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 692: | Line 722: | ||
| align="center" |50*35x3 | | align="center" |50*35x3 | ||
| align="center" |30/10x4 | | align="center" |30/10x4 | ||
| align="center" |su | | align="center" |su*su*su*- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |2x3*8 | | align="center" |2x3*8 | ||
| align="center" |22+11 | | align="center" |22 + After landing 11 | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |13f~ airborne, 4th hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 706: | Line 736: | ||
| align="center" |50*30x5 | | align="center" |50*30x5 | ||
| align="center" |30/10x6 | | align="center" |30/10x6 | ||
| align="center" |su | | align="center" |su(x3)*-(x3) | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |2x5*10 | | align="center" |2x5*10 | ||
| align="center" |20+11 | | align="center" |20 + After landing 11 | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18f~ airborne, 4th-6th hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 720: | Line 750: | ||
| align="center" |40*20*40*20x5 | | align="center" |40*20*40*20x5 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su(x5)*-(x3) | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |2*4(19)2x5*9 | | align="center" |2*4(19)2x5*9 | ||
Line 726: | Line 756: | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f Invincible, 14~23f and 43f~ airborne, 6th-8th hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 737: | Line 767: | ||
| align="center" |16 | | align="center" |16 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |15 | | align="center" |After landing 15 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |10~21f legs projectile invincible, 10~21 airborne, armor break | ||
| | | | | | ||
|- | |- | ||
Line 751: | Line 781: | ||
| align="center" |17 | | align="center" |17 | ||
| align="center" |3(8)6 | | align="center" |3(8)6 | ||
| align="center" |18 | | align="center" |After landing 18 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |11~33f legs projectile invincible, 11~33 airborne, armor break | ||
| | | | | | ||
|- | |- | ||
Line 765: | Line 795: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |3(6)3(7)2 | | align="center" |3(6)3(7)2 | ||
| align="center" |21 | | align="center" |After landing 21 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |7~32f legs projectile invincible, 7~32 airborne, armor break | ||
| | | | | | ||
|- | |- | ||
Line 776: | Line 806: | ||
| align="center" |50*30x3 | | align="center" |50*30x3 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |-*-*-*su | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |3(6)3(7)2(12)3 | | align="center" |3(6)3(7)2(12)3 | ||
| align="center" |14 | | align="center" |After landing 14 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7~32f legs projectile invincible, 7~41 airborne, armor break, 4th hit floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 793: | Line 823: | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |3(9)3 | | align="center" |3(9)3 | ||
| align="center" |7 | | align="center" |After landing 7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 807: | Line 837: | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |3{(9)3}xN | | align="center" |3{(9)3}xN | ||
| align="center" |7 | | align="center" |After landing 7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Active frames repeat until grounded | ||
| | | | | | ||
|- | |- | ||
| |Sakura Otoshi | | |Sakura Otoshi | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |- | | align="center" |- | ||
Line 821: | Line 851: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |36 | | align="center" |After landing 36 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~until landing lower body projectile invincible, 7f~ airborne, 15f~until landing can cancel into follow up, Total duration LP: 74f, MP: 76f, HP: 78f | ||
| | | | | | ||
|- | |- | ||
Line 835: | Line 865: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |77 | | align="center" |Total 77 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7f~ airborne, 15f~until landing can cancel into follow up, 36f landing recovery, tracks opponent | ||
| | | | | | ||
|- | |- | ||
| |Sakura Otoshi ( | | |Sakura Otoshi (Attack) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50*50*60 | | align="center" |50*50*60 | ||
| align="center" |70*70*100 | | align="center" |70*70*100 | ||
| align="center" |0/15x3 | | align="center" |0/15x3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |14+4 | | align="center" |14+4 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |16 | | align="center" |After landing 16 | ||
| align="center" | | | align="center" | | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Untechable limited juggle knockdown, pursuit property, repeats up to 3x | |||
|- | |||
| |Sakura Otoshi (Attack) [[File:EX.gif]] | |||
| align="center" |HL | |||
| align="center" |60x3 | |||
| align="center" |100x3 | |||
| align="center" |0/0 | |||
| align="center" |- | |||
| align="center" |14+4 | |||
| align="center" |3 | |||
| align="center" |After landing 16 | |||
| align="center" | | | align="center" | | ||
| align="center" |- | |||
| align="center" |Untechable limited juggle knockdown, pursuit property, repeats up to 3x | |||
| | | | | | ||
|- | |- | ||
Line 866: | Line 909: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f Invincible, 7th hit Untechable limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 880: | Line 923: | ||
| align="center" |-28 | | align="center" |-28 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 1st-2nd hit forces stand, Hard knockdown, armor break, 3rd hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 891: | Line 934: | ||
| align="center" |0+12 | | align="center" |0+12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |96 | | align="center" |Total 96 | ||
| align="center" |-27 | | align="center" |-27 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, Untechable limited juggle knockdown, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 905: | Line 948: | ||
| align="center" |0+8 | | align="center" |0+8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |92 | | align="center" |Total 92 | ||
| align="center" |-27 | | align="center" |-27 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~7f Invincible, Untechable limited juggle knockdown, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 940: | Line 983: | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] | |||
[[Category:Sakura]] |
Latest revision as of 01:17, 3 January 2021


Sakura
On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.
In a nutshell
While many characters in Street Fighter require dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.
Players to Watch
HumanBomb, ChrisG, Uryo, Gannon
Moves
Unique Attacks



Throws









Special Moves




















Super Combo


Ultra Combos







AE ver. 2012 Changes
EX Hadoken
Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).
EX Shunpukyaku
Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
Sakura Otoshi
Increased command input difficulty, and made release-triggering impossible.
AE Changes
- Close Medium Punch has less recovery.
- Crouching Medium Punch and Kick can combo from a hit confirm.
- Far Standing Medium Punch can be Canceled, just like Ryu.
- Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
- Air Arcing Hurricane Kick can get more airborne hits.
- Recovery time on her fireball reduced.
- Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
The Basics
Combos
Strategy
Matchups
Frame Data